Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

WindDemon21

Members
  • Posts

    2058
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by WindDemon21

  1. Mercs/Marine is a really decent combo. Avoid the naysayers here, the key is that you use tide pool, then jump in with whitecap to take most of the aggro and knock them down first, then use shoal rush, that way the mob stays where they are while the mercs attack from range to get the most out of their cones. (yes they don't get shifting tides that way but it's still the most effective strategy, then they move in when it's mostly just bosses left as the fight progresses. The other super key thing about this combo why it works so well together is that you can alternate every 30 seconds serum, and then 30 seconds later power of the depths, then 30s later serum, etc. That way, they both scale down over time, but you keep most of at least one of those buffs on the mercs at all times so they'll be pretty unkillable. Plus you can throw in FF procs in slug and m30 grenade to help recharge power of the depths faster and whitecap also with a FF proc to help chain those to keep the enemies knocked down. Don't forget to put kb-kd in m30 grenade. I'll usually put the OF proc for more KD chances, but the boss merc pet kinda needs it too for his m30 and buckshot.
  2. I would never skip these, on any build i've ever made. It's not just a habit, but it's useful on every single one, but especially on squishies because, well you need the survival most of the time, but also because that means you're avoiding MEZ more which is a huge PITA, especially with marine that has none, only gets defense from barrier reef, and generally needs to be pretty active.
  3. Ive been racking my brain trying to decide between thugs, bots, and mercs with marine. Mercs/marine is nice for off-shifting serum and power of the depths, the mercs just aren't going to die, and for mercs and bots that slow field and shoal rush's slow will help keep the enemies at range for them. Thugs/marine obviously for the more melee-centric bonuses, plus they'll be really tough between their leadership and the marine buffs. And bots/marine, honestly is the top contender, since the defense from the bot shield plus all of marine puts them at 42% defense, so they'll also mostly never die, but a big note for it too, is that they add the -regen that marine lacks, so the combo will cover pretty much everything, especially if you go clarion for mez protection in the epic. So far here is the thug/marine build i have slated: I also wanted the sharks, but they help a lot, especially when using them with empty clips when you wanna do a little ranged aoe, but themes well too, just wish they'd at least let us use mako's head costume piece already, and add a back dorsal fin in the backpacks. Knockout blow with the FF proc helps recharge the powers as well, and the st hold is handy too. (though for another toon i want to do it really should have -kb in it since the shark is holding them in place grrr) Thugs Marine Sharks - Mastermind (Thugs - Marine Affinity).mbd
  4. The buffs are supposed to last for 10 seconds, but currently are only lasting 5 seconds. https://cod.uberguy.net/html/power.html?power=boosts.crafted_analyze_weakness_f.crafted_analyze_weakness_f
  5. I swear you could at some point, but doubt the recharge changed on it. I think I was thinking in my mind that you can "technically" perma hell on earth on demons which has the same recharge, but that's only because the little hellfires pop out and last i think 30 seconds each after they pop out (so in a way it's duration becomes 2:30 not 2:00 like gang war. That said yeah, they hardly live that long, and don't really do all that much damage either, so don't see too much the issue if their and hell on earth's recharge was shorted a bit to make perma'ing it easier. But for now it is what it is. I like more the more often use of them, kinda like the new soul extraction on necro. Would be cool if it was closer to that like 2minute recharge and 1 minute duration (but not double stack) or something like that. Would help them time better with most support set buffs that actually help to keep them alive too. Farsight, Wild bastion etc, or at the very least let you cast it every 30 seconds which is about once per mob (and if it's faster than that on a really buffed out team they don't matter as much anyway).
  6. From what I saw i'm guessing it was the robot, if not then even the minnion rocketeers can do that. Edit, yeah or the lt, so likely the lt, which, i mean is literally every mob except those full galaxy mobs which have their own so gets super annoying, especially when you already have tank level protection.
  7. Ah ok, there wasn't a boss cor leonis in that mob though i can say that, outside of that not sure which it was that kb'd me, but i know for sure it wasn't a boss cor leonis. Regardless none of them should be able to kb armor level protection IMO.
  8. This is false though. On more than one occasion my willpower tanker with Indomitable will would keep getting knocked. IW has mag 10 protection and 10,000% resistance. Literally the second I engaged the mob I was knocked back with it on. You can see him knocked back (not even just down, but back) and you can see in the icons there he has IW on. It's honestly quite absurd.
  9. The larger problem here is that there is a CONSTANT issue with mez on non-armor toons. So as soon as you use that on one mob you have every other mob to deal with so while it helps versus nothing, it almost hurts more as the devs would consider it "another tool" and think the mez issue is fine, where most of the root issue is still unaddressed which is the consistent skills mob-mob, as post 30 most every mob has continual mezzing happening. I think there is a larger issue as well with clarity post-50 where lots also think the mez issue is fine because they always go that route, and forget that the pre-50 game exists. Removing that suppression of enemy affecting toggles and removing the suppression of non-enemy affecting toggles while mezzed, and even adding a "lockout" period after being mezzed, and especially adding mez protection/breakout to aim/bu type powers would all be great ways to reduce the impact of all the mez on squishies while still not being perma protection. Giving every squishy AT no just controllers/doms IW at 35 in the psy epic, would all be a great way to help address that for those who want to go that route and not be forced into clarion if they're needing the perma-protection for their build.
  10. Right it's subjective, but that's the point. In a game where you can have both, why remove one option when you can just make more of the other.
  11. Fringe cases for the entire changing of a power, not just tweaking it's values (as the sentence stated) Power TWEAKS though, yeah there are a lot of them I'd suggest lol.
  12. This was in regard to changing enemy factions as is what this thread is about. Use context. Regarding what you just said, that goes on a case by case basis, and is *generally* why the devs try to stick to the cottage rule, which is why major changes are generally avoided. My suggestions almost always involve TWEAKING existing powers to be better (not worse), not removing them outright except in certain fringe cases where it's warranted.
  13. "Showing their age" isn't the problem, on a game that was old and revived, when that was part of why we enjoyed it so much in the first place. Again, new harder content fine, ruining content that already existed that many enjoyed causing people to leave because of it, is bad. Why specifically do you think it is that many people generally avoid those harder enemy factions in the first place. For me, this is a game to come and try to relax playing, so these changes heavily weigh on the fun, relaxing factor of it. There are many other games that are harder out there, and even harder content IN this game as is anyway, so there is no reason to ostracize those who enjoy the easier content just because the devs and some others want harder stuff. when there is enough room in this game for both.
  14. Marine has a lot of things for teams and self that help, but it's far from the MOST solo-friendly lol. The defense it offers is pretty low, with low absorb, resistance/hp/regen is, Ok, but mez is going to be a big issue with it. the hp/regen is nice and damage debuff is good, but the mez is going to be a pretty deciding factor on its soloability. I'm certainly NOT saying it's terrible to solo with by any means, just that it's definitely not the "MOST solo friendly" set. Time, traps, and dark all beat it out for solo-ability pretty easily. That's still a pretty big problem with most squishies in general and wish there were more options that don't run out via breakfrees so you can rely on them more for dealing with mez on squishies, especially with every enemy group revamp including more mezzing from even the minnions. They should all at least have IW at 35 in the psy epic like controllers can, but aim/bu should also come with mez break/protection in them for example, and the suppression of toggles after being mezzed is still entirely dumb IMO as well (especially since they still cost you endurance while you're held too) This is annoying, especially the mez and such as mentioned. I still don't think the "holy trinity" is required though, but the solo-ability and especially the fun factor of it gets really annoying in general though and makes it much less fun to play against them. The problem especially though is, we have had fun with these enemies for decades, and they shouldn't have been touched. Creating new and harder content is more than fine, but the fact that they ruined what many of us have found fun for so long, is the real issue. This part makes no sense to me though, they buffed stealth to basically equal invis and stealth combined. I do think it's dumb that you can't stack stealth powers especially in PVE if anything but not in PVP, but stealth definitely was not nerfed. Enemies like drones, and snipers have always been able to see through standard stealth (at least long enough that it doesn't matter now, issue 2 or something maybe it was, but it's still not as much of an issue, can't remember if they can see stalker/superior invis levels cause it's been a while since i've done that, but standard stealth in the power pool is more than enough for most things. This is the main part though. Create new and harder stuff for us sure, but things we've had fun with for a while now shouldn't have been changed. That's the direction why Veracor left, and I agree fully with it, I'm just not leaving yet, but it is still another notch on the bad column that would confirm that could solidify that decision one day. At either rate, it definitely makes the game less enjoyable than it was before, especially when there is still so much of the game that DOES need actually fixed first.
  15. It's pretty much almost impossible to tell which ones are irradiated after that word fades above their head especially given the duration of it's effect especially with particle effects lowered/incarnate stuff/teammates etc. Extending the duration would help, but a big help would be changing the animation on the targets who are contaminated. The glow that super trolls get would be extra useful to see which enemies are contaminated but any extra actually visible aura would be useful. In addition Irradiated Ground being extra bad since the proc nerf on it taking away its incentive for the ground patches versus a regular toggle making you have to wait up to 9.5s for it to just equal a standard aura when moving around in a battle, which would be better as a regular damage aura now via "Irradiated Aura", and possibly re-configure the proc for contamination on it higher.
      • 2
      • Thumbs Up
      • Thumbs Down
  16. I've done this and quite honestly I'm tired of decisions as of late that make me just feel exhausted being so annoyed by them when they don't have to be there in there first place making a set just annoying to play. The amount of times i'll try to play it and keep getting annoyed just ruins it. So many times I've about had it with the game by how exhausted it's made me but then there is literally no alternative so it extends the effort to fight for what I believe. And that is precisely the problem backing my position. So you don't go and voice your opinions on here, which lots also don't, but that means that if you feel a certain way about a power or change, then it won't get heard, and it doesn't have the chance it deserves to be corrected. You'll also note, When it's the same 5 or 6 people who just constantly troll the forums, it's hardly the same thing. I never claimed to be a self proclaimed spokesperson, versus nearly just stating what I've seen and heard in game. These people don't realize just how many people are actually playing only but don't go on these forums to voice their opinions, which is partly due to this backlash of said 5-6 people (obviously not everyone, some honestly don't even know about these forum discussions, but there are definitely some). I get i can come across abrasive at times largely due to these people. When an opinion is voiced, if it's basically not what they agree with it's met with instant hostility rather than a simple "I like it this way because", forcing constant re-explanation of the reasons behind it and it gets quite maddening. And Lum, "most people" disagreeing", again usually comes down to these same 5-6 people, and doesn't mean that there aren't others who also agree even ON these forums. Even in this case if most people prefer that it kept the teleport, while me and others still find it out of place, that doesn't mean that we're not allowed to state our opinion here on the matter. (I've stated i like these tp attacks, just that it didn't fit with this set between the cone heal and range boost) This is part of the problem yes, but adding it somehow to the GMOTD, or at the very least mentioning that the poll is taking place via a GMOTD would be a start. One thing is for sure though, there are a TON of missing viewpoints from people playing the game who don't go on here. This one in particular though I still saw not one thing in game that mentioned that this testing for this set was even going on in beta (which I have seen for past beta patches), so more GMOTDs should exist announcing these at least.
  17. AA makes up for being in melee by doing just that much more making it worth being in melee the majority of the time., same with inferno which is one of the highest damaging nukes and is cast and exit waiting for a long recharge before doing so again. N-breath, oh I HAVE, that power should absolutely be at least a TAOE if not location field, that is one of the largest grievances (which isn't these dev's issue that was from the old devs and just hasn't gotten around to getting fixed yet). Energy manipulation as well has it's issues that need addressed, but again also much different. Whitecap puts you in melee constantly when nothing else in the set requires it or isn't actively dis-synergistic where it could just be a ranged ability without the teleport with no issues. Again it's not that "it's there, some will like it" more than it is actively kind of being like "wtf why is this tping me into melee harm's way for no reason and i have to keep constantly jumping out to use the cone debuff/heal and benefit from the range boost in the ultimate power" So you COULD do it a dozen more times, and honestly there are quite a few that really should be fixed like neurotoxic breath (honestly that one is HUGE on my list). but this is literally a forum on a new patch that is getting current attention and the most likely to be updated asasp, so i'm here putting in my input as it's most likely to be looked at in the current moment. Cheers. Edit: Actually I've explained exactly why several times now including once again above on this post. If you don't agree, that's fine but don't act like a reasoning wasn't provided, and that doesn't mean that everyone shares your same opinion.
  18. Yeah, i usually avoid general a lot too but sometimes will delve depending on the topic, this will happen in help too when people ask about powers/builds, global channels, random teaming, etc, so lots of sources but yeah, it's just the server i'm on not other servers. And yeah it's Everlasting so these chats are often not on general unless they start on help and then move over to that.
  19. Right which is EXACTLY why I said they're going to do what they're going to do in the end. That was more of a general definition to "what's best" to the question I was answering. Unless a whole server is like-minded people, which admittedly is possible but unlikely, but then you also would just be validating my argument, thank you. This doesn't need to be gone into again. Yes, it's free and we're all glad to have it running. That doesn't mean that we don't want the BEST for the game in situations like this in order to make it more fun and not annoying for no reason. You know the entire point of the game. Now coming to this yes, obviously some people will like this, hence the polling suggestion to get a better consensus on the matter rather than the same 6 trolls that constantly peruse the beta forums where there is the vast majority who don't even know, nor go on, the beta forums (edit: you know who you are, obv Lum here as well. I've heard multiple times on server chats that people don't go on these forums specifically BECAUSE of Luminara and several of these others that follow them because they don't want to deal with their demeanor when anyone tries to oppose a different view than the devs or them) I'm allowed to discuss that here as you are as well, but that doesn't mean you, nor the devs would be "right" in thinking that's what most people would want. Yes, the battle is trying to get the game to be the best it can be. Hence again these actual forums, to give feedback, which I've done. Stop derailing the threads because you don't like someones input, and stop forgetting to take your medications already sheesh.
  20. Generally, that would come down to the masses (which I've heard far more agreeing in the actual game who don't come on here that the opposition in the thread). But who decides what THEY think is the best for the set, obviously the devs hence the constant battle :/... Still wish an ingame polling option would somehow be created for things
  21. It does because "anything can work in this game" basically, that doesn't mean it's best for the set. If they're not going to change it they're not going to change it, that's one thing, but that doesn't mean it's best for the set.
  22. Yeah I'm well aware. Problem being there are MUCH fewer AT/combos where that is actually beneficial, you naming pretty much one of the absolute main ones where its extra beneficial. I'll be doing an ice/marine for that purpose, but far from "needing" the tp on him anyway, but it hurts SO many other combos for the AT's that get them is the entire point where it doesn't really make sense for it to be there. If the tier 2 heal was a pbaoe I'd be much more granting on it doing so, but between that and the range boost in the set as well with nothing else needing to be in melee range in the set, it just doesn't fit.
  23. "Probably", which still makes no sense since you're controlling the water with Marine, no reason it couldn't/shouldn't be ranged again especially given the points I brought up earlier. And yeah I was asking why they can't seem to do dual-option powers anymore, since we know they're possible.
  24. Unless I missed something, are we going to finally get a shark head costume options and shark dorsal fin back options as well? Please if not? (I mean mako's head is already in game as it is) (and dolphin/orca heads as well, more animal heads/pieces in general) Also what was the reasoning behind not allowing choice powers to have double versions like master brawler. Regarding whitecap IE, one version without the tp (which again works better) and one without.
  25. Well.. when in the ocean, do as the fishes do!
×
×
  • Create New...