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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. I've actually posted of couple of outfits for this toon, but I've been getting way too many compliments on this new one to not post it. And this is a magically enchanted golem brought to life by an off-screen archmage, Avallach's Golem Alternate magma golem look
  2. Thank you for clearing up my bad estimates on damage comparison, and the target cap thing. Measuring things up to Fire Blast is indeed unfair, but that's what I get for trying to use my brain before I had coffee for the day. Also, spinning the camera around Matrix-style buffs WAY more powers than you think. Eagles Claw comes to mind. Full Auto is more of a John Rambo shooting his big gun going "BAAAAAAAAH!!!" type of move to me.
  3. I'm on board with a lot of people here where Assault Rifle is at the top of my list of sets that need help. In fact, it was the first set I thought of when "emergency buffs" was in the topic. Seems like every power in Assault Rifle could use some buffage. Now, I'm no fountain of wisdom and game experience, but I have a wall of text I can contribute to possible changes. Burst, Slug, Sniper Rifle are all horribly weak ST powers for a blaster set. They're fine powers, just need a damage buff. Buckshot requires you to be in the danger zone for not a whole lot of payout, and is just generally skippable IMO. I would increase the range and damage a sizable chunk. To put it into perspective, Fire Ball is in the same tier as Buckshot. I'm not saying Buckshot should destroy, but it's current form leaves a lot to be desired. M30 Grenade, which should be a star player of the set, is more annoying than anything. Smashing/Lethal damage just hinder this power so hard. My crazy idea to fix that is to roll M30 Grenade and Ignite into one power that would now be known as Incendiary Grenade. TAoE that does Fire/Smashing on hit and leaves a burn patch under the primary target. No more KB. Buckshot could be buffed and fill the role of KB crowd control. Beanbag is worthless, and I don't know how to fix that. For Flamethrower I would probably increase range a tad and speed up the DoT, kind of like Incinerate. Assault Rifle is one of the only ranged sets without Aim. I would say just put Aim where Ignite was, based on my proposed changes, but in my head, Assault Rifle should be about action and blowing stuff up. Who needs to aim? Put Incendiary Rounds in that puppy and watch the sparks fly. It could work like Fiery Embrace where it just adds a tick of fire damage instead of giving you a damage bonus. Full Auto needs help all around the board. I don't think it needs a super wide cone as much as an increase in the target cap (is 20 asking for too much?), and more damage. This power encapsulates the "yeah, I'm a commando with a big gun and I'm gonna yell and shoot until everything stops moving" feel of the set. It should literally be the best power in the set. It's not. Also, you're shredding everything in front of you with all the ammo you have. Anything left standing should be severely weakened. Now, when I sat down write to this, I didn't expect to come up with radical changes, but if I had unlimited resources, this is how I would make the set more interesting. Number buffs are fine too 😁
  4. Regen isn't bad, it's just SUPER ok. It'll get you by, but yes, other brutes are unfortunately going to have a way easier time tanking than you, especially if we're talking later into the game when everyone is starting to trick out their 50s and whatnot. That's not to say you can't tank or even tank well with some exceptional support, and you also have some utility to buffer out your low points as you said, but don't let yourself feel bad if every encounter doesn't go the way you plan it. But that's the nature of the set. You live on the edge, Your only way of mitigating damage is healing yourself, so with some smart usage of your click heals, jumping into a group could be no problem. Then you get hit by a dump truck and you're on the ground. It happens. You should be testing your limit to see just how immortal you can be with the usage of your green numbers. By the by, I have a /Regen that will attempt to tank if the team build calls for it, but if there's someone beefier present, I'll let them take point in a heartbeat.
  5. Maybe they dressed up for Halloween?
  6. I've tried multiple times to try Stone Melee, but the downtime and end cost has always driven me away from the set. I had the idea to pair it with Regen and so far I'm liking it a lot. Very crunchy, and even at level 18 it takes a while before I have to stop and pop a blue. But I do have a couple of questions about the eventual lategame build. Not trying to be finicky; I don't exactly want a build thrown at me. I've been enjoying trying to figure out how to build characters on my own. Is it possible to get a main attack chain of Seismic Smash, Stone Mallet, Heavy Mallet as a /Regen? Is Fault still useful as a click in end game? I'm getting pretty good mileage out of it in progression, but I'm not gonna be real upset if I have to respec out of it since Tremor is a thing. How hard is it going to be to build slow/-rech resistance for this toon?
  7. 1. Yeah, it's gonna have hair 2. You could do that with a couple of macros/binds, something like... /macro flyon "powexec_name Fly$$cc 2" and /macro flyoff "powexec_name Fly$$cc 3" And just have them in your power tray. You would click those to toggle fly instead of clicking Fly and it should achieve the desired effect, unless I'm wrong.
  8. Synapse: "Are you using Inspirations?"
  9. As far as I know, using any power that affects a target other than yourself breaks stealth.
  10. I actually just came to the forums to ask about this. I'd like to add that it seems to be an issue with the Ninjutsu-style pools in general. I have an AR/Ninja blaster that shoots from his knees, and my BR/Invuln Sent is now cursed to always fire from his knees after I found out the Ninja epic pool has the same problem. Respeccing out of the pool didn't help either.
  11. Made a Sentai Ranger style character And then something a little goofy
  12. As much as I love the set, I'd have to agree. It is a little weak, the notable exception being Crushing Uppercut. That move destroys. And as good as TAoEs are, Spinning Strike's radius is hella small. That's not to say the set severely underperforms. And some target shuffling in big mobs can still land you some nasty Spinning Strikes. The combo level system makes the set feel really interactive, and the way I have the most fun with the set is treat it like I'm trying to land a real combo instead of doing a standard MMO rotation. It ends up looking something like: Shin Breaker -> Initial Strike -> Rib Cracker -> Crushing Uppercut -> Shin Breaker -> Initial Strike -> Rib Cracker -> Spinning Strike Sure one could add some more global recharge (Cross Scar currently sits at like 80% before hasten iirc) to get the 1,2,3 Uppercut, but if I was looking for a min/max optimal rotation, I wouldn't pick Street Justice. As fun as the set is, I think the only changes I would ever want to see made to it is maybe a slight bump in damage, and possibly a slight increase to the radius of Spinning Strike. Honestly, I feel like Street Justice is one of those sets that's only maybe 2 or 3 buffs away from being OP.
  13. (talking specifically about Scrappers) Am I the only one that feels Regen in its current form, while not perfect, is definitely a fun powerset? I like that your whole gameplan is to mitigate red numbers with green numbers. In a buff heavy game like this, the gameplay stands out. It also has a lot of synergy with primary sets. You could just bring some of the numbers back up, and tweak a few things and it would do fine, especially in a world of set IOs. But If I had to make a couple of radical changes to the set, this is what I would do. Move Revive to level 20. Personally, level 35 feels extremely late to have access to this on a melee armor set with next to no real damage mitigation. I could realistically see it being placed at, I don't know, let's say 20. I feel like putting it there would be fantastic. That would give you a lot of freedom to choose it completely based on your gameplay experience. If you've learned where to place your Reconstruction and your Dull Pain during a fight, you might feel you don't need Revive. You can always take it later when the enemy difficulty ramps up in the 30s. Maybe you haven't quite synergized with the set just yet, and need a Get Out of Jail Free card to help you through to SOs and then IOs when the set really starts to shine. Of course, this means Resilience gets moved to 35, but now we can justifiably buff the move into usefulness since it will come later in the set. Resilience's usefulness to the set is extremely questionable. It can mule a resistance set, right? But it gives so little resistance it's not worth slotting for in the first place. Hey, at least you'll get out of stun faster after using an Awaken. We could take the 'Resilience' title and run with that. Maybe give it an absorb over time? Sure, you could just buff the resistance numbers, but absorb is like a heal on top of your heal. That sounds like regeneration to me, not actually reducing the incoming damage. Other than that I really don't know what else I would do. I like Regen.
  14. 1 month back into the game, here's some numbers 1 50 8 below 20 3 Brutes 5 Scrappers 3 Blasters 1 Sentinel 1 Defender 1 Mastermind 1 Corruptor 1 Soldier Names I had to redo because they were taken: 0 😎
  15. I'm sure this has been asked a million times, but I'd love to see sheathed weapons as a Backpack option. Maybe even if it's something as simple as gluing the weapon models to our backs without actually having a sheathe.
  16. Add Super Speed for extra hilarity. Anyone ever tried flying while using Titan Weapons? Had me in tears.
  17. I have 2 undead characters, but I previously showed off one in the best costume thread. This one, however, actually has a backstory, so I'll drop it here.
  18. When I saw the Headless option in the creator, I knew I eventually was gonna have to make a Dullahan. Here he is! Some action shots of the last outfit because I feel it looks better in motion
  19. Hey! SJ is my favorite travel power!
  20. This very much feels like a "sign o' the times" kind of issue. Cheese aside, this mission was tough. Red Caps used to hurt. All of Croatoa suffers from that. Remember when finishing a Katie meant hoping your team could actually make it through all 10 Mary fights?
  21. I really really like this idea. It would probably just be easier to bake this sort of stuff into the difficulty adjuster though. Remember how the difficulties used to be named? Under "Invincible", they could add "Godlike". I like the dynamic difficulty scaling idea way better. @ClawsandEffect has a good point, though. If you remove the set IOs now, you'd have to scale back a lot of the newer content in return, and I don't think that's the answer. On a side note, I do like the ATOs for what it's worth. I like that they enhance your character in a way that is unique to the AT you are playing. I feel like if there was more stuff like that and less stuff that benefits every character across the board like Purple sets the ATs themselves wouldn't suffer as much of an identity loss. I hope I conveyed that the way I intended.
  22. I gotta say, Savage Melee should've just been named Slap Melee. I can't see it as anything else. In other news, the Sumo character is coming along great.
  23. They really had a lot of potential with the MA punches. So much material they could've pulled from, and in the end chose Mortal Kombat. Shame. Oddly enough, they totally could've given Devastating Blow that alternate Assassin's Strike they gave MA Stalkers so it wasn't just green Energy Transfer. I actually thought the Axe Kick animation looked sick for 2004, but that was 2004. Looks whacky compared to newer sets. I will say however that to this day Dragon's Tail looks incredible.
  24. I thought Punch looked weird, too. What fixed it in my head was my foray into fighting games. The "downward hammer strike" is a super popular animation for big, heavy characters. Nowadays, if anything, I feel like Haymaker should get that animation - maybe make it a little faster or intense to give it more authority - and give Punch the standard Brawl animation. The newer animations definitely look kinda floppy for sure.
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