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Blastit

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Posts posted by Blastit

  1. 1 hour ago, Solvernia said:

    I don't put anyone on global ignore period. Everyone has the right to speak their mind, even if it's something I disagree with.

    The ignore function means that you, personally, no longer see their messages. You are not actually removing their ability to use chat channels.

     

     

     

     

    Unless you're a GM or administrator, they might be able to do that but I'm not sure.

  2. On 4/8/2020 at 12:18 AM, Harpsong said:

    I love how this issue has sprung up around the Elec set, but nobody has taken issue to the Experimentation set's ally buff power.

     

    You literally inject someone with a syringe. They even will try to block if they're not already doing another animation, like they're trying to stop you or flinching, and then you stab them with it.

     

    If you do no moves in-between, you even have the same syringe in hand when you use it again, so you could even 'share the needle' using it on someone else.

     

    I'm surprised nobody's gotten upset at that!

    I haven't seen the power used. Perhaps most people haven't.

     

    But ok, since you brought it up in the first place, let's be open to changing that animation as well. Thank you for your concern.

  3. Individual AT strengths and weaknessess are a lot less pronounced on full teams, anyway, by virtue of just so much stuff going on. If you want to really feel the differences between ATs and sets you should form small teams.

  4. On 5/4/2020 at 1:00 AM, CaptainLupis said:

    The good thing about the mez protection is it can still be used like a break free if you get mezzed, so it's not a huge issue if it isn't perm. (The exception being knockback, you need to wait until the KB animation is over before you can use it.)

    Do you already have weave? Slotted out I believe that's around 7.5% on a tanker, then there's the other usual suspects, CJ/hover and maneuvers. I don't have a 50 SR tank, although I do have a stalker and scrapper, but their numbers are different, so I'm not certain how close you can get on a tank without them, but I used the 2 def uniques on my /SRs. The steadfast isn't particularly expensive. If you are struggling for inf they only cost 20 reward merits for the recipe, which you could even get from getting all the badges from 4 zones, never mind arcs or TFs. The PVP one is usually more expensive, but when you think it offers 3% def to all, where most sets you need to get 5 or 6 pieces to get that to one position, it's not that bad.

    Good tip about Weave. I had considered it broadly but it specifically was what let me reach the first softcap without sets or anything else. Thanks for that. Being unhittable is pretty funny.

    On 5/4/2020 at 12:55 AM, Werner said:

    My experience is with DM/SR Scrappers and Brutes, so I'm not sure how much it translates to Tankers. Hopefully someone will correct me if it doesn't. But I'm guessing hit 59%+ defense to all positions, get enough recharge to run Smite -> Midnight Grasp -> Smite -> Siphon Life, then focus on resistance, hit points, regeneration, sustainable endurance, various status resistances and debuff resistances, and so on. I wouldn't shoot for just basic 45% soft cap, particularly on a Tanker, where getting the defense is much easier than on a Scrapper or Brute. But yes, the 3% defense uniques are a must have.

    Getting 45% was really just the first baby step. I just hit level 35 today and will be taking a little time to just enjoy running missions and existing in the medium-level zones. I'm plugging away at alignment missions and plan to pick up some soul mastery eventually. About how much global recharge is needed for that chain? I need some slots in Dark Consumption as well as one or two more endurance uniques and that should help a lot with my endurance issues.

     

     

    I'll be looking over the various high-end builds posted here, too.

  5. I would like to see auras as FX options for travel powers. Fire or cloud flight, seismic super jump, lightning super speed... It would be a very nice touch.

     

     

     

    More kick options would also be good. Not just for the typical punching sets, but for the elemental sets. Kicks instead of hammers for stone melee, or putting a blazing foot to someones face.

    • Like 2
  6. I started a Super Reflexes Tanker mainly... just because. SR is a set that I've looked at sometimes but never actually done anything with. I paired it with Dark Melee because it's got a health recovering attack and because it's receiving some tweaks. It's the hot new thing. After snagging a good theme and name, I'm now level 32 and have decided that I probably more or less kind of like this character. I haven't done anything with IO sets because I wasn't sure I wanted to plan anything like that for an experiment.

     

    So now I'm wondering: are there any tricks to this? SR is a very... focused set. I admire its purity. It does have some extra recharge but it's really not a set for people who like variety or utility. Might not have to bother much with LoTG mules, at least. The click mez protection is cool except for when I exemplar down so it isn't perma.

     

     

    I'm down with putting together a low-budget thing, mainly I'd like to get those last like 8% def to reach basic softcaps. are the +3% def uniques the easiest way of achieving this?

  7. 27 minutes ago, Luminara said:

    I assume that all players gain an awareness of IOs, as that is one of the missions given to everyone, regardless of origin or starting point (blue/gold/red).  And I assume that all players develop an awareness of IO set existence, as random recipe drops are a basic component of the game.  I also assume that all players are intelligent enough to either perform the very basic math necessary to comprehend how "garbage" IO set recipes can be used to effectively enhance powers well beyond what a simple global +Recharge increase alone can provide, or are capable of using a tool like Mids' to do this.

     

    Those are the only assumptions I make.  But you may be right.  I may be assuming too much.  It is entirely possible that a large segment of the player base consists of slack-jawed, knuckle-dragging evolutionary throwbacks to Homo Heidelbergensis who are still screaming in terror at the sight of fire and marveling at the sharp edge produced when they drop one rock on another.  Frankly, I suspect there are only a few of those here, but I can accede the possibility that there may be more than I anticipated.

    There are people who don't use IO sets because they don't know which ones are good and which ones are bad. The individually small bonuses when looking at IO sets only make sense within the larger picture of having a lot of them. Assuming that people download a third-party programt to use as a companion to the actual game isn't necessarily safe to do. The overwhelming amount of new information coupled with the worry that you can fuck up and buy the wrong thing, thus wasting your resources, can be very intimidating.

  8. 13 minutes ago, drbuzzard said:

    Actually boosting NE resistance is an extremely moot point since it's so damned rare, but I could get behind it because it would thematically make a lot of sense. I don't understand why DA isn't the king of NE resistance. It really should be by a large margin, not a small bit (as it is). I think this wouldn't be a change that actually hurt anything. 

     

    I rather think sometime in the future we might see a psionic based armor, and it should be the king of psi resistance, not dark. 

    A fire creature being resistant to fire and a cold creature being resistant to cold make sense. A dark creature being only moderately resistant to dark can make sense if we view it through the lens of "like affecting like". I mean, if a regular person can't punch a ghost but a ghost can punch a ghost then it makes thematic sense. It isn't consistent with the logic behind the elemental sets but it's "negative energy", it doesn't have to make the same kind of sense.

    • Like 1
  9. 2 hours ago, Naraka said:

    It's all sunshine and lolipops to abolish the cottage rule to fix powers/powersets you don't like...until it comes after powers you like.

     

    Oh, you like Hasten?  Yeah, it's problematic so we're changing it to a movement speed buff/slow resistance click. Chao.

    Even that would be on-theme for the name and set. The original "cottage rule" was to not make powers do something completely and wildly different. No turning a ranged stun into a healing PBAoE, for example.

  10. 1 hour ago, SuperPlyx said:

    I don't understand why you keep bringing up Primary and Secondary power choices. Of course a Stone tank should look like a Stone tank. But what does that have to do with what a Plant/Emp troller looks like?

    Because other people are also talking about this in general. The same principle applies to APP armours, anyway. If you want to talk specifically APP armour toggles as used by non-melee characters at the very least Controllers already have a minimal FX option for Frozen Armour, which is great. What the OP wanted was an invisible FX option, which goes against the idea of the power.

  11. I like it when power sets have character that makes an impact on the game environment. I'm all for making alternative effects for Dark Armour, Stone Armour and such but if you want to be completely without an immediate visual identifier of your armour powers then you can play Invulnerability, Willpower or Super Reflexes to no particular harm. Otherwise you might as well demand to be able to reskin Fire Blast into electric powers because you want to zap people but also want to play Fire Blast because it's stronger than Electrical Blast.

     

     

    And where do you live that mustard is a default on hamburgers?

  12. They did make a minimal FX option for ice armour, after all, so at least someone was sufficiently on board with having different styles of armour. I'm pretty sure it isn't a HC special, anyway.

     

     

     

    You don't need to take stone armour in order to have a tough, stone-themed character anyway. You can just pick invulnerability or willpower and use the costume creature to add some stone flair to, well, your costume. You can take shield defence and super strength without being less stony for it, just pick the stone shield option. Use the stone skin for both the armoured top and a pair of hefty gloves, and you've got yourself a character that makes a stone suit for defence.

    • Like 1
  13. 32 minutes ago, Nanolathe said:

    A hyper-focus on killin' is something I attribute more to Brutes or Stalkers than Scrappers... and it's not like they are mechanically incentivised to act that way either. Stalkers gain "focus" that gives them a guaranteed crit with Assassin Strike, so you want to stick to a target and attack quickly to build that up efficiently, and Brutes get fury which needs little explanation; number go up - smash! get better - make number go up fast for more betterer Smash! 

     

    I just don't get that tunnel-vision state of mind on a Scrapper; there's no reason to, and other ATs fill the role better, both mechanically and thematically. (though perhaps not in a purely mathematical way)

    Because they were the original fighter AT. They could just zoom from spawn to spawn and fight stuff. Controllers, Defenders and Tankers lacked the raw damage output to fight quickly and generally had other priorities than simply attacking, while Blasters were much too fragile to afford entering a mindless state. Scrappers never had a critically important meter that they had to keep fighting in order to fill up so they're not mechanically driven to be berserkers like Brutes are but their duty was to just fight and fight they did. They didn't have to keep track of teammates like the support ATs and they didn't have to keep track of errant Lts or whatever like Tankers and Blasters did. They just had to fight.

     

    Of course, some people who played Scrappers did run interception on any nonsense they saw happening but it was never an AT with a defined team role.

    • Like 1
  14. 1 hour ago, Honey Pie 143 said:

    Yes it does matter because creating a poll to fix the dark armor power set without giving a valid reason why you need to create a poll for it and based on the last part of your statement what does that have to do with the question i am asking?

    What? Are you talking about the weekly discussion thread? The topics for those are voted on and the ones with the most votes receive a specific thread to talk about.

    • Like 1
  15. 3 minutes ago, Vanden said:

    Call me old-fashioned, but I feel like if you take powers that are supposed to cover you in ice they should look like they cover you in ice.

    It is, after all, the thing that defends you from harm. If you don't want ice powers then don't take ice powers.

     

     

    Not playing a particular power set because of how it looks has been a staple since the game launched. Anyone who partakes in it is part of a proud tradition.

    • Like 3
  16. 46 minutes ago, siolfir said:

    Probably due to Brute Fiery Aura having a taunt effect in Blazing Aura to keep things in the Burn patches and the differences between the epic/patron pools, but for that it just comes down to Mu Mastery having 2 TAoE powers. I'm not sure I really see it either.

    I hadn't thought about the taunt effect in Brute attacks, but that does make sense. I was going to suggest that people think of the Brute as an AoE specialist both due to farming being famously AoE and due to the Brute AT needing multiple enemies to operate at its peak. Scrappers of course do just fine jumping into a large pack of enemies but Brutes have an actual mechanical compulsion to do it.

     

     

    20 minutes ago, Rathulfr said:

     

     In the meantime, I keep trying to find a melee alt that's as satisfying as my ranged alts.  My most recent attempt is a Katana/WP Scrapper.

     

    I hear Stalkers with their ATOs are pretty cool. Major damage just like a Blaster but with cheaper defences, mez resistance and built-in stealth. The APPs and particularly the Patron pools give ranged attacks. So basically a cheaper blapper. No nuke, tho elec/shield seems close enough.

  17. The idea is that, given limitless inf, you can use IOs and various pools/incarnates/whatever to softcap defences for Blasters to minimise the amount you get hit. Not getting hit in the first place is most of your survival right there, and the fact that you'll eventually get hit in an encounter is minimised by huge AoE burst damage. The shorter a fight is, the fewer attacks there are, which results in less incoming potential damage.

    • Thanks 1
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