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That was my thinking as well. So anything that interrupts the attack process would achieve the same "results".
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Hmmm, an interesting thought, but I don't see any documentation that indicates that Particle Shielding would be providing that, unless there's a rather LARGE allowance to the term "Absorb" meaning KB as well as damage... could be, can't really say. But with the number of Rads I've run, I don't find that power to prevent the issue.
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Understood, I just don't see the reason for the change or the power/s being deployed the way they were. It seems like stealth nerf, or poorly research/tested (again, unless the intent was to punish Resistance sets over Defensive sets). The change basically forces Stone and Invuln back to the top of the Armor tiers (arguably Defensive sets as well (haven't had time to test)), and that is my frustration with the change. Why shouldn't there be other sets that compete with top two "classic" sets?
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Okay, but why should we have to? Other than GMs and AVs no other group can really do this, and there are no way to compensate for the KB (other than running a Stone Tank... or maybe that's the goal). Sorry, but this one to me seems ridiculous. I have a lot of respect for the folks that saved this game, but this is a swing and miss to me.
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I don't care for either affect, and not sure what the thought process was that pumping both affects up to the levels they're currently at would add more fun to the game.
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Don't look at me. I didn't change the friggin' mechanics of the game. I was running a Rad. Recent changes are the issue. I've already stated multiple times how I feel about them.
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Fun times on Excel tonight. I think we had five teams total. Thanks for leading: Cit PLV, Eden PeP, Teams Ronin and MsA, I took a Cit team as well. Much leveling and fun was had. Also welcome to the first time TTer's (I think we had a few) we didn't have time to properly say "welcome" so, we're saying it now. 5/14 we're back on Torch! Meet in King's Row by IP gate at 6:00 PM PDT/9 PM EDT and we'll get rolling from there!
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Well, I've already stated how I feel about the whole "FREEM" thing... strikes me as just another poke at things you can't resist... Which for a Tank is just silly. I also don't care for the fact that there's little way to compensate around it. I'd still like to know if it affects Stone and Invuln.
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I think I have CJ and SL for travel (need to swap into T-port at some point). I think I may have started with the Fighting Pool as well. Likely have Kick with the +Recharge chance and Maybe Tough already (don't recall). I have been noticing that OG is affecting more than just the minions (could be because I'm duoing and they're stacking. Or possibly that Stone Fists is stacking). Anyways, Target build options, add the other "mallet", use Fault with many recharge. Debating trying to Take Tactics for the +To Hit, would help with several powers, but will be an added load to End Management. So, maybe PSi Mastery will be a good Epic level choice. I also ended up with a Disorient proc, but it only fires twice per min. Anyone try this out? Is it worth dropping into either OG or SF?
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Yeah, Invuln/Dark has been a monster from way back. Invuln/Stone with Fault recharged up is pretty tough too. Elect/Dark is pretty nasty too (especially with the End Drain thrown in).
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Lol, I'm going to have to run that now to see... where did I put my Rad/DM....?
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Wasn't Shield/DM one of the original AV killers? Drag the mobs over to power Soul Drain then pound on the AV (use SD maxed, I think Hover + CJ to max Def (might be able to modify that build now)).
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Shadow Maul on Tanks is incredible fun, you can hit the guys all the way in the back while they're still trying figure out how to get into melee. Dark Consumption (oops meant) Soul Drain a Tank is pretty awesome as well (but DC works well too. I think I proc'd it on one of my DMers... gotta' remember which one). I can see leaning Brute, iirc, they can really become an ST buzzsaw (in fact wasn't that FotM build back on live....?).
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Tanker forum, so I'm going Tanker... But I guess it's more a matter of what you want to do. Overall I enjoy playing Tanks more than Brutes, so the choice is easy for me. The two do play much differently though.... more ST damage and have the ability to build to Tanker level defenses? Go Brute. Better AoE effectiveness and built in ability to cap Defenses? Go Tank. Attending Tanker Tuesdays? Go Tank. Attending Brutal Thursdays? Go Brute. And, I guess more to the OP's question - Tanker! I've played the set on both ATs (and Scrapper), and (as previously stated) it's Tanker for me.
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Great fun on Torch tonight! We started off with an MSR (36 Tanks vs the Rikti (the Rikti didn't stand a chance). Then finished up with Yin TFs and a few missions. Thanks to all who joined the event. Team leads and all who caught me up on recent changes with the raid interface. 5/7 we're back on Excel! Meet in King's Row by IP gate at 6:00 PM PDT/9 PM EDT and we'll get rolling from there!
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Just a reminder, we're running an instanced MSR on Torch tonight. Bring your 50's and love of Rikti bashing!
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Yeah, in game to performance doesn't transfer. It's a better set for mitigation than damage. But, as @Spaghetti Betty pointed out other sets give you better damage and mitigation as well (Axe probably being the best of both). I'm not sure what KM really needs to get it going in a better direction. My first thought would be to reduce the recharge times and maybe pair down the animation and cast times, then re-evaluate the set. Seems like it was meant to feel fast, but in play it seems slow.
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I can't speak to other's experiences in the game, but I don't care for it. And that explains the "Freeming" I've been seeing (, again, not sure about this change...), I figured it was something like that (just haven't had the time to look into it). Are Stone and Invuln affected by it? I know my Icer's are (iirc, Ice Armor's KB Resist was pretty up there as well) as are the other primaries I play. Just seems like a weird mechanic, considering Tanks are supposed to be able to take that kind of hit. Council have never been on the "superior" side of anything... in fact, that was kinda' their charm. To all of a sudden give them epic levels of KB seems like a weird design choice (and off theme). Also the KB I've been experiencing happens pretty frequently (granted I'm running 8+2 or better, so big mobs with more opportunity to get hit). If Stone and Invuln aren't affected, I don't see why the other sets should be if they had the ability to resist prior to the buff. And yeah, chasing that level of KB protection would put a dent in any build. On a side note, is there a power that Tanks can run that "Freem" their opponents?
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Sorry a bit slow on my thread reads these days, but to answer your KB question, yes. Dark has no inherent KB protection. Also the last issue added KB/stacking KB powers to many of the mobs that previously didn't have them, Council being the most obvious change (personally not a fan, don't see the point or the theme of it). 8 KB used to get you by on the majority of the content (I used to build for 12 on my Fire and Dark Tanks (I really don't like KB)). Now though, I think 12 might be the starting point, especially with the current frequency or stacking changes/opportunities. Blessing of the Zephier, 3 Fury of the Gladiator, and Karma's KB protection are the easiest to slot, Steadfast Protection's KB is good, but takes a Resist slot. And yeah, the End drain you'll feel from Dark Armor paired and running Spine Burst is an issue. You'll have some End management challenges. As I recall though that is a fun combo to run (once you've got it tuned in).
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I was able to get my Dark/SM up to level 21 this Friday. Don't recall everything we did, but manage to get him there. Out of habit I took SJ instead of T-port, so I need to correct that at some point (soonish). I was able to get a few of the lower level IOs, even a couple of Winter-Os, but then time ran out. I'll need to give the build a bit more love when I have time. So far it's been pretty fun playing the set, and my friend is running one as well. The overlapping Death Shrouds are pretty effective. I've been running the alternate animations, and I do enjoy them, however I still expect to see the hammers show up (old habits...). All-in-all, I'm enjoying the run. More when I get a few more levels.
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So, my opinion is a bit different than everyone's else. There does need to be some Dev love, but the set isn't really designed for "Max Damage", the set is set up for soft control with KB (a mistake for Melee toons). The solution is to slot with KB>KD IOs. Is that optimal, no, is a practical... probably not, but it does make the set useful for mitigation' and keeping the mobs on their backsides. You won't be a Fiery Melee blast furnace, but you will have some ranged control that other sets don't provide. I find KM useful when running with new players, or not vary advanced players. You can add procs if you want to up damage potential, but you'll likely be disappointed. If you want damage choose something else, if you want a set that allows a different kind of control, give it a shot.
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I know the feeling. No worries take care of what you need to. My Dark/SM won't see any action (FrostFire) until Friday, which I just realized is tomorrow...
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We we're planning an MSR on Torch.
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That's a tough time zone to coordinate. I think even the weekend TT would 1:30 AM (if I'm doing the calculation right). Regular TT's would be 10:00 AM ... so, yeah, unless you're off, either would be difficult to attend. I don't think we ever came up with a good solution for that area of the world.