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Riverdusk

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Everything posted by Riverdusk

  1. Psi also helps keep them end drained (drain psyche has huge -recovery), so it's a synergistic choice.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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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  9. Another reason why ice melee is best on a stalker 😉 But yes, mag 2 is pretty useless.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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).
  15. Riverdusk

    Illu/Rad

    I remember your guide back from the day, was very nice work!
  16. Interesting, more differences between the two powers than I thought.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. This.
  23. 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.
  24. 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.
  25. 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.
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