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Quote:medium to good single target damage? I was fairly certain SS was in the top end for that kind of thing, due to Rage's permanent buff helping the set so much.
Misconception. Rage's buff only brings SS's damage dealing abilities up to par with competing sets, without rage SS is a bottom feeder damage wise.
In the scrapper forums, a member put together a best attack chain for single target damage. Using just the powersets attacks, SS finished 21st out of 28 from all scrapper/brute attack sets. Only electric, and two sets that don't even exist for brutes atm, broadsword and spines, finished behind SS. So using just the powersets powers, SS is actually sub par in terms of single target damage. Having said that, SS benefits more from attacks outside its own powerset thanks to the rage buff, so adding an attack like gloom to your chain really ups your dps, and you can fire off sands of mu and a nemesis staff while rage is crashing, which is why I upgraded my assessment to 'medium to good'. -
Quote:The fact that my DB/WP can pull it off has little to do with anything. The fact that it can be trivial for a well built WP scrapper with no outside mitigation to stand in the middle of a +4 Spawn of Rikti with multiple bosses and barely break a sweat, while a Non BS/ or Kat/ Regen would struggle to do so reflects the question posed by the OP in that "Which do you find more survivable, Regen or WP"
My claim is not "Look what I can do" its simply that while Regen can be made to be very survivable, if an equal amount of effort was put into a WP scrapper you'd be much safer.
As I said, I was impressed with with the video you posted that a Regen could pull that off without any outside mitigation. Its an awesome feat for a regen, but for a WP its much less so. Which again brings us back to the OP's question of "Regen or WP? Which is tougher."
WP starts off with pretty good energy defense, and when stacked with the regen, makes wp an especially strong secondary vs the energy heavy ritki. And you can go afk because wp doesn't require any clicking, everything is automatic. Taking this one instance and using it to claim wp is definitively stronger than regen is flawed.
Having said that, regen is a bit behind any secondary that starts off with defense, because with IO"s you can stack defense to the softcap and really improve your survivability, where on a regen that starts with none, it's a lot harder to do the same thing. But leveling up, regen is a very strong set thanks to very few toggles, a great end recovery tool, and crazy health regeneration abilities along with a great heal. It only falls behind a bit late in the game and with IO useage, but really it should, considering the advantages it has while leveling up.
The biggest difference between the two sets is how they play. WP, you turn it on and thats it. With regen, you have to actively work it as you go. Which is better is a matter of preference. Some people consider WP boring while others think regen is too much of a pain to use, while others like not having to click anything to survive, while still others enjoy the ability to actively manage their secondary as they play. That is why it's ridiculous to say regen can't sit in the middle of a spawn and survive without clicks, and why it is not a fair point to use to claim wp is better than regen. When it is used properly, ie. clicking the powers in a set that requires using click powers, it can survive in the same spawns a wp can survive in, all things being equal.
Endgame with IO's, I agree that WP has an edge overall, but not by the gap you seem to infer, and the gap will be determined by the skill of the player using regen, while the skill of the wp player is almost irrelevant. Leveling up, I give the slight edge to regen with its superior end usage and heal. Overall, pretty even sets, just drastically different playstyles. But as most people prefer 'easy' and/or the 'lazy' approach, most people would probably prefer willpower. -
If certain combos are going to be nerfed based on popularity and/or performance, when can we expect combos like fire/kins and ill/rads to be nerf batted?
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Its a great combo. Willpower gives you quick recovery that helps to deal with SS's rage crash a bit better than most other sets. Alos, WP works even better on a brute thanks to having more health, which means you obviously can take more damage and is obviously better for your regen.
SS is a great set once you get footstomp. Before that, its all single target, which is fine solo, but can make you feel ineffective on teams. Footstomp give you great aoe damage and mitigation (and makes that ineffective on teams feeling go away, lol), and the kb works well with wp since it gives you time to regen damage while the baddies pick themselves up off the floor.
The biggest pains you will face with SS is leveling up to footstomp if you are on teams a lot and like aoes, and the rage crash that leaves you impotent for ten seconds every two minutes and creates enurance issues due to a sizeable end crash that can be difficult to mitigate. On the plus side, rage gives you a nice to hit buff that makes hitting high def targets a lot easier (FU ghosts, lol) and gives you more liberty in terms of slotting. If you like a powerful smashing set, like to see the screen shake and hear booming hits land, and enjoy making enemies fly around, you should enjoy SS overall. Performance wise, you'll do medium to good single target damage, and very good aoe damage after getting FS. Mitigation is mediocre until you get FS, then it's very good thanks to aoe kd.
The set is nothing like spines though, so if you're looking for that, you're barking up the wrong tree. -
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I was thinking 'how are they going to make a thor movie not look ridiculous'. Then I saw the trailer and thought 'oh, like that'. Looks badass, hopefully the story is solid.
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What diff did you guys set aeons army at?
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I remember she was the first one I ran into on my dm/sr that I couldn't kill with the no insp approach. I remember distinctly wanting to head butt my monitor several times until I finally gave in and got a full tray of red insps. Even then it took a few tries, llady nike is a PITA lol.
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Quote:From what I understand, there are 2 sides of neutral, you can use the sg/vg of the side of neutral you are on.This is from the article.
"Although being neutral has its own rewards, being a vigilante or rogue gives players access to the entire game even parts of the game that were originally exclusive to hero or villain. In addition, vigilantes and rogues can team up with anyone."
How do neutral folks interact with the SG's they were part of before they became nuetral? Can they still go into their base? Do they still earn prestige? ect. ect. -
Quote:MA and EM? You mean the two sets people consistently lists as 'underpowered' and two sets that players consistently beg to get buffed?If only having a single AoE power is what mattered, then sets like MA and Energy would get the same treatment (which they don't). As I said before, what level you get a power doesn't affect it's end effectiveness. We have this as dev fiat: what tier you get a power doesn't affect how it handles the formulas in question.
And the fact so many sets don't seem to match up, and the very unique way SS is set up, seems to show that this magical formula you keep talking about did not exist at the games creation and has not been applied consistently throughout sets.
Quote:For ST damage, and only because it has subpar ST attacks to work with. For AoE damage, Rage + Footstomp actually allows SS to deal more damage with lower animation time consumption than Claws. I can link you to the math if you want me to (and, comically enough, it's coming from a guy that will scream the awesomeness of Claws/* at the top of his lungs whenever he gets the chance).
Spin does more straight up damage than footstomp. If you want to go into damage per activation, thats fine, but it demonstrates that the two powers are very comparable to eachother in terms of damage. And again, the advantages FS gets in terms of mitigation is matched with shockwave in claws. The big difference between the sets is that claws is doing aoe damage at level six, while SS does literally none until lvl 32. You can claim that is meaningless, to you or the devs, but I assure you it's not meaningless to a players playing a toon from lvl 6-32. Footstomp is easier to use and has a larger radius, but that is a fair compensation imo for the fact a set like claws gets its aoe much earlier in the game and has it spread through several powers.
And lets not ignore the fact that claws can drop a spin, eviscerate and shockwave combo which vastly improves its aoe abilities, offering even better damage and similar mitigation by putting a large group of enemies on their butts. I guess SS could do a FS and handclap combo, but that would hardly improve SS's performance, in fact it would lessen it.
If you made FS on par with spin, then obviously claws would be ridiculously better than SS. That is why the idea the game should have some set forumla for aoe powers when different sets have aoe powers distributed differently is a really bad idea.
Quote:For the endurance efficiency argument, consider Whirling Mace, which consumes 13 endurance to deal scale 1.12 damage. With 95% +dam slotting, WM deals scale 2.184 damage for 13 end, or .168 scale for each point of endurance spent (and has a smaller area than FS has now or should have if it got reduced). FS consumes 18.512 end to deal scale 1.42 damage. With 95% +dam slotting and 80% +dam from Rage, FS deals scale 3.905 damage for 18.512 end, or .211 damage per point of endurance spent. FS with Rage is 25% more endurance efficient than WM (completely ignoring the fact that FS is also going to hit more targets more easily thanks to the substantially larger area). Care to argue that point as well now that the math supports what should have been obvious?
Then again, looking at your post, you seem to be playing with words and numbers to cloud the argument. You're tying to look at FS and another sets single aoe power and claiming that FS, not SS overall, does more damage vs end use than the competition's single aoe attack. And again, its unfair to compare SS's one aoe attack to another sets single aoe attack, when the competing set gets its aoe in several powers. I agree that FS on its own is one of the best aoe powers in the game, but again, it SHOULD be due to the fact its the only aoe power that SS gets. When you factor in the competitions other aoe powers, you have parity.
And again, my argument is that overall, when playing the set in game, and using the sets other powers in conjunction with FS (not just spamming only FS on a calculator), SS creates FAR more end issues than any other melee set in this game.
Quote:1. Claws' "secondary effect" is a recharge and endurance cost reduction so it should recharge faster and cost less end. You'll also notice that it doesn't have the mitigation secondary effect, which is another plus in FS favor.
2. At the "proper" radius, FS would have a 10' radius. Compared to Spin, it would have a 56.25% larger area of effect. You can't assume that Spin would be directly compared to FS since the area that a power fills is a function in the AoE cost formula as well (larger areas cost more rech and end than smaller areas).
And again, claws does get an aoe 'mitigation effect' in shockwave, and it's one of the best in the game, if you haven't played claws either.
The problem here seems to be that you want to compare one power to another sets one power while ignoring the overall aoe ability between sets, and then want to claim one power is overpowered. If that's how your 'formula' works, then thow it out because it sucks. FS is better overall than spin. If those were the only powers the two sets had, then clearly SS would be superior to claws in aoe ability and adjustments would need to be made to create parity (of course then we are ignoring single target set capabilities...). But then you'd be ignoring the other powers in claws that contribute to its overall aoe ability, which when used in conjunction with eachother, in game, put it on par with SS. That is why it is foolish to only compare one power with another in a different set, and/or try to shoehorn a 'formula' to set power strengths, when different sets distribute their aoe abilities differently.
Quote:As I've stated before and the devs have stated before, what level a power is accessed doesn't affect the potency of the power. The only "guide" on tier is that lower tier powers should be more "basic" powers and higher tier powers should be more "complex" power.
Having said that, you could disregard this advantage and I would still contend that claws aoe abilities, overall and distributed through 3 powers, is on par with SS's aoe ability. Even if SS got FS at level 10, it would still need to be more powerful than any of claws 3 aoe abilities to be on par with claws - if it were equal to any of claws 3 aoe abilities, claws would clearly have superior aoe capability. If we used your formula to make FS a clone of spin, then obviously claws would be better than SS by far, with it's extra cones in eviscerate and shockwave, which again, is why a set formula for powersets that are set up in different ways, is a really bad idea.
Quote:If you stop attacking for the 10 seconds every 120 seconds that you do virtually no damage (because, at that point, you're operating with the outright worst DPE you could ever hope to have) and you have Stamina, you won't have the same problems. Slotted Stamina increases your base recovery up to 2.48 end/sec. Factor in some end drain thanks to toggles, and you'll get around 15-20 end if you don't attack for those 10 seconds, which means that it only costs you about 5-10 end unless you insist on attacking for no real effect.
Quote:Now, if you want to get even more involved when talking about endurance issues, you have to realize that, while SS has lower DPS capabilities than other sets, it also has lower endurance consumption from those exact same attacks (because end costs are based off of base damage). Assuming 95% +dam enhancement, Rage would provide ~41% endurance "reduction". This means that if another set is spending 3 end/sec on its attack string, SS is spending only 2.13 end.sec to do the exact same damage. Factoring in that difference over the 110 seconds that you're allowed to attack with Rage, you'll "save" ~96 end compared to the other set (which more than makes up for that 25 end "loss"). If you want some other support for this, just look at Billz's thread about Brute and Scrapper DPS and end costs: you'll notice that Brute SS manages to spend only 2.9 end/sec where other sets are spending ~3.2 end.sec (and that's for Brutes which get less benefit than Tankers or Scrappers do from +dam).
If you want to get even more involved, you can always bring up the whole "perma 20% +tohit" thing as well which allows you to maintain a 90.44% chance to hit against +3 enemies with a single acc enhancement in your attacks (assuming you didn't enhance Rage for tohit enhancement at all; a single enhancement would let you maintain a 95% chance to hit against +3s and 83.79% against +4s; 3 enhancements would allow you to maintain a 95% same chance to hit against those +4s). Other sets have to devote 2 acc slots in all of their attacks to maintain a 95% chance to hit against +1s, 2 slots in all of their attacks to be just shy of a 95% chance to hit against +2s, and 3 slots in all of their attacks to be just shy of a 95% chance to hit against +3s. If you devote that "saved" slot to a single end redux, you'll be even more efficient than that as well.
Oh wait... SS has end issues right? And it's not just because you don't know how to leverage what SS brings, right? -
Quote:I agree, I sure hope there is more content than what there appears to be looking at it from the outside at this point. I can't believe they didn't even add a high level new zone TF to this expansion (if they did you'd think they would have mentioned it by now).Is there an updated list of things that will be in GR? I just hope the Devs didn't drop the ball with this one and just add a bunch of repetitive missions into a new zone.
I am wondering if there will be any new TFs, open missions, new things to do and that sort of thing. I am really glad they're doing side switching but that doesn't add a lot of new things to do in game....we've all played both sides for a long time now.
Considering the larger Dev team and period between expansions, I am hoping there is much more to GR than I have seen. -
I personally invite literally anyone and any at to my teams, but I can understand why some players react the way they do to stalkers. Some players want to have 'uber teams' where every member is giving maximum contribution, and that would be toons that excel on teams, either by providing massive buffs or debuffs, or doing massive aoe damage or aggro generation. I primarily play scrappers, and I used to see a similar prejudice before shield defense showed up, especially on task forces where teams were looking to finish as quickly as possible.
Even the best spines stalker isn't going to contribute on a large team as much as a rad defender or a controller or a dom or a cor or a mm, etc. (on avg, all things being equal). This used to be more balanced and fair when the situation used to exist where some ats were much better soloers and paid for that by being weaker on teams, while other ats were much weaker soloers while being stronger on teams. It seems that over the past couple of years, the at's that were weak solo and stronger on teams were buffed a bit to be stronger solo, but the ats that were strong solo and weaker on teams have not been buffed for team play. But if the op thinks its hard to get on a tf team, try doing it on an em stalker, lol. -
True, but then Electric has Jacobs Ladder, Thunderstrike and Chain Induction vs. Handclap.
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Quote:Except that you're missing some extremely important things: DPA doesn't matter where AoEs are concerned because DPA is only a valuable metric when you are animation time saturated (something that SS is definitely not) and endurance costs are based on a dam/rech/end formula so FS costs more end explicitly because it deals more damage (and you're also bringing it up against Claws, which gets a discount to end and rech as its powerset "secondary effect", and Fire, which gets greater end efficiency because its secondary effect is simply more damage; you're also ignoring the whole "massive permanent +dam provides increases to end efficiency" thing that SS has, which actually makes FS more end efficient than FSC).
Footstomp has been proven to be 5' larger than it is supposed to be by the formula the devs use to determine the size, damage, and costs of AoEs. The only "reason" it has for being larger is that the devs let it slide way back when. Everyone that knows how the devs design the game and what they use to determine the various attributes of powers realizes that Footstomp is larger than it has any right to be (and then there's the fact that it also gets a very nice secondary effect attached to it as well). The only "reason" as to why FS gets to simply be a better attack than any other AoE out there (because those other powers don't get to break the AoE formula) that has ever been reasonably brought up to defend Footstomp is that it is a tier 9 power, and, even then, that argument doesn't hold water because the devs have outright said that what tier a power is doesn't have any effect how it handles the formulas used.
I'll add another reason FS NEEDS to be better than some formula that is supposedly applied consistently to all powersets. It is the only real aoe ability SS has, in both damage and mitigation, and it gets it as late in the game as you can get it. If FS ever gets weakened, you'd have to rework the entire set - handclap would have to be made into a viable power and/or a cone or two would need to be added to early level powers.
In terms of how the power works, your claim of "massive permanent +dam provides increases to end efficiency" doesn't make any sense when you consider the fact the 'massive plus damage' provided by rage only allows SS to do damage on par with several competing sets. Using mids, and assuming each power is 3 slotted for damage, SS using rage and claws using one followup, claws spin outdamages footstomp, recharges faster, and costs less end, PLUS its available at LEVEL SIX. So I would hope that FS would have some advantage, like a larger radius and damage mitigation. And claws offers similar mitigation at the same level as FS with shockwave. Oh, and it's got a nice cone with a heavy hitter in eviscerate.
And about endurance use in general, when I see you address SS, I have to wonder if you have ever actually played the set - have you? If you're using rage with SS (and if you're not, then SS is indisputably an underpar powerset), then you are going to have endurance issues, moreso than any competing set. First of all, the crash cannot be mitigated - you're losing 25% of your endurance every 2 minutes, or more if you stack rage at all. Others sets have a much easier time mitigating endurance usage with enhancements and IO's. Secondly, the end loss comes immediately and in one lump sum. This means less time for your recovery to deal with the loss, and can put you in really bad situations, really quickly. SS is not an endurance friendly set - if you're coming to that conclusion just using math, then you're missing a variable somewhere. -
Quote:I have tried to like brutes and furry it is not hard to build up I just do not enjoy chasing furry. I rather be able to ramp up right away and if I need to take a break cause of real life I can start at full throttle from go.
I have tried many of brutes I get no where quick before I just go back to blue side and make a scrapper
I gain furry very easily. Luckily, I have a razor. -
Quote:Fixed my typo, though I don't think it was too hard to figure out what I meant...You should be careful here. Assuming you mean UM, not GR in the first part of that, what you said was...
Emphasis mine. To which:
is saying that you are wrong in your reasoning as to why it was released. You said it was because GR was delayed, where as the Lady was saying it's because it was ready early. Yes, she does go on to say it wasn't meant to be part of the expansion, but still refutes your original point fine.
This does have the potential to be a big feature IF it comes with new arcs and missions rather than recycling the same old ones. I'll reserve judgment untill I know otherwise, but am hopeful.
The post was implying that I was wrong in my reasoning for why UM was released when it was, but the reality is we are both doing nothing more than guessing as to why it was released when it was. She stated "UM was NEVER intended to be part of the paid-for GR experience, it was meant to be part of the issue that came with GR. " This certainly seems to imply that I felt UM was intended to be part of GR, which is simply not true, the post she was referring to should make that clear. Now her stating "it was meant to be part of the issue that came with GR", which is what I stated in the post she was referring to, provides solid and correct reasoning for EITHER of our guesses, that UM was released early because it was simply ready early, OR it was released on early (or on time...) because they were lagging behind with GR, and wanted to give the players something to hold them over. Having said that, I don't really think there is any valid argument to imply that GR hasn't taken longer than expected, which seems to support my contentions about UM.
If you read the promotional material, the new way to get a contact seems to imply that it links to existing content, including the new content in GR, as implied by their side switching talk. If it links to a lot of new content, then that could be a big feature (the content, not the new way to get contacts, which was the feature I was referring to), but I'm not overly optimistic after reading into their copy and seeing them unable to deliver promised features in GR. -
Quote:First of all, the first level of the incarnate system was 'mentioned' in more than one place/event. Continually implying this was not really being pushed as being included in GR is nothing more than BS. There have been several posts in this thread that showed were it was being pushed, and the OP itself demonstrates that it was an expected part of GR, hence the announcement it is now not included.I think we'd ALL prefer that they get everything working on-time as much as possible, but sometimes that doesn't work out. You think you have it bad what with being told that it will be a few more months until the incarnate system is brought out? Think for a few minutes and remember that sometimes quality control needs to take precedence over something that was only openly promoted at ONE event and never mentioned anywhere else.
How about a different example: Team Fortress 2. First announced back in the 90's with preview screenshots and all....then vanished into the land of vaporware and often mentioned in the same breath as Duke Nukem Forever as 'games that will never come out.' And then it finally came out as part of the Orange Box in 2007 and blew people's minds with how good it was (and still is) compared to EVERYTHING ELSE on the same level. Valve is well-known for delaying their games, the finished products are always worth the wait. It's refreshing to see a developer taking the Valve approach of 'we can't release this in an unfinished state, people will hate it' instead of 'ohfuckit'snotreadyandthedeadline'stomorrowquicksh oveitinthecodeandfixitlatersonobodycomplainsitisn' tthere!'
Secondly, pointing to another game that did not provide a promised feature does not excuse another company from not including a promised feature, especially in a product they pre-sold to many customers. If you're ok with that type of behavior, super, I'm sure lots of companies just love customers like that. But you shouldn't be suprised or offended that some customers don't appreciate that kind of behavior, and expect to get what they paid for and what they were told they were being sold.
Quote:Actually, I believe that the reason for Ultra Mode being released as part of i17 was because it was ready to go live earlier than expected. UM was NEVER intended to be part of the paid-for GR experience, it was meant to be part of the issue that came with GR.
Quote:According to the main site for the game, Issue 18 will include a brand-new open-world mission generation system in addition to the standard radio missions whereby defeating foes above the level 20 range can randomly give you a new mission instead of having to visit a contact. Some of these may even be full-blown story arcs tied to the faction. This is new, this is good, this is big. Also there's nothing saying that issue 19 will not be out this year. is there a possibility that we will not see it this year? Yes, of course, but at the same time I'd rather have a polished and complete system for 'post-50' advancement in one bundle myself rather than a little brown turd that doesn't stand up on its own well that the team has to finish polishing to get it perfectly compatible with the rest of the system that could very well change between GR's release and issue 19. After all, a turd's a turd no matter how much you polish it.
If issue 19 comes out this year I'll be shocked, pleasantly shocked, but definitely shocked. It would be a very good sign that the power reshuffling at paragon worked. Then again, I'd need to know what is in issue 19. If it ends up being just the first level of incarnates with another 'big' feature like a random contact calling you at random times, I'd be a bit less impressed, but I'm sure you'd be thrilled, so we got that going for us.
Quote:First off it's 'unwavering' Mr. Smarty-pants. Secondly, for some of us this is the only MMO that has ever kept their attention for any appreciable amount of time. I've tried Chumps. I've tried WoW. I've tried FFXI. All of them just plain suck in comparison. As for your other gripes, allow me to quote a famous Russian:
Cry some more.
Then you put the cherry on top of your fail cake by 'crying' about my 'crying'. Brilliant! -
Quote:So would you prefer a feature that doesn't work properly, or a delay to the launch date of GR?
I'd prefer they get their work done correctly and on time, that's how it works in most businesses, well, businesses that stay in business. If you're not sure you can get a feature in, don't promote it while pre-selling said product. For them to talk about the first incarnate level being in GR how many months ago, they should have been very confident it was good to go, now a month before release, its suddenly too broken to put in?
And GR has already been delayed. Ultramode was supposed to be released along with GR, they released it earlier because GR was taking longer than expected. When can we look forward to the incarnate system, late 2011? I have a feeling their knack for missing deadlines, and slow movement, is why there was a recent power shuffle at paragon studios, though perhaps too late to prevent this problem. Hopefully the situation improves as they move forward.
Now to more directly answer your original question. I'd like to see more new stuff for my money, even if it isn't 'perfect'. Maybe lessen the focus on stopping the dreaded 'farmers' and nerfing things, and more focus on releasing new content. Put the GR paid expansion aside - what are players getting this year for their subscription money? Ultramode which is bascially some shadows and reflections, the COP trial which was supposed to be out several years ago, and a few new 'mirror' missions. That's pretty bad, imo. Now if you buy the paid expansion, it looks like we'll get some new zones and lvl 1-20 content, side switching missions, and four new powersets. Not bad, but nothing overwhelming considering its a paid expansion, especially now that one of the more interesting features that expanded playability for level 50 characters has been pulled indefinitely. And just look at a feature that is being reintroduced at the same time (cop trial) to see how long indefinitely can be in this game.
Now I know that the boards here are filled with unwaivering loyalists, but it's absurd to claim people don't have reason to be critical of recent situations in this game. And I do this as a fan of this game who enjoys the vast majority of what the game makers have done here. But for this game to continue to survive, and I want it to continue to survive, they need to do a better job of getting new content out in a more timely fashion. -
Quote:Yes, to claim that this feature, the first level of incarnates, was not being advertised by the company selling this game, is revisionist history. We're in a thread where a dev has made the statement informing us it is being pulled from GR, which would indicate it was public knowledge that it was intended for release with GR. This wasn't some tightly guarded, little-known secret - many people who prepurchased the game were in fact enticed into doing so in part due to this feature.With respect, every single one of those was via word of mouth or special information intimately shared with the "private" fan base/con attendees. I still haven't seen any advertisements, press releases, or box art that outright says COH:GR:INCARNATES.
I don't like it either, but I'm not going to trot out the old "SLAP IN THE FACE" that some people have. To suggest that it was a deliberate maneuver, or that there has been some manner of criminal bait-and-switch pulled, is ludicrous. It was an extra feature that we were looking forward to. It still is. If the Incarnate sneak peek was the ONLY reason you bought GR in advance, and you haven't ONCE played DS or DP, well then you have my condolences.
Also: revisionist history? Really?
If you're OK with a company selling you a product then yanking features AFTER you buy it, that's fine, but some of us are not. But there really is no argument as to whether or not this feature was advertised in multiple instances as being a part of GR, without question it was. -
Lets stop the attempts at revisionist history right now. The first level of the incarnates system was pushed by the devs as being in GR before the prepurchase thing came up. Pointing at one or two things that doesn't include this information doesn't change that fact. The very fact that positron started this post saying he was pulling the system from GR, and this isn't the beta forums, clearly demonstrates that it was a known fact this system was going to be in GR.
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Quote:Almost certainly - it's one of the big selling features of GR.
That isn't even in GR now... at all..
This is incredibly LAME. Starting the incarnate thing was a huge selling point of GR for me. Pulling it out at this stage, after you used it to market GR, and after many players pre-purchased GR (including me), really pisses me off. -
From my experience, SD by FAR.
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I just finished leveling an SR to 50 (a brute, but still pretty comparable), and was reminded of what a pain it is to level up. Near the end, when you get softcapped, its a different story, obviously, but that is true of any powerset.
But the set basically only has defense and you need almost every power to make the set survivable, with a tier nine that really is redundant, and it comes late in the game, at the only point when you usually don't even need extra defense. With IO's that now allow any secondary to get very high defense numbers, sr is really at a disadvantage imo.
To make sr more competitive, I'd suggest one or more of the following changes. Adjust the tier nine into something more useful, possibly offering other forms of mitigation rather than just more defense. Lower the sets end costs. Lower the number of powers required to make the set survivable, atm you pretty much require 7. Maybe combine the ranged and aoe toggles into one, which would improve the end costs of the set substantially and maybe a new power could be added to give the set a bit more layered mitigation like pretty much every other competing set. -
Looks like a great build from here. Capping lethal/smashing should make it real survivable.
Your end use is a little high vs. your recovery (mostly because you're running maneuvers for defense), but nothing crazy. Why would you worry about burn, it's not a real high end use attack? The only thing thats going to really eat into your end is FSC. If you're worried about greater fire sword, the next biggest end eater, an attack chain consisting of scorch, cremate and incinerate does great dps and is a rapid fire one as well - its what I use on my fire/sd that can drop a pylon in about 5 min. -
Spines /DA, /Fire, /Elec are all beasts in terms of aoe hotness. Elec and Fire /SD are great with burst aoe whereas the spines combos just continually pour out relentless aoe damage.
But to answer the OP's original question, in terms of primaries, yes, spines is still the aoe king, imo.