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Gulbasaur
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Everything posted by Gulbasaur
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Following this, is the blaster version of Shadow Maul going to get the same tweaks?
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I know ❤️
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Personal opinion: what you want is probably a stalker. Night Widows are, to some extent, weaker versions of stalkers. The primary is halfway between claws and spines and the secondary is sort of a mix of super reflexes and leadership. The psi powers are there to round it out. Stalkers have a considerably better inherent power, too. I love my widow, but the power gap between fortunata and night widow is a mile wide; fortunatas have just enough melee to function and a good mix of control and ranged damage to back it up. Night Widows don't quite ever get the same level of power. Night Widows are fun, though. It's a good power set, but just feels like it never quite reaches full power.
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Seeing Arachnos Widows at the bottom of the list last time they did FOTM stats made me give it a second chance and it turns out that a fortunata build is the most fun I've had in the game
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I'd love a teleport assault set, like Nightcrawler in the opening scene of X-Men 2. Basically, ranged attacks but you're the projectile. I absolutely love GW2's mesmers - phantasm attacks that do one or two large attacks then vanish would be great, not just phantoms that hang around forever. Imagine Lightning Storm but it's a clone of you hovering there blasting for fifteen seconds, or a snipe that has a copy of you just zoom over and punch them. Telekinesis but it's a copy of you holding a shield pushing them back. A power that placates off you and taunts onto your duplicate.
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That's a great idea - very similar to how mastermind pets work. One slot to rule them all, one slot to bind them...
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Tanking: they do fine. Would've been nice to get the aggro procs rolled out to them. DPS: they struggle in a post-IO world. Before, their mix of range and resistance was very unique but now where blasters have soft capped defences and defenders can mow enemies down with procs, they struggle to keep up at end game. I really enjoyed the flexibility of tri-form builds. Having all your toggles break rather than suppress is a massive ballache, though. They are underpowered, sadly. So much of late-game power comes from sets and procs and they have to spread their enhancements very thinly. Playing one on the pre-CoV days on live was great because nothing else but warshades had the flexibility of range and survivability, but now they really do lag behind. I'd love to see more human-form powers ported to shifted forms so they don't feel so stagnant - bright nova form gets its full attack chain at level SIX and doesn't really improve from there. I love the visuals. I love the lore. I love how they work. I just feel they were left behind in the power creep arms race, especially when you compare them to warshades or VEATs.
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The toxic damage proc works on all your attacks, so it's very good value as you can slot it anywhere and all your attacks benefit from it. The fear proc only works in the power it's slotted in, but I think it's worth getting and slotting into an AoE as damage mitigation. The set bonuses for both are pretty good all round. Veelectric Boogaloo is right about the merits - it's much better value to buy converters or booster (or basically anything) and sell it then use the inf to buy ATOs off the auction house.
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The Shadow Shard task forces generally have some issues in pacing but Dr Q is easily the worst offender. The design goal must just have been "make it take a really long time". Repetitive maps. Repetitive tasks. Long travel. Blah. Any fun to be had is down to teammates rather than content.
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I did that a couple of days ago and I actually enjoyed that part. It's memorable and you just need to glance at the wiki and send your team out to various zones. Took about ten minutes, tops.
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Admittedly, my most recent melee-with-IOs experience was a dark/dark tanker, which has hella end drain resistz and an "endurance please" button and I still struggled a bit. My storm/water defender can run around with 250% recharge and not have endurance issues after some IOs. I take it back.
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I take it fairly regularly. It's a good late-pick one slot wonder on ATs that have crap ancillary and patron pools. If you're a stealth character or often lead lowbie groups, it's really useful.
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I find that in a thought-about IO'd build, endurance becomes much less of an issue. I quite often start off with two or three of them and then work it down to just Panacea in a late respec. Several IO sets have global endurance discounts, as well as endurance reduction effects from the enhancements themselves. On top of this, there are some procs that recoup endurance, which makes a couple of powers endurance-negative or near to it.
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Absolutely - it's primarily an attack. It can also take a proc that recharges 10%(?) of your endurance, meaning it's very endurance-efficient (and might even be endurance negative).
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Absolutely. It's excellent.
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Shadow Maul and Dark Consumption are both getting buffs, currently in testing on Beta. Basically, Shadow Maul will hit more targets quicker but do less damage... but as it's quicker it'll do about the same DPS in real terms. On my dark/dark tanker, I took Boxing and Cross Punch from the Fighting pool and I get a lot of use out of them. People write the attacks off too quickly - they each boost each other's damage and make very solid filler attacks, which Dark sort of needs.
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Gaussian Fire Control :Chance for Build Up
Gulbasaur replied to Drake Hellspawn's topic in General Discussion
That might explain why I've never noticed it on my fortunata - half of what I do has a visible pink purple glow and the constant woowoowoowoowoo from psinado and eeeeeyaaaaaw noises from pscream and wail drown anything else out. Thanks! Like you I have it in TT:L - in teams it goes off all the time and if you've got masterminds with you it starts double-proccing quite regularly. It's basically a low-grade crit mechanic at this point. -
Psi damage is mostly covered by positionals. Yes, there are a small number of non-position psi attacks but they are so few in number I really wouldn't bother. On the other hand, most 50-ish teams have so much passive defence that you probably don't need it as everyone and their cat seems to use Maneuvers, so even if you do lower your defence, you're probably fine.
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It's a all Nemesis plot. Every single architect in Paragon City is a Nemesis plant.
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Just checking - how many kb>I'd enhancements are you using? There's a limit of five and more than that and they don't work.
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Patch Notes for February 18th, 2020
Gulbasaur replied to The Curator's topic in [Open Beta] Patch Notes
My go-to for mega-difficult AE stuff is to give enemies a wide array of debuff powers - with so many supers running round with a hundred set bonuses and incarnate powers, stripping as much back as possible is a really good way of giving yourself some challenge. -
Best of Both - Blood Widower Fortunado Build
Gulbasaur replied to Gulbasaur's topic in Arachnos Soldier & Widow
Hi - my selection is Musculature Alpha (more damage - none of the others really solved a problem so more damage felt the way to go), Ion Judgement (I think Ion has the a largest target cap, but honestly I went with it because it I like the visual effects), Degenerative Interface (toxic damage for thematic reasons, but also the -MaxHP debuff is quite significant against AVs), Arachnos Lore (thematic reasons - I went for the two DPS pets as I didn't think the support one was useful enough to keep), Rebirth Destiny (only one I really saw any value in - endurance isn't enough of a problem to worry about and I don't need mezz protection or more defence/resistance) and Assault Hybrid (I used the Melee resistance one for a while but decided I probably didn't really need it - the assault Double Hit one feels like I'm getting more out of it). Not saying they're perfect, but they do the job really well. -
Best of Both - Blood Widower Fortunado Build
Gulbasaur replied to Gulbasaur's topic in Arachnos Soldier & Widow
Hi and thanks! In game, it's 15ish%. I'm not at my computer with Mids on at the moment but there are some errors that crop up in Mids. One thing that springs to mind is that Stealth/Hide values are the higher "out of combat" values, unless you change something in the settings - could it be that and not Mind Link? -
Being someone who grew up with very few skyscrapers, they all just look like "generic rectangle buildings cityscape" to me. Founders Falls has canals, so at least I sort of feel like that one is okay. Yes please. Or at least some story arcs in places like Eden, Perez Park or other out of the way places to give you a reason to go there. "Hazard zones" aren't hazardous if you have almost no reason to go there. At least the Hollows has a solid story arc chain.
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I'm still finding a lot of "you need an introduction"-type stuff. Contacts added in later updates are generally open, but there are an awful lot that are locked behind 5 random non-story missions. I agree that a lot f Blueside stuff is a bit uninspiring. Kings Row and Skyway and Steel Talos and Founders Falls and Peregrine Island... all blur together a bit.