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Duckbutler

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  1. I think everyone's already covered it, but I'm going to say it again just to add one more voice to the chorus. Your buffs are doing something. You often cannot directly see the impact of your buffs. If you're only ever playing the buffer you don't see what happens to the team when you aren't there. You might see it if you have short term buffs and you can see the team slow down or start dying when you let those buffs lapse, but that takes time and some awareness to observe.
  2. One of the issues many of my characters who would want Medicine run into is the fact that you're limited to 4 pool power sets. Medicine is most attractive (to me) on a mastermind or bubbler that does not have a heal, ie sets like sonic and force field. Those same characters are generally also considering leadership, fighting, leaping/flight, and hasten. This is a very minor and solvable problem, but it does create some opportunity cost. I was honestly confused at one point and thought Field Medic was an auto power, not a click. I haven't even considered the Medicine pool since I learned it was a click.
  3. God. And rest had a cooldown! My OG blaster would do a fight, rest, do another fight, then go AFK for 5-10 minutes because he was trashed and out of endurance.
  4. I'm circling back around to this character. I could probably take my inspiration manipulation macros for melee damage to funnel everything into damage boost and use them to create more hold protection if that's a real concern. Just getting two more of the pet resist/defense uniques made the pets much more durable, but yeah there was a point where they all ran off for some reason and I didn't know just how far the pets had gone and I really felt that squishiness. It's still better solo than my old fire/thermal corruptor on the live servers, though!
  5. I think the question of the brute identity is that they're the middle road. Not the best melee damage, not the best defenses, but well rounded. It doesn't make a strong statement even though it can provide a very good experience provided that both aspects of the character are actually sufficient for the content you're trying to do. I suspect that's part of their enduring popularity in game despite the forum complaints. This is an extremely sensible solution.
  6. I'm going to have to redo the order I take the powers. I ran Synapse this afternoon and really missed having taunt for pulling everything together. We'll see! The damage is sad times, and I say that lovingly.
  7. I like having a concept that's tabletop RPG worthy. IE, detailed enough to feel really unique but not so set it's inflexible. Then I also want to experiment with the sets almost every time I sit down to play and that's the part that gets me in trouble! It's been neat seeing how the characters have evolved over time, though. The concept changes a bit each time and the costumes may get some color tweaks.
  8. That evens out the defenses a bit, too. My resist numbers aren't quite coming out the same as yours, but they're enough better I feel like this should be sturdier. With the ATO and staff bonus I should be capping E/N and coming up to 85% F/C. I can live with the recharge loss in exchange for that! To pick up Innocuous I swapped Physical Perfection. I took out the kismet and gaussian's proc to get the slots. With tactics and invincibility, they were cute but overkill. Innocuous and Precise Strike feel under slotted at 4 slots each so I just found some level 50 IOs to use for the extra enhancement bonus. I had Innocuous Strikes in the original build as I was leveling and I do miss it. What the set does well is AoE, so I may as well lean into that strength. ST is poor, but I suspect it's not as poor as people think. Sky Splitter's big problem is that it's slow and the damage lands in 3 pieces. If the target dies from the first hit you don't even see the second two. I think it just needs to be faster. Same damage, just speed up the animation a bit. Aladriel - Tanker Uun's tweaks(Invulnerability - Staff Fighting).mbd
  9. I am trying to get some feedback on my invuln/staff build. I decided it was time to revisit this and commit to this particular version of my tanker after playing with a few other options. My shields build, which I love and would be happy with, was just too close to my scrapper who is also shields. When I put them side by side, the staff build just looks weaker, and I feel like my resists should be higher. In actual gameplay they might be, thanks to the bonus resist from staff and the tanker ATO, but not without some wind-up. Not sure what I might be missing. As a bonus, I've noticed that the tooltip for Sky Splitter in game is completely broken. I think it's broken in Mids, too. The actual damage per cast should be closer to double that of Precise Strike, and then the Perfection 3 bonus damage on top of that. Aladriel - Tanker (Invulnerability - Staff Fighting).mbd Why am I not playing this - Tanker (Shield Defense - Fiery Melee).mbd
  10. I did this combo way back on the live servers. The thing I will say in its defense, it shredded minions/LTs in the mid 30's the way a half incarnate team popping judgements does now. I had many problems with that character but AoE damage was never one of them.
  11. I've been throwing roman numerals on the inactive versions since I can only play one at a time and I want to keep the name. 😁
  12. I'm just curious to see if anyone else does this, too. Creating an identity is the hardest part of making a new alt. Since it's so easy to rename characters and we have so many alt slots, I just create one identity and then make different versions of that same character with different power sets. All the versions of one character identity share a commonality - a specific theme and usually their mode of gameplay. My tanker has like 3 different variations I seriously considered, invuln/staff, shield/fire, and willpower/fire, and then a TW/elec brute variant I briefly considered. All versions of this character are meant to be played as a tank, even the brute. My scrapper was similarly built as "melee damage" and had a few iterations before I settled on one I liked best. The only weird one is the demon who is a mastermind, a brute, and possibly a controller in the near future. Do other people do this? Take a character concept and recycle/refine it while they tinker with power sets?
  13. This was helpful, and unfortunately I didn't discover this until the last day of the event. It should be included as a graphics option in the menus if it isn't already. I can say that I participated in and took advantage of the event. I cannot say that I enjoyed the event. After a few rounds it became "put a PBAoE on autocast and watch TV" and even then, the autocast didn't work great.
  14. So really it's a trophy room. I would emphasize that part to try to sell the idea. An alternate name suggestion would be "lair" to get it further differentiated from bases. I think there's room in a game for something like this and the SG bases to coexist, though the idea might need to be refined.
  15. I am in love with my axe/shield scrapper and a shield tank is on my "to-do" list. Along with about 3 others that I power leveled to the mid levels via the MS event (which still sounds like a public awareness campaign to me). My thought is to aim for incarnate capped defenses, get resists "good enough" and then for the Destiny slot pick up Rebirth for the heal. My shield scrapper is generally fine just using inspiration macros to filter all inspirations to either damage or health and then when he needs healing, a few inspirations are good enough. I feel like a tanker might want the retroactive tanking CD of an actual heal.
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