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Infinitum

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Everything posted by Infinitum

  1. Yeah always tempting right? A good strategy for pairing defense on resistance native sets I normally try to adopt is getting to at least45% melee defense while capping or coming close to capping every resist category especially toxic and psy.
  2. You should always chase what the set is geared to first (resistance) and sell out to that then chase what it is not geared to secondary (defense)
  3. Thats kinda like saying nuclear weapons aren't explosive because rogue country (insert name here) doesnt know how to make them.
  4. Well, I get what you are saying and totally agree with it feeling clumsy. I have to dispute the notion of the Rad/Fire brute. It's specialized for 1 type of content and OP at that, but very much gimped to much of the other content. TW is OP to all in the right hands, and decent to most in all circumstances. It's a bit more than that. But yeah the main issue is the metrics surrounding TW break every formula. Including what makes it clumsy and not liked by some. So a good fix would be making it a better set all around that functions well in the game for all.
  5. Early on when i first came to Homecoming in may of 2019, a few months in after getting my feet wet and acquainted with the game again - i wanted to build the most damaging character possible - everything pointed to TW. So i built and leveled my TW elec brute and while somewhat fun-and different - didnt really measure up to what i would have considered OP, and definately didnt feel smooth to me. I argued that till I was blue in the face. (i still dont think TW is as op on the rest as it is on scrappers - most notable being combined with Bio) I really didnt enjoy TW leveling and gave it up after about 2 months. But. I have since seen many examples of how stupid TW can be, and there is no other way to slice it other than it needing to be adjusted some. Will it need to be the same for Scrappers - tankers - and brutes - who knows? If evidence eventually shows those need a boost after its adjusted im sure appropriate measures will be taken to fix it where needed. This falls into the category of just because i dont enjoy it or build it to abuse it, or see it as being OP - doesnt mean it cant be abused. So there are ways to make TW do stupid stuff that i never really wanted to explore - that doesnt change that it is possible to do it. If anything, changes to it may make it more user friendly, but either way i dont see a nerf from orbit old school EM style on TW.
  6. Yeah to a certain extent but gaussians is naturally limited by what it is. I mean how much do you want to gimp your build by slotting that way for +10% defense - theres way easier ways to do that IMO that synergize with the build as a whole. Invincibility, rage, focused accuracy, tactics- can you imagine 6 slotting all that for 10% defense - that wouldnt be worth it IMO cause those slot are way more useful elsewhere. But I agree with what you are saying - gaussians could be a unique 6 slot set. I am more referring to sets like unbreakable guard and shield wall which have good 6 slot bonuses similar to other sets. Half the time I don't even like to use the UG unique but do so just to get the bonus.
  7. yah they aren't out of line from similar 6 slotted bonuses from other sets you can multi 6 slot.
  8. Thanks for the shout out! To ProPain Tank, if you need any custom advice - survivability is my specialty - just pm me or post in my build thread - I would be happy to help.
  9. Well, it doesn't exist as it was at the time of it being my favorite. Invul/EM. Currently for survivability: Invul/SS Shield/STJ For Damage Fire/EM For AOE fun Shield/Elec But really if it's a tanker I like them all, except Ice. Sorry to my ice brethren, just not my cup o tea. I recant my ice position btw - it's awesome and I love it now.
  10. Well that's a mouthful, here is what it means. I mentioned this on the top ten what would you like to see thread, but I wanted to describe my take on this in further detail. Sets like Unbreakable Guard, Reactive Defenses, Shield Wall, etc - all have 1 unique Enh that you can only slot one of, but you can then 5 slot the rest of the set up to 5 more times to get the set bonuses. Well what if there was a 7th non unique enh that you could use to either replace the unique, or use it once you have slotted the unique - or maybe even make using the unique mutually exclusive to getting more 6 slot bonuses from whatever respective set - 2 or more of the same set unique is then unsetable - unique is slotted anywhere then the 6 slotting that set more than once is off the table. Some times where unbreakable guard is concerned the unique is only used for the 6 slot bonus - so another plus would be an actual enh to enh stats not provide a unique function you may not need. So that's my idea, what say you all?
  11. try this out. Unregistered - Tanker - (Dark Armor - Warmace).mxd
  12. I would love to, sorry I'm late in replying - real life stuff has been particularly real lately. lol. I'll take a look tonight though.
  13. Do they though? In most epic pools the energy or body pool is avail and makes end usage ussues almost irrelevant. If you pick a different pool you may then have end issues at the expense of damage, travel, utility etc. So I see how it would add to diversity and more options, and would be all for that, but wouldn't that also lead to more power creep or have we already jumped the shark there anyway? lol
  14. Its not opinion, if you only revert the change to the ET animation, the set won't compete or even be the best ST set. At best all it would ever be is a graveyard for nostalgics like me. Because i would play it, and i would love it, but I want more than just that for the set.
  15. There is when its holding on to something that would be both obsolete if it did exist, and also hasnt existed in that format for over a decade.
  16. Don't make me link a Sheryl Crowe song.
  17. 1. EM Buffs 2. SS ported to Scrappers and whatever adjustments to allow that to proceed. 3. Energy Aura ported to tankers. 4. On sets like unbreakable guard and shield wall where you can only have 1 6 slotted set - allow an alternate non unique ENH to get more of the 6 slotted set bonuses. 5. Battalion story lines. 6. Additional Difficulty options - by unique enemies or damage types - not just scaled up more difficult. 7. Team size increase to 12. 8. Wind Control. 9. Water Control. 10. Most importantly Wrasslin melee. lol
  18. That isnt classic 1 trick pony EM. Thats modern post nerfoclypse EM.
  19. Readjust your thinking a bit to the reality of the situation. 1. Classic EM died with the nerf. Thats reality. Furthermore classic EM wouldn't even balance to be worthy enough in the current melee field by simply adjusting animation changes. It was at best 2 good powers and 1 slow one. 2. Nerfed (current) EM needs adjustment upwards - currently it's still playable, still strong, but slow with little utility in a fast paced team. You can either see the adjustment when it happens as either good or bad. For me I will be weighing the adjustment with a few criteria in mind. It should be the king of ST damage. There should be no other close. Does it recapture the nostalgic feel of classic EM? This one is important but it can't be the only one deciding factor. Does it modernize EM to function in a competitive melee field or fast paced team environment? This is probably the most subjective point, but also probably the most important to the set as a whole. If points 1 and 2 are met, then point 3 is icing on the cake as far as I'm concerned. I'm not looking for a remake either, but it needs more than animation tweaks. Given the tanker changes I believe HC can pull off all 3 and we should be grateful they are doing anything to make the set better.
  20. Page 6 EM Details and Breakdown You heard it here first. I think it fits if you really listen to it. :-)
  21. Still hits like a train that takes 2 hours to get moving though. lol
  22. To be precise it was a train wreck which is where the thread was heading. lol
  23. Now that's self damage.
  24. Unless, of course it plays the same, is improved, has the glowing maglight hands of death - and most importantly is titled Energy Melee then it will still be Energy Melee.
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