Jump to content
The Character Copy service for Beta is currently unavailable ×

Spaghetti Betty

Members
  • Posts

    1418
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Spaghetti Betty

  1. The Crater Creator, Seismic/Radiation Corruptor
  2. The Clay Guardian, Stone/Staff Tanker
  3. If you hate knockback so much, just play a controller. And use your aoe root as an opener so there's no chance anything will get knocked back. This will surely be regarded as a good move and you'll be thanked by your team.
  4. Not all that bad. MA isn't a very endurance heavy set to use, and Crystal Armor gives a recovery buff as well. Once you start IOing, you'll hardly have to keep an eye on your end bar. On the other hand, Stone/Dark is a classic, if not a little bit of a late bloomer. Once you get Dark Consumption it really starts to take off.
  5. QFT Also, gonna add a +1 for MA. It's become one of my favorite tanker secondaries.
  6. Double post. I need coffee
  7. Yes and yes. Revamps and buffs can go wrong equally. I'm also working on an essay on why Fault dealing damage has Stone Melee overperforming a bit. The "gimmick" (there's that dirty word again) that I'm proposing would be even less intrusive than storing focus as an Energy Melee. But like I said before, I'm just having a bit of fun.
  8. Also, I like elemental weapons. I don't want to see them go away.
  9. I want versions of the existing body types but with comically large heads
  10. I can agree with that. At the end of the day, Fire Melee probably just needs a slight numbers buff but I wanted to have a little fun with it.
  11. Not having a way to expend it was intended. In my head, it should be a challenge to build Heat and keep it up, hence the stacks expiring quickly and your attacks costing more end as you build up stacks. Maybe in practice they would have to drop off a little quicker than Blood Frenzy, but the intention was for Heat to "ramp up" your damage and make you fight to keep it there.
  12. Let me start off by saying I personally don't feel like Fire Melee is in dire need of a revamp as much as it might need a few number buffs, but I wanted to have a little fun and try to put a fresh coat of paint on it. Ok, well maybe not a completely fresh coat of paint, more like painting over red paint with maroon paint. So how did I do that? Well, obviously with gimmicks. This is using the Scrapper version as a base. A power with no additional text is unchanged. Heat - As you attack, you build up incredible Heat, greatly increasing your damage, but also making your attacks cost more endurance, up to 5 stacks (+5% DMG, for a total of 25%). These stacks expire quickly. (This would be a new auto power that activates whenever you land attacks. And when I mean the stacks expire quickly, I mean probably about as fast as Blood Frenzy stacks expire. I picture the increase in endurance cost affecting only Fire Melee powers and not globally across your character.) Scorch Fire Sword Cremate Overheat - Build Up. Grants 5 stacks of heat while also increasing damage and slightly increasing your chance to hit for a short time. (+75% DMG, +20% Tohit) Burst of Flame - You charge an large amount of heat and release it in front of you in a Burst of Flame, searing up to 10 targets in a 60* arc in front of you. Deals a moderate amount of fire damage. At 5 stacks of Heat, arc is increased to 120*. (I'm in the camp that doesn't really like Breath of Fire. It's not a whole lot of reward for the lining up you have to do. This new power would feel a lot like Jacobs Ladder, while realizing its full potential as an AoE as your ability to build Heat improves.) Confront Fire Sword Circle Incinerate - When you have 5 stacks of Heat, Incinerate will start applying a damage resistance debuff (-15%) for a short time. (With the resistance debuff in play, I see this becoming more of an opener to your offense after using Overheat.) Greater Fire Sword
  13. Indecisive: Log into 10 characters within 5 minutes
  14. The Battle Ready Yeti. Ice Melee/Stone Armor Scrapper Miss!
  15. If you take Elude, you do a cool backflip. Sold yet?
  16. On mobile it doesn't. Not that rep really matters, anyway.
  17. Double post, but I wanted to leave something positive as well. Seismic Blast and all of the proliferation seems fun and strong, if not a little wacky (stalkers). Really great work by the devs!
  18. Not a gripe, but I see it. I've seen players quit teams because something managed to kill them(!!!). Some of the most fun I've had in the past few months was me and a friend of mine running a villain arc at +2x8. I think it was Vivacious Verandi. Halfway through the arc, another global wanted to join us and I warned them, "Hey, we're doing challenging stuff and not really worrying about XP." Fast forward, we were doing one mission that has the game throwing buttloads of Arachnos ambushes at you one after another. It probably took us 20 minutes and a handful of deaths to finally clear the map. The first friend and I were having a good time, but the third, despite lvling a couple of times, was completely demoralized, and left. I remember when a death in-game was crippling. It snowballed into more deaths, and before you knew it, you were debt capped and it was gonna take 2-3 times as long to get that one lvl. Not saying I wanna go back to that, but mostly just wondering why players get so upset over dying a couple of times nowadays. That just means the content you were playing actually posed a decent challenge. The ability to steamroll should be a reward for playing well IMO, but it is now the norm. I'm guilty of liking it from time to time, but it's also why I stop playing a lot of toons after they make it to 50. Oh yeah but don't lock costume pieces behind anything I'll cry
  19. My answer would've been a kin/stone brute, but with the changes coming to stone armor, that might not be the case anymore. My new answer is Sonic/WP sentinel.
  20. I choose SS thematically. It does have a lot going for it. It does give you the fastest ground speed. The phase is really nice. It used to have some issues getting around vertically, but that jump boost helps a lot. If you know a thing or two about geometry in the game, the jump boost + your speed + hitting a slope at the right angle will launch you straight up (and hopefully over) to where you need to be. And you get stealth. All that being said, I think the best travel power currently is TP.
  21. Gotta say, I thought y'all were crazy for porting Stone Melee to Scrappers, but I think the way it was done was brilliant. I really wanted to limit test the port, so I made a Stone/Elec scrapper with absolutely no qualms about how that would effect my end bar. It was really damn fun. In my opinion, the changes to Seismic Smash were elegant. To put it into perspective, my direction with that toon was global recharge. Even at 261% global recharge (FF proc active), it still takes ~10 seconds for the power to come back. I'm fine with that. I'm really fine with it considering that a Seismic Smash with BU + Gaussian + Crit Strikes + -Res procs did like 1.3k damage to a +3 boss. I'll be looking for that guy in the obituaries. Although the change to Fault is confusing, I'm still really happy that we can slot it for more than KB now. It really opens up a lot of freedom in builds that Stone Melee didn't have before. I might end up making numerous Stone Melee scrappers based on this change alone. As for the newfound AoE output this version of Stone Melee has? Man, with ATOs, it kinda feels like it's overperforming in that department. Maybe I'm just used to stone being a ST-focused set, but new Fault and fast Tremor alone has mobs dropping like flies.
  22. I tried a Seismic/Dark Corruptor. My feedback will be based on that. I have to agree with the sentiments that a lot of the powers feel same-y. That might just have to do with the visuals, as I feel like it's fine that Seismic is a pretty straightforward blast set. Stone Melee is the same way; a very straightforward set. I was expecting some more boulder-chucking. IMO, that would've made the set more visually impactful. On the same topic of visuals, the biggest stinker to me is Upthrust. That power is waaaay too big. It looks cool, but I'd compare the size of it to using Fault on the Crimson Prototype. Seeing as how I play mostly melee, I'd probably just stop looking at the screen if there were multiple members on my team using Seismic Blast. However, this complaint could be made for a lot of powersets in a team setting, so take it with a grain of salt. I do like the visual for Rock Shards though. And the SFX. Visually and audibly, this is about what I'd want from a stone blast cone move. The move itself, though, is uh, ehhh. As for the seismic pressure thing, I honestly couldn't grasp what it was doing or if cashing out the resource was having any real effect, except for Stalagmite doing more damage, but unfortunately, it only was doing about as much damage as Tombstone in my experience. I found myself leaning more towards cashing out pressure on aim to decrease the recharge. To wrap up my overall experience with the set, this makes a fantastic Defender-oriented blast. I wouldn't be too miffed if the overall damage of the set was left as is and the focus was driven more towards a debuffing set, maybe with slow and some -def thrown in some places. If it were released as is to the public, I would probably skip Rock Shards and Stalagmite in my builds. If the payoff for cashing out pressure on Stalagmite was increased in some way, I would reconsider picking it up.
×
×
  • Create New...