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QuiJon

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Everything posted by QuiJon

  1. So was it meant to be used doing level 45 Orro flashbacks? Cause that counted as exempt also and now doesn't. It was MEANT to give a bonus to influence for ignoring XP gain PERIOD. Kind of just like how the double xp token is at the cost of influence.
  2. Stupid to argue with, but no it was not being "exploited" it was being used as intended. The intention was to give people playing for no xp or on exempt higher rewards of influence. It did that. Fighting a +4 mob at 49 vs 53s is the same as fighting a +4 mob at 50 vs 54. The original devs knew this, but were giving an incentive to those that wanted to keep playing older characters and that were teaming with lower level characters. Yes perhaps it was not intended to be used in farms. However you still were giving up rewards. My farmer I turned off XP once he was incarnated up. So I stopped earning vet rewards. So that means I also have not earned probably many many emperian merits that I would have earned (that could have been given to other toons cause they transfer) in favor or earning XP. It was still a trade off. Play options are NOT exploits.
  3. Frankly when was the last time with the power creep in this game that anyone gave a rats a.. if they had a defender on the team to begin with? Frankly I could not think of a less exciting power set to add to the game then a defender set. New IOs, you either use them or not, they are what they are and require no discussion, and frankly being the 3 new pool set they are all pretty much a new theme skinned ot mostly the same powers. Change to farming and reward, IS the biggest thing in this update.
  4. It might not be any different but it is equitable isn't it? I mean if I am being told I can only earn so much influence per hour, then there must be a reason. Now I can only imagine that there is a segment of people that look at the prices on the market and complain that they are to high and are being artificially inflated by farmers with disposable incomes. However I think we both know that is not true. The markets now are a fraction of what things used to cost on live back before converters were introduced to the game. But an ATO is always going to cost 10m because a pack to get one cost that. A winter will always cost 20ish becaucse again pack costs. So frankly it seems only fair to say ok we are going to nerf earning potential by 35 percent or so, well then lets put a ceiling on the market value of each level of reward. Maybe no Yellow can sell for more then 2m no orange for more then 5 no purple, pvp or standard ATO for more then 10 no Winter or HamiO for more then 15. That change has the same effect as limiting earning in that by limiting prices it caps the NEED for influence so it doesn't matter if you earn less then a farmer you are competing on the equal footing and their "Stockpile" of influence doesn't give them more buying power then someone with less money. But as you say that takes fun away from the marketers, well so what, what is heroic about playing the markets in a game that is centered around being a super hero? I don't really have skin in this game anyway, I farm and I play markets a bit. I feel this was a solution to a problem that didn't exist. It is like maybe 20 percent as exspenive to build out a toon now as it used to be back before convertors. If people can not get how to use convertors to their advantages after this long and how many guides are around, that is not the farmers fault to pay for.
  5. Look over all it doesn't matter cause we earn enough influence even without the OPTIONS (not exploit it was an in game option put in by the devs) to turn off xp and earn influence or earn more when exempting. However when this game was live a LOTG Recharge global would cost me 150m influence and I would need 4-5 of them to make a perma dom or perma hasten toon. They are now 10 m on a expensive day. A purple ragnorok piece would cost you upward of 70-80 million where are a confuse purple or immb purple would cost you 10-15. And back then there was no convertors. If you wanted that proc or those purples you had to get THOSE recipes. Convertors imo already solved this problem. Any defense set piece is pretty easy to turn into a LOTG global bonus now. Hence why they sell for so much less on AH. You don't have to sit on purples you might never use or sell them in bulk to buy the one thing you really wanted anymore, you can convert them to what you need. Even an ATO doesn't really sell for more then15 million because you can get a random fo 10 and just convert it. A winter pack is pretty much 20-25 now no matter what because that is the cost of the packs and at worst a few convertors and you get what you wanted. I can understand saying there is a gap between the earning potential of farming with no xp and such, however under the current economy the need for money is so much lower that I frankly don't see how this was to impactful on the game. And I might add this actually then just punishes players that do want to play older charactes. Once I hit t4s or vet level 100 I have no real incentive to play my older characters. These options were put into the game to incentives players to want to keep playing older toons because they would grant you higher rewards. It would seem to me that changes like this that take away that incentive should at minimum have been paired with changes that open up more end game content. Maybe the next round of incarnate powers, a few new incarnate trials, a new incarnate level zone SOMETHING that replaces the incentive to want to keep playing the older characters. HC has been really great about making small alterations to powers and systems for better balance. And though I have no desire to leave homecoming, as we see more new ATs and power sets become available elsewhere, I do have to question the thought process behind spending time and effort to fix a non-problem like this compared to working on new actual content. If the incentive to play older characters is going to be taken way, then at least a priority should be given to introducing new things to play that can be new experiences for me rather then a 4th staff fighting toon of some type, or a 8th dominator build etc.
  6. All of this sounds really nice. However it made me think, how about we look at changing the original AT pool's travel option. It seems to me that when Power of Will or whatever it was called was released, that power pool is jumping centric and provides a boost to jump speed as its little bonus. This new one is super speed, and the one draw back to SS has always been lack of vertical in zones like Terra Volta but now you get a short distance teleport to get you unstuck. However Mystic Flight gets a short range teleport, which really has nothing to do with enhancing its own power. Being that the shit end of the stick for flight was always its top speed, I think we should change mystic flight to have an afterburner power. Have it be unique to the set, it boosts flight speed, maybe not as much but some as the normal flight pool, and it doesn't take or enhance defense. So you can not use it to mule IOs like taking hover/flight/afterburner allows for. It just simply adds like 10-15 mph on top of whatever you have squeezed out of mystic flight and still leaves you only effecting self.
  7. Ok so it is not unique I misspoke on that. But most toons, even squishie toons have some type of damage resistance power they will take in their epic pools at minimum if they don't take tough to begin with. Hell a kinetic controller can even use increase density and use the resistance steadfast protection IO. Point is that no matter if you do steadfast or blessing of Z. it is really one slot that in most builds can easily fit onto a power choice you are likely to be taking anyway.
  8. The most efficient way is likely with the universal travel set Blessing of the Zypher (spelling>?). You can get 4 mag protection with 1 slot and put that slot on any travel power which you are likely taking anyway. So essentially it cost you one slot and no power choices. IMO mag 4 is enough for a support toon. However if you wanted more, and take any kind of resistance armor add one more extra slot and use steadfast protection unique. That gives you 8 mag between the two for the total investment of 2 slots. You can not get something for nothing. You are wanting to add in protection for something the AT doesn't allow protection for. It means taking either powers that provide the protection or allowing slots and the influence/merits to fill them with the needed IOs. It is like the way you are asking is that you are expecting a inherent power only for your own account that gives you exactly what you want. Its a game, you develop a character over time, it isn't all given to you, you might have to put in some time to earn it. And frankly 4-6 million perhaps on an expensive day on the AH for a knockback resistance IO is like maybe an hour or two worth of play time at level 50. Its 15 minutes worth of farm time. It is hardly a overtly difficult investment of time or resources.
  9. Well part of the issue to me is how to make normal team game play fun and challenging again. I don't really care about farming or farmers. However the easiest way to do this would be simply to nerf player capabilities right? I mean cut tanker and brute res caps down to 75 or 80 percent, cut the defense soft cap down to 35-40 percent. Put timers on incarnate skills like the destinies that actually give them a down time. However the problem with this is we want to be super. And if suddenly a player went from having a mob of 16 around them an suddenly can only fight 10 or 8, they feel nerfed, and they don't feel super any more. I would like to see a way to make the game challenging again at the highest settings as it should be, without feeling weaker as a player. The only way to do that is to IMO buff enemies and change the dynamic of other tools, like how many attack you, how many spawn, perhaps the resistances levels so they take longer to kill can can dispense more damage. Look when it comes down to it, farms like the fire asteroid are designed to where agro is really a non-issue. All the mobs are right there in the open and your most used attacks have a low target cap to where even if you get 100 mobs around you, you are only hitting x many at a time anyway. You widdle down the mob on your and drag the rest to the next full mob. The map is small it would hardly be a difference in time, being faster or slower to have all those mobs come to you because you had no agro cap. Your powers are still going to be hitting their max number of targets if you are keeping a mob even of just 16 around you at any given point. No power hits more then that but incarnate powers and being most farmers prob take ion that chains anyway, even without the agro change it is not hard to max that attacks target cap either. What I want is enough mobs to be able to agro that the "meat shield" of the team can not fully control them with taunts and auras as to actually make playing every other character on the team mean something again. Cause right now gameplay IMO has mostly become: Stand 60 or so feet away from the brute or tank and runs into a room, shoot his mob with ranged attacks. Everything only attacks brute or tank, rinse and repeat as mobs standing around watching their buddies die wait their turn to add into the agro mob on the meat shield. Its pretty boring over all and makes a game that for the most part can be more fun pushing yourself to play difficult missions solo cranked up with a well built squishy toon because, well at least I get to use more then just my damage abilities.
  10. See for me it is more for the idea that a single tanker or brute is fighting these mobs. Lets face it, farming exists, it always has, it always will. I refuse to see a game design that simply exists to limit that ability. I guess my problem is that I might be confusing agro with taunt. I want enemies to agro, unlimitedly. If you go running into that room at the end of lady Grey willy nilly I want all 200 rikti to agro all at once to you. Its chaotic, and its fun to push those limits. However I want there to also have to be thought by the team, by the leader as to figure out what needs to be done to live. A tanker or brute is likely to have an advantage already because of their armor sets. But if we can increase how much of those mobs agro vs how many of those mobs can be taunted to the meat shield, then we might have some fun again. Sure you can agro 100 enemies but can only taunt 16 then that means some 84 enemies are going to be easy to be pulled off the tanker or brute and drawn into conflict with the squishy debuffers and blasters and such. Now suddenly that extra damage of having blaster AOEs available means something. Now suddenly having AOE controls is worth something. Cause right now mostly it is tank move into room draws some agro, team stands back from that mobs and shoots them in safety from outside the agro range of any other mobs, as enemies die more agro to the tank or brute but squishies are pretty much just shooting fish in a barrel. Control is worthless for the most part, its all just a taunt and damage game now. It isn't to me just about trying to kill a tanker or a brute, its about trying to balance the game play around the need to have team dynamics again. And I think this is step 1 no agro caps but taunt caps remain.
  11. Sure it does. If you are taking more damage from more enemies then the mission is more difficult. Right now because of agro caps we can spawn a map at +4/8 playing solo and you can pretty much know depending on the enemy type you are fighting if your melee toon can handle it because of his particular build of resistances or defenses. And because you know that at any given time due to an agro cap that no more then X number of enemies will be attacking you at a time, no matter how many enemies happen to be in perception range of you. The agro cap works to become part of your over all defense. However if that entire large room in the office can all turn around and attack you at once, you ARE going to be taking more damage because enemies are not going to be dormant until their "turn" comes up. Again simply math, if the agro cap is 10, and they all attack with an attack that does 100 points of damage either by way of resistance or defense (and I know combo defenses exist but trying to keep it simple) you would essentially take 100 points of damage from 10 enemies with 90 percent resistances, or 100 points of damage from 1 enemies with 90 percent defense. (soft cap of 45). That becomes a maximum. Because with the agro cap no more then 10 people can ever attack you. So now this becomes all your character has to over come. Even running a map like a farm map of the asteroid, no more then x number of enemies is ever attacking you at any given moment. However what if every mob on that map can suddenly attack you when they perceive you to be there? That cap goes from 10 or whatever to 100+ Now all damage that you suffer is multiplied by each enemy capable of attacking you. Yes the damage getting through per attack is no more, the sheer number of attacks is much higher though. And in many cases this might be even higher. Many sets have auras that function as defenses that have target caps. So like WP has a -tohitdebuff aura that applies in melee range. But it is going to cap out at like 10 or 12 enemies or something like that. Which means now any enemies over that level I don't get the added bonus of that -to hit against will be hitting me more often. Also for that set my regen caps out at a certain level of enemies in my range also, it doesn't continue to grow to accommodate having 50 extra enemies attacking me. etc. And I can not say this might not be the case. However back in the day most of the time the tanker, scrapper lived through herding the map by way of having "support" normally maybe a bubbler, a tray of purples etc. This kept defenses capped that are otherwised capped now with IO abilities. Essentially as of right now, any well IOd tanker can already handle in many cases what a tanker back then did with a team and inspirations. There is really no way to prevent the door sitting. If people want to farm and want to herd they are going to do it, and are going to find teams to do it with them. What I am talking about it finding a way to make actual game play and TFs and such fun and challenging again. I can remember when Terra Volta was introduced and we were all jazzed because it finally meant we could respec our toons. Only to find out how freakin hard it was to begin with. As mad as I was at failing it, the point was it was able to be failed. I have toons now that can solo it. Because the game mechanics have not grown with the game. Spawn sizes have stayed mostly equal, enemies hit with the same accuracy and the damage damage level as they always did. And it really feels like the only things added to be of challenge just work on crappy mechanics like end drain or relying on things like Psi damage because of its lack of resistances in the game. To me unleashing the potential of the mobs being spawned in a more frenzied manner opens things up to being chaotic and hence more fun, requiring more players to be on their toes. You complain about boring for the weaker ATs but it already is. A tanker might be herding but he is running into a room, gathers a mob just about the right size that he can maintain control of, runs back to the team who mostly just in total safety of the taunter kills them without ever becoming a target themselves. Its boring. I want that tanker to either have to work more closely with his team or at minimum he can lead back a huge mob that once the squishies start to attack he will not be able to maintain taunt on everything, thus making it more fun and challenging for the entire team. And short of starting blanket power nerfs I can not think of another way to doing that then increasing the number of enemies we can fight at a time and perhaps maybe taking "incarnate" runs at older enemy groups to see if there is a way to make their own powers become more challenging.
  12. But seriously was that a agro cap issue or a lack of target caps on AOEs? I do remember those days, and I play now. We still live in a world were we are told to not act until the tank/brute has herded. It is just a smaller herd now. We still get told "hey don't use Immb until they are herded up" or "don't knock the enemys off the tanks herd" etc. The real issue back in the day was that with my Energyx2 blaster once that tanker herded the entire map into that garbage bin was that I waited for a fulcrum shift and then hit nova and alone I pretty much killed every minion and Lt on the map and likely took every boss down to like half his life. I am not advocating for removing or raising any target limits, just in that more enemies can be agroed at a time based on their perception range. I don't expect that these additional enemies will be able to be taunted to the tanker or brute in that it wille exceed his ability to "hit" them all with a taunt or punchvoke, meaning if what you want is more action from enemies beyond the attention given to a tanker, you in my thinking would get it if a tanker runs around drawing the attention of more mobs then he can personally keep the attention of.
  13. What I am saying is that I want any enemy that can see me to notice me (or whoever) and be able to attack them regardless of if that player already has maxed out on the enemies attacking him or her. However POWERS that taunt, have target caps. The actual taunt powers, the auras that taunt, etc. Only hit a specific number of enemies. I don't want that to change. So ultimately what I am looking for is the actual need to manage a team, manage the amount of enemies you engage, and plan an attack on any room to prevent a team wipe or being over powered. Right now with the level of defenses that most ATs can achieve, even the squishier ATs can take several hits and be perfectly fine. Hard targets like Tankers, Brutes, Scrappers can take incoming damage from entire spawns of +4/8 mobs with no care. I would like to see that difficulty setting mean something again. However I don't believe that is achieved by simply starting to nerf powers, lower caps on def or resistances etc. I would like to see the game grow into what our characters have become. IMO the first step to that is to have the ability to agro a mob (by agro I mean to have them engage in combat with your team NOT be taunted to attack an specific enemy of the team) based on perception range. No enemy should just stand there and do nothing because a agro cap has been hit and so the game prevents them from attacking. For instance, when the RWZ was added, doing that last mission of a LGTF took some planning. There were a ton of mobs in there. Plus AVs, and teams had to work there way around the room taking out mobs to get to the blinkies then run back to fight off the ambush and then do the next etc. Now with our level of defenses because you can plan for really how many enemies might attack you at once, teams just run in. Every splits up and takes a blinky just stands around and lets the few mobs that keep attack them attack while they pummel AVs because it doesn't matter that the room has 300 enemies in it if only 20 or so are every going to attack at a time. I would also like to see the settings of the difficutly slider changed. Perhaps have +4/8 be a bit harder, maybe a couple more bosses and Lts and a mess of minions more then it spawns now. Ultimately I would like to get back to the days when the slider meant something. When you had to figure out what a team could handle cause right now it is pretty much set it to max and don't ever look back by the end game. I am just looking for ways to make this happen by having the game grow up to meet us, rather then us be lowered to the game.
  14. I feel it helps to. Part of the reason why this is capable of happening is because damage doesn't flow in fast enough to overcome the levels of mitigation with can obtain today. Think about it this way, a tanker with 90 percent resistance to a damage type runs into a room that has 50 enemies in it. But only 15 of those enemies attack him at any given time because of an agro cap. He is taking only 10 percent of that damage. However he runs into the same room and all 50 attack at once, he might still only take 10 percent of the damage, but it is from all 50 attacking at one time and in group, not from a managed capped set number of enemies. So in that case he would be taking 3x+ as much damage at a time. Taking off the ability to simply agro a enemy into a fight is a lot different then being able to taunt them to a target. I am not saying to remove the targeting caps on powers like taunt or powers that punchvoke. I am simply asking that when we move into a area to fight that ALL the enemies in the area that are within perception range to notice the fight, respond to the battle. If anything this should cause any given fight on team to have more enemies that are engaged in battle but not taunted or punchvoked at any given time because enemies are not simply responding to a tank or a aura to become engaged when their turn comes along.
  15. Well the thing there is I don't see how this makes a difference. I mean if an enemy runs into to attack melee or uses ranged attacks are still just attacks no matter what. The only difference is in the type of defense the powers work against. And if that alone is the issue then you are really taking about making sure enemies have a diverse attack palette more so then if they run into melee or stay ranged. A enemy shooting at me with a gun is still going against range defense even if he is in melee range. And over all I am not saying I want powers or the targeting caps changed at all. So even if the mobs all clustered on me playing solo, if my AOEs have a cap of 10 targets I am only hitting 10 targets no matter if I am surrounded by 15 enemies or 50. However with 50 enemies attacking me, chances my defenses can be overcome go up dramatically. Look I just feel it is really kind of stupid that I can take a brute into a mob of 4 different spawns and only X number of them will attack me at a time. Which happens to seemingly not be able to overcome by defenses. As I kill each enemy off a new one will join into the attacks form the ones that had just been standing around me doing nothing beause I was agro capped, so I never really have enough enemies attacking me to threaten my defeat, even though they are all standing right there 20 feet away. It feels like a really bad Kung-Fu movie where all the enemies are surrounding a hero and the ones behind the guy wait for their turn in the choreography to attack instead of sucker punching the hero from behind. And I feel like taking out the cap means that we just might have to stop and look into that next room again before just bursting through the door way knowing nothing is gonna take you out cause the game mechanics just outright prevent it from happening.
  16. So look, I get it. I was around for the days of herd the map and throw them in a dumpster and let the blasters nuke them and such. I remember why the agro caps were put in place. Ultimately a good tank or scrapper could herd up an entire map under cover of a few purples and other buffs and run back to a corner of the map where he could have a buff team waiting that either helped him kill the mob off (blaster nukes) or at least kept him alive while he did so (controller and defender buffs) However in most cases because we didn't have IOs or incarnates back then this still required some team assistance, but was considered game breaking in that it made things a bit to easy. I feel like we have the opposite issue now. With IOs and Incarnates that same Tank or Scrapper, or now Brute, or hell even controller blaster in some cases, can take out a map single handedly on their own. They either kill fast enough or have enough resources available to them to survive long enough to out live a agro'd mob. For example, if I run ITF on my savage/wp brute the about only time I get even a threat of being in trouble is if there are multiple melee and we are close enough together that I might catch some kind of AOE damage off their mobs as well as my own. Essentially my own defenses can more then compensate for anything my personal agro cap can attract. Most of our powers have caps to them still. As with that character a lot of his power comes from regen but only so many enemies boost my regen. However if rather then being in a middle of a mob and having my agro cap be full so other close mobs were just standing there looking at me doing nothing they could also attack me, it now is again possible to be overwhelmed by enemies. The same could be true for defenses, sure we hit the soft cap, but if you watch you are still taking damage it is just not coming in fast enough to overwhelm your other powers. What if though while you fought you had attracted 2-3 times more enemies. Those additional attacks, even at soft cap means more damage coming through. More of a chance that your defenses will be over powered. There was a time I get why the caps were put in place. It was because with a functional competent group of teammates it made clearing a map to easy. However I feel like with IOs and incarnates now the opposite is true, having the agro cap has made clearing a map for +4/8 such a controlled experience that has made it to easy to do now solo. I say lets drop the agro caps and see what happens.
  17. So it is heartbreaking to see those last 2 people that can not get on the league, BUT could, because they are in the zone anyway, still take part in the encounter, attack with the group, attack hamidon and be rewarded. So the answer to your heart break is to lock those two out from the encounter so you don't have to see them? Just curious where you live do you get the feeling that your community has solved the homeless problem by simply making sure your police sweep them all out of sight as well?
  18. First of all that was my point in how long this would take. Like I said in my post, I am trying to keep my expectations of a volunteer dev team in check with their reality. So expecting a patch to break something last week and suddenly be fixed in the same amount of time as a professionally managed game might be is kind of unfair to them. Which is why IMO it is more fair and in no way "attitude" to say I would rather the devs take their time and roll back the patch and fix it properly at a pace that their lives find comfortable for their time. On top of that they are no professionally being paid to manage the game, they also are learning this game and code as they go, and has been cited already the latest patch also had problems fixing this issue. So even when they know what is wrong, they seem to have issues trying to fix it correctly which is why I say roll off the patch at least as it pertains to the changes to agro management and taunts. I don't see why that isn't a valid option or unfair to expect to be done while they figure out what is happening at a pace that they are comfortable with and not hurried that might create future issues.
  19. I would just like to say for the record that if this was paragon studios that my attitude would have been way worse. I do believe that this was an unforeseen issue with the changes they made to the agro system and that the current devs are working to fix it. However part of the reason why it upsets me is that some of us, actually play firey armor characters in the real game not just for farming. So this problem kind of breaks that ability to use that character fully or efficiently. Think for a moment if this same thing happened to your main character, like if suddenly every controllers toggle dbuffs cause a mob to break apart and run to the hills in different directions. It would kind of upset you right? Like I said I believe this was an accident and I appreciate what the devs have done for us. However I also have to say that these are not professional devs. They are doing this on top of living their own lives, working full days, having family obligations etc. So where if this happened back in the live days I would know that a dev crew was being PAID to work on it as part of their job, it is a little not fair to expect that level of attention from a volunteer crew. And I would also like to add if this was the old paragon-devs frankly my attitude would have been worse because I would have expected that this was some last minute drop into the patch to stealth nerf a power like burn. Again I don't believe that is the case here, I would just like it fixed the quickest possible way and IMO it was more fair to expect a group of volunteers to remove the patch and continue to work on it and fix it at their leisure then it was to expect this to be a high priority in their lives to fix a broken power set in a game they willingly give their free time to work on.
  20. Look it doesn't really matter what is causing It, however I still kind of feel like this explanation is bullshit, but I don't know enough about the coding to say so. However what I do know is that IF this was true, then since Burn was essentially unchanged in this patch, then this sort of behavior should have been seen all the time when using it. Right? Unless it is simply the changes to taunt, agro and punchvoke caused the problem. In which case simply take those changes out. I have not seen on reason yet for why those changes were made that made it sound like this was a fix for anything broken, just a change in the way the agro management works. The problem being is the change broke the power set (s) that rely on locational damage patches like burn. So basically you they tried to fix one AT and in doing so broke another. So obviously this patch was not ready for live so roll it back, and keep working on it to undo this effect. I mean it isn't like you cant undo the agro changes but leave tank damage modifiers raised, or changes to specific powers like target caps etc.
  21. QuiJon

    burn fear

    I guess my thing is I can not understand how the changes they did make to agro were a positive in any way that required them to be made. Which makes it feel like this was a specific move meant to curtail Burn specifically. I only have 2 other brutes 1 is Sav/WP (no damage aura) and one is Katana/Dark (has a damage aura) but both of those seem to be completely unaffected by the changes. I don't agro really any more or less, they don't run from me etc. However my spines/fire brute I drop a burn patch and the entire mob scatters. I have not had the chance to try this in a real heavy game play yet. And yes I do use my spines/fire brute in normal play missions. But it worries me because if I hit burn all the time and mobs scatter, they are leaving the range of any taunt aura and not being hit which means they are not gonna stay agro on me and perhaps find other squishier targets. I am with you kind of in that if this is the nature of farming now, frankly it doesn't break anything, it is still effective and eventually they all come back because I am the only target around. However if this change breaks the ability to manage agro with a fire/ tank or /fire brute then I have to say why was it changed? Seems like it really has no benefit and only served to break a powers use. If this is gonna hold as is, I say remove the fear in burn.
  22. Submitted for consideration I would like to suggest nerfing the fear in Burn, End consumption for all toggle powers, the "rule of 5" for IO bonus slotting, and the "unique" limitation on IO set use. Just saying, lets retake the term nerf and make it into a positive again.
  23. Or you can stop your whining and bother to notice that really anything can farm if you build a farm specifically to its strengths. I farm with my blasters, I farm with my dominators. Or if you don't like it you can just not make one or don't farm and stop making it your business to crap on the people that enjoy it. Every single armor type can be built to be strong to ONE aspect of protection. And as such every single brute or tanker etc, can farm if they build that farm to deal only in that specific damage type. So I guess all tankers and brutes are Overpowered and all need to be nerfed.
  24. This is what I have been playing with for mine. Seems to do ok, but I don't know if it is really the optimal build. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Blu Ska-Doo: Level 50 Natural Brute Primary Power Set: Savage Melee Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Maiming Slash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(40) Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx(7), NmnCnv-Heal(46), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx(50) Level 2: Savage Strike -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(42) Level 4: Shred -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(13), FuroftheG-Acc/Dmg(13), FuroftheG-Dam/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-Dmg/End/Rech(45) Level 6: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam(17), Ags-EndRdx/Rchg(19) Level 8: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(45), NmnCnv-Regen/Rcvry+(46) Level 10: Super Jump -- Jump-I(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 14: Indomitable Will -- EndRdx-I(A) Level 16: Vicious Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(43) Level 18: Rending Flurry -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(42) Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(31) Level 22: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-Heal/Rchg/EndRdx(33), Prv-Heal/Rchg(33), DarWtcDsp-ToHitDeb(33), DarWtcDsp-ToHitDeb/EndRdx(34) Level 24: Kick -- Acc-I(A) Level 26: Tough -- GldArm-RechRes(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(43) Level 28: Heightened Senses -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg(36) Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(37), ShlWal-Def(37), ShlWal-ResDam/Re TP(39) Level 32: Savage Leap -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(39), OvrFrc-Acc/Dmg(39), OvrFrc-Acc/Dmg/End/Rech(40), FuroftheG-Acc/Dmg(40), FuroftheG-Dam/Rech(43) Level 35: Superior Conditioning -- EndMod-I(A) Level 38: Strength of Will -- StdPrt-ResDam/Def+(A), ResDam-I(50) Level 41: Physical Perfection -- EndMod-I(A), EndMod-I(42) Level 44: Blood Thirst -- RechRdx-I(A) Level 47: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(48), ShlWal-Def/Rchg(48) Level 49: Combat Jumping -- DefBuff-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(23) Level 1: Blood Frenzy ------------
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