Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

8 Neutral
  1. Yes, yes it would, just like ice/*, fire/*, and water/* are the only suggested primaries for corrupters now. How are you "defending" your team when you focus solely on weakening your enemy? You're not, you're "corrupting" the bad guys. Part of the point of my suggestion is that, yes, some sets would no longer make much sense to use on a defender, just like so many don't benefit from being on a corrupter now. And then, sets like */rad and */sonic, that are split between buff and debuff, the buff part would be better on a defender and the debuff part would be better on a corrupter. This would give each of these classes a specific and distinct role in the current version of the game instead of corrupters being mostly "not as good as defenders in most cases but almost better in a very few" like we seem to have now.
  2. OK, so, I get it that when CoV hit, if you wanted to play a red-side defender you had to roll a corrupter. And that's fine. At the time, I liked that the red-side version was a little more offense and a bit less defense, That works with the whole "villain" thing. Now, however, things are different. First we got "going rogue" and now we can just start anything blue-side and so the balance might need to change a bit. My suggestion, rebalence all the defender and corrupter sets so that defenders get better buff numbers and corrupters get better debuff numbers. That way the only question is "do I want to help my team stay alive longer, or help the enemies die faster?" If you want to help the team live, make a defender. If you want to help the enemies die, make a corrupter. I don't know about anyone else, but I've always felt like making a defender that had no buff powers was wrong, but the numbers are just so much better for them that I have a hard time making them as corrupters. This rebalance would help create a specific role for both defenders and corrupters (buffers vs debuffers) instead of what we have now which seems to be "defenders are better, except for these few combos that work better for corrupters." What do you guys think?
  3. go with ill/poison. the debuffs from poison will make the PA do more damage. 🙂
  4. Are there not 3 different epic power pools (Charge, Heat and Mu Mastery) that contain multiple powers that will ignite the Oil Slick Arrow?
  5. After a quick search I didn't see this suggested before (please let me know if it was) so I though I'd toss it out there and see what people thought. What I'm suggesting here is a PURELY COSMETIC change to the powers in the fighting pool. Basically just alternate animations of preexisting powers to allow any character to have any melee style attack with the associated weapon model options. For example, choosing the "1 Handed Weapon" animation option would give access to all of the 1 handed swords, maces and axes from those powersets. This could also included things like having animations from the Martial Arts kicks or the Kinetic Melee strikes. Also, it would be nice if, by taking any of the fighting pool powers, you were also able to change the look of brawl, since it already is modified my taking those powers. This would require the devs to choose a light, medium, heavy and cone attack animation from each of those animation sets for us to use. I see this as a way to, without changing the way the fighting pool works, add an enormous amount of additional character customization to the game. This could change having to take Punch or Kick in order to get Tough and Weave from "God, I hate being forced to take this." to "Hmm, how can I use this to make my character more fun?" Anyway, those were my thoughts, what do the rest of you think?
  6. while it would be helpful to see exactly what you entered, there are some things i can tell you now. first, this method only works with two powers (one at keypress down and one at keypress release) so if you are trying to use all three powers, that's not going to work with this (although, the method mention at the beginning of this post will work with any number of powers, it is, however, a bit more work to setup). second, for whatever reason, all commands in this game (weather binds or macros) are read right to left. whatever is listed last will be the first thing the game tries to do. so, if you want power boost to happen last, it needs to be listed first.
  7. neither did i, and i only thought to try it because of the wording you used to tell me my original idea wouldn't work. so, yay, everybody wins 🙂
  8. so, i was able to get in game and test it and MunkiLord was right, it doesn't work, but i know why. for whatever reason, the bind you would need to use is: /bind [key] "+ $$powexec_toggleon build up$$powexec_toggleon aim" yes, i know those powers arn't toggles, but it does work. you do still need to press and HOLD the key until aim starts to active and then if you let go build up will be queued. however, this only seems to work if aim is not currently recharging. anyway, there is that for what it's worth. hope this helps anyone 🙂
  9. i can't test this in game right at the moment but, i've been using the bind: /bind [key] "+ $$powexec_toggleon enervating field$$powexec_toggleon radiation infection" to turn on both /rad toggles with a single, long, key press. as long as you hold the key down long enough for radiation infection to actually activate before letting go, it'll activate enervating field also. in theory using the bind: /bind [key] "+ $$powexec_name build up$$powexec_name aim" should also work, but again, you'd have to hold down the key long enough for aim to actually start casting before letting go. i'll test this in game later today to see if there are any issues.
  10. no one seems to have mentioned it yet, so i'm going to go ahead and throw out there a /radiation. for those who aren't very familiar with /radiation, let's look at what it gives you: a PBAoE heal - this kind of heal is especially useful for a MM in bodyguard mode for any damage you take personally that spreads to you pets. two auto-hit AoE toggle debuffs - while a few other sets have one of these that makes the enemy less of a threat, these work together to make the enemies easier to kill also (which really helps the lower necro damage). two additional AoE debuffs - in addition to the other elements of these debuffs, they both include fairly strong -regen, something else that can make tough enemies easier to kill. a PBAoE toggle hold - now, while this is realistically only going to hold some of the minions some of the time, this allows you to focus attention on taking out the hardest hitting enemies first. a PBAoE team buff - even though the +recharge doesn't affect pets, the rest of it can really help them with the +damage and +mez resistance. also two abilities that only work on dead teammates and not on pets, so, who cares? 🙂 look at all those AoE powers. /radiation seems to really shine in a play style consisting of being right in the middle of the action with all of your pets being right in there with you, something that necro/ seems to want since they have a lot of melee attacks. is necro/rad the strongest MM combo out there? i'd guess no, but it does seem to synergize well with itself and adds a lot to help keep you undead horde just a little bit more UN-dead. any thoughts?
  • Create New...