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purexedz

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Everything posted by purexedz

  1. Create a DFB-like instance for every zone and give incentives to run it (even for 50s). New MM powersets (Elementals, Plants, Celestials, Goblins) Remove Incarnates for all general content. Remove attuned enhancements. No, you shouldn't be able to have your set bonuses of everything while exemping on a level 26 radio mission. Re-work Independence Port and make it level 25-35. Either split the zone into two zones or reduce the size. It's too big and we all know it. Add some incentives to go to hazard zones like Perez Park, Terra Volta, Boomtown, etc. Make mez effects on teammates make their name/hp bar glow a certain color. Re-work Empathy to not suck Re-work Broadsword to not suck Re-work Dual Blades combo system. Re-work Controllers to allow them to hold bosses in a single application somehow. I can't get myself to even play one after playing a dom. Re-work Brutes' Fury to be more meaningful. Fury is not that good with the current Brute damage modifier being so low. Create content/incentives for 5-man teams. 8-man teams are too easy, with 5 each person's contributions matters much more which makes it more fun.
  2. Yes, I'd do it. I like Warshades having Quantums as a thorn in their side for example. It just makes things more interesting. If not a weakness, I'd like to create a "rival" character that will show up and annoy my character in missions, kind of like Gary in the original Pokémon game.
  3. Barrage can be skipped. Taunt is optional. Dull Pain should be 6-slotted with Preventive Medicine. Weave could use more slots, LotG is good but also put 4-pc Shield Wall there. Tough Hide could use more slots, same deal with Weave. One LotG, and 4-pc Shield Wall. Invincibility is another that could be one LotG + 4-pc Shield Wall. You could use some Impervium Armor +Psi res, since that is Invul's weakness. Put one in Resist Physical Damage, Resist Elements, Tough. Unstoppable can also take one as a mule FYI. These 4 would get your psi resist into the mid 60s, you're currently at 37%. Your attacks are missing out on some proc opportunities. You just 6-slotted everything, but instead could 2-3 slot + procs for the rest. Here's what I've been using to give you an idea of what I'm talking about. Tanker (Invulnerability - Energy Melee).mbd
  4. Poison and Trick Arrow are the A-tier pure debuffers. But Cold, Dark, Sonic, Rad, Nature are good as well if you want more versatility.
  5. It would be cool as a primary for sure and would pair nicely with /Marine on Controllers. Maybe some day
  6. It'll be mostly the same, but not 100% identical. If you look at Icesphere's Claws/WP vs Claws/SR for example, it's about 90% identical in slotting. Focus is the one power slotted differently.
  7. I know some people will say "Kinetics is better on Corr because higher damage cap" or "Trick Arrow is better on Def because of higher modifiers" but I don't really care tbh, I usually have a character concept that leans more offensive or defensive and I'll pick the AT accordingly.
  8. Sonic Resonance/Archery Defender has to be one of least played combos
  9. The archetypal aspect isn't really respected anymore and the melee ATs are just "playstyle" now, i.e. Brutes/Tankers getting "finesse" sets, and Stalkers/Scrappers getting "smashing" sets. They gave stalkers Stone Melee ffs. Might as well go all the way at this point and give War Mace and Titan Weapons since they've already broken the archetypal qualia.
  10. I read the manual and thought Scrappers sounded badass. I then chose Katana/Super Reflexes. Started out slow, but became a solo god in the 30s.
  11. 44 Psi/ here. The 40+ content is actually brutal for us. Even on 8-man teams with all kinds of support I'm struggling to down Lts/Bosses. A maxed Fulcrum shift won't help much either when an enemy is Psi resistant.
  12. Going with Psy/Nrg. I like the feel of it so far so I will stick with it. Tried Dark/ but it felt weird as a stalker. I might try it again as a Brute.
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