The Character Copy service for Beta is currently unavailable
×
-
Posts
807 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by FUBARczar
-
well correcting false statements about powersets and generally addressing your hyperbolic claim that Stalkers are OP.
-
So when you are wrong it's whatever? And I ddn't say I want more AoE on Stalkers per se. It was about correcting your claim that Stalkers are OP, blah blah blah
-
that is neither here nor there. The ATs are similar and still make sense. For instance Defenders and Corruptors are the two most comparable ATs, the two closest to one another. But they show the difference between Heroes and Villains. Heroes/Defenders are defensively minded with higher buffs/debuffs while Corruptors are more offensively minded so their dmage values are higher and they get Scourge. It makes sense given the general interpretations of Heroes vs Villains. Protector vs Attacker. And makes sense with the crossover as well. Vigilante is an offensive anti-hero, and Rogue is a villain trying to act as a hero and so on.
-
Psi Melee is not older. It was in development along with Rad melee and Armor, and Bio Armor and Savage Melee when live shut down. Stalkers had Street Justice, and Staff on live. I believe Fire, Broad Sword are new for Homecoming, weren't on live.
-
if you created the game today why wouldn't you still have Heroes and Villains, it is kind of the WHOLE motif of the genre.
-
You are carefully omitting Psi Melee for one.
-
even though they are mirrors they are not the same. With with different inherents, the different buff/debuff values, etc. they are different and allow players to choose their focus. When I decide to roll a Defender or a Corruptor I take many things into account. I don't just flip a coin and think it doesn't matter they are the same anyway, because they are not.
-
Sorry but that is just dumb and would cause so many problems with IOs, Incarnates, buffs from teammates, etc. It basically throws out almost the whole game.
-
Nah there is totally room for both. They play more differently than Defenders/Corruptors.
-
It was revamped with a new power and a new mechanic added. It's a new set for all intents and purposes here. Yes crappers are bad at holding aggro too. AVs will run from Scrappers just as much as from Stalkers.
-
??? It's the same for every counter AT Defenders/Corruptors Controllers/MMs Blasters/Dominators Scrappers/Stalkers Tanks/Brutes And despite some overlap they are different enough even the two closest IMO Defenders/Corruptors.
-
Not completely true, and only part of the story. And if it were true you'd see a lot more Stalkers than you do. And the the fast AS could be improved. --- Stalkers have fewer Base HP and lower base dmg than Scrappers --- The fear in AS makes it harder to keep aggro than Scrappers --- Energy Melee is the newest set and it lacks the PBAoE attack, Psi Melee lacks the Cone, etc. --- etc. --- An in-game example: On the 4-man MoITF challenge (4-man same AT, +4/8, No Deaths/Temps/Inspirations) Stalkers can't catch Scrappers. (I think this was the latest) 1ST 22:54 BRUTES @EV(Rad/Fire) @Impedix(Spines/Fire) @lucas(SS/Fire) @Sparta(Staff/SR) 2ND 23:59 BLASTERS @Acidalia(Fire/TA) @dayday(Fire/Temp) @Mr.FUBAR(Fire/Temp) @Raw(BR/TA) 3RD 25:09 CORRUPTORS @dayday(Fire/Time) @Midnight2(Fire/Dark) @Mr.FUBAR(Fire/Kin) @Stubb(Fire/Time) 4TH 25:28 SCRAPPERS @dayday(Elec/Fire) @Mr.FUBAR(WM/SD) @Gio(Psi/EA) @lucas(Spines/Bio) 5TH 26:18 STALKERS @dayday(StJ/DA) @EV(Fire/SR) @Mr.FUBAR(Psi/Rad) @lucas(Elec/SD) 6TH 26:21 DEFENDERS @dayday(Cold/Dark) @Mr.FUBAR(Dark/Fire) @Midnight2(Time/Ice) @Stubb(Kin/Elec) 7TH 26:23 TANKS @DaCrusha(Rad/DM) @dayday(Elec/SS) @Mr.FUBAR(Bio/TW) @Turtumos(Fire/Fire) 30 mins is the cut off
-
If you don't need the defense from Avalanche or Eradication then go then you really only have two choices, Obliteration and Overwhelming force. But for a different look at these sets here is another build: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Martial Combat Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Pistols (A) Thunderstrike - Accuracy/Damage (5) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance Level 1: Ki Push (A) Kinetic Combat - Accuracy/Damage (9) Kinetic Combat - Damage/Endurance (15) Kinetic Combat - Damage/Recharge (36) Kinetic Combat - Damage/Endurance/Recharge (43) Accuracy IO Level 2: Storm Kick (A) Superior Defiant Barrage - Accuracy/Damage (7) Superior Defiant Barrage - Damage/RechargeTime (7) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (9) Superior Defiant Barrage - Accuracy/Damage/Endurance (11) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (45) Superior Defiant Barrage - RechargeTime/+Status Level 4: Boxing (A) Kinetic Combat - Accuracy/Damage Level 6: Swap Ammo Level 8: Bullet Rain (A) Artillery - Accuracy/Damage (19) Artillery - Accuracy/Recharge/Range (19) Artillery - Accuracy/Damage/Recharge (21) Bombardment - Chance for Fire Damage (21) Positron's Blast - Chance of Damage(Energy) (23) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 10: Burst of Speed (A) Superior Avalanche - Accuracy/Damage (11) Superior Avalanche - Accuracy/Damage/Endurance (13) Superior Avalanche - Accuracy/Damage/Recharge (13) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (15) Superior Avalanche - Recharge/Chance for Knockdown Level 12: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Kismet - Accuracy +6% (43) Reactive Defenses - Scaling Resist Damage Level 14: Tough (A) Unbreakable Guard - Resistance (37) Unbreakable Guard - Resistance/Endurance (39) Unbreakable Guard - Resistance/Endurance/RechargeTime (39) Unbreakable Guard - Endurance/RechargeTime (39) Steadfast Protection - Resistance/+Def 3% (40) Gladiator's Armor - TP Protection +3% Def (All) Level 16: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Shield Wall - Defense/Endurance (40) Shield Wall - Defense (42) Shield Wall - Defense/Endurance/Recharge (42) Shield Wall - +Res (Teleportation), +5% Res (All) Level 18: Executioner's Shot (A) Superior Blaster's Wrath - Accuracy/Damage (25) Superior Blaster's Wrath - Accuracy/Damage/Endurance (27) Superior Blaster's Wrath - Recharge/Chance for Fire Damage (27) Apocalypse - Chance of Damage(Negative) (29) Gladiator's Javelin - Chance of Damage(Toxic) (29) Achilles' Heel - Chance for Res Debuff Level 20: Reaction Time (A) Preventive Medicine - Heal (25) Preventive Medicine - Chance for +Absorb (36) Preventive Medicine - Heal/Endurance (37) Endurance Modification IO Level 22: Maneuvers (A) Shield Wall - Endurance/Recharge (23) Shield Wall - Defense/Endurance/Recharge (42) Shield Wall - Defense/Endurance (43) Shield Wall - Defense (45) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Reach for the Limit Level 26: Dragon's Tail (A) Eradication - Accuracy/Damage/Recharge (31) Eradication - Accuracy/Damage/Endurance/Recharge (31) Eradication - Chance for Energy Damage (31) Obliteration - Accuracy/Damage/Recharge (33) Obliteration - Accuracy/Damage/Endurance/Recharge Level 28: Inner Will (A) Preventive Medicine - Heal/RechargeTime (33) Preventive Medicine - Heal/RechargeTime/Endurance (37) Preventive Medicine - Endurance/RechargeTime Level 30: Hasten (A) Recharge Reduction IO (47) Recharge Reduction IO Level 32: Hail of Bullets (A) Eradication - Accuracy/Damage/Recharge (33) Eradication - Accuracy/Damage/Endurance/Recharge (34) Eradication - Damage/Recharge (34) Armageddon - Accuracy/Damage/Recharge (34) Armageddon - Chance for Fire Damage (36) Fury of the Gladiator - Chance for Res Debuff Level 35: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Shield Wall - Defense/Endurance (48) Shield Wall - Defense (48) Shield Wall - Defense/Endurance/Recharge (48) Shield Wall - Endurance/Recharge Level 38: Assault (A) Endurance Reduction IO Level 41: Eagles Claw (A) Superior Blistering Cold - Accuracy/Damage (46) Superior Blistering Cold - Accuracy/Damage/Endurance (49) Superior Blistering Cold - Accuracy/Damage/Recharge (49) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (50) Superior Blistering Cold - Recharge/Chance for Hold (50) Hecatomb - Chance of Damage(Negative) Level 44: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 47: Acrobatics (A) Endurance Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Defiance Level 1: Brawl (A) Kinetic Combat - Accuracy/Damage Level 1: Sprint (A) HamiO:Microfilament Exposure Level 2: Rest (A) Empty Level 2: Swift (A) Run Speed IO Level 2: Hurdle (A) Jumping IO Level 2: Health (A) Miracle - +Recovery (3) Numina's Convalesence - +Regeneration/+Recovery (3) Panacea - +Hit Points/Endurance Level 2: Stamina (A) Performance Shifter - Chance for +End (17) Performance Shifter - EndMod Level 4: Ninja Run Level 50: Intuition Radial Paragon Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
-
Any Obvious Mistakes in this Ice/Sonic Blaster Blaster?
FUBARczar replied to oedipus_tex's topic in Blaster
If you are hover blasting why take Disruption Aura and Earsplitter? I'd proc up Bitter Freeze Ray or something -
IMO don't expect much from WoC any which way you slice it.
-
That control helps a lot. Just today a group of six of us did a +4/8 all-range team on the Freak/Voz story arc (The Graveyard Shift (Hero, Level 20-29)) and I was playing a fire/elec blaster. I was the defacto Tanker/Blanker on the team and Thunder Strike was Priceless.
-
The article is outdated. I think one reason they wrote that is because back then the Absorb sustains were better than the regen ones. BR/Time is fine, but /Time is excels in melee range while BR is better at range IMO. I think BR/Tactical Arrow is much stronger combo. /TA will give you a lot more AoE and control. At range /Energy would be just as good as /Time.
-
Yeah Martial is fun! One question, why combat teleport? Perhaps consider Infiltration from the Concealment pool.
-
Yes I generally agree, but not all primaries or secondaries are created equal. Try to have a Sonic/Dark keep up Fire/Ice/Water/etc. I totally agree on Frost Breath tho, it's a no go
-
For a Corruptor you could go Rad/Dark for a Debuffer, or Beam/Dark, Otherwise like they said only use Sonic Blast on a Defender...or a Sentinel. Personally I still don't like to use Sonic personally other than on my favorite Sentinel, Sonic/Bio/Psionic
-
yeah I hear ya, but I also think it is lame that characters would get a better ST attack from a power pool than from their inherent attacks or Epic pool. Unless perhaps if we are talking an MM or Controller 'cause they have such low dmg attacks in their primaries. They make Flurry look good haha!
-
/EM is not the king in the current game. /EM is strong but has no AoE and isn't even the best at ST. IMO /Temporal and /Martial are hands down better. They both offer more than /EM; some things that one, the other or both offer is AoE, more mitigation with KD and slows, -regen, +recharge, can easily ignore -rech/speed, etc.
-
three power picks and one of your four power pools for a mule? quite the cost.
-
Yes, EC. I guess kicking AVs in the face for 1K+ isn't for everyone. Not to mention stacking stun with Suppressive Shot and for me with Oppressive Gloom.
-
yeah 33, but on what AT are you using Arcane Bolt?