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Inco

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  1. Strong IO builds make a huge difference when solo or in small teams. Powerset selection is more of a wash; some are always going to be contributing, some will be superfluous in certain situations. Many can be too slow to really do their thing in teams that are steamrolling. In full teams, and even more so in leagues, it can be really easy to feel like nothing (or very little) you do has any impact because incarnate powers are flying left and right, or someone with quicker animation times/more AoEs and a strong build that can happily solo at +4x8 obliterated a spawn before you even got to it. Or because everyone in your team is buffed to the high heavens by some highly effective support character(s). Or etc. So I'd agree that the endgame group content certainly can feel that way, even though it isn't literally true. Whoever told you that could easily have been saying it flippantly.
  2. Aw yeh! Featuring leadership toggle extravaganza throughout: Hardcapped ToHit buffs most of the time. He did not make it. Best ITF.
  3. "Sounds" is not a conclusion! Judging by the numbers I'm leaning pretty strongly towards "why", though. Up for giving any details on the thoughts behind the changes? o:
  4. Always-fast snipes sounds a bit on the unbalanced end. :/ Or maybe the "if it ain't broke don't fix it" weird end.
  5. Inco

    Support Set Overview

    "Safe but slow" would be a more accurate rating, yes. :P I wavered on FF because it's pretty amazing on masterminds, but it really shines in groups. May be more of a "Pets/No" than a "No". Thanks for the feedback. :) Thanks for the feedback! Temporal Selection looks like the same kind of "this is a very worthwhile power" as Forge/Painbringer/Fortitude/Speed Boost(/etc) to me, powers that aren't the reason why a set is good and you might skip them if making a solo-exclusive build but which ought to be considered must-haves otherwise. With that being an overestimate, it should get a "Friendly" rating instead since unlike Thermal/Pain/Empathy/Kinetics there aren't other ally-only powers in Time. I never doubted its soloing potential, though, but with several PBAoE buffs it's blatantly more effective with some targets for them. Thanks for the feedback! Some of this falls in the "it's an overview, not a detailed guide" pit of not giving enough details, but some of the rest: (First) The tiering is definitely arguable. I stand by it, but I don't intend to say that Trick Arrow is useless (it's not!), and Poison and Storm Summoning are actually among my favorites - but grading sets collectively on a mix of broadly applicable usefulness + ease of use + overall popularity, I'd put them low. (Second) The "number of skills that require a friendly target" thing is a great idea, thanks! As is, it's a pretty vague summary based primarily on whether or not the powerful skills in the set require an ally or not, leaving some less powerful skills out of the consideration. It's accordingly rife with bias, and listing skill numbers would be either a better way of doing it or a very good supplement (I'll try to edit it in later). And as detailed above, I have almost certainly misjudged Time. My bad. :( (Third) You're right - the "No" rating for soloing might give the wrong impression, and maybe just writing the "Meh" in the list would be better to avoid that (another likely edit). All support sets can solo, but those 3(/4) sets are sets I would assume a newcomer (especially to the game as a whole, but also especially to support sets) would have a bumpy ride with solo because their non-party powers are few and/or late in the set.
  6. Intended as a very brief overview of the support sets to help select the right one for you. For a more detailed (and snarky) read, I recommend "I Need Healing!" (written for Defenders, but good summaries for most sets).
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