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The Godchild

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Everything posted by The Godchild

  1. Purples existed before attuned IO's were a thing, they were basically like the testing grounds for attuned IO's since they do the exact same thing without having to be attuned with a catalyst. You 'can' catalyze them but that's actually a really, REALLY bad plan since you can't boost them if they're properly attuned (just like attuned normal sets). Correct, they have better numbers and act like they're attuned already so that's win/win. The only IO type that gets close/better enhancement numbers are upgraded ATO's and winter IO's...sadly the original VR sets that were first released don't have the 'best' enhancement numbers, but they're still better overall even if end reduction tends to be lacking at times (legit that's the only drawback of VR sets, shitty end reduction :P)
  2. 1. Purple sets have higher enhancement numbers then rare/orange pieces. 2. Purple sets have some of the highest +rech bonuses you can get next to upgraded ATOs 3. Purple damage procs hit HARD....100+ damage per proc and they proc often to boot. 4. Purples have nothing to do with pvp...they're pve sets. 5. Pvp IO sets weirdly show up as 'purple' rarity while in recipe form but become rare/orange after being crafted and have stats on par with a rare/orange grade piece from another set. 6. Purple/VR sets don't need to be attuned, they act like they're attuned already and will still provide their set bonus so long as you have access to the power its in while exempt. You can even boost them to +5 and retain the +5 modified bonus while exemp. Really, purples are nice for adding more +rech, getting those sexy damage procs (arm chance for fire proc in any spammable aoe is nuts) or adding a pretty insane amount of fire and cold res if you need it. Not for everyone obviously, since they're expensive to get your hands on though 100 merits isn't hard to get honestly.
  3. Uhhhh....now I REALLY have to ask: why are you assuming soft cap s/l def AND res cap? Pretty sure that's flat out impossible to do since the majority of your set bonuses are gonna be geared towards +def...not +res to any degree beyond the 'norm' of probably landing around 40% unless you take a +res epic...and then your defense would drop considerably. Even taking powers like force field or sonic res can't get your numbers up 'that' high unless you intentionally gimped your build to take a bunch of +def powers, the situational 'oh shit!' clickies from the newer pool sets or invest in PFF which is pretty much double AB's defense but still has the 'only affecting self' tag and gives you +res ontop of that. Only true melee AT's (and sentinels) can pull def soft caps and res caps at the same time..and even then its quite a bit of set work effort to get those kinda numbers since no single armor set is perfectly setup to give you optimal of both stats, its either resistance or defense as the primary focus depending on the set.
  4. Because blasters shouldn't have access to that much defense from a single power outside of an epic? Blasters are suppose to be squishy...they've always been that way. If you want defense on a blaster, you have to put in the work and effort for the sets...not grumble about a power that has no use in combat because its purpose is intended for out-of-combat. Or roll a Sentinel if you're so determined to get defense...the whole reason for that AT is pairing ranged with survival. Also, can a mod just lock this thread already? Points have been made...now its just arguing semantics. Please and thanks.
  5. ...sorry, that made me laugh pretty hard. >.> MM's have the lowest possible HP of any AT by a considerable margin and without bodyguard...HA! Fully kitted-out MM in BG mode can still get 2-shot because their hp is just that low compared to other ATs. Yes they can be durable (like every other non-melee AT can with sets n'work) but typically at the cost of other core powers to get the survival levels a tankermind would have/need. Same can be said for tank-fenders, scrankers or whatever hogwash names people come up with for these non-tank tank-builds. Either way, pretty sure a MM under an 'only affecting self' power can't actively command their pets (not 100% sure on that since I hate playing MM's, go figure :P), you'd be relying 100% on just aggroing into things and hoping they kill the most dangerous stuff first otherwise you're gonna be floating there...all by yourself in a pile of dead pets and very angry mobs. None of your leadership would work...none of your debuffs would work...any powers like dispersion bubble would only affect you...you can't heal your pets...all for a measly +10% def? Remind me why MM's get the best benefits again? The continued push you're trying to do to get afterburner turned into something its not isn't getting anywhere and won't get anywhere because the power is working as intended as it has been since live. Its a travel power, not a combat defense power. Who the actual fuck cares if only mm's get the (questionably) 'best' benefits? It still comes at a price, and that's 1 of what....15 ATs we have access to presently? This has gone on for 3 pages now and the same points keep getting made and explained quite clearly...not sure why you're still arguing to get it changed when you seem to be the only person that's convinced it needs to be changed for your benefit, not for anyone else.
  6. ...yeah it does actually. Fly, super jump and super speed ALL get their speeds heavily suppressed the moment you attack something...that's the games answer to knowing when you're in or out of combat in relation to travel powers. As for this whole thread....I clicked on it knowing I was gonna have a laugh but damn...seriously? Not gonna touch on the get gud/bad build BS...I'm just gonna point out the obvious like several others already have: Afterburner is NOT for combat purposes...alpha soak, sure...but even then if that's your reason for taking it....you've probably got bigger underlying issues you should look at first before investing in an incredibly situational +def source >.> The big thing about Afterburner is that it forcefully increases the flight speed cap...considerably, while its active. Fly's fly-speed caps out at a fairly low number (50-60ish kph range I think) and Afterburner adds about +15-20 to the speed cap as well as increasing your air control (though I find combat jumping does a similar/better job of that). The fact it gives defense is baffling to me since snipers are rare in all but the highest level zones (where you have defenses and survival options) and if that was the reasoning...it's a pointless feature of the power. tl;dr version: Afterburner is either there to be a proc mule since it does';t require any slots to be effective or for people that just need to fly somewhere that little bit faster because they're in that much of a hurry to get from point A to point B. If you're only taking if for the +def...don't. Waste of a power pick you could put towards something better and usable all the time...rather then a situational janky power you'll have to keep turning on and off because that's not its intended purpose.
  7. I'd like to point out I did a bit of testing on this ages ago and my results were the following: AR's snipe does NOT have the slow/fast animations....it only has the slow animation but to compensate for that IN COMBAT, it does increased damage (and is still insta-cast) compared to the other snipe powers. This is the only snipe attack that has this particular mechanical setup, all others use the fast/slow setup otherwise. While yeah its still slow...AR's snipe is legit one of the highest single target attacks in the game, more so if you're running devices with it as well (like I'm hitting 700-800 in-combat, and 1K+ out-of-combat).
  8. Woo, did some testing today....results are as follows: The chain DOES favor whatever type of target its initially used on....so it'll at least try to jump through all players first before veering off to other targets like phantoms...most times, still iffy in a clusterpile of melee and useless to target through enemies :/ Spectral Terror does not accept chain jumps, though it is targetable which is annoying but eh.
  9. Oh snap, I didn't know about that....spose I'll have to test out performance with my earth troller again then. Thanks for the info.
  10. I'd be happy if they toned down the sounds at least...it actually causes my game to stutter if there's alot of things going on on-screen, and I've kinda had to stop playing my earth controller because of it :/ You can hear someone using earth control effects from considerable distances away...its kinda freaky.
  11. It'll hit ANY friendly target...including pets, creeper vines...energy fonts/firey orbs, npcs, etc. The creeper thing is when there's a damn forest of the things slapping mobs around so yeah you might run into target cap issues there but its more of a rarity compared to running into Illusion control I'm finding. My issue is with untouchable targets being viable jump targets; because they're untouchable...the chain stops dead, regardless of how many jumps its done or can still do. This is really the first time we've had a support/buff type of chain effect so no one's really noticed some of the more janky interactions with pc's because we have access to more powers that npc's just flat out don't. I will say, there are a few enemies that to intangible/untouchable effects like fake nem PFF, Coucil Ascendants (which are hella rare), Carnie Illusionists, Diabolique...possibly longbow Ballistas as well since they use force field powers....but those are a tiny minority compared to coming across untouchable friendly effects/pets. PC's do have access to a couple chain jump attacks/effects but those are limited almost completely to electric control and the Ion judgement and the infrequent occurrences of intange/untouchable jump-stops probably got overlooked in the usual mess of combat. Illusion control generates 3 untouchable pets by itself (4 if you count the phantasm's decoy, 5 if you count the spectral terror being targetable but unable to use powers on *testing pending on this last pet*) who are frequently neck-deep in melee where the chains want to jump the most since that's the highest concentration of possible targets. Nothing better then throwing out my heal and seeing it smack flat into a decoy/phantom on the first or second jump and my attempted aoe heal is completely wasted because of it. It has gotten people killed too, because I have 0 control over what the chain jumps to next. Its just...frustrating, because the set is crazy fun and quite good but that 1 facet is really ruining the fun when I have to check every...single...controller I team with now to see if they're using illusion and either a: give my team warnings that my affinity buffs/heal aren't gonna be very reliable because of them, or b: basically force them into not using Phantom Army which is kiiiiinda the iconic power of the set and not fair to the other person. tl;dr: I shouldn't have to avoid a specific power set someone else is playing just to make sure my own works properly.
  12. Yeeeeah, this is something I've noticed and been wonder if its something that can be addressed as a QoL change. Elec affinity's various 'circuit' chain powers are amazingly fun to use.....BUT, when on teams with Illusion control users things get alot more frustrating. Not sure if the supposed rumor that the chain favors whatever type of target its activated on (pc's vs pets) but when you have it potentially jumping to 20+ targets it really doesn't matter what's the primary target most times. Regardless of jump preferences, the moment the chain hits a phantom army....BAM, chain ends regardless of how many additional targets are still viable jumps. This wouldn't be 'as' bad if the phantoms didn't generate ridiculous threat to the point they'll pull from tankers alot of times because there's 3 of them, so targeting through enemies is almost pointless because the primary friendly target will almost always be one of the phantoms :/ or it'll be one of the first couple of jumps if there's a clusterfuck of people in melee range. Is it possible to adjusted things so that either the chain continues to jump rather then stopping dead on an untouchable target...or just ignore untouchable targets as viable jump targets? Illusion control is an extremely popular set as of late because of the PA customizing changes so I tend to encounter it often in my random pug'ing.
  13. Eeeeh, wouldn't call it a trap power directly but it can seem that way when people rely on it for basically every build they make :/ Its 'bad' in that its effect can be replicated easily with set bonuses and rech does have a pretty steep drop off in returns so alot of times people are way, WAY overclocked on rech that they really don't need or are getting any real benefit from.
  14. My only issue with perma-dom is this: its fucking BORING. Its active, yes....but its not stimulating in any sense of the word. Perma-dom is boring as hell to play and requires such weird singular focus to do that I've honestly been putting off the 20% to 50 my dom needs to actually hit proper 50 even though she's well above perma dom already. Its just BORING TO PLAY. Seriously...perma-dom requires so much focus that my brain just...shuts off, even faster then normal brain-dead play in the game (54 PI coucil missions, etc). I don't find it fun...straight up. Yes perma-dom is INSANELY OP, instantly locking down bosses is huge deal that even controllers can't compare to since they only have a chance at the +1 mag vs a flat out auto-DOUBLE mag buff? How is that NOT OP as fuck compared to any baseline? I get way more satisfaction outta my controller alts then I do my dom alts because I feel less stress and expectation, controllers are just more 'fun' compared....doms feel like they have an expectation of perma-dom at 50 that's required and if you don't meet it? Might as well just solo because people are gonna give you shit constantly on teams :/
  15. These are daisy's people need to know about though....how else are people gonna realize their god-tier power choice is basically shit? Yeah I went there...FITE ME! (or at least buy me diner n'make a bunch of false promises over candle-light) before you ruin my starling reputation!
  16. Maybe I'm just a weirdo....but outside of extremely niche situations (ie: permadom, perma-chrono shift) there is no reason to take Hasten IMO >.> At best....you might need maybe 60% global recharge to make 99% of attack powers viable n'quick to recharge. Hasten's bonus is pretty much moot beyond that point....and honestly is pretty moot overall since the situations where you might actually need it are points where you're pushing well, WELL past what's required for normal play (that includes incarnate content). This is the same argument I give to people that proclaim the Forced Feedback rech proc to be god-tier: unreliable burst rech means literally NOTHING. There come a point where you statistically get so much less from a single source when you just innately build up enough of the same source. (ie: SLOT FOR RECHARGE) Get it up to 60% and honestly you're golden unless you';re pressing hard for perma-dom or permas-shift (which will give you perma-hasten anyway amusingly). ...and ffs, its NOT hard to get 60% global recharge...seriously, I blind-built a grav/elec controller this week from scratch who ended up with 75% rech without even delving deep into build-crafting, it just happened because oif sets I chose as I as leveling up. Pre-50 I had at least 45%...and it was more then enough coupled with energizing circuit. -- Hasten doesn't need to be nerfed, people just need to stop idolizing it as some god-tier power. End of story. -- Side note: the number of randos I team with using hasten is....unnerving, like seriously...Everybody seems to take it and no one can give me a legit reason why beyond "Oh hey, more recharge....awesome!" If you want reliable burst recharge....take Ageless as a destiny option, its great for that shit (speaking a someone who uses ageless on a semi-farming brute for burst recharge on savage leap n'rending fury...) ...maybe I play this game too damn much since I know details of this facet to such a deep degree >.< Additional side note: Yeah, fuck reading 8 pages of random ranting over people freaking out over the notion. If someone touched on the same notion I did, props to'em...you get my vote for "Most kickass gamer in city of the year".
  17. Woo, and that was the part I was forgetting/unsure about....its been probably a decade since I even looked at the crafting badges >.>
  18. Oh, aren't the badges for crafting specific generic IO's tied to making 2 types, not just 1? Take a look at the badge and see what the other IO component of it is and try making those (seems like you might have already made 1 if you were at 7/12). Otherwise I'd have way more badges from over-crafting end reductions, recharges, etc as I level an alt up. At best I might have 1 or 2 memorized recipes by 50, if any because the second IO type is usually something odd I don't use much like range or interrupt. tl;dr: Of the required 12 crafts, its split between 2 types of IOs. So you'd need 6 of the first, and 6 of the second for full badge credit. I do remember it being annoying as hell on live to get the 4th crafting badge that had the portable crafting table accolade because you couldn't just make 1 type, you had to make both types listed and it was just a slog to do and sell afterwards if the other IO was a useless type no one used (ie: interrupt, tohit debuff & buff, etc)
  19. Yes, plenty... I'd like to point out that 1.18x is from a smidge of slotting from IO's, I'm talking purely about the inherent accuracy (what the power's baseline is), not slotted or universal bonuses. ...also I'm pretty sure that's not how the math goes for acc, if anything it would probably add to +35% (doubt it stacks like other +acc universal bonuses though)...but I could see the normal T9 nuke +20% taking priority if they had to pick between either. tl;dr: No math required, we're talking about why Archry's T9 has no listed inherent bonus (of any sort) unlike every other T9 nuke.
  20. Anyone else seeing the issue here? Archery by itself has an inherent 15% acc bonus, and t9's usually have +20% acc inherently as well. Soooooo, is this just a visual/typo issue with the power info/enhancement window (yes it shows 1.00 base there as well) or was this a 'nerf' to take into account the animation speed up? Side note: It really does feel like its seriously lacking in base acc. Unless I'm using aim/upshot it tends to miss....ALOT, or rng just hates me as usual. Could be either reason really...
  21. Can Confirm: Shield Charge does not share this range bug, so its definitely something about being targeted vs location.
  22. Yay! I'm helping...even if I'm not on beta or even had a clue it was related! 😄
  23. ...I was quite literally about to type that exact same quote when the reply notice came up, good show :3
  24. Constructive, and I do agree. Part of me was venting but it had to be said either way and I knew I was opening more then a few worm cans. Oh well, I said what I wanted to...people are free to interpret it as they please.
  25. Name checks out, thanks for your input.
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