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Everything posted by macskull
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Focused Feedback: Dark Melee Update (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Well it's a good thing that Dark Melee's not exactly hurting in the single-target damage department then, isn't it? These changes are simply making it also competitive in the AoE department. I could make the same argument and assume you're playing the same game I am, in which case I have no idea how you're moving so slowly that clearing a spawn takes 30 seconds, but I'm not going to and I'm going to point you to the fact that game's balanced around SOs which means absent any other buffs this power will be available every 45 seconds tops. I don't see how adding some AoE damage to a set that's sorely lacking it is a problem, but okay. Let's look at it this way: Single-target-heavy sets are useful in encounters against single hard targets with lots of HP (basically, AVs and EBs, maybe multiple bosses) which, let's be honest, are not the majority of encounters. AoE-heavy sets are useful in encounters against pretty much everything else, where there are lots of targets, which is the majority of encounters but they can struggle against harder single targets. Sets that have good AoE and single-target damage might not perform as well as either of the above sets in their applicable scenarios (which isn't even the case, since they'll perform just fine) but they're going to be pretty much universally useful. There's no reason most or all sets can't fit in this category. -
guide How to Unlock All Mayhem Missions in a Hurry
macskull replied to Robotech_Master's topic in Guides
Also, if you're interested in speed, you can drop and regain any of the missions to try and get a closer mission door since there are only 4 or 5 total options in Port Oakes. Usually I shoot for the sub in the southern part of the map because you can get the first 4 or 5 missions at the same door. With some luck you can knock out the entire accolade in less time than it takes to finish a single TFC task force.- 12 replies
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Focused Feedback: Dark Melee Update (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
I mean, you're talking a recharge of 14 seconds (soon to be 11) for Shadow Maul versus 90 seconds for Dark Consumption. Yes, DC is going to be extremely good when you aren't using it for the end boost, but pretending it's enough AoE on its own with a recharge time that long is laughable. -
Focused Feedback: New IO Sets (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Granite's movement and recharge penalties are flagged as unresisted so slow resistance will have no effect on them. You need to counteract them directly with movement/recharge buffs. -
Focused Feedback: New IO Sets (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
The issue there is that every current end mod set except Energy Manipulator (and now Preemptive Optimization) has an acc component somewhere in the set so they'd have to get recategorized and you'd have to go through every power and make sure to update it with the correct category. EDIT: I mean, don't get me wrong, I don't think it's actually a big deal that people could get a huge movement bonus with the cost of a single extra slot in an inherent power, but I think it's a little weird that when someone suggested being able to slot universal travel sets in Sprint and the prestige sprints everyone lost their minds and started yelling about power creep. -
The animation on Sonic Siphon could stand to be reduced as well, it's way too long for a single-target debuff.
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Focused Feedback: Dark Melee Update (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
...Its animation time is now shorter than it was before. -
Focused Feedback: New IO Sets (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
It seems a little silly to get 22.5% movement speed out of two slots in an IO set that can be slotted in a power every character gets for free at level 2. I think I'd rather see +max end or end discount as the 2-slot bonus. -
Focused Feedback: Experimentation (Build 1 - 4)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
There's no "hover" period after the teleport but you don't keep your momentum. -
Had him down to 6500 by the time we finished.
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Focused Feedback: Dark Melee Update (Build 1)
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
I liked Shadow Maul in PvP because it meant the person using it was easy to kill because they thought it was a good idea to root themselves for 3 seconds for an anemic attack. -
Blasters and Stalkers both have 1.0 melee modifiers so Dominators have them beat at a base level, but Blasters get (usually) Aim/BU and Defiance, and Stalkers get BU and crits.
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It's been this way (the bit I bolded) for a long time.
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Give Trick Arrow ESD Arrow instead of EMP Arrow
macskull replied to oedipus_tex's topic in Suggestions & Feedback
Multiple post-shutdown Blaster secondaries have AoE crowd control that is the same as or outright better than the version in buff/debuff or control sets in terms of recharge time or magnitude. It's part of the reason the newer Blaster secondaries are so ridiculously good. -
The Broken Brutes Effect (please buff them)
macskull replied to blackswan's topic in Suggestions & Feedback
Survivability rating for melee ATs goes (highest to lowest) Tanker -> Brute -> Scrapper -> Stalker. Damage rating for melee ATs goes (highest to lowest) Stalker -> Scrapper -> Brute -> Tanker. Someone tell me again how any of this is wrong? -
The BU proc stacks with itself (even from the same source) but with factoring activation and recharge times in it's unlikely you'd be able to get the benefit on more than one attack.
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A winner is you!
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You can't see Fury in combat attributes directly but you can monitor your damage bonus. Fury grants 2% damage bonus per point of Fury, and if you're looking through your combat logs it'll be in the "healing delivered" channel when it actually procs.
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Oh yeah, most of my inf came exclusively from farming PvP IOs by the time I stopped playing.
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Biggest reason for that is they drop from NPCs now instead of just players. They allegedly had roughly the same drop rate as purples but when you combine a very low drop rate with a very low rate of possible defeats that could even potentially drop a PvP IO in the first place, it's no wonder the most desirable ones were being routinely sold off-market for higher than the inf cap. I loved using that as an example of what would happen if price caps were implemented.
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Yeah, there were I think three or so PvP IOs that went for about that much but the poster insisting purples were also going for that much is wrong. I just dug into the market section of the old forums and from what I can tell based on a few threads the more expensive purples were going for 250ish million shortly before the shutdown was announced.
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Works fine on my Nin/Kin on live.
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Honestly at that point they should've just deleted that mission. They deleted the hunts in DA and Galaxy City when those zones got revamped, after all.
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The Panacea unique approached that point (I think it was 1-1.5 billion) and the Gladiator's Armor +3% def unique routinely sold off market for 3-4 billion. I think the Shield Wall +res unique was near the 2 billion mark as well, but the highest any purples got were 250-300 million.
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It's stuff like this that makes me laugh at the "REALLY HARD WAY TEAM FORMING, MUST HAVE ALL INCARNATES AND FULL IO BUILDS WITH LONGBOW LORE PETS AND DISCORD AND THE BLOOD OF YOUR FIRSTBORN CHILD" spam on Excelsior.