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Riverdusk

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Everything posted by Riverdusk

  1. The confuse also turns from a single target confuse into often hitting several targets once you get to 50 and put the purple contagious confusion proc in it.
  2. I skipped triage beacon and time bomb. Triage always disappoints me with how weak and slow it is. Seekers are okay. They aren't as vital to an illusion as they are on a lot of other AT's/powerset combos as a big use of them is as an alpha strike absorber, when we already have phantom army for that. Although earlier levels before enough recharge, it can help to have both to alternate between the two. But overall, they give you more tohit debuffing, another chance to set up containment...and probably the best debuff they have, a -20% damage debuff which means a hefty 40% damage debuff when both hit. Also, another power in which to slot the ATO IO sets, which is what I used it for. I found them more useful than flash at least, which is what I skipped from illusion.
  3. Yep, having just played a ton of war mace, I can't say I notice too many issues with smashing damage. With lethal I definitely notice it. We just fight too many dang robots in this game (and psi feels that even worse).
  4. I don't see them too often, but still see respec trials advertised (many more when they are the TF of the week of course). To truly get the travel power thing back you'd need to also remove the cheap easy travel powers from the P2W vendor. Allowing travel powers at level 4 I think is a minor part of it. Lot of people don't bother taking any travel power ever anymore because of the cheap temp ones. Even without either of those for Hollows it is super easy to do the bank safeguard mission at level 5 and you get a temp fly pack from that too. I do still see Hollows teams advertised for as well. Honestly, the biggest one that I was disappointed with is that they just entirely got rid of SG prestige. I enjoyed collecting that and working to build up my base. I would have much preferred if they'd have just massively cut prestige and upkeep costs, but still kept prestige around so that people had to at least work a "tiny" bit to build a SG base.
  5. Shorter version of what some others have already said: Play all of them.
  6. If you are looking for safety it is hard to beat plant control. Most of the time seeds of confusion just neuters a mob and you can then take your time cleaning up. One of the easiest sets to play in the game imho. Also has good aoe damage. Only thing it is a bit lacking on is single target damage, but you said that isn't a great concern. Mix with your secondary of choice.
  7. I'd look at it with this in mind. Go scrapper if you want that taunt aura. To cut down on runners, but also was surprised how often I ended up on a random team without a tank or a brute and found myself in the "alpha absorber" and "tank" roles on my wm/ea scrapper (and seemed to do fine at it). Go stalker if you just want the absolute best dps.
  8. Was going to say the same thing. Not clunky in my experience compared to most other sets. I'd probably only rate invuln or willpower as clearly "easier to use". One click every 30 seconds or so (if you even need it that often which honestly I usually don't). Not that much different than having mez protection on a click and a lot of times less crucial. I definitely don't feel the need to have energize on auto, so hasten is free to keep as your auto power which makes it smoother to me than SR, shield, or Ninjitsu. As said, energy drain is kinda optional, it is so easy to softcap without it. I use it more often as an emergency endurance refill if I get drained or something, or maybe as a little bit of a defense debuff buffer on occasion.
  9. Didn't see anyone else mention it or I missed it, but I tend to lean scrapper for katana just because scrappers get a bonus crit chance with golden dragonfly. You crit a LOT with that power on a scrapper. I don't believe any of the other AT's get anything special from the power to make up for not having that. On the other hand if you are looking at dark armor I'd lean brute/tank because dark armor is one of the sets that scrappers don't get a taunt aura on, and that sweet 90% resist cap potential.
  10. I've actually seen quite a few defender vs. corruptor debates. Most boiling down to defenders are generally better because solo with vigilance and better buff/debuff they often do the same or even better damage than a corruptor and on a team their better buffs/debuffs add more to a team. That on top of defenders can usually better fit in and leverage damage procs. Surprised I don't see more talk of procs in the tanker vs. brute debate actually.
  11. Level of enemy doesn't matter, but rank does in a way. The higher the enemy rank the more likely a recipe will drop. If a recipe drops, it has a chance of being a purple. So, technically if you want the best fastest chance of just purples, you'd fight -1/x8 (assuming you are level 50) with bosses turned on. Of course that isn't necessarily the best way to actually earn inf. Enemy Rate Minion 2.666667% Lieutenant/Sniper 5.333333% Boss/Elite Boss 7.999999% https://archive.paragonwiki.com/wiki/Recipe
  12. A necro I know, but I was bored and reading through old stuff. I have to say I always avoided the set before on a scrapper because I didn't realize the scrapper version actually has a taunt aura. Even some of the other threads I noticed there was arguing on whether or not it does so it seems to be a common misperception. Finally took a hard look at the set and seeing you can actually slot taunt in entropic aura seems to confirm it has one. Also can see in game combat log where it says "your fury taunts <x>", which is a strange message text that seems to be left over from the brute version? But it seems to work regardless. I don't care much either way about the gfx of the stealth cloak and anyway the gfx effect seems to go away when you attack so during combat the "invis look" isn't even a factor. You can always turn off the cloak out of combat. Anyway though, very much liking what I see. Started up a WM/EA, I finally get to be the meme and even put that I'm strong and pretty in my character bio. 🙂
  13. If you are looking at Diamagnetic I'd go core for the guaranteed tohit debuff. It is 5% and can stack up to 4 times. A -20% tohit debuff isn't bad when you are fighting tough non-AV content. Even against +4 enemies that is giving you equivalent of about an extra 10% defense. The -regen part is only 15% and -regen is really only useful against an AV. An extra -60% regen that is resisted isn't going to do a whole lot more than the -500% you already have in benumb. If you really want it for AV's Degnerative's -hp and toxic damage proc is more useful.
  14. The longest downtime I regularly encounter in the game now isn't travel, it's the BAF cutscene. 😄
  15. That's what I did, bookmark it. Problem is they then update it with a new post and suddenly your bookmark is no good. I'd like for them to at least stop creating new posts for it and just edit the same one, unless there is some reason they really need to create a new post each time for it. Edit: Or at least keep the old post around and edit it with a link to the new one?
  16. Yep, this whole issue is even much worse when you are playing a Mastermind. Enemies are potentially +5 to your character. They are +7 to the tier 1 pets. That means a base 8% chance to hit. Talk about worthless. I might as well be one of those infamous petless masterminds so many complain about. When leveling up a mastermind I've gotten to the point I just avoid joining any groups that are advertising that they are higher level than me. Not worth the extra trouble.
  17. Yep, I call Cold the ultimate neuter the AV/GM support set. Benumb also lowers all of their "specials", kind of a reverse power boost. Also, Heat Loss gives an insane -240% recharge debuff which is enough to even knock an AV's recharge down a peg. Especially when you combine it with some of the other -recharge that cold has, and in your case ice as well.
  18. Psi also helps keep them end drained (drain psyche has huge -recovery), so it's a synergistic choice.
  19. Shouldn't make any real difference. From what I've seen those enhancements work by applying something like a -700% knockback effect. Adding another few dozen points of kb isn't going to overcome that.
  20. This. I'd add merits to that as well. I have merits scattered all over the place and it'd take me forever to hunt them all down and use/convert them to inf with as many alts as I have.
  21. What I'll say every time this topic comes up, just get rid of the dom bar so that domination is on just a timer alone. It'd make the AT much less of a perma dom or bust endeavor. Without the build up dom bar you could be a few seconds off perma and it wouldn't be so annoying. Just deal with it being down a few seconds and click it whenever it is off cooldown and get on with life. Would also make going AFK for a couple minutes not force you to start all over again building the stupid bar back up (which is my biggest annoyance) because you have to be there to constantly either click hasten or dom. I don't think there is any AT in the game right now that punishes you for going AFK and dealing with "real life" as much as dom does. Brute is probably the only other one and that one is not even close.
  22. It was for MM pets, at least between them and players. I love being able walk right through them now. I do wish they'd turn it off for ALL pets.
  23. Riverdusk

    Henchmen AI

    Rikti monkeys and the um...gas bombs...they leave are another of the ones that send my thugs running to the hills. And I mean they run a ridiculously far distance, really wish that'd be curbed. When fighting them I have to constantly use the stay command. Another big annoyance is the one ramp with a middle landing in a lot of warehouse maps that tends to be in hallway corners. Pets will get stuck at the top almost EVERY time there. They will not just jump off from the top and can not seem to figure out how to use that ramp to get back down on their own. I end up having to go back and wait on the landing for them, then lead them back down. Meanwhile, the rest of the team is already at the end of the mission by then.
  24. I'd say if someone wants to complain about things being too easy I'd be more likely to first point at AE and that people can door sit and get powerleveled to 50 in the matter of a few hours. Personally though I just choose to not play the game that way. SO's at an early level making it too easy? That is far far down the list of things that make things easy. I think the whole point of making SO's available early was actually to encourage those that don't like to powerlevel (or spam running DFB over and over again) to have a bit easier time running lower level content without it being so much of a slog. That is pretty much all. And as others have said, easy enough to ignore the SO's if you don't think it was a slog, which is perfectly valid.
  25. If it wouldn't be too hard to do, perhaps we could get a filter to the vendors/Field trainers now that sell "all" DO and SO enhancements? Now that I'm buying SO's again (for low to mid levels), I realize it is kind of a pain to scroll through to find the correct origin SO I'm looking for. A drop down filter for origin (and either SO or DO but that isn't as critical) would really help cut down on the HUGE list you have to scroll through. Click on Mutant and SO and only get mutant SO's listed, etc.
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