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Chrome

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Everything posted by Chrome

  1. Chrome

    Earth Energy

    i concur with the power bolt change i will probably never use it at all i fully intended on +5 the recharge ios throughout the build i just didnt do it in mids Whirling hands fully agree on. Total focus, this is where i start to disagree, i see the set boni would add alot to the build over all but i am hesitant to lose the extra damage from the procs. Snipe and power burst, again the set boni are nice, but losing the damage from procs and the loss of recharge procs would put the entire build at risk of falling apart or relying on ageless for extra recharge, the swaps my come out to the same, but i really enjoy proc builds as well, so it may be my personal bias here as well. all in all i can see a lot of your ideas are solid and am going to swap in the oblits for sure, if this was for a different power set i would agree but taking thekb and turning themm in to kd and recharge boosters is my reason for using energy at all( i should have made that clear at the first post) ty for your feedback !
  2. Chrome

    Earth Energy

    i disagree: using super speed and putting a stealth io in sprint will enable to bypass many groups of mobs( sadly i did not put that in the build although i should have). substituting the power pool ranged attack would eliminate a chance of gaining the energy effect which ups damage. finally taking any of the pppower pools is only accomplished by removing combat jumping, doing that eliminates 8.75 recharge and scaling resist as well as the other set boni which adds to the defensive capabilities. i do like force of will pool i just rarely find a reason to use it that isnt overshadowed by other power choices unfortunately thank you for your feedback though!
  3. Chrome

    Earth Energy

    Suffice to say, i have nigh unlimited funds, any suggestions are welcome, please critique this build.
  4. hurl boulder on doms is really good actually
  5. seconded 100% all three TW Stone and war mace on stalkers would make me so happy
  6. i definitely agree as to the weakness but any - regen is better then zero -regen, and while the investment isnt worth it from the min max perspective, i almost never min max my team comps, so there is always the chance of having a team with zero -regen so thats my only reason for wanting it. it is merely a personal preference, and the build i originally referenced is really good:) just something i can use to adapt my build around so it fits me:)
  7. the only thing of note that i would have issue with is that both - regen powers are not taken. having done a few ITFs without a heal debuff, that would definitely have to change for me, but i do like this and will use it for inspiration
  8. Chrome

    Power Wormhole

    honestly, wormhole is the reason i love gravity so much, but it is extremely frustrating when only half the group gets ported, i feel like it needs a slight accuracy buff. it misses quite often while leveling and even when I/o'd out it suffers from misses, perhaps i need to grab tactics on all gravity toons i make. or at least buff the animation a bit so when i am using it i dont have to charge in first all the time so the animation finishes before all the dudes are dead.
  9. this thread is not about easy mode and its not about disliking kb because we dont know how they work...its about an enhancement set that some people believe is under powered. in essence it is about the sudden acceleration set having 3 pieces that enhance kb and then one piece that gets rid of all of that kb, i personally think its a fine set as is but it does have a kind of weird identity. i offered suggestions on how to improve the overwhelming force set as an additional option.
  10. perhaps then they should remove the unique part of it as well..
  11. the overwhelming force set is already a set that does the kb-kd and it goes into every damaging power as it is universal damage the only change i am proposing is that it removes the proc aspect of it and makes it function like the sudden acceleration piece without random knockbacks in it because reasons
  12. well that might be a good guess on the people who use kb-kd most often but i wouldnt be able to say that without a doubt. my intention was to make it a set that belongs in the knock back category as opposed to another damage set, perhaps what you want is a damage set that also has a kbb-kd piece something akin to overwhelming force without the weirdness involving some random proc. perhaps the answer to your issue is changing overwhelming force proc piece to be identical to the sudden acceleration kb-kd piece, that way you get the damage stats you want with the functionality of the sudden acceleration piece.
  13. i initially thought that would be a fix as well and then i realized the set is not meant to increase damage it is not a damage set at all. changing the set to range keeps it within the flavor of the set and doesn't make it just another damage set, we dont need that. the broken part about the set is that 3 or 4 of the pieces enhance the knockback and then the final piece strictly nerfs what those pieces are doing...changing them to range keeps it with in the flavor of the set and will still impact abilities that are knockbacks and don't do any damage at all
  14. i disagree having t waste a slot is exactly why Sudden acceleration is good... it makes you think about how you are building and why. changing it to a toggle would make something i thought was cool into something boring... the full 6 set bonus is not horrible and is worth getting...however i do think it is odd that if you want to take the full 6 piece set that you lose out on damage because half of the pieces are ENHANCING knockback only to have the 6th piece negate half of what the enhancements do... I propose that we change the knockback enhancements in Sudden Acceleration to Range that way taking the full set will not feel half useless and giving another unique option for players...you could still use it as is, it wont break any builds using the one piece to change kd to kb and builds that currently use the 6 piece set will still maintain the effectiveness and even be better off! it can even offer a reason to get the 5 piece set for people that like KB and enhance the range of the abilities instead of increasing the KB.
  15. honestly as a non super number cruncher all of those listed changes seem right on point...making tanks stronger in a way that wont push brutes completely out of the picture seems great! ...i applaud all those who have time and patience to test and the devs who volunteer to make this game great ... great job to everyone!
  16. so i have been following this for awhile but not read every change ...what are the final overall differences from live regarding tankers ... or should i just wait for the patch notes when it gets pushed out
  17. So i just came across this post and i am curious if there has been a finalized pop menu and installation guide for this or if it is still WIP i love using the popmenu thing on the beta server and was wondering if this is perfected i would love to prioritize targets with this for sure and i am too ignorant(read:too lazy to do it myself) to figure all this out .
  18. i am pretty sure vet levels at certain points give them as well but that may just me being crazy
  19. i mean this looks pretty decent and maybe get some solid crits out of hide might actually be ok Rad melee /WP stalker
  20. heh i just found a funny error after updating to the most up to date MRB. Kick unslotted in PVP mode on a Ice/TA corrupter shows it doing 1400 or so damage...im thinking a decimal place was missed somewhere:)
  21. i am not sure what the intention of this bolded underlined barely readable post is ...but seriously adding in lvl 55 enemies seems like its much simpler to do ...or adding an incarnate shift ...either way the way you reacted seems like you are a very angry person and should take break walk around the block and calm down.
  22. I think just adding the ability to go +5 instead of limiting to +4 would be a great change. nothing fancy , no self imposed mini-games, just add a +5 option to notoriety.
  23. this mentality is a road block in real change for the better. SS IS NOT OK as it is. If SS was similar to your D3 Archonwhatsit and had extreme damage during rage and minimal damage outside of it..that would be fine...that is not actually the case. as it stands currently, if you compare SS to other power sets, you will find that the damage outside of rage is minimal (similar to your archiewhatever) but when you have one stack of rage your damage is now on Par with the other sets, and when you double stack it it begins to behave like a stronger feeling character. so if they wanted to bring Archiezard play to SS they would have to make one stack of rage perform like 2 stacks of rage and remove the crash completely and maybe you will have a similar playstyle to your dude...the issue is and always has been SS is not good with out rage and with rage it is super punishing when it doesnt need to be.
  24. my issue is not how severe the debuffs of the crash are...it is that they exist at all you can minimize that all you want by saying it is only for ten seconds... but in reality ...they are debuffs and they suck ... also SS has been balanced to have perma rage...this is why the base line attacks do so little without rage...essentially making rage not the buff it is supposed to be but making it mandatory to do similar damage to other powersets without it... this is not rocket surgery here...the crash is the problem and working around it is the standard build idea for this particular powerset. people trying to double stack rage is not to get a super god buff, but imho make it so rage is actually how it was intended to be in the first place, a super strong buff that has a harsh crash at the end... the changes to it are not sufficient to make it worth while to mess with no matter what convoluted orange or green circles you put around it.
  25. I am trying to imagine a time when doing 90% less damage is fun...regardless of the AT In an ITF when Cyclops hits the T9...no When i am fighting paragon protectors in the black scorpion mission...no Any other enemy type that pops a T9 to drop my damage to nothing...no however at least during those cases my defensive/resistances are not dropped to minute amounts, so again even if you consider that there is thought behind the ability in the IO stage or during low level play ...the entire point is you are trying to find ways around the crash...most other builds more recharge = more damage. On SS more recharge means i wont suck at damage or survivability on current live patch, and with the change it means i am still going to have periods where i suck regardless of the recharge or worse yet more recharge = im definitely going to suck if i stack this awesome damage buff but if i dont have hi recharge im going to fall behind everybody else as far as damage contributions. Its confusing and contrary to every other Powerset in the game. hold on let me tell my friend who loves playing kinetics that when i play SS play another toon because im afraid of double stacking rage, damn everyone else on the team. That doesn't work in a game where every other time you can bring anybody we will succeed as long as people push buttons. my personal vendetta against all abilities with crashes notwithstanding, having an ability that while up makes you "mostly competitive" and then tries to kill you when it is done is not a great concept. At least other Crash type abilities are hail mary type things, that have the intention of pushing you beyond what you may be capable of otherwise, rage is an ability that makes you on par with everyone else...and then kills you. this seems awkward and should be seriously re-imagined and reworked
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