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BrandX

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Everything posted by BrandX

  1. I hit 1:40 pylon time with Kin Melee on a Scrapper, not seeing the awfulness of Kin Melee. 😛 That said, I agree with Electric Melee. I love it on my Stalker (Elec/Bio/Mu) Pairs well with the Mu Snipe concept wise and gives Electric Melee better ST DPS!
  2. Just a thought it may not go anywhere since this is where it's at, but why not have gone a build Opportunity by attacking (so like Brute Fury) and at different stages of Opportunity (25 - 50 - 75 - 100 maybe?) you gain more -Resist tagged onto every attack. They did -5% every attack before. So, maybe 1% -Resist every 10% of opportunity? But this is all me being a little meh on the idea of a clickie inherent
  3. Dual Blades...Red Cap Daggers. Get that stabbing retribution on! Katana...Eye of Rularuu! Get that avatar of retribution on! Martial Arts...gender bend to female and get that genderbend story of retribution on! Street Justice...run of the mill, dirty fighter of retribution! (Mind you, I love the animations of StJ) Claws...Vanguard Claws...Glowing Eyes...get that avatar of retribution on! HOWEVER, if adding a sorcery angle...MA, StJ or Katana over the others imo.
  4. I believe it was mentioned, but some effect is staying persistent and it's kinda annoying.
  5. Phoenix Rising. I'll be honest, never made a fire armor character without it. I love the animation 🙂 Now, this may be the bit of added survival, in so much if things start to go south, I can trigger it. Always thought rez's having high recharge wasn't the best idea, even if FA's can nuke, but even now, would it be that bad to lower this recharge down to 180 seconds from it's 300 seconds? 240 seconds? Burn...on my Tanker...I can't comment on. Didn't test it on my Ice/Fire Brute. Consume...I like the change. My Fire/Axe tank is weak on HP and Consume as currently slotted, puts my Tanker to Scrapper caps 😛 If I'm willing to sacrifice the current slotting which is for the recharge bonus and Energy/Negative Resist, I may be willing to go Accurate Healing Set for more HP. However, we don't get that option. If the power does healing effects and takes healing sets and has an accuracy component, please allow us to use Accurate Healing Sets. Temperature Protection...as I always say...needs more Cold Resist 😛 Other than that, regen gives more survival for my Fire Armor, so should help me stay standing a little longer while I wait for HF to recharge. So all good there. Healing Flames...slightly faster animation allows me to go to other ways of staying standing. So, nice.
  6. Well if the Melee Ranged attacks would equal the fast snipes, the slotting of the range set may feel a little better.
  7. From what I've tested so far, but I can't honestly say anything about ST DPS, I didn't build for optimal ST. First, the AOE aspects of Cleave and Pendulum, I love it! One, it makes the set feel different from other melee sets. For the range on Cleave, I could honestly live without it, but it's not bad either, I'd like to see a little more radius on Cleave, so I feel I can hit those same targets I hit with Pendulum and not need them as tightly packed. Axe Cyclone is great and I love going Axe Clone > Pendulum > Cleave > (and in my case) Burn for some nice opening AOE 🙂 even if Pendulum is a bit weak on that radius. Didn't do anything with the Defense Debuff slotting, as I'm just not going to switch out my slotting, which is based a lot on Resist set bonuses 😛 Beheader only being 2 slotted with Touch of Death for instance, but now, I could respec to Chop if it's the better attack.
  8. I like it, as it allows me to use some other sets.
  9. First thing, for correlation, I may have read it and forgotten. Cleave is now 40ft. Power says ranged. It however looks to still take PBAOE enhancements. If it's a ranged attack and it's a matter of not wanting to be able to increase the range, why not lower the range to say...30ft?...and change sets it can take? Mind you, I may or may not want that, seeing as how mine's slotted with Armageddon.
  10. Copying my Fire/Axe over now (get to test both) but I'll have to be honest, I didn't build my Fire/Axe Tanker for optimizing her ST DPS (like I usually do) and built her to see if she could Tank with Max Resists and lots of recharge 😛 So, I'd like my Burn to help my ST. 🙂
  11. Is it 1:40? I thought it was 1:20 (2 minutes) myself. And lets be honest, how many Fire Tankers, don't take Combat Jumping? I have it on my Fire/Axe Tanker for no other reason to slot Kismet, LotG and the two +Resist IOs. My Tanker has Weave, but that's one slotted at level 50 with a LotG. She has one +3% Defense IO, but that's more a matter of 4 slotted Gladiator's Armor (KB Resist being one of the set bonuses and grabbing some Psi/Tox Resist). Really, I just went with the idea of Max Resists and Recharge that Healing Flames. Have to say, if they're going to take down the damage tho, I wish they'd do a bit more on survival than 100% Regen that can't be enhanced (not sure if I'd have the slots to enhance tho). Does it feel like a good trade off? I wouldn't be able to tell myself.
  12. Some of those times imo are going for speed. 15min Penny, looks like trying for speed. Not so much for the XP. +0 Yin for speed is different than the +1 Yin for XP. Not sure how much Citadel will change. Lvl 25-30, get access to level 35 powers. Yeah, no secondary T9's, but if people were honest about those T9's you have a lot who skip those. Like Armor t9s. 😛 And some of the other t9's don't effect the speed of mob clearing, so much as help nicely on those AVs (debuff secondary's). Tanker Secondary T9's? Sure, they'll grab them, but at the moment the only one that really benefits there, that I can think of right now, is Super Strength Footstomp. Epics a bit early? Well, I can say on my Scrapper's, I've been moving those Snipes into later into the build, as I haven't found the need for them in normal content (while yes, useable in normal content) but find it more important in my AV take downs, which is more of a lvl 50 thing. Also, they mention with the team of Blasters for Yin. Well, with the right team make up, you can do lots of things fast. Had a +1 Synapse that completed in under 40 minutes...not the usual, just had the right team makeup (PuG at that) that cleared it.
  13. This is what I'm rerolling my Illusion/Traps Troller too 🙂
  14. I honestly don't think it'll be as bad as everyone thinks it will be. Yes, throw a bunch of IOed out level 50s into an lower level TF is going to make it better. That happens now. For the up and coming player though, this change, I still don't think will make a difference, in so much that they're going to have to decide which powers to move. Figure, you're build power selection wise is very likely not to change (outside of some tier 1 or 2 picks for people). Tough/Weave? Still going to grab it, but now when? If I pick a primary/secondary power earlier, then I'm moving my additional survival powers to later in game. *Note...as I write this, I now feel this is good for /SR getting Evasive Maneuvers earlier is nice for it's survival however 🙂 Also, when I think of Yin TF...the constant end drain complaints...can't nuke when running low on the blue.
  15. Wouldn't mind a reduction in CS's animation time while they're here >_>
  16. Does it's old and new ticks not stack? If it becomes a nice AOE and a good ST for AVs, that sounds awesome and at least sounds like the DPS improvement for the set besides GFS getting a shorter animation
  17. Never saw an issue with Burn being an awesome ST attack as well as AOE attack. It's not like Fire Armor is going to feel tougher 😕
  18. Honestly, it's that long animation on why I don't use it on my troller. 😛
  19. I don't know, having a Fire/Axe Tanker, I like it. So much so, I would think to change my fire demon firewoman from tanker to scrapper if I thought the Fire Armor changes would actually make a Fire Armor user survivable 😛 Right now, I feel sturdy on my tank with just Max Resists and High Recharge (more Healing Flame!)
  20. I was under the assumption that when it activated it was for the next 1 or 2 attacks (or just 1 if the first attack used after it activated crit maybe) if they short enough duration. However, if it lasts 3.25 seconds, I would wonder if there aren't some sets that could pull off 3 attacks in that time. Claws maybe?
  21. No. I get that. But, how many people are actually going to go "Forming Yin TF, must have nuke"? Wait, is there a reason to to repeat WST badge after the first?
  22. As someone who has like one character with Superspeed and that's purely out of concept and I felt it was needed that much over Ninja Run, I wouldn't see an issue here. At the same time, stealth IO in Sprint or Superspeed, did people go beyond that?
  23. Should realize as well, people are forgetting other powers are being skipped over at this level. Some survival powers for some. Some team powers. Like, I generally take Tough/Weave in the 20's. Now, if I skip them until 30's, that a loss of survival.
  24. People seem to be using Yin TF as the example, an already fun but also speedy TF. The idea that if the team has multiple high level, IOed out Blasters to make it faster, just makes me think, that's likely more thought out than what the players will actually do, other than a few friends going "Let's try for speed!"
  25. I was told there was some reason that SS did this before, when I asked about it, because SS didn't detoggle my Ninja Toggle, while Infiltration did. I just don't recall the reason cited.
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