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Mezmera

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Everything posted by Mezmera

  1. Yes it's still the smallest but not woefully small now. With the max Combo count its the best damaging one that also does Knockback. Would I trade it for Foot Stomp, maybe, but everything else in StJ is superior in attacks. Larger target count, larger radius and best dmg aoe if you maintain high combo count that charges real fast, sure is a winner power now to me. Nowhere near as bad as it was before. But brutes without that inherent aoe buff....
  2. The radius of Spinning Strike got a 50% radius buff and wasn't otherwise intentionally left without the inherent buff like the specified powers. The target count was also upgraded from 10 to 16. Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones. +50% for AoEs. +50% for cones. Some powers are unaffected by this buff. This is noted on the power description. The following powers ignore Radius Buffs: Electric Melee > Lightning Clap Electric Melee > Lightning Rod Savage Melee > Savage Leap Spines > Quills Radius Super Strength > Hand Clap Super Strength > Foot Stomp Titan Weapons > Whirling Smash All Judgement powers
  3. Mine for sure does. When I respec'd to be tankier I had to drop an attack and make use out of the t1 attack. Turns out moving this fast animating/recharging decent dpa attack into my rotation along with Rib Cracker my combo counts have gone up quite well. Then I still have Combat Readiness for an instant combo.
  4. You do realize tanker changes increased the radius of most of their aoe attacks? Pre and post tanker changes it was a real noticeable difference on Spinning Strike. Heck there was even a damage scale buff to tanker Shield Charge this very latest update. I'd go have a looksie at the tanker revamp notes to see what all powers benefitted from this.
  5. Tanker aoe changes along with updates to Shield Charge on tanks have mine shining bright. Where Spinning Strike used to be a ho-hum filler power is now one of my go-to moves, it's not exactly Foot Stomp but its not far off. Then you have all of those other great attacks with the benefit of no Rage crash. Between the tanker changes to Spinning Strike and Shield Charge along with Judgement attacks I feel no lack of aoe prowess.
  6. My tank is Shield/StJ, it's a very fun and fast playstyle which has a lot more than soft capped positionals and can maintain near capped resists. Shield Charge fills in the lower aoe of StJ with Spinning Strike being only really viable. The tanker aoe changes made these some real great powers though where Spinning Strike used to have a low circle of affect so it'll probably still be a little small on a brute. The ST attacks are great and pretty fast animating. Crushing Uppercut is your bread and butter, I slot mine with 3 Heca's w/proc, purple hold proc, purple stun proc and the winter hold +absorb proc. I also have the tanker +absorb proc firing to maintain a bonus 900+ hp absorb shield on top of my resists and defense. The only real thing lacking on Shield is a heal which I went presence for Unrelenting.
  7. Plant/Fire/Fire all the way.
  8. Black Scorpion is the fastest especially if you auto complete that kill all in the middle. Just to get it done I do Scorpion and go behind his back and choose Widow for my powers.
  9. Depends which series DeLorean you're using. The base model you will need lightning yes. The added features model would require you just to have Iranian contacts with a stash of plutonium. The full features model has leather bucket seats and runs on banana peels.
  10. Not everything needs to adhere to current culture running things into the ground. Useless features are useless features.
  11. My tank is Street Justice so I'll give some insight into what I do from that aspect. I had to pare down an attack from my repertoire so that I had room to take things to tank the relentless Aeon better. I moved the starter attack into my chain and slotted the full set of Superior Might of the Tanker. Its a nice little fast filler attack which has actually upped my combo count using it more now. I take taunt from the presence pool one slotted with the new 53 D-Sync. Combat Readiness I slot the full set of Gaussian's, those are some juicy bonuses hard to pass up. Rib Cracker I do 5 of the Superior Winter Melee attack. Spinning Strike I slot the full set of Gauntleted Fist, that proc almost always fires being on this aoe. Last for Crushing Uppercut I 3 slot Hecatombs (+5 Dmg, Dmg/Acc/Rech, proc), Unbreakable Constraint proc, Superior Winter Entomb +absorb proc and the stun -tohitt proc. I pull great damage and survivability out of CU. I had to drop Shin Breaker which I hated doing because it looks so mean but I still have a real good chain with these attacks. I also do have Shield Charge for a nice little more aoe carnage.
  12. Yeah my defenses are in the 50's and 75-80 when I need it with Unleash and it also fixes endurance if I get hit with a wicked debuff so it has many uses. My natural resists are all high enough to be just about capped when using either OWTS or Melee Hybrid, even my psi resist is in the 60''s. Being able to push my resists and defenses stupid high on my own was the goal so that it gives me some adaptability when creating teams for these runs. I actually recommend really looking to get Unrelenting more so than Unleash Potential. It gives you a heal and you're already taking a taunt on the tank likely so that's one power checked off so you're just taking one power you won't ever use. It's well worth sacrificing a power to get this heal/rez/offensive power.
  13. Well before I saw I needed to get more defense on my already defense capped tank I didn't feel the need for this on my cheesecake character. With temp powers and inspirations off you need to look to rely on your available power selection foremost. I just applied what I do with my squishies to my tank, minus the ability of being able to power boost Unleash Potential as well but it still nets my tank 25% defense across the board, 100% recovery and 150% regen for a minute and down for about 1.5 mins. Mighty Leap is a great travel so there's one power down. Weaken Resolve is a fabulous debuff when you drop the Achilles proc into it which -27% resist on target is always good for the team. That's two quality power picks to get to Unleash Potential which is as good as any godmode selection.
  14. My Shield tank is a bitchin tank for Relentless Aeon. Gotta think outside of the box. I take Unleash Potential to amp up my defenses to real high levels should I need to plus with that high recovery I can laugh off the Smelters end debuff. Take your One With the Shield and go Melee Core Hybrid so your resists stay capped whenever you need it. Rebirth is a great heal to have and I go presence pool for another heal in Unrelenting and more recovery and good offensive stats. Shore up Shield's weaknesses of no heal and end recovery and take what it does best with resists and defense to an extra level.
  15. On the rare occasion that I make a new character I'll usually fast track it to 32 so I get to play around with the full complement that primary has to offer. So in my 30's I'll stop and slot the base good sets I know I'll keep and likely attune and then lvl 30 IOs in everything else. At level 47 I'll set everything I am aiming to slot for sets except the purples. Then at 50 I'll respec since I'll have a good idea of the powers I like and use and others that I don't get around to using much. Plus at 50 you get to place slots where you please as you respec rather than being level locked so if you take a power at 49 you can still 6 slot it which is nice, although it's likely a low priority mule power in most cases. If I end up really liking the character everything gets +5'd and moved to the first page.
  16. I'll 11th the Shield suggestion for a top tier tank. Not only is it fun to play but you can build that thing into exactly what you're looking for. If you're going for full on tank you can cap your positionals easy and then I go with Hybrid Melee Core and One With the Shield to maintain an unending supply of near capped resists. You'll also have a nice little team shield in Grant Cover and a great taunt shield that debuffs enemies damage while raising yours quite nice.
  17. We all have to learn some time. You don't go in recognizing a pattern without experiencing it first no matter how you want to define intuition. The gold and pink pillar guys should clue you into the fact there's some unique thing going to happen so pay attention.
  18. Well maybe you should play it more to build up that intuition of yours. The guys that appear on screen with the pinkish pillar that flashes the "dimensional inversion or some such" with the pink lettering means there's a rifter guy present which he will be activating a pbaoe gravity pull mechanic. Either kill him quick or get away from the rifter guy. I understand its not your typical ITF smash, smash, smash, but if you played it a wee bit more and went outside your comfort zone maybe it'll improve your overall play in game.
  19. Of, relating to, or arising from intuition: synonym: instinctive Different fields use the word "intuition" in very different ways, including but not limited to: direct access to unconscious knowledge; unconscious cognition; inner sensing; inner insight to unconscious pattern-recognition; and the ability to understand something instinctively, without any need for conscious reasoning. https://en.wikipedia.org/wiki/Intuition This forces you to play cognizant of your surroundings, not just button mashing. You need to be aware of the Brickernaut areas of explosions, the patches of debuffs under your feet, the rifter gravity pull, lots of things you can avoid by recognizing it and moving away. Seems like as you're recognizing these things you're applying learned intuition to me, but sure what would you call it?
  20. I thought this was a very appropriate step to adding more endgame content. We got a very quality villain SF that just about fills out some of what they were lacking in terms of content. I understand where some people are coming from in that they feel its a bit too long of a story and too wordy. I won't begrudge the over indulgence in story telling and content building seeing how this is the first real step for more challenging stuff for my favorite characters to do and you're likely doing some future setup. I also liked how it kept you all in Cap Au Diable which is one of my favorite villain zones along with St. Martial, there's no need for those mundane Numina style hunts. Most of all I liked the variety in difficulty selections, it feels like it makes you play real intuitive. I'm hopeful this kind of thing gets proliferated to any new endgame content that gets added. With villains getting something new I'd love to see a new SF for Praetoria or two to entice people to venture over to those pretty zones every so often. It doesn't need to be something long or Apex short, just something that makes it feel like a quality story making use of everything you all identified as desirable traits of fun play. You all did a great job with this! Its unreal to see such quality content being added on like a lot of people were hoping was a start when they bought Going Rogue. I'm really looking forward to what's all cooking.
  21. I tested out my EM Stalker a little while back just to see where EM stood. The secondary is Invuln which gives me tons of survivability to stand there and dish out that damage. I switched to my dps build with less built in defenses/resists and more damage output with things like Adrenal Booster and where I'd normally slot more dmg procs in the attacks that make sense to do so instead of chasing bonuses. Without the ATO BU proc over activating too many times I was getting sub 2mins, between 1:50 and 2:00. I can see a more offensive secondary like Bio shaving off 30-40s for sure.
  22. I think the justification for some of these extra damage Core powers doing more than their counterparts is that the Radial ones on some of these are really great where the higher damage ones don't have a Radial that's as attractive as Void's doing a -50% dmg debuff, Vorpal adding a hefty defense buff or the control from Mighty's Radial. I wouldn't trade Void's Radial for any other Radial. There's probably some give and take when balancing Core and Radial against all of the various powers.
  23. Mine is pretty similar to @PLVRIZR's. I went StJ so no heal either. Alpha: Agility Core, Radial if you like more movement which I went with. This lets me short slot defenses and get high values in other defenses due to 2/3 not being affected by DR Hybrid: Melee core, I alternate this and OWtS if I need the capped resists Destiny: Rebirth Core, I don't have a heal and I'm the battleship that can heal the team Interface: Diamagnetic Core, amplifies your defense and is typically the less picked interface for most people so your stacks will matter Judgment: Mighty Radial for the knockback control to get pressure off of teammates Lore: Lots, but I like the Knives of Vengeance support, they buff my endurance which is nice against end drainers and they team buff 20% dmg to all
  24. Yes Mind doms are the safest to solo LRSF due to the aoe sleep and ST confuse. Get yourself some good stealth and you can just sit there and spam confuse until it's 1v1 but yup it can be tediously long. You can also do this on a Dark dom since they have the ST confuse as well and can attain the same stealth, they just don't have the sleep in their back pocket if something goes wrong but they'll bring better damage than Mind control will to the 1v1 fight. Doms are well suited for this because of the additional mag you get from perma for the confuse that you can keep stacking. I can't see doms doing anything like this on that last mission of MLTF though, I can sleep the patrons easy but the towers will be a slog.
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