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Intrinsic

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Posts posted by Intrinsic

  1. 16 hours ago, Olly said:

    Accuracy -- if you don't hit him, you won't keep his aggro.

    Accuracy isn't really necessary.  I can keep LR's aggro if I go in before the rest of the team, and keep him well away from the towers.

     

    Note that I may not be hitting LR, but I do attack him at least.  I haven't tried holding his attention just using proximity aggro.

    16 hours ago, Razor Cure said:

    Honestly, this whole thread does make me laugh. I mean, it is one thing for an unprepared team to be doing it and wipe, but now, the chances of having EIGHT people who have zero idea about teh task force all being on the one team? Pretty low.

    On the retail servers, I'd say about 1/3 of the time I ended up having to tank LR during the tower phase with my blaster or other squishy character.  The brute or tanker on the team couldn't do it (and didn't want to listen to tanking advice from a blaster), and everyone else on the team was unable or unwilling to step up.  On Torchbearer, I think I've only had to do it once.  Mind you, these were all PUGs, and I suspect the retail servers had a much higher percentage of casual players than the Homecoming servers.

     

  2. Lord Recluse is tethered to the platform with the towers.  If you try to drag him too far away, he will run back and you will lose aggro.  That may have been the reason the tanker couldn't keep aggro on him.  When tanking LR I drag him near the building in the back, equidistant from the rear towers, and don't have problems.

     

    I had to tank LR a lot back during the retail release,  usually with my blaster or dominator or some other squishy character.  My strategy is to:

     

    • Use a jetpack to fly just outside of LR's melee attacks.  This is just for the tower phase, to limit the frequency of attacks LR can land on me.
    • Use inspirations.  Lots of them.   Purples to raise my defense to at least 75%, and greens to heal quickly when I get hit (very important while the red tower is still up).  I'll even email extra greens to myself beforehand just in case I run out during the fight.

    The game's mechanics prevent a character at full health from being OHKO-ed, so even though some of LR's attacks could do more damage than my total health, I would still live as long as I healed back up to full in between hits.

     

    Even on a squishy character, I could generally survive long enough for the rest of the team to take down at least one tower.  If I'm prepared (and a little lucky) I could go the entire fight without dying.  If I'm playing an actual tanker, then it's a breeze.

  3. I wouldn't want to see KB changed to KD on utility powers like Gale or Bonfire, where knockback is the whole point of the power.  But as secondary effects on damage powers?  Yes, those should all be knockdown by default. 

     

    We could still allow KB enhancements in those powers to change their behavior, for those players who insist on being Captain Knockback.  But KB on damage powers should be opt-in, not opt-out.

  4. 3 hours ago, Herotu said:

    your set bonuses only work for level 48, 49 and 50 anyway

    This is what attuned enhancements are for.  I use attuned sets for my characters as much as possible to preserve the set bonuses when I run lower-level content.  Also, VR and PvP set bonuses still work at lower levels without attuning.  

  5. On 2/22/2020 at 10:14 AM, Snarky said:

    Caltrops....great power.  But...useful at 50...in iTrials?

     

    Caltrops and Trip Mine are great for BAF runs.  Use them on the pathways or at the doors during the prison break stage.  You can also mine the Warworks spawn point during the final stage to kill them quickly and get the Strong & Pretty badge.

     

    Ignite can be useful on BAF at the doors during the prison break stage.  I still recommend skipping it though; the activation time is too long IMO.

     

    I'm not a fan of Time Bomb.  The timer makes it tricky to use effectively.  That plus the long recharge timer made it an easy power for me to skip.

  6. 7 hours ago, Shred Monkey said:

    I debated between /energy and /electric.  They both have essentially identical melee attack options.  I went with energy because I really like energize as my sustain power.  I was a little worried about how well I could balance energy in/out and energize easily handled my concerns.

    Energize is really nice.  The stun effects on the melee attacks complement each other well too, especially if your primary set includes a stun power.  I ran an archery/energy blaster for a long time in retail, not really a traditional blapper combo but it was very effective.

     

    Main reasons I went with /electricity were for the damage aura, which is not a game-changer but but still nice passive damage, and Force of Thunder since I realized it could take the KB->KD proc from the new Sudden Acceleration set.  The AoE knockback in the old Lightning Clap power was incredibly annoying, but AoE knockdown?  It's awesome.

  7. 7 hours ago, Seigmoraig said:

    how do you get by with not having any status protection when mostly playing in melee ?

    Having high or capped defense helps a lot, since most status attacks need to hit you in order to have an effect.

     

    All of my incarnate blasters use Clarion in the Destiny slot.  It can be used while mezzed, so you don't need to keep it up all the time.

     

    The early levels can be rough.  Keep some break frees handy, and try to kill them before they kill you (the blapper creed).

    7 hours ago, Seigmoraig said:

    Also what are some popular Blapping powerset combinations ? and possibly builds if you have them handy !

    Don't have access to my builds at the moment, but fire/electric is my current favorite.  Very high single-target DPS, and excellent AoE damage to boot.

    • Like 1
  8. You can put a LOTG global recharge in Vengeance.

     

    I recommend re-thinking your defense strategy.  I have a blaster with 45% range defense, and I have another blaster with 45% S/L/E defense.  They are both plenty durable.  You really don't need to go for both typed and positional defense since they don't stack, and dropping one would let you pick up other powers and diversify your set bonuses.

  9. The taunt is a passive aura with a 10' radius.  If I'm soloing an AV, for example, I can summon a drone before the fight out of range, and that drone will engage the AV outside of the 10' radius and last the entire duration.  If I summon a drone during the fight while the AV is in melee range, the drone's taunt aura will pull aggro from the AV who will immediately two-shot the drone.

     

    Unfortunately Gun Drone has become least useful in situations where I would want it the most.  Even with endurance reduction the power still costs a quarter of my endurance bar, so I can't afford to chain-summon these things only to have them blow up in a couple of seconds.  And really, I don't want it to taunt.  I just want it to do some halfway-decent single-target damage.  Drop the taunt aura, or at least give us an option to disable it, and I think Gun Drone would be fine.

    • Like 1
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