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Solarverse

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Everything posted by Solarverse

  1. That seems to be more and more common these days.
  2. SHOTS FIRED!!! SHOTS FIRED!!!
  3. I once typed, "What's up homie?" But sadly, I hit an o instead of the i, and somehow didn't press the e key hard enough for it to register... Yeah, I had some explaining to do that day, lol.
  4. For me, I have a pretty set pattern. I will half of the times go to Outbreak, then I will street hunt in Atlas Park until I hit level 4. Then I will run DFB once, then I head to the Hollows to unlock Frostfire. Then I head to Kings Row and run the Story Arcs there. Once I am at around level 19 to 20, I hit Posi 1. Then I do all of the Task Forces to get the Accolade. After that, I do any other Task Forces like Respec Trials, Hess, DWB, basically any and all side Task Forces. And then pretty much after 50, I do whatever, whenever. I'll even join the occasional Frostfire or join any badge runs. It's pretty much a set pattern that I have settled in to.
  5. Looks like you have a great costume, you should turn around so that I can see the rest of it.
  6. So, I just now read your comment and took your advice. After reading the post history (something I admit to never doing) I first facepalmed...then I facepalmed even harder for the simple fact that I bit the worm at the end of the hook. /em facepalm
  7. Am I the only person who tries to avoid set bonuses that include Fire Resist or Defense? It's not easy. So many sets are front loaded with Fire mitigation, which if I am trying to avoid it, kind of makes it very difficult for me. Like, if I see a fire mitigation in a set bonus and I put it in to my build, it's only because there is a juicy 3% defense to ranged or something in that set. It can be a bit frustrating sometimes. Does anyone else out there feel my pain? lol P.S. Yes, it's like a really stupid question, but I have been drinking tonight, and Solarverse NEVER drinks....like maybe once every other year, so forgive me being tipsy and asking dumb questions, lol.
  8. Yeah, that's a good point you covered that I honestly didn't even think of. However, the way I play, I generally grab those after I hit 50...but only if it's a badge toon...which I have very few of. Outside of missions required to get Accolades, I only have 2 badge toons at the moment.
  9. I do agree, it is far more logical to help him understand better and how to better create a team rather than validate. Validating is like giving a man a fish so he can eat for a day...educating them is like teaching a man to fish so that he can eat for life. Of course, you could also poison the fish and they will eat for life too, but...I don't suggest that, lol.
  10. Me personally, I don't do radio missions unless I am just trying to unlock a contact. If solo, I do Story Arcs. If teaming, I do Task Forces. Radio missions are just....boring, they have no purpose other than to level. I can do that while also obtaining badges and accolades. I think maybe the only people who really do radio missions are the people who are in between door sitting AE missions, and since I am 100% against power leveling, I just don't fit in with that crowd. So when somebody advertises radio missions, I hold off until I see a Task Force instead....and even then, I don't mess with the ones that say, "speedy" Task Force as to me, if it's worth doing, its' worth doing all the way.
  11. I did consider that, yet when I use my Mind Dom, it hits every time. Of course Mind uses Psionic Damage, which those bubbles provide zero defense to...so then there is that.
  12. Strangely enough, I took an Ice Dom in to Posi 2 just now and I was perplexed as to what was going on that my Sleep, Flash Freeze, was not knocking out toggles. Their bubbles were not knocked down a single time. I had it 3 slotted (only level 20 atm) with 2 Acc 1 Recharge. Not a single one of them dropped their toggles. I am wondering if Flash Freeze might be bugged, or if their bubbles now prevent sleeps? Something worth testing out because the experience was lacking. It made me regret picking up sleep on my Ice Dom.
  13. Me and a guildy was actually walking about this the other night and we were trying to figure out a way that people could keep their OP damage, but also make controllers and healers feel more useful. I mean, here is the issue... Healers are often feeling unhelpful because teams just don't get hurt often Controllers feel way underwhelmed because by the time they lock anything down, it is nuked and it's time to move on to the next mob. Debuffers honestly don't get much chance to debuff anything. They all die before the Debuffs really do anything outside of AV fights...and even then, I have watched AVs go down in literal seconds. Constantly playing a game of catch-up to the highest DPS'ers on the team can get tiring, lol. So the idea we came up with is simple. The more players on your team, the more hit points the mobs have. The mobs double in hit points (just a random number) for every player on the team, but also, the XP is adjusted so that players do not lose out on the xp per minute. How does this help? It takes more than a single rotation for a Blaster to wipe out mobs, Nukes will not insta kill mobs, contollers, healers, debuffers will actually feel needed in situations like this because mobs will be sticking around a lot longer before they go down. I know it's not a perfect idea, but it's a start. I have not put this in the suggestion forums yet because honestly, it's hard as hell to get anyone to agree to any changes what-so-ever in this game, I have to be mentally prepared before I make a suggestion these days for the /jrangers, lol.
  14. I am fairly certain Gravity was missed on that. If memory serves, they were going to add Gravity to that at some later date? I could be wrong.
  15. I think what he is saying, is that it would cause them to knock down instead of knock back. Basically, it serves the same purpose as the KB to KD IO. But, if you fail to use the AoE Immob, it would fling them all over the place. That's if my assumption is correct, I have not tested this so I am not 100% on this.
  16. I kind of thought so too, but I didn't want to make a point out of it until I found out for 100% fact.
  17. The thing is, I spent a LONG time trying to figure out what to pair with /Thorn and Fire was my eventual primary that I decided on. So I plan to play this particular character long term and right now he is only level 20 since I have only soloed with him so far by doing the story arcs. However, eventually I will be teaming with him, getting him all decked out and such and I honestly don;'t want to continue playing him if they are going to nerf one of the key functions that was a determining factors for choosing it in the first place, heh. So if it's going to get nerfed, I would kind of like to know about it so I can re-roll now before he gets any higher level, I'm sure you can get where I am coming from there...we have all suffered that demise at one time or another, lol.
  18. Sounds like to me it needs to be brought in line with Ice Slick and Earth Quake and then the damage needs to be brought WAY down. However, I don't see them taking the ability to put a KB to KD in it going well with players. Just sounds like a balancing issue to me. So should I not play Fire then? I mean, one of the reasons I am taking fire is for the KD of Bonfire, if they are just going to nerf it in a way that negates that KD, then I would be better off with Stone.
  19. Ah okay, I see. Well then wouldn't it make more sense to lighten the damage and not so much the KB to KD IO? I understand it was not meant for KD, however, neither was any of the other powers that can use a KB to KD IO. P.S. I am not really all that experienced with Fire for Trollers/Doms, so some of this is kind of new to me.
  20. Why would they nerf that and not Ice Slick or Earth Quake? Is it not the same thing? I don't want to get in to the "it's broken" discussion, because that is just way too much my opinion vs your opinion and I'm not looking to pick any fights, but as far as I understand, it works just like Ice Slick or Earth Quake, does it not? Is there something it is doing differently? Come to think of it, it doesn't really need a KB to KD IO because the Immob is a -KB, so even without the KB to KD IO it will still do the same thing. Unless I am missing something here?
  21. Damage was not the deciding factor, I want that to be crystal clear, but it was the one edge it had over the other choices that tilted in its favor. As far as Fire not being the best control set, we'll have to agree to disagree on that. Stone is a strong competitor though, because the Defense Debuffs is just incredible and hard to overlook. But it still has that aching pain in my back Sleep ability. Plant...nah, For my personal taste, I cannot agree there. The cast times are longer than Fire, it has a +regen Spirit Tree that has nothing to do with controlling, it has an AoE Sleep that I am not a big fan of and it has a Tier 8 that is nothing more than a Pet Damage ability that is on a long recharge timer. IMO that set was a huge miss on missed opportunities. It has the typical single target immob, single target hold, AoE immob, a sleep, a confuse, AoE Hold and that's it. Pretty basic for a control set for my taste. Fire on the other hand, has a single target fast casting single target immob, an extremely fast casting single target hold, and extremely fast casting AoE immob, a -ToHit/-Perception, an AoE Stun, an AoE Hold, and an AoE continuous knock down when you add a KB to KD in it, plus...the set as a whole does more damage as an added bonus. For me personally, Fire is far superior to Plant. The only set better IMO is Stone, but again, it has Sleep in the set and for this character I wanted to avoid a set that had a sleep in it. Overall, I would say the order of best to worst is as follows, 1: Stone 2: Dark 3: Elec 4: Fire and in that order. Just my opinion though. I am nobody though, so take that with a grain of salt, lol.
  22. You make a valid point here. However, when I have sets to chose from between Ice and Fire, I have to look at the set as a whole and decide which set has the better abilities or control. So let's take my specific example that brought me to make this post. I decided to create a /Thorn Dom. I was going through all of the primary sets to see which one had the best control. When I looked at Ice, Stone and Mind, I simply had to pass them up because they all shared the same disadvantage to the the other previously mentioned sets. Sleep. So that lead me to Fire, Elec, Plant and Dark as a primary choice. In the end, I ended up going with Fire because out of those choices, Fire not only had the most damage potential, but it also had the best control along with every single power in the set being powers that are not situational, but powers that can be used in any given circumstance. Fire has the best damage AND the best controls for any situation, so it seemed a no brainer for me on which one to chose. After giving it some thought, it made me wonder why Fire is the best over-all set? Stone comes close even though it has a Sleep power that is easily skipped, but it also has a TON of debuffs that come with those powers. But over all, I still felt Fire would best serve my interests in this situation. So having said that, it is clear for me personally, Sleeps hold sets back from a greater potential as they stand now and they are the sole reason I skipped over those sets on what to pair with /Thorn. Now that is just me though, I most certainly do not expect anyone else to agree with me or validate me.
  23. Ah hell, that annoys the snot out of me, lol. If memory serves, that started after the patch that prevented Super Speeders from doing drive by attacks. So the mobs respond instantly to your attack now...ever since then, sleeps, damage or not, gives them a chance to act before they go under. If I am not mistaken that is.
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