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Mezmera

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Everything posted by Mezmera

  1. Realistically you would double the recharge and narrow the cone for starters, lower target limit to 10. Plant would be just fine with that. Maybe we can see this happen. As soon as this happens though there will be a topic every week to suggest a change to Seeds of Confusion because they can't walk through the map mass spamming a hard aoe confuse control power.
  2. Maybe it's a problem with the synergy choice of your secondary for your dom. Assaults are where you want to pull damage from. I mean you're secondary IS one of the top damage assaults for your Fire dom. Mind is about massive amounts of control. Fire control is about adding a little bit more damage at the cost of allowing enemies better opportunity to spike you. Fire is kinda broken at the moment thanks to how Bonfire interacts with that KD IO, take that away and it underperforms for sure. Sure would be nice if we didn't compare things to obviously broken things. You're not out damaging my Mind/Nrg/Soul with whatever dom you can conjure aside from a Plant dom.
  3. I've been playing Mind doms from the beginning of villains. I don't contend there isn't shortcomings on Controllers but that seems to be something that needs sorted out specific to that AT. If you can't do special things on your Mind dom you're not using it to its full potential. You get an aggroless aoe confuse power, another hard aoe control in total domination, you can cycle between the two with each mob for permanent hard control throughout the map. Then you have another great soft control in Terrify that stops things in their tracks plus boosts your damage output (this is what SoC should be brought in line with) and lastly now an auto hit aoe sleep that'll instantly stop everything. You want to talk about utility, no other control set gets 2 hard aoe controls (except broken Plant) let alone one with 4 types of aoe control that you can tactically deploy in whatever manner fits the situation. You can keep that aoe immobilize which doesn't stop targets from attacking you and your pet that will trip up aggro when you don't want it and provides far less ability than a power that can make a mob kill itself without targeting you. Plant control came late in the game where it hasn't yet received any balance passes because likely whomever made it wanted the powers that be watching over to see how popular this new toy was that they created to validate their work so they left it OP at the beginning and the game shut down before it would have been given Mind Control's treatment. Stop using Plant as the bar, it's broken OP, we know, we get it.
  4. If you use Mass Confusion on a group and then spam a few aoe's to help them kill each other as they'll ignore you the clear time of that mob and every other mob will far exceed anything a pet can offer you. The loss in xp is laughable if you help kill the group, if all you do is hit them with Mass Confusion either you're doing it wrong or you've got an objective you're trying to be sneaky with. Clear time gained with Mass Confusion and spiking some aoe damage > Whatever t9 pet you can think of. The faster the clear the faster you can move on to the next group for more of that juicy xp's.
  5. You haven't seen a suggested topic for a Mind Control update since when? This week? Mind Control being a legacy set had its balance pass long long ago, well before IOs and likely in anticipation of how OP it would be with being able to perma spam Mass Confusion. Mass Confusion is fine as it is. How about Seeds works exceedingly far too well for a t5 power compared to another powersets t9. SoC needs a nerfing some, if we don't want to completely ruin the power then yes maybe give Mass Confusion a self buffing ability per target hit or something, the recharge is as it should be though. Mind Control has no pet. Mind Control needs no pet. Only thing I'd like to see happen with Mind Control is the t2 power being the ST hold as all hold sets should be and personal preference would be to move the ST confuse to t3 and levitate down to t4. Other than that freshen up the power set by giving TK a looksie. You're welcome to come along and play with my dom some time so you can hash out what you think they should improve about her.
  6. Will there be heal decay?
  7. Max settings made me overhaul my tank a good deal, and tweak my dom a tad. Everything has been so easy up to now I could get away with having fly as my mode of travel. This made me get serious with my tank which ended up getting me to like her even more. Out with fly and laser beam eyes and in with Unleash Potential, One With the Shield, Unrelenting, Melee Hybrid and I went and got my defense accolades. This is the kind of thing it takes to survive through Relentless and be able to drag your team through. Overall Vicious is the most optimal setting it seems. A great workout on the build you optimize for Relentless runs without the hassle of having to make a specific sort of team with good rewards in astral and emp merits. Once you et a few more runs to familiarize yourself with this do give Relentless runs a try, it'll make you cross examine any toon you look to run through that gauntlet.
  8. There's all kinds of things you can attain with the IO system. WP has high regen with lots of enemies surrounding it and some decent resist and defense. On characters you take their strength (regen/hp) and shore up most of its weakness through the mathematics of your choosing. In this case there's plenty of defense and resist bonuses you'll want to target. I amplify my Shield tank in this way. Every AT is like this. My permadoms are animals with recharge baked in plus any defenses I want to go for. Stalkers, Scrappers, Blasters, Defenders, you name it, every and anyone can make use of the IO system. There's a plethora of things at your fingertips to optimize a character that you thought subpar but someone else sees potential in.
  9. I have a Shield/StJ tanker too. Its real fun and smooth. Like @Without_Pause says its quite a fast paced attacking style that looks ruthless. With the tanker changes it really upgraded the feel of it when Spinning Strike got better. Plus they just buffed the damage on tank's Shield Charge a bit. With the new harder content in Aeon it made me have a hard look at my tank to spec it to lead these. One thing I realized is that Crushing Uppercut can house all kinds of procs. I added the Stun -tohitt proc along with the winter hold asorb proc to go with the hold and melee purples procs. This thing does quite nice damage and adds 450+ absorb shield that stacks with the tanker ATO absorb shield. Running around with 900+ bonus buffer health is quite nice in these relentless Aeon runs. I highly advocate that winter proc if you have a hold attack on your tank. The double teleporting with Savage seems like it'd be pretty fun too though. There's lots of combos that seem to fit ones style on these tank thingies.
  10. With any new content now coming from the HC dev team I thought maybe it would be appropriate if they would get to create their very own accolade power. We have a bunch of accolade abilities from the old creators but why can't the new team get the mantle passed along to them in a way and get to craft one of their very own once there's enough of their new content to play. I know accolades are usually gated to hero and villain but maybe with a new accolade it could be Going Rogue related so that the requisite badges and stuff can be cross alignment from hero, villain and goldsiders. Like the Master of Aeon SF badge could be one thing you'll need plus any more badges for things they may have in the works. As far as what the accolade ability may be well we have a bunch of hp and end inherent accolades. A few defense clicks, powerboosting ability, and another that gives you great recharge/tohitt/recovery. I was thinking maybe a click I guess with a damage boost since that'd be the counter partner to Force of Nature. Or an inherent small dmg/resist/def boost. Just a thought, if they're carrying the mantle with fresh new things why can't they get to offer up a cool accolade of their very own eventually.
  11. Yeah they'll get to the point that it's no longer than the MLTF or LRSF eventually. Heck I did a speedy with some berserkers last night in 20 minutes getting incan'd as soon as I load the map. The harder stuff it's making you learn to pay attention more to things while you're playing which will only improve the quality of the player eventually. The deaths are still going to come though. I was on my tank last night when a brickernaut started exploding, I texted in chat to move on the 8 count and got out of the way, then watched as like four teammates just kept mashing their buttons. That's why you move, it's fun watching players in scrapperlock learning to keep on their toes. Then when I'm on my dom it's fun to watch everyone scatter not knowing that I for certain have those guys confused. I do put that disclaimer in there that I can't always get them all confused in time if there's multiple so best practice is to at least brace yourself. You're right diverse teams really help on these and much more so on Relentless. A max stealth tper is priceless in this. I have Incan on most of the main characters I will use just to speed things up if I feel we should but right now I'm kind of letting people get the sights and sounds before we go shortcutting this new stuff.
  12. The initial new things to do has people running all over the place trying to grab this badge and that. Then the Winter Event came out a week later so more badging. Once everyone gets their badges it'll be back to what normal play dictates someone's whims for the day. Aeon will get good runs while it's the weekly for sure. I'm really enjoying this fresh new content so for my part I've been trying to organize runs quite a bit, at least until @Oklahoman takes over. The variety in the difficulty levels is really well done. I like to PUG Vicious runs, sure they're a bit tougher than easy mode but much more rewarding and not much harder than running 54 Carnies. If I'm PUG'ing I'll at least have a look at the team dynamic by the time it is built to see if I need to hop to my Dom or Tank to get us through it safe. Relentless runs yes you'll want to be real coordinated and willing to devote that time. I was on a PUG easy run that took us 35 minutes to complete. Then there was a coordinated Relentless run where we even fought the special Vanguard fight that I got in on and it took us 52 minutes. Then most other Relentless runs that I've been organizing to introduce people to this will typically take 2-3 hours depending on the team composition and if they want to fight the special Vanguard. There's a variety of factors but PUG'ing a Vicious is just about right which would typically take about an hour once everyone has it down. They really knocked it out of the park with this one. The floor is still the same old floor and the variety of step up in difficulty selection really impacts your experience. This is so very well finely tuned and has me excited for what else they have cooking. I'm doing my part though to get people familiar.
  13. Yes use it. It's equal to or better than a damage proc as @Sovera just illustrated as it allowed them to clear a map unnoticeably any different and maybe even marginally faster than having a damage proc slotted. Now team with 8 people and the -res you give to the team amplifies how much better these are than just another damage proc. I have this in my long recharging pbaoe Dark Consumption so that's almost sure fire plus I also have Achilles set to almost sure fire as well in Weaken Resolve. That's 47% -resistance I'm providing to myself and the team in spurts and this isn't even on a support character. Sure it scales by the levels of the AV but you're still getting about 2/3 of that -resistance on target.
  14. It's definitely beneficial to have some balance on these advanced difficulty runs but they did a good job of not making it so lopsided to make it exclusionary to any one particular AT, even Sentinels, but I'm not sure about those aliens though... You'll likely see more filling of certain roles which most players have a different AT to bring to the table. I can tank or get my dom, or ST burst damage stalker or aoe machine blaster and I can even bring a support character. There's a better emphasis for balance which most teams can sort out once they have a grasp of what they need to shore up to undertake a run. It's on the lead to have a looksie at their team on Relentless and at least pause to coordinate some type of balance if at the very least your Destiny powers. This new SF is great, there's not an overabundance of mez characters, rather debuffs, so it's still enjoyable from that aspect but still quite hard with those debuffs. I like the direction and I hope with harder new stuff we get some other dynamic encounters, I'd love to see one where there's some harsh mezzing going on, I'm talking groups filled with a Ghost Widow like character at every turn that can mez those upity tanks.
  15. It's the old version of the Lord Recluse Strike Force in oro reverted to what it was to start so that you have no access to IO bonuses and Incarnate powers and Statesman is now in charge. It was a pretty tough fight before, but the hardest part of that SF was if the tech in the first mission was in the 1st tower you had to walk him all the way to Crimson. We failed that one more if the tech got stuck than the rest of that SF so if that hasn't been "old schooled" as well then the rest is cake. You'll get a badge for completing it "Old School Badge" but it'll likely get not much play beyond that since it'll be hard for most to say goodbye to their builds.
  16. Likely it'll be as popular as the other legacy oro content. It'll be a tad more popular for a run or two for some to get the badge and that's about it because of the sentiment of @Cancrusher here and a lot of other people I'd venture to guess since a big draw to the game is the technical specs provided to you through the IO system which you get no access to for the "Old School" strike force.
  17. That's just probably the people that couldn't figure out how IO set bonuses work.
  18. Well I'd assume the sample to be overwhelmingly that the played on Live from this poll on the forum. For starters the hold overs are real used to the old forum which this is an homage of. I'd bet you'll find more fresh players on the Discord since that would be the new thing introducing new players to the game. Yes the sample size would be small but it would be representative if you did one on the forum and on the discord to get a better feel of it. It's guesswork to ask people to speak for someone other than themselves.
  19. I'm not sure this poll is looking for the right data. It should be a Yes or No "Did you play on Live" and then we gain the percentage based on the respondents. Unless we are assuming HC already knows that you played on Live and what you ate for breakfast so we are guessing what figure they have tallied up. If that's the case I guess $1 and that @GM Widower is wearing socks. What's the showcase prize?
  20. In summation; Seer Robes soontm?
  21. Sparkles make parties better!
  22. Yes that's a common occurrence when I team with these berserkers as well. Part of the reason I play this is for the pretty character and her cool looking powers. I'll be damned if I will be turning down my graphics to stick figures, what am I a savage? They can tp me if they like with their incandescence, I'm pretty handy to have around when I catch up.
  23. This is what they used to call foreplay, and RP, they have an official RP server for this kind of thing...
  24. Plus what makes it the official record for this new one? Should it be that you're on Relentless and fighting every possible boss fight? If that's the case the record would probably end up being around over an hour. It's a vastly different strike force if you run it at lower settings which every one of these speed runs likely ran at. There's quite a step up in enemy difficulty and no warburg nukes, shivans, inspirations, etc. At least there's still some animation glitching possible, for now until santa takes away those presents. Oh and nerf Fire blastas!
  25. Another technique I switched up with my character on this hard mode stuff is that I slotted out Mighty with the extra damage (love the animation) for Void with the -50% damage for all for 30s. Ion is nice but you have to coordinate like 3 of them to wash out any real aggro in these fights. That -50% damage debuff in a large area is quite a great debuff on this and is very useful in boss fights too.
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