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laudwic

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  1. Pyro/Marine is very effective. I've predominately soloed to 50 + a bunch of vet levels. Even when I grouped it was pick-up groups. On the weekends, DFB groups are pretty plentiful even on low population servers like my beloved torchbearer.
  2. While I understand the idea and, in some ways, like the idea, I don't think it is worth the limited resources of the Devs time. The post above me is right in that there are many inf billionaires who give out inf all the time, but also, frankly, inf is easy to get. As a starting player, play a Sentinel through content. A sentinel is probably the most forgiving at, and survivable solo for a new player. Take that one to 50, and then you have enough inf to fund your next character. Each character will fund the next one. When you start doing veteran levels, you'll have more inf to fund future characters. If your interested, learning to game the auction house for more inf. There are directions on how to do it in the guides, it just takes a little time. Honestly, I would more support the idea of inf slot machines to fill the role, but, as with anything red side, it won't get used enough even though, in some ways, it is superior.
  3. In your opinion. The power is performing wonderfully for me for the purpose I'm using it for. Ie: when I am fighting 3+ spawns in a 1/4 set up or when I have an ambush. I'm fighting spawns for 4x my party size and I'm using the power to deal with overpulls and ambushes so only when I am dealing with multiple spawns that one is designed for 4x my actual party size. When I play, I fight the entire spawn at once, I don't pull from a spawn. I am very aware that each segment of Brilliant Barrage is only going to target 8. It is part of what I enjoy of the tactics of which power to use and when. Pyrotechnic has 5 AoE control powers (I include Glittering Column and sparkling chain - the only one I skipped) One chain, one cone, one placeable AoE taunt, one placeable AoE hold, and targeted AoE Stun with a placeable AoE fear. Every single one of these powers has a 16 target cap. The crust of your argument seems to be that the two different portions of Brilliant Barrage each have a target cap of 8 and that is somehow wrong. Together, the two effects have a target cap of 16, just like every other power in the set. The utility is you can split up the two segments or drop it in one section. Utility comes at a cost, and part of the cost is the recharge time. Your welcome to dislike or want a change to a power. Because it doesn't work for you, or work how you would like it, doesn't mean that it is not working for others or that they are using it wrong.
  4. I've used the power, generally, solo to generate a 50 plus over 15 vet levels. I use it differently than you do. If both effects went to the same group, I would respec out of this power. They only go to the same group if you want them to. I target different groups with different effects. I play at +1/4 as I solo and this is my relaxation. If I agro an entire room rather than just one spawn (happens pretty often as I do a lot of repeatable missions in the KW and my alpha gives a range bonus which causes me to grab more spawns than one) or an ambush attacks my character while I'm otherwise engaged, when that happens, then Brilliant Barrage shines for me. I can target to groups that are separated by a decent distance and drop a stun on one and a fear on the other one. I don't drop it in the same area and I don't care which is which. The power is a secondary, emergency, control for me, so I am not worried about the recharge time, and it works very well. There is nothing else like it in the controller sets. I have one proc in it, but I didn't proc load it like I have with other powers. (Shoal Rush & Whitecap - looking at you). I don't care if one group is feared (and will attack back if I attack them) because I just need to stop then for now while I concentrate on the other groups. When I finally turn my attention to them, I can just drop another AoE on them and finish them off. Just because I use a power differently than you, that doesn't me I don't know how to use it or how to effectively use it. The stun is mag 3 the fear is mag 4, each one has the possibility of +1 mag for a controller. Then again, the AoE control power that I use is Hypnotizing Lights so you'll probably think I'm crazy anyways. Generally: Tidal Pool, Glittering Column, Shoal Rush (highly proced), Hypnotizing Lights, Fireball (Containment Bonus), Whitecap (highly proced) Dazzle, Sparking Cage, and Arcane blast what ever is left. What is left has - to hit from Column and Incendiary Aura. Works really really well. I'm having a lot of fun street sweeping Elite Bosses in KW. Incendiary Aura running, Catherine Wheel has Shifting Tides on it, barrier Reef for free absorb points. Skipped Sparkling Chain Explosive Bouquet - barely slotted but to stack holds with Dazzle Brilliant Barrage for emergencies Glittering Column as a starter, or use later to take aggro off for fun.
  5. I've got a 50 pyro/marine controller with around 15 vet levels, while Brilliant Barrage is not my go to AoE control power, I am very happy with how it works. It is my, oh crap, a ton of stuff is coming that I need to stop, emergency control power. Is it harder to use, sure. Does it have a great amount of utility being able to select two different locations for AoEs? Heck yeah! That is why I love it. Others have posted Macros to have both aspects of the power hit the same target. This is a very different power, and one of the things that makes the set different. Keep it as it is.
  6. So you spend some time recreating the character or your newest latest and greatest concept while taking advantage of the latest testing change or patch to the game. It isn't much more time than a respec and people clamored for a free one of those following the last update. (As if we don't get enough of those for free anyways, they are readily available as recipes in the auction house, or, gasp, actually play the content to earn one.) I disagree that this is a significant barrier for beta.
  7. One fun Proc to add to minions is Overwhelming Force Dam/Chance for Knockdown/Knockback to Knockdown Three minions with each of their attacks having a chance for knockdown is nice damage mitigation.
  8. In the vein of the St. Martial "The Family Raid" I humbly suggest the addition of a raid into the Crey Office Buildings in Kalisti Wharf. Like "The Family Raid" you can have an initial fight to get into the building, have a fight inside (perhaps multiple destructibles so you have to fight) then fight your way to the exit as Blackwing (or Crey's Real ID Paragon Teams) comes in. Minor temporary power reward. Choice of clickable minor buff that has some negative effect as well (it is Crey tech) Badge: Crey Crey: You have committed an act of industrial sabotage in the Crey Offices in Kalisti Wharf. Some people joke that you are 'crey crey' for daring to take Crey on.
  9. Faraday Cage does a lot to protect your team from Status effects. It is one of those wonderful things you don't realize how great it is until you don't have it.
  10. So that's how you have all that Inf to give away!!!!
  11. Honestly though, I generally run 1+(my incarnate level shift)/3 or 4 simply because that is the level that I enjoy playing at. With that being said, I generally play an aggressive take on whole spawn style, I under use incarnates, and it's kinda fun when an ambush gets added in or a second group aggros and adds to the fun. Could I do higher, sure, but it isn't as fun for me all the time. All that really matters is that the game is fun. To me, one of the biggest things is that I can log in, play solo for a short period of time and feel like I did something. I can group, but I don't need to if I want to accomplish anything. If I need to quit a mission because of real life, I can. The latest update with the incredible fun of street sweeping in the Wharf is great for me. (Its fun finding an elite boss and fighting them, there are tons of good sized spawns to attack - I really appreciate the Devs for this!) Now, some content is harder than others. Older content is generally easier even after some freshening up of groups. For example, main world Council is tougher than they were, alternate world Counsel is a cakewalk, but sometimes it is fun to be able to stomp an enemy in a mission. Compare that to the later Vaz content, or Chimera it is more difficult. (I swear, in ancient times Elite Bosses are far more common.) If you want harder content, it is available to you. Also, if you want to run that empath defender solo, you can adjust the difficulty to make it workable. The point is that the Devs are doing a good job keeping the game fun. Remember, this is a diverse player base. Not everyone likes to play the same way. Some will trick out their build and take powers just to mule in that Luck of the Gambler +Global Recharge, others will take a power because it fits a theme even though their attack chain does not need it or could be better optimized without it. I want my characters to be able to handle whole spawns, others want to pull spawns together to make a larger melee, and still others want to pull off enemies and chip away. I would expect that most, if not all, of future content to be of the more difficult variety. (Blackwing are fun.) Yes, there has been power creep on characters with SOs earlier IOs, IO sets and Incarnates, but there has also been some changes with villain groups, and more difficult content added as well. All in all, I think the Devs are doing a great job to try to keep the game fun and relevant to a lot of playstyles.
  12. Here's my problem when folks say they are soloing +4/x8, I have no idea how they are actually fighting them when they say this. If you have incarnate level shifts, +4 could mean +2 or even less. If you are pulling from groups, then x8 just means your taking your time whittling down groups not that you're fighting a spawn that is designed for a group of 8 all at once.
  13. You're thinking of the truly old days with Circle of Thornes. For the lost, go south of the tram in between the buildings at the lower end of the map. I've never had a problem finding 20 to cure there.
  14. Honestly, that is part of the defense for my Pyro/Marine Controller and Marine/Electric Defender. If you're not standing, you're not attacking. Between the knockdown of Marine and the Blast Off of pyro, there is some nice damage mitigation before all the foes are locked down. My Marine/Electric Blast Defender works on the idea of Knockdown, and the Sap all the enemies endurance while getting up.
  15. I've experienced this quite a bit with my Pyro/Marine Controller. It is kinda funny with outdoor maps when even con mobs go flying the equivalent of a football field away.
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