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MoonSheep

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Everything posted by MoonSheep

  1. yeah i see that argument, when slotted it’ll have some better numbers i feel the set may be a bit of a lackluster one trick pony, tanks are spoilt with many good mastery choices 🙂
  2. i see the logic however i disagree with taking physical perfection - i think it only gives about 25% regen? if you 4 slot a ranged mastery power with 2 apocalypse (12% regen) and 2 devastation (10% regen) you’re pretty much there
  3. tankers received a buff where by the radius of their attacks was increased by 50%. e.g fire sword circle now has a 15ft radius rather than 10, this helps them hit loads of things i’d recommend shield as a good defensive set but also powerful AoE with shield charge. pairing it with something like war mace, ice melee, fire melee etc will give you a nice amount of AoE. i’m sure some more tank-experienced people will be along to help recommend some good melee sets 🙂
  4. each to their own i suppose since re-launch i’ve observed this fad trend of (in my opinion) ruining builds for the sake of capped ranged def / SL res etc as doomguide comments, debuffs are pretty inaffective against +4s. in my opinion the game shines the best when people play their ATs to their strengths. can spend far too long worrying about builds and min/maxing
  5. it isn’t necessary, play it for its blasting and buff/debuff strengths. the game has tank and brute archetypes if you want to aggro mobs
  6. my defender is a kin/sonic that i’ve played a lot for 2 years - you’ll definitely do a lot more damage if you made a dark blast/sonic dispersion corr rather than sonic blast a nice combination too, some -res, +res and -acc
  7. and there’s me missing the days when purples costed 200M etc.. everything is ridiculously cheap these days
  8. would this be a significant amount of inf to you? give me a shout if you’d like a top-up
  9. i only play 2 alts since returning - one is a kin/sonic defender. it’s a fantastic combination on teams. having everyone with capped damage then being able to add some meaty -res is very good fun
  10. would absolutely support this, adds a fun challenge also keen on a badge where every AT in the TF team has to be different - not sure if that would be feasible to implement though?
  11. ah right, yes i see what you mean. on my way home shortly for an evening of trying both the scrapper and the tank in the real world to decide which to make as my next project character - a posi 1 on each should be a good test run
  12. hmm, are my testing results a placebo then? it really felt that the tanker was able to hit more things with frost than the scrapper back to do some testing then..
  13. thoughts after some testing of an ice melee/shield scrapper and shield/ice melee tank on test using an outdoor map farm.. scrapper: - damage is crazy, i'm not longing for shield charge recharging as chance for scrapper crit is in frost and them slamming down Frozen Aura results in some very nice death - at times the positioning has to be just right to get the maximum impact out of frost, sometimes in a big mob you can hit everything, sometimes only 2-3 - things die quicker than when on the tank - perhaps feels a bit hectic? tank: - jeeeez, the AoE on frost becomes ridiculous. it hits the person in-front, to the side of you and the person you bumped into at the supermarket last week. this change alone makes the power reliably hit way more enemies everytime. you can easily hit the 16 cap of enemies again and again, it feels very fun. you might not be killing as quickly as the scrapper, but it feels powerful - frozen aura is foot stomp 2.0 which again, makes the character *feel* strong, lovely range means things get hit easily - using taunt on a mob then laying down an ice patch infront really bunches them up tightly for a beautiful application of frost and frozen aura summary: only through playing each one in the real world will yield realistic results to make a definitive opinion, i think the biggest differentiator will be playstyle. the tank will be a bit more relaxed - positioning isn't as important, you'll likely hit a lot of things most times. the scrapper will hit hard enough to tear a hole in the space time continium, but you'll have to get your monies worth out of combat jumping in order to place yourself accurately everytime potentially leaning towards the tank edit: in my excitement i have realised i've rather ruined @00Troy00's thread.. sorry!
  14. slotting out an ice melee tank on test as we speak following some testing of it on a scrapper, will report back..
  15. hmm yes that's what i suspected - especially with clever placing of the scrapper crit IO i expect the damage will be quite different some aspects which make it tempting to play a tank over the scrapper (even though i'm a sucker for as much damage as possible): - center of attention, get all the buffs (woo) - has a defined role in the team - larger AoEs = things easier to hit - i really enjoy lower-end TFs, those up to Yin. a shield/ice tank would have shield charge, AAO, grant cover, frost, freezing touch etc on lvl 25 TFs - pretty much fully formed. would have to wait until lvl 35 on the scrapper for shield charge time to whip up a build on test 😁
  16. thank you for the highly informative post - are tanks and scrappers worlds apart? currently choosing between a shield scrapper or tank do you also know the extent of the tank AoE increase? e.g what does a 10ft AoE become if i’m in a mob
  17. that was an interesting read, thanks just need to decide between an ice/shield scrapper or a shield/ice tank now. (the latter could be quite good fun for posi 1 &2, synapse & yin TFs)
  18. a really interesting thread, have enjoyed reading through having played pretty much only a dom since returning in 2019 i’ve been keen to invest time in a new alt - most likely to be a scrapper (tanking is probably too much responsibility after my carefree dom life) i’ve been quite set on shield for AAO and shield charge, finding something to pair it with has been tricky: - war mace is great and when i first used it on test i thought wow! however it seems perhaps a bit uninspiring - fire melee the same, ridiculous damage which is quite ‘moreish’ however the dom is fire assault so it’s quite similar - ice melee.. this was quite surprise, the frost power is actually a pretty good AoE smacker, freezing touch a good ST damage dealer etc i found the combination of shield’s AAO taunting them close works amazingly well with the mini ice patch - the two sets combine to create a wasp trap which you can then repeatedly stamp on i agree that greater ice sword seems a bit uninspiring, probably worth having just incast it’s needed a slight tangent, i’ve considered ice armour but not sure i’d like it as much as shield. chilling embrace is a great power however, nice ability to aggro
  19. that’s a good idea - keen to introduce changes which get people playing the game in more diverse ways
  20. team with people, use endurance inspirations, buy recovery temp powers
  21. if i lead a TF i always run it on enemies buffed to give the foe +50% acc and +50% dmg - gets people working as a team and adds a nice amount of challenge
  22. Hi All - I’ve long wished for Ouroboros type badges for completing TFs with the various challenge metrics applied. For example, a badge for completing Synapse with Enemies Buffed active These badges could perhaps be limited in scope at first to the Freedom Phalanx TFs and award a buffing accolade when all are collected I feel it would add something fun to work towards and introduces new a challenge to the game
  23. in-game you can right click powers and it shows you the damage of each power, the activation times etc
  24. for many doms there’s a lot of powers they want to see recharged as soon as possible - as @Mezmera said, it costs 1 power choice and 1 slot (so you’re two up), it’s a no brainer if you can build it so you can do without i’m sure that’ll be great too - i always forget to click dom if i have hasten on auto
  25. energy assault and fire assault will kill an AV quicker than dark. higher damage numbers and very low animation times (esp for fire, plus every power for my mind/fire is ranged) no need for debuffs/defense when insps exist. my objective is to kill things as quick as possible using whatever i can get my hands on
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