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Riverdusk

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Everything posted by Riverdusk

  1. I'd be for this over giving fire control more control. IMO fire should be the top damage control set and that should be its niche...balanced by its control not being as good. Give it a damage boost somewhere. That's the "identity" for it I'd like to see more leaned into anyway.
  2. Definitely agreed, but not just auras. Some buffs as well. Worst offender to me is still controller's dark affinity Fade power. Literally turns your whole party's character models almost completely invisible and they have no say in it. I know for a fact some people hate having their character model so see through, not only completely obscuring their costume, but also sometimes making it hard for some people to really be able to determine where their character is/be able to control their character properly. It also sometimes confuses people as they think since their character is see through and has 'stealth like' GFX, that the Fade buff must be giving them stealth right? They are then in for a rude awakening as it doesn't actually give any stealth. Would love an alternate min GFX for Fade. Right now I worry every time about using it in a team because I don't know if I'm annoying people with it.
  3. They have exactly the same stats and give the same movement speeds and jump height base. You can check the power info of each and the actual effects via combat attributes.
  4. Basically if you want a slottable Ninja run it exists. It is in the concealment pool and called infiltration. It comes with free built in stealth as well. It is actually just a tiny bit faster of a base speed than ninja and you can get it to nice speeds (80+mph is pretty common for me by the end) with slotting and other global set bonuses. You can also slot a LoTG in it.
  5. Yep, you probably aren't wrong. Although I'd be more for arguing that every MM primary should have a power beyond the three pet powers that accepts pet IO's. It just seems unequal that some MM primaries have that extra power and some don't. Now, if that is taken into account in them being balanced against each other in other ways that'd be fine, but not really seeing evidence of that as it stands. But, getting off topic now, and I know this argument has been debated before and obviously gone nowhere. Edit: Forgot, another easy way to go about it really would be to just allow the MM ATO sets to also be slotted into the MM direct attack powers. Think that's been suggested a few times before as well.
  6. Keep in mind the recharge time for MM's dark servant is much longer, so that isn't the case for every AT. Personally I'd just be happy if they'd allow pet set IO's to be slotted in it. I guess I can understand the rational in that it really isn't there for damage, but would still be nice to see, especially on MM's where some primaries can struggle to fit in all those pet IO's. 🙂
  7. Patron > Leviathan Mastery > Water Spout (Scrapper/Stalker) - Now accepts Pet sets, no longer accepts Ranged AoE Sets Noticed on my current scrapper this actually doesn't seem to be the case? Or does it only take affect on an old character if I try to respec? When I hover over it the tooltip also still says ranged AoE as the set allowed, not pet. Not that I'm complaining, have the 5 piece Ragnarok set in it right now, so making it a pet set would be a downgrade honestly. Just curious. Edit: Just auto leveled a brand new scrapper on Brainstorm to test and it also is still only allowing Ranged AoE in Water spout. Slotted an air burst IO to test.
  8. Agreed. The confuse protection tactics gives is often the reason I take it just as much if not moreso than for its +tohit. Steamy mist also works and is an underrated part of that power too.
  9. Probably late to the party, but had to mention /cold since surprisingly no one else did. Easy to defensively soft cap bots with cold similar to force field. In addition you get all the other goodies cold has. Heat Loss also solves the endurance issue bots now seem to have.
  10. Well, a few quick things: I notice you have superior invisibility, group invisibility, and stealth. Having all three is not really doing much good. I'd suggest drop stealth for combat jumping instead. It gives you the same defense bonus, gives you immobilize protection, and is a lot more endurance friendly. It also still allows you to slot the LoTG so the slotting is the same. You even have a celerity stealth IO in sprint too, so in a way you have 4 stealths! The celerity also probably isn't needed (if I remember right superior invis alone takes you to the controller stealth cap). Other thing (but I know some disagree with me) is I'd drop flash (or EM pulse) for choking cloud. I find flash terrible and choking cloud pretty amazing. Both powers require you to run into the middle of a group. Both end up often taking about the same time to accomplish their goal (choking cloud tics every 2 seconds, flash takes 3 seconds to animate). Choking cloud though is always on, instead of something that you can only use once every minute at best. You can then unleash fireballs and have full containment damage almost constantly and without the wasted animation time. Once again you can use the same slotting, so it would be an easy swap. If nothing else I'd suggest giving choking cloud a try and seeing for yourself if it works for you and your playstyle. Personally I didn't take flash OR em pulse, choking cloud is all I need for AoE holds and imo it outperforms both of them. Even if you never want to get close to mobs, I'd still find it useful as an automatic "melee defensive toggle" in a way for when things run/fly at you or in tight maps when hover can't always keep you safe. Also noticed it looks like you only 1 slotted hasten with recharge. Typical is to 2 slot it with two +5 recharges. I'd be impressed if you manage to get perma hasten and perma PA with only 1 slotted hasten. Even if you did, it'd probably be more slot efficient to 2 slot hasten and not need to chase recharge bonuses as much. Also hint: Instead of using export just drag the actual save file of the build here to insert it. People can then download and open it themselves. It is a bit hard to read the way you have it.
  11. And few more pages down found a grav/dark for you:
  12. There's an illusion/dark build not too much further down. And here's a plant/dark:
  13. Earth probably isn't as popular as it is lighter in damage. Illusion and plant are both at the upper end for controller damage (ST for illusion, AoE for plant). Earth is going to be better at actual aoe lockdown potential though. As said, illusion doesn't really have hard aoe control (except flash which stinks I usually personally skip. So you'd need to get it more from your secondary and /dark doesn't really have much in the way of hard aoe control either. So, don't think that one would be what you seem to want. My illusion/rad locks down big groups pretty quick, but that's thanks to choking cloud more than anything in my primary and you have to be willing to run into the thick of things. Plant might work for you, although it is more about the aoe confuse. Personally I consider that just as good, if not better, than locking things down with a stun or hold. I tend to consider plant pretty much the easiest controller to play as well, so might be good if you are new to the AT.
  14. Not impossible, but it is one of the more common reasons why a respec will fail. I'd say definitely not recommended. Level up first to save the possible headache.
  15. I so read that in the voice of Sir Humphrey Appleby
  16. +105 is the goal for me. Then with the SG base buff (which is very cheap to keep going unlike P2W), you have +125 which is good for perma dom for 90 minutes at a time even if you forget or are unable to hit hasten. This prevents the issue of losing it every time I need to go AFK or something (which is the most annoying part of the binary nature of dom for me, how it punishes those that might have IRL issues that occasionally interrupt gameplay). Needing to rebuild it once every 90 mins isn't too big a deal. But yeah, you tend to have to give up defensive or proc opportunities to get there.
  17. Liking this change a lot. Helps alleviate some of my concern with the old system of teaching the lesson that a diverse team was somehow the "ideal", when in this game a non diverse team can often be just as strong or even stronger. Not to mention the fun of things like all MM teams. Also wouldn't mind at all the idea of a one time aether reward for it. That part of it was never a big deal for me either way, not like it is hard to earn inf in this game. More of a help for newer players just starting out.
  18. SG base buff: +20% for 90 mins at a time. P2W vendor +15%, Destiny Ageless As to caps, a good page to look at: https://homecoming.wiki/wiki/Limits
  19. Just started up one of these and finding it very enjoyable. Although I love fluffy, he doesn't take much to house train. Thanks for the ideas.
  20. Speaking of spines, another improvement in this page (to me anyway) is the alternate animation they added for ripper. I will no longer have to do a backflip to use it. 😃
  21. Give the turret water burst and water jet instead and rename it water cannon or something. Now the set can have its own wet inducing power built in.
  22. That explains everything then. If you use it with fire or ice ammo it is a hold that also does solid damage, a decent amount more damage than either pistols or dual wield powers. The hold is just a nice side effect really. It also lowers its recharge to 8 seconds. You then have an actual solid single target attack chain by level 8 as well as more safety. No wonder you thought it was terrible at low levels. Like I said, the description on the power is misleading and I think the important bits about damage are cut off unless you activate the detailed info button, so figured that's what the issue might be. Here's the rest of what gets cut off on the description of the power: ● Significantly higher damage and boss-stopping hold if 'Cryo Ammo' is loaded. ● Significantly higher damage and minor hold if 'Incendiary Ammo' is loaded. ● Somewhat increased damage and long duration hold if 'Chemical Ammo' is loaded.
  23. Two Issues: 1) The continuing sound SFX of the power on the "Color tintable" and "No Fade" do not go away. On the "Original" option the sound effects fade away after about 5 seconds. Also something I noticed on the blaster devices version of cloaking device (field operative) quite a while ago which was probably also never fixed? 2) The no fade option (at least to me) still looks graphically exactly the same as the "original" option.
  24. Honestly even a brand new character can do alright with doing nothing but selling their salvage and recipe drops on the auction house. Not really more convoluted than that. Biggest issue I usually see for new characters/players is them not realizing how much orange salvage is worth or thinking for some reason they should horde it, or I guess them not knowing the auction house exists at all. Those would be the bigger barriers. I'd say things are a lot easier than they were 15 years ago. There are just a lot more ways to earn inf than there were back then.
  25. Just to be sure, you have tried using Suppressive Fire with either fire or ice ammo? (doable by level 8). Do so and it is a pretty fast recharging and hard hitting attack. If you are skipping it or trying to use it with standard ammo (or even toxic ammo) I could understand your perceptions. The damage info shown for the power can be misleading and its a weird power the way it works.
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