Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Riverdusk

Members
  • Posts

    1577
  • Joined

  • Last visited

Everything posted by Riverdusk

  1. Nah, accuracy is kind of their main drawback, but there are ways around that if you really want to focus on it. Tactics, global accuracy bonuses, defense debuffs, etc. I kind of like that as the AT's most in need of an extra attack or two tend to be the ones more likely to have +tohit or -defense debuffs built in to their sets. So, it kind of works out nicely. From what I've seen global recharge works, so you can already get their recharges down. Damage a lot of times are decent, that one is more dependent on the power. Endurance actually can be a bigger issue as some of them can wreck that. Most seem fine as is (and some are actually a bit OP if anything).
  2. Unless you are really stuck on illusion, I'd think a plant/TA would potentially be the "farmiest" controller possible (although I know a lot swear by plant/storm). Plant has better aoe and pretty much just as safe as illusion, just throw seeds of confusion and creepers instead of phantom army and spectral terror.
  3. It was the combo I used to suggest to people that REALLY wanted to be "healers" back in the day. Not a role I'd suggest for this game, but it was the best for it if someone insisted, as at least they could throw out a phantom army and a spectral terror in between healing and buffing without any trouble (and have an easier time avoiding aggro) instead of having blasts they never used as a defender. Still, it is a good enough combo if you like it, but yeah, not a whole lot of synergy. Honestly illusion is good enough you don't need any synergy, but it of course is more optimal to have some.
  4. Yeah, I thought I remember it being an animation issue as well.
  5. Easy way to keep track of which IO's acts as which is by looking for it under Menu-Personal Info-Powers tab. If it is listed there on your character card under "Set Bonus" then it acts like a set bonus. If it doesn't show there, then it is a proc and has to be in an active power.
  6. Looking at our new secondary choice , I have to say stone armor looks pretty crazy good. On paper at least I found it fairly easy to cap all defenses except fire/cold/toxic. Fire/cold is easy to cap on resistance instead and toxic resistance is also solid. Also ridiculously easy to cap hps on it (actually hard not to overcap since I like the idea of putting a full preventive medicine set in earth's embrace). One of the few builds I've made recently that doesn't need that unbreakable +7.5% hp IO. Stone also has a recharge buff (although slightly less than energy/SR, 15 compared to 20), a recovery buff, and it also actually has psi defense. It also has a damage buff with brimstones fire proc although haven't seen it in action yet to see how good that is, but anything helps. Probably the biggest con is actually wanting to take every power (whereas it is easy to get away with only taking 7 of energy aura). But to me it evens out because I don't have to take leadership pool to grab tactics for the +perc and confuse protection as stone armor has that built in. Leveling an ice/stone stalker now and we'll see how it does in real play (I'm slow so will take a while), but it is looking awful strong to me, unless I'm missing something.
  7. There's also a SG base empowerment buff that gives +perc. Didn't even realize they added another +perc IO too, that's nice. I'm thinking that could make combat teleport (where I believe you can slot both) a very nice alternative to taking tactics/focused accuracy for the +perc.
  8. I'd think Energy and Electric would be the secondaries to take if you want to maximize the endurance drain. All depends what you want to do.
  9. With the stone armor changes making it much more endurance (and non-granite) friendly, a spine/stone combo is looking good, although haven't tried it yet myself. Double damage aura, and both spines and mud pots have slows (so even a scrapper with no taunt might be okay in not having to deal so much with runners). Should be both sturdy and have some good damage.
  10. Procs in pets work the same way, although pets are immune to recharge so their proc rate is based on whatever their attack's base recharge rate is. Also, the proc has to be part of the actual attack. So, if your pet has one hold attack, but 5 other attacks that don't have hold as part of the attack, and you slot a proc from a hold set, the proc will only trigger when they use their hold, not any of their other powers. For instance, it is why a cloud senses damage proc is popular in dark servant or necro's Lich, rather than trying to load them up with procs from a hold set. They do a lot of things with tohit debuffing, but they only have one hold.
  11. With how cheap, quick, and easy it is to resummon MM pets now I really don't see the need for this for them. For the rest, you'd have to look at potentially rebalancing a lot of them in exchange for a very niche benefit. Don't see it worth the time it'd take.
  12. Have to say I sometimes do go with Diamagnetic with my MM's, especially the ones that might need an extra bit of defensive help. They can stack the extra tohit debuff pretty quick. Necro probably best example as then a lot of their hits are stacking 10% or more tohit debuff per hit.
  13. Infiltration has generally replaced SS for me for when I want a decent travel power with stealth built in. I usually end up with my infiltration at about 80mph run/jump speed (which I feel is plenty), it is more maneuverable since it does have a nice jump height/speed to it, and cherry on top, you can slot a LoTG into it. Cons are it takes up one more of your 4 power pool choices since most are picking up hasten anyway, and it can take an extra slot or two to get its speed to where you want it. I typically end up 3 slotting it (2 Winter Gift (Move speed, slow resist), and a LoTG). You could slot it with just the LoTG though if tight on slots and its base speed is still slightly faster than the prestige ninja run type powers.
  14. Also want to say I find it interesting that when people farm/powerlevel through the early levels in a couple hours that is argued by many: "that's their choice and they have the right to play the game the way they want!" Or, "the early level is boring/a slog/I've done it so many times. I should be able to just get powerleveled through it, don't you dare nerf farming/powerleveling!" But an option to make the early game slightly easier (and at a cost) for people that don't just want to just powerlevel through in couple of hours, And arguably, at least for some, make them less likely to just powerlevel through it. "That's not needed and that's a balance issue!" Not saying they are the same people making both arguments, just an interesting observation.
  15. And I'd say the far bigger balance issue is that level 50's have access to it for so cheap, and this change actually makes that worse.
  16. I don't think a single person here has argued they are "needed". I've seen several people say they are "nice".
  17. Mine is either that or if they do, keep the scaling but raise the scaling prices. They will tend to last longer with them pausing so a price increase for everyone (not just under level 50's), seems appropriate. If they are worried about lower levels "hoarding" them by buying cheap and then power leveling to 50, then reduce the amount of hours you can buy at a time. Say from the 8 hours max it is now down to say 2 hours max.
  18. Actually they are making those pause as well. Read the patch notes under "empowerment buffs"
  19. Well, he makes a good point to me about how powerful inspirations are and how cheap. I've actually said in the past I think purple inspirations are out of whack and their values should be cut in half. 😀 But, I know that'll never happen.
  20. Considering it takes me on average about 50 hours of playtime to get a character from 1 to 50 the way I play the game, and the amps only last 8 max, I can say for a fact you are completely wrong about that, in my case at least. And yes, I've tracked that across many characters by talking to an NPC who's name starts with an M (who'll tell you your playttime) once I hit 50. And an easy way to address that particular issue would be to just limit the number of hours you can buy at a time. Heck, could make it max 1 hour even instead of 8.
  21. Yep, if they'd just said "we feel they are OP and unneeded and we're getting rid of them" I could at least understand that logic and I can understand the point of those advocating that position. The change proposed here, I'm not understanding its logic.
  22. Potentially they could end up less of an inf sink as they will last longer with this change. All depends on if enough more people find them more attractive with the change at level 50 vs. the loss of influence drain from having to renew them less often.
  23. They aren't cheaper (the exact same 2.5mil at 50 now, 2.5mil at 50 with this change), but they can potentially last a lot longer since they can be basically be turned off and on at will with a "no powers" temp, thus saving the "time" for actual combat situations.
  24. So you like that they are "more attractive" at level 50 with this change. That isn't power creep?
×
×
  • Create New...