
Gulbasaur
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Everything posted by Gulbasaur
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Is Darkest Night redundant on a Fortunata?
Gulbasaur replied to Sou1catcher's topic in Arachnos Soldier & Widow
It confers a 17% -dmg debuff to enemies it targets, as well as an 8.5% -ToHit. I'd say it was more use to your teammates than you, as fortunatas have a lot of defence as a baseline. If you want a bit of a focus on team support, it's a reasonably good power and one worth a few enhancements, but it would be of relatively low use in terms of personal survivability, unless you're going up against enemies with lots of -Def. Also note that debuffs scale poorly against enemies higher level than you, so against +4 enemies both of those values would be roughly halved. My philosophy for pool powers is "does it solve a problem?" and the answer is "not really". As it has two debuffs (which is part of the calculations for the aggro mechanic), it would help you hold aggro a bit better, though, so maybe if you want to build a control tanker it'd help a bit. -
I have to admit the backgrounds are a pretty cool idea and are well implemented but credit your damn artists. Also, the lack of Bonnie Tyler's Holding Out for a Hero is sorely evident. May I suggest Vengeance? Mario's Lets-a Go! for Build Up.
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You're not disagreeing at all - dominate is an awesome ranged attack and the hold is the icing on the cake. It's definitely one of the keystone powers of the set and it's always worth looking at the secondary effect of a power. It hits hard and has an "I'll deal with you later" effect. The only thing that would make me happier was if we has an attack that added a confuse effect.
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Look up the "MF Warshade" - it's a complex build and playstyle that revolves around switching between forms to stack up buffs and then going into magetank mode and blowing everything to smithereens. Warshades benefit more from multi-form action than peacebringers, who probably perform best when they flip-flop between human and nova forms, leaving dwarf as backup for emergencies. Peacebringers tend to be more self-reliant, whereas warshades use enemies to buff themselves. This means that peacebringers have a lower ceiling but cope better 1-1, whereas warshades can get themselves to higher heights but if they don't have the bodies to use to buff up, they can struggle a bit.
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Because they're a good all-rounder, it's very flexible. I went for musculature, ion, the heal AoE and assault, although I do use melee hybrid if I need to be a bit more tanky on occasion. Endurance management can be hard on a fortunata, so if you can't bridge the gap with IOs, then using incarnates to help mgojt be a good idea.
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If you consider DPA the only relevant measure of utility, then yeah, okay. However, I disagree fundamentally with that judgment. In my view it's a late-addition power that doesn't solve a problem that fortunatas have (ranged damage), meaning it doesn't exemplar down well and it provides little utility beyond slightly higher damage within a narrow gameplay band. Dominate is a hold, which adds to team survival, likewise TK blast's knockback to a lesser extent. I don't disagree that it's a good power choice, however I do disagree that I'm giving bad advice. Fortunatas, being a melee/range hybrid often have a crowded amount of attacks as they need to maintain both melee and ranged attack chains. Adding an extra single target attack, even if it does slightly better damage, adds little value, particularly as late game is very AoE-focussed. I accept that it's largely a difference in playstyle. My fortunata is mostly used for funsies, meaning running 50+4x8 tip missions with players much lower in level than me as that's the only way I can get any challenge in as a player. A late-stage single-target attack holds little to no value to me as a player, whereas utility powers and AoE makes a difference in aggro management and team utility. Mu mastery is decent because of the AoE focus, so if I were going for patron pools I'd go for that. I still don't have room in my fortuna build for them as I think they solve a problem that fortunatas don't have. I consider my fortunata to be the most fun tank I've ever played, so aggro management and utility trump single target damage.
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You can. The interface is the same. Also, you can now change your costume at trainers/arbiters. Have fun, and welcome back!
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Filler-attack suggestions for a leveling Ill/Dark? :)
Gulbasaur replied to synfoola's topic in Controller
Is that even with the fighting synergy? Also, cross punch has practically my favourite animation in the game. -
Dominators with more melee and better defences, is what I'd say. Night Widows are, in my opinion, not in a good place as they play like weak scrappers with one or two stealth attacks. They were comparable to stalkers before stalkers got a rework. Control, melee, buffs, lots of damage. I play mine mostly as a sort of blaster control tank, mostly. Honestly, it's my favourite archetype. Most people, from what I gather, play them as a melee/range/control hybrid. I consider them a "greatest hits" archetype as they sort of take all the cool bits from different archetypes and roll them into one. Widows = stalkers before they got a rework. Kind of underwhelming. OK melee and some range with some team buffs. Fortunatas = most of the OK melee, but with more range and more control. <- pick this one, even if you plan to go mostly melee. The hard- and soft-control and AoE capacity makes up for the loss of one or two melee attacks. They play like melee-focussed dominators with very, very high defence.
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Filler-attack suggestions for a leveling Ill/Dark? :)
Gulbasaur replied to synfoola's topic in Controller
To add on to this rather than posting a new thread, what do people think of the Fighting pool attacks? On my tanker I have kick (for the +recharge proc) and cross punch (ditto) and I think they're surprisingly solid attacks. Has anyone taken them on a controller as filler? I'm currently levelling a gravity/time controller and the time debuff aura thing works best in melee range, so it makes sense to me to take them. Does anyone have any experience with them? -
A Call for a little transparency, just a touch.
Gulbasaur replied to DR_Mechano's topic in General Discussion
Their handling of Guild Wars 2 marketing recently is pretty wild - they did a massive announcement, complete with countdown on twitch, which turned out to be the sort of content we were used to already and also some new funko pops and some cool new merch. The amount of hype they drummed up for what should have been a blog post was absurd. Now, GW2 is not likely to be at risk in the same way City of Heroes was (Guild Wars 1 is still live), but their marketing team doesn't seem to know what its target audience is meant to look like. Now, I'm glad they're not nickel and diming us like EA and the Sims 4, but a large portion of the playerbase had expressed that they'd pay for a full-size expansion so when the massive event turned out to be "we're rebranding what we call something and also please buy merch", that was an audience-alienating move. They seem to make their Western market decisions based on Korean market expectations, whereas actually the two markets are quite different. -
A Call for a little transparency, just a touch.
Gulbasaur replied to DR_Mechano's topic in General Discussion
Your whole post is pretty excellent and summarises a lot of the (quite sensible) theories, which are often reduced to "NCSoft bad". To the Korean NCSoft bigwigs, City of Heroes was this niche softy-softy overseas MMO that didn't really act like an MMO as they saw it (low competition/aggression between factions, little focus on grind mechanics, high focus on alts, low gear treadmill, different attitudes to cash shop in Eastern and Western audiences) and bombed really hard in their main target area before it even left beta, even after a fairly substantial localisation effort introducing characters that touched on a variety of Korean superhero tropes. City of Heroes was financially a low value IP and to NCSoft it was something they spent money on that failed on their main target audience. Korea was, at that time, their primary focus and they had a very clear idea of what a successful MMO was in their target audience and City of Heroes was just some weird foreign genre game that they didn't really get and was taking up resources they could use elsewhere. It was turning a profit, but those resources could be freed to turn a bigger profit elsewhere. I had some friends who worked at the NCSoft offices in Brighton doing QA stuff ("running into every wall we could and trying to break everything" was how they described it) as part of an apprenticeship scheme that got some positive press coverage, which completely collapsed when NCSoft made everyone redundant and shut down all non-sales operations in Europe (as far as I know). I remember speaking to my friend and he summarised it as "they just fired everyone and closed the office", which means redundancy and restructuring. I do expect them to eventually licence the product, but I also expect the cost to be fairly high and part of me wonders if some things are best left alone. The lack of news isn't something I'd take as a negative - talking too much about how the deal is going could potentially jeopardise it and comes off as quite unprofessional. It's likely the lawyer(s) they are using has advised them against discussing it publicly. -
I always take kick over boxing to slot this is. With a couple of procs, it's actually very serviceable and cross punch is worth getting for the animation along. Fighting synergy makes the whole pool pretty decent on a controller because of the damage scaling with containment.
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Archetype that made the worst first impression on you?
Gulbasaur replied to DR_Mechano's topic in General Discussion
Part of the problem is that pet classes have never been something I enjoy and masterminds go all-in on pets. I don't mind the lore pets because you pretty much just set them to aggressive then go about your business and if they die then I'm still extremely capable - masterminds have pets right at the heart of the archetype and I don't enjoy that style of play. Mind is my favourite control set because it doesn't rely on pets and plays like a blast set (and even better on fortunata, where you get Mind's greatest hits but also you can stab people). It's just not my thing, I'm currently levelling a dark/dark corruptor (only playing in very small teams - strongly recommend if you like challenge) and that's got a pet at L38 which I'm 50-50 on whether or not I'll take. -
Archetype that made the worst first impression on you?
Gulbasaur replied to DR_Mechano's topic in General Discussion
Blasters - I don't feel like their damage is high enough to mitigate the lack of mitigation. Yes, I could IO out for softcap defences, but it'd still feel wimpy. Dominators - even with domination up I think they're just blasters with holds. Peacebringers solo - meh. Peacebringers on teams - aw yiss. Their inherent does them dirty. Masterminds - I cannot stand how passive they feel. Even with a more active secondary, I find myself just sort of hanging around while the damage happens around me. -
I'd say this is true up to the late game stuff. I do make it clear when we're starting, though (normally +2 for the first mission, then +3 or +4 depending on how we do). I also use the words "not a speed run" quite regularly because the point of the game is to enjoy the game, in my opinion, and that scrapper who decides to fly straight up to the Oracle (and then not lead her to the altar because he hasn't bothered to check chat to see who she's following) in IFT can suck a whole fart.
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It definitely a Windows 10 problem, rather than a game problem. My solution is to run the game in windowed fullscreen mode so the menu bar is always there - after a short while you mentally tune it out, which is less aggravating than having it pop up when it feels like it. Edit: Usually a full shut down and restart cycle (rather than hibernating etc) will remind it how it's meant to be behaving.
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Yeah. Fortunatas have not changed at all apart from having cheaper access to IOs. Putting the fear ATO into psychic scream gives you good mileage as 10 seconds of fear or 3 or 4 enemies is good damage mitigation, although it'd probably also be decent in psynado or spin. Edit: I quite often forget to fire off foresight because I'm a noodle and I still survive. Psy wail's disorient lasts for days.
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My Night Widow Build (Comments Welcome)
Gulbasaur replied to BludBath's topic in Arachnos Soldier & Widow
Same - it's one of the more useful procs, in my opinion. -
Leading the hostage out of the mission
Gulbasaur replied to Display Name's topic in Suggestions & Feedback
I am 80% certain more escorts were teleportable back in the early early game, but I can't find any evidence of this. -
Rework or reduce the redside broker system
Gulbasaur replied to Gulbasaur's topic in Suggestions & Feedback
Yeah. I've been doing a lot of the newer ones and the old ones are unlockable through Ouroboros, but a lot of the redside story is told through the broker-introduced arcs and I'd like to experience it moderately organically; having to run six (!) generic missions to get a four-act story arc is just pure ass. -
Rework or reduce the redside broker system
Gulbasaur replied to Gulbasaur's topic in Suggestions & Feedback
Personally, I don't think there's much of a difference in difficulty. In any case, outlevelling contacts is already a problem if you're levelling "the slow way" through story arcs, with no XP-boost, so increasing rewards would likely just exacerbate the problem. I was thinking more as an anti-grind measure akin to the changes to alignment swaps than a way to get more people redside. Rather than do something repetitive, allow players to streamline the experience in a one-and-done sorta way.