
Riverdusk
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Everything posted by Riverdusk
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Another reason why ice melee is best on a stalker 😉 But yes, mag 2 is pretty useless.
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HC has made it so you can walk right through MM pets now so that shouldn't be an issue anymore. Which is something I wish they'd port over to other pets. Phantom army can still be annoying as they are still (ironically?) solid, especially since there are three of them. I have sometimes had to wait for them to despawn. Also had teams get testy with me a few times due to them blocking stuff.
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Weekly Discussion 85: T1 Immobilises in Control Sets
Riverdusk replied to GM ColdSpark's topic in General Discussion
On a controller I almost always take them for the extra ST damage if available (gravity control excepted). The quick containment setup on a boss isn't bad either. On a dom I never see the need. #1 change I'd like to see with them is to just speed up their damage over time. Right now they are all DOTs that take 9.2 seconds to fully deliver the damage. I'd like to see that sped up to at least twice the speed (so that the damage would be delivered in half the time). Most controllers are pretty slow for ST damage as it is, I don't really see the purpose of these being such drawn out dots. -
I think pretty much every AT has a thread like this. I know I've basically seen one for corrupters, stalkers, and definitely sentinels. Here is a perfect example (and far from the first one I've seen) about controllers and dominators. So, as others have said, play what you like and enjoy.
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Why is Ice Melee > Frost so much worse on Stalkers than other ATs?
Riverdusk replied to Draeth Darkstar's topic in Stalker
Exactly what it appears to be from what I can see. Those total summary numbers are very inconsistent and have needed to be fixed for a long time. Makes it a pain for me to compare what corrupters can do as well as all of those assume 100% scourge, which is silly. -
issue 27 Patch Notes for January 5th, 2021
Riverdusk replied to The Curator's topic in Patch Notes Discussion
Agreed. More enemies in the game using cold/ice attacks would be nice in general so this would probably fit the bill. Cold is such a very rare damage type to face (which makes things like ice armor's amazing cold resistance not so useful). -
I remember your guide back from the day, was very nice work!
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Interesting, more differences between the two powers than I thought.
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I can sometimes find uses for sleeps on some sets, but it seems particularly not useful on plant. You eventually get (and will at least close to perma) Carrion creepers. Creepers will wake everything up pretty quick anyway and it isn't like you can tell them not to attack sleeping ones (or that you'd want to). Ironic that plant's sleep is one of the nicer ones. Ice control's sleep can be useful for that set and yet it unfortunately has twice the recharge of plant's sleep (90s vs 45s). Poor ice control loses again.
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It has the same listed stats (in game under power info) as choking cloud for hold chances, so it should hold the same unless something strange is going on. Entangling aura does have a faster listed activation time, so that might make it seem a bit easier to use. Only other difference I could see is choking cloud is listed as an AoE and Energy attack, whereas entangling aura is listed as only AoE so it doesn't seem to have a typed attack type, at least on the power info listing. However, since it doesn't use tohit rolls, I wouldn't think that'd matter.
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It can definitely help, but I think the only set I've ever played that sorta gives me that feeling is Radiation. AM is about the only power I know that gives huge status resistance. On a corrupter it is around 175% mez resistance at level 50. With just a bit more you could crack 200%, which would take durations down to 1/3rd. It was often enough that it was feeling like I was shaking things off really quick. Still enough of course (only takes a milisecond), that it shut off the toggles that radiation can sometimes depend on though...The experience I remember was with an illusion/rad controller who isn't quite so dependent on those toggles to keep alive.
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taunt All Scrappers must have Taunt Auras
Riverdusk replied to Purrfekshawn's topic in Suggestions & Feedback
Have to admit there is actually one scrapper armor set that I enjoy playing that doesn't have a taunt aura and that is Ninjitsu. It makes sense since it turns a scraper into a quasi stalker and it'd mess up its special crit from hide mechanic. It also has a significant +spd power so runners are easier to chase down. It also helps that the only other way to play it is on a stalker and the stalker version is...different. That's the one set I'd argue against a taunt aura. Just gave me another idea, could just give all scrappers a +spd bonus as part of their inherent and that could be part of their make-up, they are the ones able to best chase things down to murder...I mean defeat....them. 😁 Yes, I know some powersets already have that, but this could just add to it. It'd be fun without being overpowering imo. -
How the heck do I convince myself to make a Corruptor?
Riverdusk replied to Chompie's topic in General Discussion
This is another good point. Corrupters definitely tend to be better EB/AV killers. Load up on reds and get that AV down to under 50% and then scourge starts to take over to help finish it off even if you don't have a lot of -regen powers. -
taunt All Scrappers must have Taunt Auras
Riverdusk replied to Purrfekshawn's topic in Suggestions & Feedback
Can agree with that. I ended up having to take an immobilize in my epic for my beast/dark MM after every AV fight ended up dragging on for 20+ minutes because they'd spend the entire time running all over the map. Especially hard for melee pets to actually get attacks off on runners. It wasn't the slightest bit challenging, just insanely tedious. So, not just a scrapper issue really. -
taunt All Scrappers must have Taunt Auras
Riverdusk replied to Purrfekshawn's topic in Suggestions & Feedback
Which is why I said it is a dual issue for me. Both areas need improvement. Scrappers shouldn't have the same resistance cap as a controller, defender, blaster, etc. Ideally it should have been tanks 90, brutes 85, and scrappers 80. But I can only imagine the backlash to nerfing brutes to only 85 would probably cause at this point. 😄 Scrappers to 80 would certainly help though. Unlike the OP, I'd also be all for just an improvement to confront as I mentioned before, so that it is optional if you want that extra aggro or not. That a pool power taunt is generally better than a primary is sad...and forces scrappers to waste one of their pools in order to get it. -
taunt All Scrappers must have Taunt Auras
Riverdusk replied to Purrfekshawn's topic in Suggestions & Feedback
It's a dual issue for me between the lack of taunt and the lower resistance caps. It means fire armor, dark armor, and electric armor are effectively a no go on a scrapper for me personally. You are potentially taking 2.5 times the damage as a brute with the same set (at least to certain damage types), having to deal with runners, and only getting a very slight damage advantage in exchange. The tradeoffs are terrible. -
taunt All Scrappers must have Taunt Auras
Riverdusk replied to Purrfekshawn's topic in Suggestions & Feedback
I always like the idea some presented when this came up before and that is to turn scrapper's confront powers into a combat teleport. And now we have a template to do exactly that with the change to the teleport pool. Although maybe the scrapper version would be mob targeted and of course keep its taunt component as well (if it was up to me I'd make it a small aoe taunt as well). If something runs, boom, we zap to it and with the taunt it should also stop running. Confront definitely needs a little something to make it more appealing as a power anyway imo. I find it sad that right now a power pool taunt is generally more useful than the scrapper's taunt they get in their primary powerset. -
How the heck do I convince myself to make a Corruptor?
Riverdusk replied to Chompie's topic in General Discussion
Well, if you are looking for just numbers justifications there are some combo that work well as a corrupter. Fire blast is probably the best example. It doesn't have any debuff secondary effects so it is clearly better on a corrupter. Ice can also work well as scourging rains (which it has two) are VERY nice (and fun to see all those scourge messages imo). Radiation blast is good as well if you are interested in it. How much -defense do you really need and as a corrupter you get to skip neutrino bolt. As for secondary, kinetic where you can take advantage of a corrupter's higher damage cap with it is a clear corrupter winner. Personally I also like something like /time (a case like @Apparition noted where its numbers are good enough even as a corrupter to pretty easily reach softcap defenses. Especially if you go with a power boost APP (although devs mentioned they are "looking" at that, so I'd have a back up plan to not need it). I'm sure there are other combos, but those are some of the ones I always think of first for corrupter. -
I'd say most masterminds would fit the bill as well, but I can understand not everyone likes their playstyle.
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Been a while since I've fought her so not sure. You also run into her on some bank safeguard missions. However, in my experience she won't use power surge until she reaches a certain hp threshold, so yes if you can get her hp down a bit, and then finish her off the rest of the way quick enough she won't activate it. Burst damage definitely helps a lot as does having controls. I don't remember her having extra knockdown protection, so a well timed knockdown (Nemisis staff would work well), or stun, or hold could work. Kind of the same idea of fighting freakshow and preventing them from getting off their dull pain ability or Fake Nemesis, paragon protectors, etc. with their low hp specials. I'd actually hope they didn't nerf her as I like enemies like that as it is one of the few times where control can be more useful than damage although as mentioned enough burst damage will also do it.
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I sometimes worry about my plant controllers and doms having their seeds of confusion power nerfed because of how OP it feels. Then I read people like some in this thread that for some reason seem to think confuse is so weak. Thanks for helping keep it under the nerf radar. 😁 Heck, love the confuse power on my illusion controller too especially once it gets the contagious confusion proc. Should probably post that in the bug forum. If nothing else those rare few specific enemies in the game that do that could just be made immune to confuse (mag 100 confuse protection seems like an easy fix).
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One advantage to /rad is that it is defense debuff heavy. Being plant If you really want to maximize your confused enemies beating each other up, flooring their defense really helps with that. Otherwise I've noticed confused enemies miss each other a LOT. Other than that though, I agree /fire or /earth are generally better among the choices listed.
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Any Updates on the "no streaming" rule?
Riverdusk replied to jackalcoh's topic in General Discussion
And yet there is one mission on hero side I end up doing on almost every character were you have to rescue like 12 lawyer hostages. I always wonder if I'm really doing the heroic thing by completing that mission and setting all those lawyers free. -
My personal thoughts as a NoOb on some classes/powersets
Riverdusk replied to Rinwen's topic in General Discussion
As @Sakai mentioned there is an option for multi builds in the game. Visit any trainer (post level 10) and select to train (even if you don't need to), then "Select or rename your active build". The one downside is you have to buy all new enhancements. Edit: Also wanted to clarify that once you switch builds you can then immediately train it up to your current level, you don't have to start at level 1 all over again (I've see some people get confused on that). Rest of your thoughts are fair enough, glad you found some AT's you enjoy!