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FUBARczar

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Everything posted by FUBARczar

  1. If you roll Sonic you are better off only taking Aim and the Nuke while relying on secondary and pool powers for actual DMG.
  2. One problem is they don't do much DMG, very low DPA. Sonic on blasters stinks with only two good powers: Aim and the Nuke.
  3. It's not just about building for this or that. It's also about not being pigeon-holed into choosing focused accuracy on every build. It is nice to have variety and choices.
  4. I have many toons with Psi Blast, I like it, but most don't like it much. Plus Psi tornado is such a long animation. Psi AoE compares poorly to other sets.
  5. XP already sifts by +x, Which is wny people farm at +4/8 instead of +0/8. I was meaning Merits. And their should be a different badge for Max Notoriety as well, like a Grandmaster Badge > Master of X. Or Lord of X Badge if it is run with no Inspirations and Enemies buffed. And the only time I play +0, even when leveling, is if I am badging for accolades. Or join a PUG and they have it set as such.
  6. I have done Duo +4/8 MoITFs (+ no inspirations) with two blappers. Just use Ageless Radial. And great if your bots also have ageless radial or have Barrier or whatever. Your defense will be fine.
  7. So if you will triple box your blaster then you should be a blapper for sure. After all, you also wouldn't want to miss out on some of your best attacks. pick sets you want to play weather you want to choose by theme, synergy, etc. I think you'll be able to fine with any really, whatever floats your boat. a couple ideas: Psi/Martial/Soul - Good combo with fast good DPA ST attacks from Primary and Secondary, and also with good AoE from the Secondary. Also get stacking stuns and decent KD. Martial is one of the best sets for movement, damage, etc. Fire/Mental - Fast attacks, great damage, great ST and AoE. Also has Drain Psyche which can be the most powerful sustain power. Fire/Elec - Fire is great and Elec is top tier as well. Incredible ST and AoE. Rad/Devices - you can hit anything, and make a proc build. Water or Ice/Plant -
  8. and it would be cool if playing at +0 you only get like 20% of the rewards, +1 40%, +2 60%, +3 80%, +4 100% and then bonus for no inspirations, enemies, buffed, players debuffed, etc.
  9. yeah it is totally cheesey to say Master of .... when people run the TF on +0 when they are 50+1. There should be badges for Grandmaster of ..., where it is required to have Max Noteriety, No Deaths, No Temps, No Inspirations. Then maybe Legendary Grandmaster for turning off enhancements. or something like that. so much more could be done in that area with very few resources.
  10. Six of one, half a dozen of another. Enjoy your RoP, I never said that you have to use anything else. As I first said to each their own. Personally I don't the the problems that you expressed. so HF.
  11. yeah not at my "skill level" either, which is why I can't rely on something that is not available more than it is. Sure you can use RoP for an alpha, but we run short-man (1-4 people) TF and Trial teams all the time and only +4/8 w/o inspirations and sometimes with enemies buffed (we don't bother with players debuffed anymore, all it really did was lengthen the time without making it harder) and that means that your AV fights will be longer, a lot longer than RoP is up. So sure it'll help with the alpha, but that Goliath or whatever else will still kill you with a lucky shot at any time on your glass cannon relying on RoP. I see it all the time with lesser toons.
  12. idk it is not just about slots, it also about set choices. And it is a mystery as to why there is so much fire/cold resist in so many sets like purples, Winter IOs, and regular sets too, often F/C has the highest resist value in the set. It is like they want ever AT to be a Fire Farmer. And as I said above, IMO Unrelenting is a better choice for defensive-based power sets with no heal and that already has status protection, For RoP you have to guess when you will need it. So when you guess wrong you have you pants down for two minutes. But some people like to gamble so it is perfect for them.
  13. IDK RoP up only a fraction of the time, unless you need the Mez Get out Jail Free or something I don't find it all that reliable or good after the recharge nerf, I'd rather build in decent S/L/E/N/P to about 30% or so and use Unrelenting as a heal. Then I can also use it sometimes just for a damage/recharge boost too. but hey to each their own.
  14. thanks for posting. It is very interesting, even helpful even if I don't always agree with certain build choices. 🙂 Just for a different look this is my NW
  15. Yes we all know the crash existed on live. And WP came out with Issue 11 so many things had changed since the game's release by then.
  16. lol who ever didn't like the new Energy Melee needs to have their heads examined and their opinions should be disregarded for ever more. 😜 IMO the did a good job on that. They replaced a trash power in Stun (*cough Hand Crap) and replaced it with a really good one. They threaded the needle on getting the set back into fighting shape. If only that could be done with other power sets too... I don't hate the revamp of TW, and I have to admit that it was OP. We ran 4 TW/Bio on a 4man +4/8 MoITF with no Inspirations in 14 mins. lol Way faster than any other four scrappers, or blasters, or Brutes or Corruptors. We also did a 2man of the same in 24 mins. Haha In a way I am glad TW was reined in because now I can enjoy other sets, like the new Energy Melee!!!
  17. the way it is, is not what makes it the most popular, it's the novelty. But delude yourself all want.
  18. There was a cost of endurance yes that came at the end, but that is not a crash as it you are now sooooooo weak that you can't do damage until you count to twn and are soo weak that your defense debuffs more than many most characters even have to begin with (especially while lvling up, or have a resist set, etc.). So the is a large difference between having a cost of endurance at the end compared to the current debuff. Is there not? And why should it stay as it is? Just because it's the way it is and we shouldn't change things? Does the set perform well at all levels? And so on...
  19. look at the greater context. The answer is yes it is fine for any set to be a decent performer. What's more is that is not the only measurement. Look at the set and how achieves its performance. Super Strength does that with mostly poor performing powers and then adds the biggest buff of any melee set. In fact, that buff was "too" powerful so they burdened one power in the set with a stupid temporary crash/debuff that is the antithesis of the theme of the set. So mostly what people are arguing for is to make the set good at all levels. Like from 1-28 before you get the OP buff to compensate for the lackluster set (Except KoB and later Foot Stomp). They want the set to function well in the current game. They want the most popular and iconic set of this genre to be more playable to a wider number of players and characters. Some want the set to make sense in theme and name. Some want to broken exploitable power of "Rage" to not be exploitable. Some don't want the "must have" dmg buff in the set to debuff them, and not just a little but a lot. Especially leveling up that -def debuff takes them into the minus. So why keep the power the way it is?
  20. #1 is that Rage is of poor design. The original form got people addicted to "crack", causing people to rage about keeping their double stack. And then to "fix" Rage a lazy crash was slapped onto to the end without giving the power and set proper consideration. But the fix for the broken power was broken and avoidable so they made it unresistable. So they went from bad to still bad to really bad. #2 The set suffers because of the broken power. The broken power Rage isn't available until lvl 28 on Tanks so while leveling up to 28 the powers are not good. Rage's so called balance also does not take into to consideration it's affect on powers in Defensive sets, Power and Epic pools Rage allows for broken slotting such as not slotting for any accuracy and only putting in procs. There is all sorts of stupidness in and around Rage. In a way Rage is an Exploit in the game and should be addressed. #3 Also words have these things called meaning and Rage has nothing to do with Super Strength. Sorry that I think for good game design a game should stick to it's own themes. Yes Jab and Punch have similar DPS compared to some other sets because of lower recharge times. But that isn't Super Strength, super speed maybe. So as a part of that game design the powers should relate to the theme and it has nothing to do with RP. MA feels kinda like what one would expect. StJ feels way more like Super Strength than Super Strength. I also think they should get rid of Fire Swords and Ice Swords just because they are kinda lame design wise as well. #4 For those that do RP good for them, and for them the power is uncharacteristic to the theme.
  21. Lol, me RP? I'll tell you my play style...I play pretty much everything at +4/8 and mostly run TFs with Inspirations turned off. I often play with enemies buffed and players debuffed. Sometimes we even turn off enhancements. We also run death-has-consequences TFs where if you die you either quit or get kicked.
  22. and so what you are saying is that there is no justification for such a strong Rage buff?
  23. not true also Punch, Hurl and Haymaker is pretty much tied for last as far as T3s go.
  24. I think in raw damage they underperform and in DPA, but some have quick recharges so the DPS is similar. So it's like death by 1000% papercuts. Something about that doesn't scream super strength.
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