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Lazarillo

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Everything posted by Lazarillo

  1. I'm not especially fond of them. They're boring (less boring when pulling, but still hardly exciting), and yeah, the grindiness of the badges is discouraging, and on Everlasting, at least, the sort of off-color chat that goes on in Local during them doesn't exactly create a pleasant mood. If the badges were less grind-y, at least, they might be fun to occasionally dip into. But as it is, they just end up feeling tedious.
  2. He can "absorb powers" and if saved, he's shown using what appears to be Energy Blast attacks. So Kin/Energy (or the reverse) seems reasonable. Amusingly, I'd been thinking about this a lot recently, too, as I had a concept for a villain that literally got their powers from taking the villain choice in the tutorial, and so wanted to combine a "natural"-ish set with one that might occur from siphoning his power.
  3. In fairness, /Shield gets Terrorize protection, too, but has other more cosmetic problems for me (which is neither here nor there in a power comparison, granted, but is why I tend to semi-forget it), plus click mez protection. I think Bill mentioned it either here or in the other power comparisons thread? Time clickin' mez protection is time not smitin'. As for other Def sets, depends. Defense still isn't a guarantee, after all. Plus AFAIK, Longbow Terrorizes are all unvectored "psi defense only"-type hits, so most defense sets won't offer notable protection there: IIRC, /Stone is the only set that actually offers Psi Defense, no?
  4. Given that two of them are in probably the most common enemy group redside, and another is all over DA... Yeah, I honestly have a hard time playing anything but DA or WP these days because I'd say a set that can do something that can't be achieved with build tweaking is much valuable than a set where I can't compensate for its weaknesses via other means.
  5. Rad Armor doesn't have any way to get Terrorize protection in the build.
  6. Gimme no delay on Will Domination (the animation is fast, but the effect is so slow) and I pretty much figure it's good to go. Unless you're fighting robots. Or worse, Carnies.
  7. Appreciated, guys. Doesn't talk me out of it, but helps me understand what I'm in for! 🙂
  8. Hmm, it seems to be about on par with others, though maybe it's more about the animation times and/or the lethal/toxic damage combo (or now that I think about, the fact that it's on par...after factoring in the DoT damage?). That's fair. I actually like most of 'em (not Spine Burst, admittedly), but that's always gonna be kinda subjective (like I don't enjoy Axe/Mace because of recycled animations within the set, among other things). I'm guessing that's not where the F-rating comes from in this case, though, but maybe we're all more slaves to style than I was thinking!
  9. So, legit curious, why does Spines rate so low for Brutes? I mean, I know it's popular for farming, but outside of that, it seems exceedingly rare, and the initial post here ranked it an "F". Does it really do that abysmally? And if so, can someone explain, perhaps, how it malfunctions so badly? Just sort of looking at it, it seems like it should be pretty nice and Brute-y to me, but I don't have any firsthand practice with it...
  10. I like this idea, and it'd be fun to be able to trick-or-treat in a wider variety of zones. Only difference of opinion is, say, use GM code on the door spawns so that they just always con at-level, or similar.
  11. I feel like Sentinels are so out of whack that balancing APPs before actually fixing the AT as a whole and really understanding what they're going to be about, is probably a bit of an unnecessary side-track.
  12. One note regarding Panacea, that I haven't seen anyone else mention yet: because it's an HP boost/heal rather than a regeneration increase, once you slot it, it will constantly tick its heal numbers above your character's head. This ticking effect can't be turned off (except by using a certain P2W temp power that turns everything off, and is all or nothing). This may matter to you, or may not. Personally, I won't use it because I find it pretty annoying,
  13. While ATs do have different "ranged" and "melee" damage modifiers, these don't interact with how an attack is typed for purposes of defense. In fact, for example, most of the ranged attacks from melee ATs' APPs actually do damage as "melee" attacks for the purposes of damage modifiers and not being underpowered that way, but they do still properly tend to flagged as ranged attacks for the purposes of defense, as far as I can recall.
  14. I'm pretty sure Succubi do go all the way up to 50? Or maybe I'm the one with the funky memory. I do like the idea of expanding the ranks of the boss mages to include more than just the waves of purple, though.
  15. After the expansions given to Crey, I got to thinking, even more than that group, it's weird how the CoT only have one "element" per level range. You've got the Fire Thorn Casters from 30-34, Earth from 35-39, Air from 40-44, and Ice only from 45-50. It's cool to see them woven in kind of one at a time, but it'd be neat if once they were in the lineup, they stayed as part of it, with CoT by max level having a variety of different mages involved. And as noted, this feels more organic than reversing Crey's previous "they get more high tech as they go up in level" thing, so it works even better from the story side of things, IMO. Plus, if you look at the CoT "Possessed Scientist" enemies that appear on Peregrine around Portal Corp, they can also use the powers of all types of Thorn Casters, so it seems like it'd just be a matter of "proliferating" the enemies to use more traditional CoT garb, too.
  16. If you're engaged in such insignificant villainy that some random passersby questioning your "reputation" sets you off, trust me, you're not being taken seriously anyway.
  17. Should have PvP force-enabled in all red side zones. No classy villain would tolerate some brainless thug coming onto their turf and who going psychopath on all the potential pawns.
  18. I hadn't envisioned it as anything that complicated...more just sort of an extension of what the OP suggested. More of an in-character/player option where there's a minimal FX option and one just adds a "$$ cc[x]$$" (or cce) to their shapeshift binds and sets it up on their own, rather than a mandatory "squid slot" or "lobster slot".
  19. You get full XP, yes, for both defeats, interestingly (probably intentionally) this goes for whether they heal to full or not. So the "ideal" is to always keep one person and only one person near the Super Stunners when they go down, so you can re-defeat them with only a sliver of health for the regular rewards.
  20. Apologies, I called them your words, but they were Doomguide's. This is where I take issue: ...again, if that's the case, then anyone not building to have more than 45% defense right now is doing it "wrong", and I take issue with that.
  21. If neither is true, why is it that a Scrapper would "get annihilated" on Relentless without doing so, according to your claim?
  22. I'd rather imagine that than imagine only one type of build is considered the right way to play this one.
  23. Which is a damn shame because that just ends up hurting people who don't minmax even harder.
  24. This is very close to an idea that I've had for a long time. I like to call it the "Vanguard", though I suppose that name has certain connotations already in the game. Primary Assault, Secondary Pets. Pet set attacks are replaced by theme-appropriate defensive skills (Ninjas get stuff from Ninjutsu, Demons get Fiery Aura, etc), though I imagine it more as basic armor toggle, second armor toggle, mez protection. Even your idea for an inherent is kind of similar to my own. I expand it a little bit, though. Vanguard Inherent: Tactical Flow - "A Vanguard is master of controlling the pace and intensity of a battle. By focusing fire with unit, each member will do additional damage. However, when the group splits up, they throw the battlefield into a controlled disarray, reducing enemy accuracy." In execution, basically, attacks from the PC and every pet a non-stacking accuracy debuff on whatever they attack (unstackable even from multiple sources, a la Bruising), but also a unique "tag"-type debuff (like Decelerated from Time Manipulation). And damage dealt is multiplied by the number of unique tag debuffs the target has.
  25. It generally does, though the protection you can get depends on the source. IIRC, vectored defenses aren't useful against the most common Terrorize-inducing skills (Longbow pets and enemies that use the Terrorize skill just flat out), though it can be against some of them (KoV, for example).
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