CBeet

Legend
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  1. I could understand changing the Hollows, it was frustrating at times no matter how much you could learn from it about the cogs of the game.

    I could understand changing Faultline, I used to love going spelunking there when I was in the level range, but now it has some actual content and is easy to navigate.

    But the fog and ghosts in DA are some of the most atmospheric effects in the game, no matter how annoying it may be (I used to have real issues navigating it just with a flyer, almost gave up on a super speeder, but I've learnt with time) or how much work it may cover up. Increase the distance you can see, update the fade/look of the ghosts, whatever needs to be done, just leave the almost survival horror effect of the zone in place, please.

    I'm okay with it being co-op, I'm fine with it having a face-lift, but Dark Astoria without a fog effect may as well just be a whole other zone. What if you make it a user-generated aura (if the technology exists), only showing up to individual players like physics objects do? With that you can have the 'fog' removed once you've completed the main storyline in the zone, or at different parts of the zone so you can see the new art.

    Without more information, I will honestly stand by that DA should have it's fog and ghosts. Unless there's something the Devs have implimented that they do not with to share to ease the nay-sayers, I highly believe Dark Astoria will lose it's charm as it's taken by the current Dev fad of injecting purest Incarnate into everything.
  2. Quote:
    Originally Posted by Blackleviathan View Post
    ...a dino pack with heads and a dino pet and a [dino run] XD...
    I can't not think of this.

    Interesting theories on the wording for this loyalty program. I'm keeping subbed so hoping the goodies are worth it I also hope those helmets are properly colour tintable rather than some of the more recent items.
  3. Quote:
    Originally Posted by Psiphon View Post
    Corruptors - Fire/Dark, Fire/Time
    Doms - Mind/Fire, Plant/Fire, Earth/Fire
    Controllers - Fire/Kin, Fire/Storm, Plant/Storm
    Brutes - SS/Fire
    Scrappers - Fire/SD


    ..Anyhow, almost any character when 'tricked out' can do this. It's the AV/GM/TF soloing which is the real test I find characters who don't have the capped defense/insane survivability but can do the same the most satisfying though. I can suggest a Fire/Fire Scrapper or Rad/Fire Blaster for silly AoE damage, or for something a little different (IE no Fire) give a Plants/Thorns Dominator a try. Perma cone confuse and great AoE and ST damage, IO out for recharge to keep those attacks and controls out and for your perma-dom and learn how to properly use the powers for maximum effect.
  4. From my experience and from I've heard from other long-time players, if you're looking for good long term STDPS from a Mastermind then you're either after;

    Ninjas, because a majority of their attacks are Single Target and are balanced for such on account of critical hits and having quite big hitting attacks, the main drawbacks being a lack of AoE damage for regular content and survivability.

    Thugs, because they have sustained ranged DPS and the burn patch and Scourge. As they are, I don't think the damage is quite as much as a well played Ninjas MM, but due to the added survivability of stacked Leadership, they tend to have an easier job of getting that damage out there.

    Robots, because of the exotic damage types (Energy, Fire) and the Assault Bot having built in -regen, making Robots possibly the best set for AV or GM soloing should you have taken a secondary without debuffs or just no -regen. The admirable damage and damage patches combined with inherant -regen in attacks and their forcefields and self heals would make them, IMO, the best for sustained DPS as they're less likely to die and less of the outgoing damage is mitigated by high regeneration of harder targets.

    As for Necromancy, Mercenaries and Demons, I find they usually don't have the survivability or enough damage to make up for the lack of said survivability. Despite how long they've been out I've not had much experience with Demons so I can't really say much there, I think they're a runner up due to the stacked -resistance which is possible, but I've found that Demon summons die quite frequently, putting a dent in the potential DPS, but that's also fair to say about Ninjas.

    Overall, if you want to go for raw unstoppable ST damage, I would say it's a fight between Robots and Ninjas because Thugs (Arsonist and Bruiser) AI is still a little silly, though I would think about what secondary you want and how you'll enhance. I've heard good things of Ninjas/Thermal and Ninjas/Sonic, or Bots/Dark (Solo GMs on SOs once you're 40+!) if you're so inclined.
  5. Storm Assault
    Strong Gust, minor smashing damage, knockback ranged small AoE attack
    Lightning Bolt, moderate energy damage, knockdown, chance for stun ranged attack (a proper lightning bolt from the sky), marks enemy with a charge
    High Bolt, high energy damage, knockup melee attack (pop enemy up with air, lightning strike in mid-air), marks enemy with a charge
    Power Boost
    Twister, moderate smashing damage, knockup PBAoE melee attack
    Eye of the Storm, PBAoE -speed -recharge toggle, small chance to strike enemies with lightning for moderate energy damage, enemies struck by lightning ae marked with a charge
    Direct Current, high energy damage, hold, chance for fire DoT melee attack (hold one arm up, hold other out at enemy, lightning bolt hits the raised arm and channels the energy into the other arm and into the enemy)
    Thunderous Boom, minor energy damage, chance for stun PBAoE attack, enemies marked with a charge will be feared
    Second Strike, all enemies within range who are marked with a charge will be struck by a moderate energy damage bolt of lightning and knocked down, the charge will be consumed

    Illsuion Control - Edited with Domination in mind
    Spectral Wounds
    Blind
    Deceive
    Flash: Increase radius or base tohit to make up for it being PBAoE and not targetted
    Superior Invisibility
    Instill Fear: Cast on an ally, releases a large PBAoE fear and immobilize on enemies near them as you make your ally too scary for your foes to fight
    Phantom Army
    Instill Hate: Targetted AoE confuse and taunt. Cast on an enemy and they all become confused, all enemies around your target are taunted to attack the original target as they have been shown their own personal enemy.
    Phantasm

    Doubt whips/chains will be coming as a set, as apparently in the time it took to animate just the Demons whip attacks, they could have animated an entire other powerset.
  6. Quote:
    Originally Posted by Judas_Ace View Post
    Spider-Man has the right idea
  7. Quote:
    Originally Posted by Scene_EU View Post
    I don't think "Leaf in Wind Mode" counts


    Oh, false alarm.

    Farming Simulator 2011 MMO.
  8. CBeet

    I found a happy!

    Dark/Mental? So that's -tohit, cone immob, cone knockback, -regen, -recharge, hold, fear and a self heal all on a Blaster.

    Grab Medicine and Leadership and proceed to be ripped apart by teams wanting you. I love Blasters and like to stand by they've enough damage that, when it comes to build planning, you can afford to be looking for other ways to support the team. Great hearing you've come to a similar conclusion ^^ May have to roll a Dark/Mental, it sounds near perfect a build playground as a Blaster can get.

    Also like the idea above of /En powerboosting Vengeance, hadn't thought of that! May need to go respec my AR/En..
  9. I quite like the chance for heal in the first 2 attacks on a Blaster. If I've been mezzed and I only have those then I don't mind the chance for some self healing, every little helps and it has saved my bacon a couple times (believe it or not). The way I figure it is they'll only really come into play when I need them most, and if I get lucky and have 2 or more proc of it in a short time frame (I generally have enough recharge that the first two attacks can be chained together as a full attack chain) then that's at least 10% of my health back, which isn't too shabby if I'm fighting for my life. I've even seen it go off 4 times in a row before, but that's just a random roll of the dice talking.

    I guess the real answer is, do you feel lucky? Well do ya, punk?
  10. Here's mine. It may be a little expensive but it has a habit of never dying and being really good in teams. It's definately not the best because it has two modes, Granite or Not Granite, but it's pretty darn survivable even against psi because of the sheer regen and self healing. If you're in Rock Armour, then you've also Perma Hasten. Definately not a leveling build.

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  11. It would be an interesting set to play, that's for sure! If ported to a Tanker though it'd need a Taunt aura of some kind, so perhaps Integration would be turned into a clone of Rise to the Challenge? Assuming so, a Tank with RTTC and Instant Healing would achieve personal regeneration of rediculous amounts, at a guess over 200hp/sec on SOs when surrounded and IHing and that's not including Dull Pain's +hp. Alpha Strikes could still be tricky, but that's what MoG's for surely?

    Until 32+ you don't really fight anything which'd dent silly regen numbers and self heals and etc etc, so I think it'd be fine. Should it arise, you have inspirations to dig into, temp powers, team buffs (if you're solo why are you fighting something you can't reasonably take on?) and the already impressive Tanker HP pool to dig into. After 32, you have all the tools you need, and come 50 then there're IOs and Incarnate powers to help you along too *if* the set underperforms, which I doubt it would.
  12. The only change I would like to see made to Dark Armour is if Dark Regeneration's tohit check was removed. I know it's just my own rotten luck, but I've lost count of how many 5% chance to miss rolls I've had which've cost my Katana/DA his life.

    Maybe a slight radius increase to Oppressive Gloom too, but that'd be pushing it.
  13. Kinetic Melee could quite easily be a Monk's chi. Combine with Willpower, Electric Armour, Dark Armour or Super Reflex/Ninjitsu and you've a solid character for the concept. I would suggest going Scrapper or Stalker for Kinetic Melee, if Stalker then Kin/Nin, Scrapper Kin/Elec.

    Electric Control works with a multitude of things, my favourite combination being Electric/Earth Assault Dominator. No real reason, I just find it fun and can't really comment on other combos off the top of my head.

    Dual Pistols is nice with Traps for a Defender/Corruptor thematically, Blasters can be great with almost any secondary. If you like to solo, Devices works nicely thematically though isn't generally the best number-wise in a team, or you can go back to the Monk concept and have Pistols/Energy saying it's chi and they're a modern Monk, or a modern Ranger with /Mental or /Devices, they all work.


  14. Very nice write-up and agreed on the important parts. My personal gripe of a Stalker's potential underperformance is that, by the way Hide and the Hidden state works, defense is and can always be superior to resistance, because if the attacks miss you then you can re-enter Hide without worry while staying near-invulnerable.

    I think a distraction-type power should be added to Willpower and Regeneration rather than Quick Recovery along with your ideas, or some kind of tool for re-entering Hidden like Placate. I would propose a click +endurance so you still do not lose the endurance recovery tool, but have it re-enter you into Hidden. No Placate effect, but if used fast enough in conjuncture with an attack it can effectively be another placate. Since neither set gets much inherantly in the way of Defense (Regeneration moreso; Willpower's being very low however) I feel it'd be a nice tool to make up for the fact defense-based sets can return to Hide in combat by waiting (unless they are unlucky) yet the two sets in question have no real CC potential thematically, that I can think of anyhow.
  15. Quote:
    Originally Posted by UnicyclePeon View Post
    ..I want to do Rad/Fire for sure..
    I clicked on this thread almost purely to suggest that, it's -SO- good!

    Quote:
    Originally Posted by UnicyclePeon View Post
    Any advice on (fire, psy, son, energy) / (elec, energy, mental, devices)? I may or may not follow any specific advice, but I want to listen to suggestions in the hopes that they are convincing.
    My namesake Beet is an Energy/Devices Blaster. While not the min/maxers choice, it is a fun and tactical combo, very good soloer as you don't have to worry about knockback messing up melee teammates and can plant mines at will.

    Fire/En and Fire/Elec are the usual choices with those Manip sets due to the damage complimenting eachother. Of the two, I would better suggest Fire/En so as to not repeat yourself, then go ahead for Son/Elec as I can imagine it being an amazing potent solo set from all the mez, while keeping you wanted for teams as all the -res will always be a good thing.

    For /Mental, any AoE driven primary would benefit it so Fire, Assault Rifle, Archery, Dual Pistols or Radiation. I would suggest a repeat of Sonic Attack since, IIRC, Drain Psyche doesn't break the cone sleep so you can use it in complete safety while solo while, again, being very welcome in teams due to the -res and -regen you can throw out on top of good ST damage.

    Overall, going by 6+ years of swearing at my insp tray for not having dropped a wakie because I nose-dived into a group and nuked it, I'd suggest En/Dev, Fire/En, Son/Elec OR Fire/Elec and Son/Mental
  16. CBeet

    Pieces of Win

    Quote:
    Originally Posted by Zwillinger View Post
    I do agree. Time saving items such as this have made my costume creation and playtime a bit more enjoyable .

    Glad to see you're enjoying it as well.

    As long as we're talking about it, are there any other time vs. convenience options like the cape and aura unlock service you could see being a desirable Market offering?
    I agree with all the people saying Roman Armour/Weapons, Patron Pools and Holiday Items. Holiday items could be only unlockable via the store if you've unlocked it with a character if it needs to be tied to the time/doing the content and you would rather not just make them account unlockable because moar money.
  17. Dark/MA Tank, because great resistance, nice defense and an amazing self heal.

    And then you slot it and you become unkillable.
  18. To my mind, the Bane is primarily a ST damage dealer. I know I can down a boss in 4 quick hits from Hidden if I use everything (Surveillance - Build Up - Shatter - Shatter Armour - Poisonous Ray with -res proc - Placate - Shatter) and that attack chain can pretty much continue throughout a fight for pretty awesome consistant DPS.

    With a Bane being primarily for ST damage though, most would argue "Why not go Night Widow and have Mind Link, perma-softcapped melee defense and higher DPS?" to which I can pretty much only say that Banes can have a lot of pets which add their own damage, CC and can tank an alpha since summoning them doesn't break hidden.

    And of course the usual team buffs a VEAT brings to the table too. A Soldier's in-built Maneuvers has higher defense than a Widow's!
  19. Balance wise, you have to consider also lack of mez protection, how more attacks can hit you in melee, plus what the damage/debuff/buff modifiers are (I can imagine Tanker damage, Controller debuffs).

    I want one if only because a lot of my concepts would be perfect for it. Titan/Storm, Claws/FF, Kin/Kin, Elec/Traps..
  20. Quote:
    Originally Posted by Rooks View Post
    Kinda funny you can agro cap an enemy solo :O
    Gonna see if I can fit this into my Thugs/FF

    Finally a use for Burnout! Can anyone think of more? I guess nuke/blues/nuke would be one. Double LR + SC for those crazy rare Elec/SDs. Does Fiery Embrace stack? I'm guessing no. Here's one for the math monkeys; what happens if you follow Eagle's Claw with Eagle's Claw? Would your crit-rate go crazy high or no? would Burnout + EC outlast the crit boost duration anyway? If so, sad face.

    What tangent?
    Nuke/Blues/Nuke is great if you're Ice Blast, double Blizzard patches.

    LR and SC usually kill everything anyway, unless there's a boss/EB/AV/bigger in the group, in which case another LR/SC isn't going to do anything much else.

    Fiery Embrace shouldn't stack.

    The animation time for Burnout is sadly about how long Eagle's Claw's crit boost lasts, so it wouldn't stack either.

    Other fun things to do however: Dual Soul Extraction, Regeneration clickies instantly regained, double Fallout, double EMPulse, Oil Slick Arrows igniting eachother..
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    This too, the jar is excellent. I'd quite like some silly things in it too, like goldfish. But animating that would be rather tricky.
    Dr Von Goldfish agrees with you.
  22. It's real. If you don't believe me, try it in a second build.
  23. GENTLEMEN, BEHOLD!



    Double Gang War, 20 Posse. Click on image for full (slightly edited) picture.
  24. Quote:
    Originally Posted by VoodooGirl View Post

    Michael Perry said he was heavy all of his life before he started weight-lifting.
    Bacon.

    That's smart.


    On a more serious note, I'm sat here eating a bacon (doot de doo..) and mushroom omlette at 4:30am thinking about starting a proper fitness plan for the near future so I can try and fit into something like this. Vanity + Gamer + Wanting to dress steampunk/victorian-y = A drive for fitness.