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Ekimmak

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Everything posted by Ekimmak

  1. Actually, a lot of the lower radial powers have 10 minute recharges and 5 minute durations, so I've been wondering if some of those could deal nice damage if you picked the "attacking support" option. But on the flipside, it means that if you go for big groups, they could get killed by offhand aggro, and a scrapper has no way beyond destiny to really protect them (either Rebirth to recover them, or Barrier to make sure they don't get hit)
  2. I still look at the buffs he gets from the towers on Paragon Wiki and wonder "How the heck does a full team handle this nonsense, let alone a duo scrapper team?"
  3. I think this person understands that, and they're just saying the point at which the game assumes those better powers are present to replace the origin power is too early. Too much start, not enough jump. Exactly. The good powers/enhancements that you need to get the rest of your kit up to scratch doesn't show up early enough. Giving it an enhancement slot would be nice if you throw in a recharge, but given that these are single digit damage at 15, it's more "doing something for sake of delaying next attack" or "inflict the great debuff of Apprentice Charm/Mutagen" than anything of use.
  4. Across each alt I make, I'm noticing that I use their origin powers a lot longer than the supposed cutoff point for it should dictate. They're a cheap filler attack, and it feels like they reach that penalty point a lot sooner than they should. Tankers and Defenders like it, because they have very low aggressive options till their midgame. Scrappers, Stalkers, and Brutes would appreciate having a power that can catch fleeing enemies. Blasters, Controllers, Dominators and Corrupters appreciate having a ranged brawl. It just feels like they should stay relevant longer. Considering that I've have a Dark/Dark Scrapper use Apprentice Charm as far as Night Ward so she can weave a low cost attack into her rotation, I just think that these shouldn't suffer the massive damage cutoff they do.
  5. Maybe add the story arcs that also award the Ouroboros Portal for those who don't want to just take the easy way of piggybacking another player? I know that the third Faultline Contact Doc Delilah and the woman that hands out inside Midnight Club missions are blueside options, and Marshal Brass' second story arc is a redside option.
  6. I feel like there's enough out there that bypasses "only smashing and lethal" to be a problem, but maybe that's just me. Comparing the old build I cooked up for this combo to this, yeah you've got a lot more potential, but you miss out on stuff I like to have.
  7. So, I've had two missions so far that... I just can't find the door for. I don't mean "the marker is on the map and I can't figure out where to go", I mean "the mission does not give me a zone, and using mission teleporter just puts it on cooldown with a message of You have a mission, but it has an invalid door_id. Make sure that the city zone containing your door is running on a live mapserver! I might know what caused it, it may be triggered by fulfilling a "defeat X number of this group" while in a different indoor map, when this leads to a new step. I feel like that was the cause of the last case of this, and it IS what happened for my current one.
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