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Ironblade

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Everything posted by Ironblade

  1. NONE of them were under two minutes so this isn't as trivial as you suggest. PI: 2:52 (Poor starting spot.) Talos: 3:57 (Had to go around a few things due to lack of jump height.) IP: 4:05 (Shave off about 30s with more jump height.) Terra Volta: 4:29 (With jump pack or flight this easily could have taken only two minutes) Atlas: 2:19 (jump height handicap again.) KR: 3:16 Having said that, this isn't a problem to *ME*. I already have every exploration badge on my main character and many many zone accolades on other characters. I spend time GRINDING content of every sort. But for a lot of people, this is enough to be really burdensome. I think it's fair to say that most players are casual players.
  2. BS. People need to stop saying this nonsense. It's being locked behind literally HOURS of running around getting badges if you want more than a handful of zones. That's not being 'moved' somewhere; that's a completely different mechanic than picking it from a power pool. Doing this to the people that took it as a pool power is CRAPPY. The only possible ameliorating factor is that it might be a tiny, tiny number of people who took it. But I don't know that and neither do you.
  3. This sounds like a REALLY good idea. It might need some tweaking because that sounds like a lot of 'bang' for one power pick. But it's a good direction to think about. As for removing LRTP. . . I'm of two minds on this. I have never taken this power on any character because it seemed so useless. But that's me. To remove it from the people that wanted it enough to take it (and the previous power picks to open it up) just feels like a really HORRIBLE development decision. Of course, there's an important metric about which I have no information. How many people actually took it? For all I know, only 35 players ever took the power and they're all here screaming on the forums about it. Hopefully this was data-mined and taken into consideration. Having said that, would it be an option to expand the Teleportation pool to SIX powers - adding the new fifth power but also keeping LRTP?
  4. Historically, scrappers have been called the 'boss killers'. Their job has always been to take out the toughest opponents faced by the team. Soloing AVs and GMs has always been an edge case. I doubt that even 10% of people who play scrappers and brutes build them for this purpose. I soloed a GM once, on a controller, just to see if I could. I soloed an AV once, on a defender, because I had my settings wrong and didn't want to repeat the entire arc.
  5. Fair enough but, to be fair, I think we can consider you an edge case. Most people (as far as I know) don't solo AVs. 😉
  6. A better question, am I not taking something he needs. No. As for his secondary it's regen. OOOO! That gives an endurance power. Yeah, and I'm running Focused Accuracy and still don't need Conserve Power. As for dark armor, my dark tank ran 10 toggles. Sure, with 10 toggles he DID use Conserve Power but, back then, we didn't HAVE Incarnate powers to compensate. All I'm saying is that most of the forum complaints about endurance management are due to the build. Maybe they're using SO's. Maybe they don't really grasp how to use IO's. Maybe they took certain powers for concept reasons and prioritized that over sustainability.
  7. Then they don't know how to build their characters. My dark defender runs all 3 toggles plus Shadowfall and solos just fine (i.e. attacking non-stop). This is at level 38 with no Body Mastery or incarnate crutches. My scrapper runs Assault and Tactics *AND* Focused Accuracy and his Incarnate powers are focused on DAMAGE. And from Body Mastery he took only Focused Accuracy and Laser Beam Eyes. He doesn't need Physical Perfection or Conserve Power. All of my defenders take all 3 toggles (because defenders get the largest bonus). My controllers usually take all 3 because they also affect your pets. If your teammates have pets, they are also affected. The limit on the toggles is 255 targets. You can have 8 masterminds and every pet will be affected (within a 60' radius). I'll admit the endurance cost is a concern while you only have SO's. Once you get IO's, though, it's not a problem.
  8. Remarkable bird, the Norwegian Blue. Lovely plumage. He's just pining for the fjords.
  9. Work on the assumption that new features will NEVER be launched while there is an in-game event going on. That's how things are usually done. So, expect Issue 27 to arrive between the end of the Halloween event and the start of the Winter event. If it is delayed for some reason, then expect it after the end of the Winter event.
  10. Just for you - a video of a cat wearing socks.
  11. Having a tank for a duo is overkill, so any tank armor set will be fine. If you want to bring extra damage, you could go fire/fire. Sure, fire is the weakest armor set but it's plenty tough for a team of two. You might want to see what kind of blaster she wants to play and then pick a damage set with a different type of damage so you don't end up doing the Synapse TF with both of you doing lethal damage.
  12. Go back to the Fortress of Slaxitude. 😛
  13. I don't RP, but isn't one of the guiding principles that you don't negate other people's creativity? That's definitely one of the ground rules in improv.
  14. That's like saying people who farm AE for influence instead of working the Auction House "haven't done the math." It's not *primarily* about math or efficiency. It's about fun.
  15. I found something that seems like an actual (if minor) bug. I was in Rikti War Zone *2* and everyone looked normal - no costumes at all. Apparently, when the game generates a second instance of a zone, the costume changes don't carry over.
  16. He's sleeping.
  17. Anchored debuffs no longer go away when the target dies. They remain targeted on the corpse and continue to affect the enemies nearby. You have to turn them off manually or move out of range and it will turn off. The exception would be enemies that immediately disappear on defeat, like CoT spectres. As for your control hierarchy, it's hard to place Sleep because it's very situational. When you are soloing, or teaming with someone who is familiar with your character, it's very powerful because it typically has a long duration compared to the other powers. When you're on a PUG team of AoE, it's virtually useless. I personally don't like Confuse because it makes the enemies steal my XP.
  18. Not that I'm aware of. I'm pretty sure this is an urban myth. And these two seem to agree.
  19. What I've seen people do when they want to keep the original text is they add a line at the bottom like: Edit: Oops, I meant catalysts.
  20. I think you meant Catalysts, which do indeed go for around 2 million. Enhancement Converters sell for around 70,000 and are what you use when you don't have the enhancement you want.
  21. Cool. I teamed with you in the past few days. I don't recall what it was or who I was playing. I just recognize that name.
  22. My dark/dark tank had 10 toggles, including Focused Accuracy which is a huge END hog. My SR/MA scrapper had the same toggles as you. BOTH of them had Physical Perfection, Conserve Power and IO set bonuses for +recovery. I went that route since there were NO INCARNATE POWERS at that point. This approach works really well as you level up since I slotted higher level IO's later on and also got some +recharge. Obviously, I slotted the +recovery uniques and Perf Shifter +END as early as possible. As the recharge starts showing up and I also get more attacks for a non-stop attack chain, I also have more and more +recovery. My target was to GRADUALLY run out of endurance so I would have to occasionally use a blue inspiration. When I got Conserve Power, that fixed everything and it became a see-saw of endurance. I would attack non-stop and my endurance would slowly decline. Then I could activate Conserve Power and it would slowly recover. Rinse. Repeat. Notes: 1) This was before incarnate powers so I had no other option. But I would do it the same way today so that I would have complete flexibility in choosing my Alpha power. If I was doing these characters today, I'd probably go for damage on the scrapper and resistance on the tank. 2) After the +recovery uniques and Perf Shifter, neither really needed much additional recovery. One had an additional 12% and one had 18%. 3) You don't want just "an end reduction" in the attacks. You want to use IO sets which make it easy to get good accuracy, full damage, high recharge and something like 40% or more end reduction. On a tank, you'll want +recovery and +regen in your sets and these are the first bonuses in each set that has them. Frankenslot the powers for top-notch performance and extra regen/rec at bargain basement prices. One of the cheapest builds I ever did was on my invuln/EM tank - frankenslotted all the way and it gave him +230% regeneration just from the IO's.
  23. Interesting. I was never interested in playing other types of scrappers. Ironblade was my first character back on live, I recreated him on Homecoming and he has almost as many vet levels as all my other 50's combined. Back on live, I made a second scrapper for PvP farming. Then I made one for meeting new players in Atlas Park and the Hollows and re-rolled him every time he got to around 15. I never felt the need to make another scrapper to play, since I already had one I liked. Meanwhile, I took 10 tanks and 8 controllers to 50.
  24. wink, wink, nudge, nudge Say no more.
  25. I built a fire/fire brute for playing and then (like a year later) decided to give him a second build for farming. Whatever character you decided to use, remember that you can have more than one build. All your incarnate powers are available to every build - you just need new enhancements. Also, once upon a time, fire/kinetics controllers were the ultimate farmers. Back when we only had SO's, my fire/kin controller could clear maps set for +1/x8 without trying very hard (i.e. not even bothering with inspirations).
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