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Razor Cure

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Everything posted by Razor Cure

  1. I know it was just minus end. But I was hovering over the Bosses blue bar, and he STILL used an attack when at zero. Before his normal recovery kicked in.
  2. Again..missing the point. you are in the hollows. You know, like level 10ish? DO you have ALL the da toggles then? Oh that's right..you dont.
  3. I have seen that maybe,,5 times. That's 5 times in how ever many years of play. It is not common. At all. Yeah ok. Cause when I play my kin, flat out drain a Boss to zero end, with Transference, THEN have him attack me (as in, as attack not brawl), apparently I didn't see that? And it is misinformation.
  4. Just that. Done it a few times my self, and forget to check teh time left before starting a tf..only for it to vanish mid final mission. Is there any reason 2XP cant be a toggle? Or an always on power you 'buy,' and just delete if you no longer want it. OR why can we not buy it mid task force?
  5. Tesla really should do more damage. Dark (on blasters) has Absyal Gaze that is one of your best attacks and a hold. A few other AoEs need animation tweaking too. Neurton Bomb is just SO slow, and shitty damage (compared to fire, teh best ranged aoe), o9n top of which the power info describes it a being a 'devastating bomb of energy.' As for teh end drain effect..its good, but baddies attack even with zero end, and the effects mean jack shit vs AVs, who have so much recover, and even if you DO drain them, they keep attacking. The effect just makes zero difference in a tough fight, whereas all other debuffs with at least produce SOME obvious aid.
  6. This is amusing. Really, really amusing. I agree the OP is a bit selfish, but this? I'd love to hear some stats on the amount of AE story arcs (well written, fun arcs) being run, vs the number of farms. And making them a challenge? Yeah, clearing fire farms are SUCH a challenge. lol
  7. I'd actually like a No Bow option for TacArrow, on blasters. I was going to use it, then saw that Build up would summon a bow.
  8. Yes. Or just make dam/ran a lot less common. The amount of those i had on Live was just stupid.
  9. Agreed. It makes zero sense, mechanically and thematically.
  10. Every hostage in the game works that way. You have to get near them, to trigger the rescue.
  11. That mission is SO hard to actually complete. Drummer has a few actually..the warehouse one with Nem, and the cave map, also nems. The aoes from Fakes and exploding Warhulks kill the hostages a LOT.
  12. You are cherry picking the situation. Comparing them alone, with NO other toggles is just silly. Even at +1 team size, GD would kill teh mob of 3 baddies faster than DS would. WAY fast if they are higher then even con to you. Also, as I mentioned, its useless saying that damage auras are fine..at level 50, with IOs and incarnate powers. The fact is, its hard to run then while leveling, as the low acc, huge end cost and meh damage just make it not worthwhile. And dont forget a HUGE part of why the Dark Armour damage aura 'feels' worse than it is..is the crazy amount of other toggles the set has.
  13. And, even better, you CAN slot +res IOs into teh power, with gives access to teh +def uniques, which would otherwise require Tough, or slotting in the self heal (both options aren't great).
  14. I agree! It would be nice to have one or the other. With fire melee, I did NOT take fire sword, simply cause it looked..silly. Having a small sword for one attack, with a huge one for another.
  15. No, we certainly can't say that. Although..given shield, wp, bio and rad ALL have kb resist...and Nin for scrappers/sentys GOT kb resist added in..I think it is a pretty good bet. As another example I noticed on my Rad scrapper...the aoe heal has an acc of 300. That is, 3 times the base value. That is utterly huge, and basically nothing else in game has an acc that high. it can also heal you with zero targets around you. Yes..zero. I am not saying the actual healing in the rad one is as good as dark regen (cause DR is totally awesome) but..those values seem a lil high.
  16. That is just a bad response to the whole point of the post. Because that level of kb prot is ONLY needed in pvp. Why bother to reply and just say its all moot, because you dont care about it? The people who do pvp, DO care about it. Really? See how many DA or FA melees skip CJ, cause both those sets get zero immob prot (besides burn). Every other melee can skip cj, cause they get immob resists. In the same way they can all skip Accro, as they have kb prot.
  17. Again..trading a totally SKIP power for something as huge as KB prot. That is more flexible? Since I skip the skippable power (naturally) THEn just have to pick up a power pool to cover a hole in the set, that is a lot less useful than if the set actually HAD that hole covered in itself (you know, like nearly every other melee def set does). Less flexible, since you only get 4 pool powers.
  18. lol, seriously? The argument to stalker-nin NOT having a staple of 98% of other melee sets is...Nin gets (in your words) an almost must skip power? Well gee..that sounds like awesome set design. Lemme not have something pivotal to melees and get something useless instead! Yay.
  19. Would the prosed ideas make kb worthless in PvP? Like totally (other than force bolt and maybe power push?). That just seems a bit sad, that such a 'good' strategic mechanic would be rendered moot. Not that I don't understand it, kb in pvp sucks hard. But even so.. Fixing kb, and essential removing it just seems to be basically applying a bandaid to everyone. And removing a mechanic that would be a big influence on pvp. In PvE too, please? There is literally only 3 sets without kb prot, and one (nin) GETS it as scappers/sentinals. The argument about kb prot in pve being so easy to obtain is totally valid. If pvp gets kb removed just to make builds easier (and again, ditching what could be an important mechanic) why do any melee sets in pve have a kb hole?
  20. Preface. Way back when IOs just came out, I made an em/da brute, and he was one of my fav toons. I loved both sets, and despite hardly ever seeing DA back then, i found it really good. This was partly because IOs enabled some of its shortcomings to be mitigated. I say shortcomings but..the design (for pre IO play) really was not that great. It has a well deserved rep as one of, if not THE most end heavy set. Of course, that can be helped by running less/different toggles (DA toggles that is) but I am of the firm opinion that a defensive power set SHOULD be running all of the sets toggle powers, all the time. I was thinking about tweaks that would help DA, and I came up with the following ideas for ALL melee secondaries. I did a quick table, of melee secondaries (and forgot stone, cause I was looking at scrappers..and stone is just a mess anyway), appearing below. The semi new sets, WP and Shield are marked with -, while the newest, Bio and Rad have a +. The oldest sets are (I think) invul, fire, dark, regen, sr and ice, with teh others coming with CoV. Nin is also a bit odd, since I was looking at the scrapper version. BioA+ DarkA ElecA EnrgyA FieryA IceA Invul Nin RadA+ Regen ShieldD- SR WiPo- Damage Auras: T8 T2 T2 T2 T8 Survivial Shields (def/rez): T1, T6* T1, T3,T6 T1, T3 T1, T3 T1, T5 T1, T5 T2, T7 T1, T2, T3 T1, T3 T1, T3, T6 T1, T2 T1, T2, T8 T1, T7 Passives (+hp, red, regen): T2 T5, T7* T2*, T5* T4 T7 T1, T4, T6, T8 T2 T3, T6 T3, T5, T6, T7 T1, T3, T6 MezProt: T3* T4 T4 T4 T4 T5 T4, click T4 T5 T4 click T4 click T4 Click Heals: T6 T3 T6 T5* T2 Click +HP T7 T5 T7* T2 T3 T4 Click +end/rec T7 T8 T8 T6 T6 Click Aborbs T5 T7 Utility (cloak, stun etc) T4 T7, T8 T6 T8*, T7* T3 T8 T8, T6 T7 T5, T7, T8 T5* Self Rez T9 T9 T8 Y8 Tier 9 Yes, utility Yes, meh Yes, +HP Yes * Yes, meh Yes< meh Yes, good Yes< good Yes,good Yes, meh Yes, ok Obviously my categories are not 100% specific, but the newer sets (the + and - ones) all share tier9s that are actually useful and passives that provide multiple benefits in one power (+hp, res, rec, regen etc), compared to 'older' sets, that have passives that just do ONE thing (fast healing/quick rec, teh invul ones). Also rad and bio are the only sets with +absorb clicks, and aoe heals that give +hp AND +end. Also damage auras in general are..not great. Most come super early, when it is utterly pointless to pick the power, given you will have zero way to actually run it and attack. The bio and ice ones come at t8, which makes much more sense (i'd ideally like them maybe at t6 or 7 though). All of the damage auras have a HUGE end cost, very low damaghe, and need acc to actual hit anything, requiring heavy slotting, and almost mandatory maxed out end red, damage and possibly acc. That is impossible to do without IOs, and considering most of those sets where made before IOs, it is just stupid. All the damage auras need a reduction in end cost, at the very least. Again, a power should not almost require IOs and incarnate powers to be run all the time. ANd yes, we could turn it off, but a defensive set should be able to use all its tools. Any aoe heal, and click heal, should have a +end/+end discount component. As mentioned, Bio and Rad already do this, with the Aborb powers ALSO given +regen. +HP clicks (like dull pain etc) should also give +regen. Sets like elec and ea had their click heals tweaked for end discounts, and the same thing to Reconstruction, Healing Flames, KujiinSha etc would help those sets a huge armount (and totally fit the regen them). Passives should be looked at. The Invul ones got a big boost in secondary effetcs, but the Regen ones still just suck. There is NO reason while the set needs 2 powers for 2 effects, when bio/rad/wp and to an extent, shield, do way more things in just one pick. Self Rez powers. These all really need tweaking, to be more like the Rez in sentinel regen. Make them not actually require teh power set to FAIL (by dying), to use them. A simple +hp/absorb click would go a long way. Tier9s. Been a few threads on this. Just look at the Rad and Bio tier9, compared to anything else. Even wp/shield/ice (on scrappers) are good powers, and dont provide 'useless' benefit in 99% of situations. Knockback Protection. Only TWO sets (fire and dark, 3 if you count nin on stalkers) have no kb protection. Something that originally (i assume) was meant to make sets unique, now just are silly outliers, with no reason to exist (especially after KB IOs). As proof, look at Nin on scrappers/sentys. The GET kb protection. Why? How? How do the other versions someohow think 'you know what? kb prot is for pansies!.' Give it to Fire, Dark and Nin. Now onto my Dark Armour tweaks. DA has great resists, a great heal, and utterly woeful end usage. With the 'usual' 3 defensive toggles, a damage aura, a stealth (that is a almost worthless amount of def, more so with NO defdebuff protection in the set) and TWO utility toggles, nothing else comes close to teh end usage. And CoF has an insane end cost combined with lower than normal accuracy. Sure, the utility toggles are good but actually running then, with teh 'normal' toggles AND the damage aura? Compare this to other power sets with damage auras, Fire, Ice and Elec, which have end recovery powers. Bio has +recovery AND +end. And none of these sets have the amount of toggles. Give DarkRegen a +end/recovery. This HAS been done in DA on sentinels, so there is zero reason not too. As above, the damage aura NEEDS to have a lowered end cost. Cloak of Fear. Lowered end cost/better acc. Cloak of Darkness. Higher def and some debuff resist. Self Rez. Usable as a click heal. KB protection to ObShield. Best case scenario: Combine CoD and OG into one power, stealth and stun, the stun suppressing (like stalker versions) when 'in' stealth. Add a tier9, Shadow Meld. This would totally fill teh layered Defence gap in the set, and be about the best t9 out.
  21. I was just thinknig..and to lazy too check, but does the health of a Banner scale depending on teh zone/team size? I know teh Halloween GMs scale, with one in atlas park having about 23k hp, compared to 75k in PI. If banners scaled in a similar way, it would be much easier for small/lowbie teams to finish them in the time limit.
  22. That is a SLOW pick up group. Very very slow. I have formed my share of banner leagues, and no way should it take that long. Assuming you see the red text right away, it will take at most a minute to get to that Zone and start forming. The events start with 19 mins on teh clock (for supernatural events) and you can ONLY start killing teh mobs at 6 mins, giving at least 3 to form a team. If you are failing to take down one banner in 14 mins..either your team is tiny or full of lowbies. And even then, I have done leagues in lowbie zones that succeeded. Basically..if you know what you are doing (and like you said, half the challenge is getting idiots to pay attention), it is plenty of time. Making the events last even longer is a BAD idea. There is already like 10? concurrent zombie/banner events happening at almost anytime, in different zones. If you need to know why longer events are bad..go and try a Numina TF during the halloween period.
  23. Win7 here. It doesnt take 2-3 mins for me, but its a good 15-30 on average.
  24. Just from the name, Beam Assault..I dont think it needs all the katana stuff. Basically just like an Iron Man type assault set (think the Avengers when tony flies low and does his palm blasts etc), from the hands, with ranged blasts and some melee.
  25. Yes! an Elec support set would be cool! Some shields, buffs, an aoe heal with +rec wouldnt be totally crazy..since elec mastery for sentys gets a heal. ALso totally agree about enemies cheating and attacking with no end.
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