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Sovera

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Everything posted by Sovera

  1. My own point is that they bonuses are so unappealing (even in the last suggestion) that they might as well not be in the game. It's not me railing against Booper for a lack of imagination or the devs for not allowing better/more useful bonuses, just an observation based on multitude of builds built, on goals that were aimed for, and current sets we already have. If suddenly we had an extra 10 slots to play with I would maybe consider them but it would be niche. Now, well, my point of view is but my own. Others said that they were happy with it. Some even play with their travel powers on? Obviously -someone- will find use for the new sets. I wonder to myself how statistically significant that percentage will be though.
  2. I have to say I'm getting the same feeling with DM as I originally did with Ice Melee, as in, started one on a lark and then be suitably impressed. The darn thing is behaving -very- well! Two AoEs by level 8 made me go into Posi 1 at level 8 with the difficulty at +0x6 and though I died twice it masticated everything. Considering the slots I had available it was an impressive melting of spawns. Tough the little heal from Siphon Life is completely unimpressive it did add that little bit extra. I tried this combo as a Tanker and felt no chemistry, but on a Brute it's razing. The lack of Build-up was felt in Posi 2 where the CoT usual BS caused much kiting since I couldn't overpower the -accuracy, but it was killing so fast I didn't have as much trouble as I first imagined. I know in the low levels Brutes are strong, but I've leveled more than one recently and I could tell the difference. As a bonus is has most of its kit by level 20 lacking only 28 for Burn. But for once I was not slogging through content for that magic number. It's going to be nice having it for sure, but it was no slog to go up the levels.
  3. I have been leveling the Street justice build and thinking, hmmm... something is missing. Something is not clicking. And eventually figured out: the builders are anemic. 200 and 250 were just not exciting to press the buttons. Fast animations for sure, very forgiving fast recharges as well, but anemic. Bone Smasher hits for 350. Vicious Slash for 440. Siphon Life for 530 (not using Soul Drain). The FF procs worked really well at pushing the recharge even in the low levels though. I feel like I will try Dark Melee instead. Even without Midnight Grasp two Siphon Life outdamage Crushing Impact. On a Tanker there wasn't much point but it had Burn at level 18 instead of 28 so it's a good excuse to grab Touch of Fear and see how it feels on a Brute.
  4. Middle of the pack isn't terrible. It's a set chockful of CC and because of budget that must be paid (which is why when Fire Melee gets a pass it will go all the way to the top mostest damage further even than Energy Melee who ALSO is chockful of CC.... Okay, I just contradicted myself, nvm) it can't be best damage while also have those secondary effects. Regardless all the CC is pretty good and getting an early AoE to not wait until 32 is also good. I hope we get the Tremor code transplanted to it though. But the it will be difficult to argue for a widening of the cone when it's a power that has its budget overcharged by the fact it CCs -and- damages.
  5. Can, yeah, you can. But do you really want to? It does slightly more damage than a T2 (around 255 damage) on a T9's recharge. The radius is pretty decent at 15y but we're talking 30 second recharge at best so the FF proc don't you much good. Perhaps Cross Punch would work better for your purpose (250 damage with... a two second recharge) though you'll have to scrounge those slots from somewhere. Something like this I suppose. It's not perfect but gives an idea. Trouble to me is always the lateness I end up getting Crosspunch. There are too many more urgent picks to get, but that's just me.
  6. This last part can be done via keybind/macros where just clicking the power puts it at your feet, but you're correct it is another bit of hidden info a newbie will not have access to. A bit like the Fault debacle in Stone Melee where it is one of the powers that still requires being on the ground to use, despite another power in the same set -also- is a 'jump and hit the ground' but that one works while using Hover. If the devs do not wish to incorporate the code I'm thinking of the right keybinds to toggle off Hover, use Fault, then keybind my other attacks to toggle Hover back on. Strictly speaking neither ought to be necessary.
  7. I've placed it in Radiation Smash. Four Might of the Tank + damage proc + Forced Feedback proc fits in like a Tetris puzzle. Might not be for everyone's tastes though.
  8. Since you've asked. The proc in Might of the Tanker adds 6.7% to all resistances. This stacks three times. It's the reason why it's insultingly easy to reach 90% on any resistance based armor.
  9. ... who plays at damage caps for this to even enter the equation? I've test mirrored builds and of course the Brute does more damage (on a pylon) while being squishier. In practical terms with wider AoEs the Tanker looks like it's on par but the Brute still pulls ahead. As for the ATOs, year, if we are talking of the specials they are crap. A stacking regen and endurance reduction and extra fury lag so far behind it is laughable to compare. Fury is about capped at 85-90 and no IO pushes it further and the stacking regen&endurance reduction, heh. I think it was 100% regen it gave, so, what, 10 HP per second?
  10. Not if you're fighting one or two enemies. But if you want to, sure, go for it. Other than that the S/L def&res is already balanced on the knife's edge and in exchange you lose E/N resist, which is what the build is lacking, recharge, -rech protection
  11. REmember to test this over Brainstorm. It'll save you incarnate materials. I still remember testing the one that saps enemies and having killed the +4 rikti with their blue bar still intact.
  12. It's /altinvite
  13. While I have your attention, Bopper, has there been any internal talk of letting Fault work with Hover? Just asking more pointedly to know if it's a hard no and no point in requesting it, or talk about it is ongoing with a maybe in the horizon.
  14. Despite being perfectly happy with my EM/Fire I've decided to level a StJ/Fire next. Just because I like playing the game but don't really play the game much anymore. Leveling something is a good excuse to go out. I've only done the combo with a Tanker and was not impressed but I like that the AoE lets me slot a FF proc so it's time to try it on a Brute and see how the differences feel.
  15. New new players don't even know amplifiers exist. New players who start in a new server or do a no-inf-transfer challenge can get them at level 1 by whatever tricks more experienced players know. In my case it was picking 5 merits from a badge around Atlas. But if I know new players who are making new alts and I direct them at Amplifiers? Absolutely. Lets not pretend this game was not called City of Cooldowns for a long time between misses, waiting for recharges, waiting for endurance to recover, THEN MISSING! Amplifiers remove a lot of this in the very early game before we get comfy with IOs and slots. A new player (not necessarily a new alt) is the right person who will enjoy the big boost that amplifiers bring and avoid the drab levels where no powers, no slots, no money to afford SOs is prevalent.
  16. Yeah, I got that and mentioned it in my previous posts. I don't see people leveling a character from scratch, respecing, reslotting, probably hunting accolades (but probably skipping that if it's just a throw away character), only to save... how much was it for a full 8 hours of all three? 60-62 million? I'm not going to say that 60-62 million is peanuts, but someone leveling an alt via power leveling for the purpose -will- have earned 60 mill in raw inf. I sound too much like a clever fellow trying to push it so I can continue abusing the power, but really, no. Don't use amplifiers other than on my newbies who can -really- make use of it by pushing the difficulty up in a moment of their lives they have no slots and no IOs bonuses.
  17. I'm not super super fussed with the amplifier change because if we are on a full team it does not matter a lot. Solo, yeah, new players go royally shafted. I STILL don't understand WHY though. The idea seems to be that players can easily stop the timer and only resume its use when desired. But, again, it's not a command. It's a difficulty option in a TF. So how, exactly, are players going to abuse this? By starting a solo TF with that option toggled on? And then what? Never again team or do any other TF so that they don't leave that solo-started-TF which otherwise will make the amplifiers tick down? If indeed it is a command like /stoprunningamplifiers then yeah, I can see the abuse.
  18. ... Yeah, lets perhaps not go down that path, shall we?
  19. Yikes. Yeah, that's terribad. Old Shadow Maul bad. The CC is a benefit to the build but an early AoE to tidy it up until 32 is just or more important in my book. Well, lets see how this goes.
  20. I'm not asking for that. I haven't actually used it so you're ten steps ahead of me. I was just surprised at seeing CoD say it had 35% arc. You've used it, how does it feel? Old Shadow Maul style? Actually dependable to hit 5+ enemies?
  21. We are meleers. We are in melee range. People are not going to jump ten feet back to use it. I think it's appropriate. It's on the line of Fire Breath.
  22. Thanks Jojo. And holy crap, 6 second recharge? Wat? 35º cone? Wow... That's... pretty terrible? Back to the bad old days of trying to fit 5 mobs in Shadow Maul, is it?
  23. Some minor bug fixes. Incidentally related to Fiery Embrace, but nothing huge and nothing about tweaking the raw numbers of Hemorrhage itself. 'Fixed' was the incorrect word. It's just so undertuned there is no point in taking it other than for cool factor (which is still a good point in itself).
  24. Also, neither the dev notes nor the info on the power seems to indicate size of the cone and depth. Or perhaps I'm blind. Is it a 90% cone? More? Less? I also feel it's quite a complicate solution on all levels as opposed to a short range Shockwave clone with the CC changed around.
  25. Roleplay is nice and all, but shouldn't be mixed in with gameplay. Two travel powers are negated with that, and we have other powers that 'need to touch the ground' and that work while we hover as low as we get. I mean, I can certainly kludge keybinds with powtoggleoff for my attacks where Fault toggles off Hover and my normal attacks toggle Hover back on with powtoggleon, but that seems kinda much dumb when powers like Footstomp can stomp the ground as long as we are hovering on the ground. Overall it's the same roleplay but it understands that a character goes beyond coding and can just, y'know, extend their feet and touch the floor even when flying. Granted, the dev silence on this matter makes me think the keybinds will have to be the solution but hope springs eternal.
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