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ClawsandEffect

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Everything posted by ClawsandEffect

  1. I feel like you'd get better times with Sonic using just about any power other than Shout. It's DPA is the worst out of just about any blast set power in the game. I'd use Screech there instead. It deals more damage in a shorter animation.
  2. I was responding to Snarky's comment about inspirations above what I wrote. Before the criteria for the badge changed and you could use Incarnate powers on Master runs I didn't need inspirations very often at all. Without Incarnate powers I'll probably have to use them a lot more. I know I used the hell out of them on my solo MoITF run with my Sentinel.
  3. I take Parry very early in all my Broadsword builds. On a tank it lets me focus some slotting on ranged and AoE defense -or- keep my focus on melee defense so I have a cushion for the inevitable defense debuffs. If you're at nearly 60% defense it will take more than one or two hits to drop you below the softcap.
  4. Sorry. I didn't think a thread on page 3 would be from a freaking year ago.
  5. That's what I was referring to. Until that change you could manually set it to no defeats and no temp powers and get the badge still able to use Incarnate powers.
  6. I believe it. Regen does not do well paired with primaries that get you stuck in long animations when you really need to hit Reconstruction.
  7. Not in the old criteria for the badge. Since they changed it, probably. Haven't tried it yet. But I usually use my Dark/SR Sentinel for Master runs, so it's a little different.
  8. Claws, for very obvious reasons. Any time I want to try an armor set I've never played I always go with Claws first because I know it the best and it can slot the widest range of IO sets next to Spines and Kinetic
  9. Only permadom character I have is a Hasten-less Dark/Martial I leave Domination on autofire and barely think about it after the first time it fires. The only concession I make is to make sure I'm not spamming powers when the timer gets down to the last few seconds so I don't miss the window. I also managed to get softcap or very close to it on S/L/E defense via Weave/CJ/Scorpion Shield and a few set bonuses.
  10. There's your answer right there. The "Special" tab is for account locked items. You can share them amongst characters on the same account. Incarnate tab is all items that are character locked, meaning only that specific character can use them .
  11. Probably not terribly difficult. The power effects are already there, and it's not like animations haven't been recycled before. But that's coming from someone who knows jack about coding, so I'd not take my word for it.
  12. Devices and Traps are essentially different versions of the same set already. Devices doesn't support the team in any way, so it doesn't work for Corruptors, Defenders, Controllers, or Masterminds, whose powers are meant to be team support oriented. Your request to have Devices ported to those ATs is probably never going to happen. In case you haven't noticed, every blaster secondary is unique to blasters, since no other ranged AT was designed the way they were.
  13. If you buy attuned IOs you won't have to worry about what level they are. And the ability to boost them doesn't sound like it's something you need to worry about for a while, if ever. If you play on Excelsior I'd be happy to take you on a couple farm runs to get some cash built up. If you don't want to level that way you can shut off XP gain and just gain influence.
  14. In regards to not being a fan of Soul Drain: It doesn't deal very much damage because it's not intended to be an attack. You get a damage boost for each enemy you hit with it. You should be using it at the start of a fight.
  15. Don't forget that the T1 and T2 blasts can be used while mezzed, as well as the T1 of the secondary. I have had a number of times where being able to keep using all 3 powers has been the difference between surviving with a sliver of health and a faceplant. Especially if the secondary is Martial and its repel power.
  16. Solid suggestion as well. I play a few of my blasters like that. But with my DP/Martial it almost feels criminal to skip the melee damage potential in the secondary.
  17. I built a Rad/MA tanker purely for the +defense in Storm Kick. Lets me softcap my positional defenses without going too crazy chasing defense set bonuses. However, he's much better as a teaming tank. He's damn hard to kill, but his damage output is a little lacking.
  18. Nature is my personal favorite. It's especially great for people like me who despise having to target teammates to buff them. I just have to be in their general vicinity with Nature.
  19. Gonna throw out my secret weapon. I do the Patron arc on all my blasters for Scorpion Shield at level 35. Yeah, it locks you into one epic pool, but it makes it trivially easy to softcap to Smashing, Lethal, and Energy defenses. Which if I recall correctly covers something like 70% of the enemy attacks in the game. I did that with 3 different blasters and they are stupid hard to kill now.
  20. You should really have at least your Alpha slot to tier 3 before you start the Dark Astoria arcs. It gives you a level shift and makes you effectively level 51. That part of the game is meant to be more difficult in order to give Incarnate characters something more challenging to do.
  21. If I'm chasing typed defense I like to split the Scrappers Strike set 3 and 3 between 2 different powers. You can get the other bonuses elsewhere, but when it's Superior getting a 10% S/L defense boost for the cost of 3 slots in 2 powers is pretty hard to pass up. Not as useful if you're running a positional set though.
  22. The only set I will never play on a stalker is Claws. Losing both Spin and Follow Up is brutal.
  23. My proposal isn't just for resistance though. It's for all survivability aspects. Resistance, defense, and mez protection. Maybe regeneration too. I don't think one aspect of that overlapping with a somewhat similar mechanic that exists within a single powerset is a good enough reason to discard the idea entirely. If overlap is to be completely avoided then the original developers already failed on that when: -Scrappers and Stalkers were both given the ability to crit as an inherent -Tankers and Brutes were both given the ability to taunt enemies they hit. -Blaster damage goes up as they attack, very similarly to how Brutes work. There's plenty of overlap already existing in the game. This would be a unique mechanic for an entire AT, rather than one minor aspect of a single powerset that most players don't even notice happening, and that was not part of the original design of said powerset. The resistance buff as health decreases was a QoL change that came along later. What I had in mind conceptually is essentially the old adage "The best defense is a good offense". Basically the enemy is so overwhelmed by the ferocity of your assault that their ability to fight back is reduced. Represented in game by the effectiveness of your defensive powers increasing as the bar for the inherent increases. Sample powerset, based on Martial Assault Dominator secondary: 1- Shuriken Throw 2- Ninja Reflexes (both Ninjitsu defense toggles rolled into one power) 3- Trick Shot 4- Mez Protection + Regen toggle power, possibly Recovery as well* 5- Blinding Powder or a similar soft control power (maybe a version of Smoke Flash that stuns instead?) 6- Stealth power. Jury is out on whether this should give increased damage while stealthed. 7- Self heal or Absorb click power. 8- Masterful Throw 9- Exploding Shuriken, but make it a targeted AoE. Because it's silly that an exploding object doesn't damage anything around it. Making it work like Thunder Strike in that the primary target takes more damage than nearby enemies would be fine. In this case, if the defense toggle started at roughly Weave levels and increased to Scrapper base level as the bar increases towards full, that would probably be about ideal. Same for resistance powers. What I don't know, however, is how enhancing those powers would affect this mechanic. *I know Ninjitsu has click mez protection, but I can't for the life of me think of how you could make a click power increase in effectiveness based on where a bar is at. Heal and absorb click powers is easier. They would grant more heal/absorb the fuller the bar is when you use them.
  24. Here's an idea for an inherent. Inverse Fury bar. Call it Grit or something like that. Only increases when you attack, not when you are attacked. Instead of increasing damage it increases the effectiveness of your armor and survivability powers. Example: Mez protection. The base mez protection power in the secondary has a low value, maybe Mag 1. The more you attack and build up the bar the more the mez protection builds up until you hit Mag 10 or whatever Scrapper mez protection maxes out at. Same works for resistance and defense. Lower values to start, but as your Grit bar fills up you end up somewhere around where a Sentinel is on survivability. The best part is the code for this already exists in the game in the form of several IOs. Specifically I'm thinking of the Reactive Defenses Scaling Damage Resist IO. It goes from 3% to 10% depending on where your health bar is at. I see no reason why something similar couldn't be done by tying a value to an increasing bar instead. The overall idea here is that this AT needs to keep going to keep itself safe. If it is caught flat-footed it is in trouble, but as long as it can keep attacking it is relatively safe. It also gives a reason for the ranged powers to exist. If you can attack at range too, you can build up your Grit bar a little bit before you dive into melee range instead of having to jump in and pray you can get enough attacks off to survive the alpha strike. I'll put some more thought into it and maybe we can work out something feasible. I did get a couple minor suggestions through on the live forums (me and a few other people are the reason Resilience in Regen works on all damage types and I basically named the Annihilation set) so I think I can work out something that is balanced enough to present to the devs. I like the idea in general, let me work on it and I'll revisit this thread with what I come up with.
  25. Scrapper Primary/Dominator Secondary. Swap out the melee attacks in the Dominator Secondary for armor/survivability powers that match the theme of the set. Done. Example of a secondary: The Martial Assault Secondary is already really cool with a bunch of shuriken throwing attacks. Since shuriken are the theme for the ranged attacks, take a few defensive powers from Ninjitsu (there's a little bit of overlap there already). Do the same with the other Assault sets and Robert is your mothers brother. No idea what a good name or inherent for it would be.
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