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Riverdusk

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  1. Thinking you might have noticed it more recently due to Halloween mobs? Probably the only time I've ever even noticed it was during trick or treat teams if I'm even remembering correctly. It is a pretty rare effect for the most part.
  2. At least it wasn't declared that the AT is completely unplayable. Progress.
  3. If you ever wanted to try ice melee it is by far best on a stalker as its somewhat weak single target damage is made better on a stalker. Electric melee is good for the same reason. In the case of ice melee, it is also nice because you get ice patch to help prevent things from running considering stalkers don't have taunt auras. Although often stalkers can one shot things so they never get a chance to run.
  4. Mag 2, so it is only going to affect minions unless you have something else to stack with it. Maybe at lower levels it can help. At higher levels minions usually aren't much a concern (they are often wiped out by someone's nuke in about 2 seconds). At that point I typically only use it as a rez or as an AV debuffer myself.
  5. This may still be true to a decent degree but it is less true than it used to be. Not too long ago HC devs went through and updated attacks so that each one would have a "main" attack type and can be defended by only that specific typed defense. Fireball is a good example. It does around 80% fire damage and 20% smashing damage. In the past it was tagged as being defended against by fire OR smashing defense. So if you had smashing defense you'd could avoid the whole thing even though it was mostly fire damage. Now fireball is tagged as ONLY fire (and AoE of course), so now that smashing/lethal defense does nothing against a fireball anymore. There were quite a few powers that were updated that way. So, going the pure smashing/lethal route isn't quite as effective as it used to be, even though it is still going to be the best typed defense to get if you can't get them all.
  6. I think it is more of the set as a whole in that regard. Twilight grasp also gives -50% regen for 20 seconds, which isn't much, but it is stackable. So if you spam it you are probably looking at another -150% or so regen. Then dark servant also has twilight grasp so it is likely giving another -50 or -100% regen debuff. It all adds up to be a solid -regen set despite its lapses in uptime for its biggest one. Traps is probably the best -regen set though with radiation, cold, and thermal not far behind.
  7. For primary I prefer electric as it also gives the extra utility and defense of endurance drain as well as being a top tier dps set now (from the charts I remember seeing it is right up there with fire now or at least very close). Also almost worth it alone for the fact of never having to worry about MOG'ing paragon protectors ever again, or bubbling fake nems, etc. They can't do that annoying stuff when they have no endurance.
  8. I don't think it really needs to be changed. I do have to say though it is especially tough on a necro mastermind now as even your attacks spawn uncontrollable specters. I've actually caused a failure twice (long enough in between to forget), while playing one because I forgot about that new little feature. The second time I realized right after I attacked and spawned one and went "oh no!" and didn't think to use /release_pets in time.
  9. I love double jump as is. If nothing else it makes super jump actually very nice for traveling the shadow shard. I can now pretty much super jump (double jump) between islands there pretty easily and only occasionally need to turn on the jet pack during its cool downs. Before it was introduced I never bothered and just used the jet pack.
  10. Only naming that sometimes bothers me is cold domination considering we have an AT named dominators as well. So someone says I'll bring a cold dom and it can get confusing as to what they mean, especially as sometimes people mix up terms like cold and ice.
  11. Because you could also slot a Dam/End from two different sets (say crushing impact and mako's bite) and then you'd end up with +53% damage and +53% endurance reduction for two slots compared to just 42.4 in each for the same two slots of "normal" IO's. Multi aspect IO's are almost always a better deal for the same amount of slots. That's called "Frankenslotting" (mixing sets). It can be useful if you don't care as much about set bonuses and are just trying to maximize certain aspects in the fewest possible slots used. But the set bonuses can be very nice and often are worth it.
  12. Pretty much anyone low level doing level 50+4 content is being carried to a decent degree, not just controllers. You are fighting +5's while a lot of the team is probably fighting +3's (most likely they have a level shift and are 50+1). At least controllers can sometimes have some nice buffs to contribute. But yes, masterminds are actually in the worst shape trying to "sidekick up' as some of their pets are trying to fight +7's, good luck with that. Those are the same people that then complain about how 'squishy' MM pets are....well, duh, if you are level 49, the tier 1 pets are level 47 and trying to fight level 54. They are going to fold like paper. It is why I avoid joining teams higher level than me when leveling up a mastermind more than any other AT.
  13. Just noticed this one. Not only are you not keeping up howling twilight's debuff "easily", it is literally impossible. Even with absolute max recharge allowed (+400% or in other words taking a power's recharge down to 1/5th of base), you still aren't getting howling twilight's debuffs perma. 180/5=36 second recharge and its debuff lasts for 30 seconds. More realistically if you are just hitting perma hasten you are looking at around +275% recharge total (95 slotting, 110 global, 70 from hasten), so more like 48 seconds recharge with a 30 second duration (180/3.75=48). Still a great power, but it isn't going to be perma no matter what you do. I usually do end up with it in the 45-55 second recharge range when all is done.
  14. /rad is far from "terrible". Illusion/rad for example is a classic and one of the most powerful combos in the game, for forever. Mind on the other hand, can't say I've ever been a fan. And yes, EM pulse I typically skip, along with mutation and fallout. That is actually one of the strengths of radiation is that it is so powerful while only needing 6 powers (and the good ones also come early for the most part). Opens up a lot of builds.
  15. Honestly I usually only see that on low level controllers. Probably at least part of it being that at low levels they don't have many powers, especially aoe powers, so they just want to push one of the few buttons they have. They also of course might be less experienced at the AT at that point. See it a lot less once higher levels are reached. Typically on my doms I don't even take the aoe immobilize. Except for maybe plant it is terrible damage, doms don't need it for containment, and they also have better aoe power choices. I take the single target immobilize maybe just to stop AV's from running around. As to the original broadcaster, I usually 1 star the person when I hear broadcasts like that (unless there is a good reason like for the AT specific badge or starred content or similar). If they are that picky and obviously unwilling to take a few seconds to communicate playstyle to their team, especially on something run of the mill like an ITF, I'd rather avoid them anyway, no matter what AT I'm playing. The most laughable is when I hear people get picky about what they want on their radio mission teams (rare but have heard it). A good part of the time when I saw a picky leader and I use to join anyway, they'd end up being some of the worst and most disorganized teams. Learned it usually wasn't worth it anyway. Edit: Oh, and one of my favorite controllers and doms is illusion anyway. Not exactly known for their aoe immobilizes 🙃 But that's what happens when you make blanket assumptions about an entire AT and how they work and how they are played.
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