Cynic

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  1. [ QUOTE ]
    PvP fails in MMO's because Tank classes have no true role and become ignored players.

    Fix the Tank and PvP can grow from there imho.

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    In MMOs? Including War? Seriously?
  2. [ QUOTE ]
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    It seems to me that the casual players, those that *might* pvp occasionally for fun are put off by

    1: Those with certain pvp powersets
    2: Those with uber builds
    3: Those with lots of practice

    Dominating the zones.

    I13 was trying to level out the playing field, which imho went horribly wrong.

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    To be precise, the goal of the changes in I13 was to de-emphasise the first two of those items listed.

    The third, assuming that practise brings skill, isn't as huge an issue. Anyone with a genuine interest in PvP (that includes 'casual' PvPers) should not be scared off by being beaten by player skill. Being beaten by a specialised niche build that saps fun (eg getting perma-dommed and being unable to do much of anything until you die) is far more likely to cause a prospective PvP player to not play.

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    Perma anything is a design problem - if any power was meant to be perma, it'd be an autopower or toggle.

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    As SR scrappers have a click mez protection that only takes 2 recharge to make perma I'd think your statement is incorrect.
  3. Cynic

    Rant.

    [ QUOTE ]
    Treasonous, seditious, filthy scum! People who give up on that TF without at least having tried to take Romy down for 30 mins aggravate me to no end!

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    I'd probably still be there after 30 minutes but I'd likely be snoring.

    But I seem to be lucky on TFs, only ever had to give up on one cause of time constraints since I started playing and no one's given up on me
  4. That's brilliant, thanks for the present. Hope much food and drink was had
  5. That would help too. I cant remember how much of a boost I got I just know one of my positions was only just over 44% and is now a healthy amount over 45%
  6. LRM still hardly ever gets used and I've only seen it used at snipe range. If they fixed that then mine is still broken

    On the whole I'm not that upset with Mercs, mostly cause after playing Necro I went straight to ninja's and they're the biggest n00bs I've ever teamed with. In comparison Mercs are expert players. OK so ninja's have better abilities but they need to be micro managed.

    I have since tried all the primaries and am still happiest with my Necro (I love the control, it makes my controller be unused) but Mercs does nicely. Sure thugs seem to have an unfair edge on trained fighting soldiers (surely they should be the uncontrollable idiots not the ninjas?) But mercs actually have a nice feel to them and are the easiest to control when teaming. Now if only the medic could be taught to clear mind me rather than just other henchmen at random he might actually have a purpose in the group. At high level I do feel like I am down one hench cause he does sod all

    Edit: my major gripe with them before was that Necro upgrades didn't root you and Merc ones did. This is now solved, now I'm just missing nice high ST damage and control, made up for AoE damage (when they get it right) and grouping (which is a downer when fighting long bow flamers)
  7. Just seen something on another thread that made me do a double take on this one. No real point in buffing the def on CJ, it is a tiny level (used to be 5%, I remember the days) so that could free up a heal for health to put 3 back there and an extra Resdam in Mind Over Body
  8. Cynic

    Sword/Shield

    [ QUOTE ]
    Putting a DefBuf enhancement in Combat Jumping is pretty close to pointless even with Tanker DEF scales. A Luck of the Gambler 7.5% global recharge bonus (or a Karma:KBP on DA or FA) is a much better use of a slot in CJ.

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    Or a Kismet
  9. [ QUOTE ]
    These time machines are not as good as they once were

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    But if everyone went back in time to buy the old ones then they would only be used by people from the future
  10. Heh well Dark Regen costs 33.8 end, so you could well be. Dark Consumption and Consume are the only powers I can think of with a cost of 1 end
  11. Aye, that's close to what I'd go with I think. Its really hard to tell when I dont like one of the sets how I'd slot that set, but it should do as a levelling build at least and let you muck around with it when you know how it feels
  12. I'd take the end mods out of resurgence and stick another Res Dam in tough and Defbuff in weave, I'd also lose the jumps from SJ and put them in Strength of Will as ResDams. Rise to the challenge could do with an end red I'd think and I'd have three heal in there (should get more from the third in that than the third in health for a start)

    I think dual blades is ugly so I hardly have any of the powers on my dual blades tank so no idea what's good or not from them, but just those few changes will make the WP seem better. I dont think Power Slice needs the 6 slots so can take one of those to make RttC better. Resurgence should be fine with just one slot, I mean hell WP seems stupid having a self rez anyway, its not like it dies often enough to require it
  13. I've never bothered with the pets on my brutes but the fact they get an AoE imob earlier than TT is a plus for sure
  14. I know my claws technically has redraw, but spines and BS are far more annoying so that's why my claws has an epic and so does one of my DMs (I cant remember what I have on the other DM, not played it in a while)
  15. I think Dark Blast is the out and out winner of the T2s for Scrappers and I use it in my DM/SR's attack chain. Its pure neg en, its fast activating and its a good place for a Thunderstrike set.

    Thinking about it more on my drive into work this morning it could also be that scrappers get more good primary and secondary powers and benefit more from other pools. I wanted Weave on my BS/SR so I had to take 3 powers to get it, its not that different to taking 3 powers to get Energy Torrent seeing as I never use Boxing (redraw) and tough sits in my try with a +3% def unique (which isn't really that needed, but seemed as waste to have an empty slot) unused.

    How many characters have fitness just for Stamina? So the only power you want being the third power isn't uncommon but there is normally one other power in the pool that you will get some use out of. It just happens that scrappers have a more limited selection. Another epic pool being added would be very nice (personally I'd like a Stone one, but then I also want Stone Melee)
  16. I obviously use them more frequently than you, but only three of my scrappers are IO'd up and of them only my DM/SR has a pool, but he has 3 powers from one.

    I think it depends on your power sets though. There is very little I could add that I'd want to add to my Spine/Inv, which is why it doesn't have an epic pool. Where as my Claw/WP can get more survivability from Energy Torrent (which is also fairly good damage) than I would get from Tough and Weave (at leas with how I've been playing it, and I was fighting +7s at one point).

    My BS/SR is another alt that I wouldn't think of adding anything. I don't want another reason to sheathe the sword unless it is so good that it is better than either of my 4 attacks. If its that good then its over powered for a pool power.

    Mostly I use the epic sets to fill in gaps, but that what I use SIOs for as well, so there will be some cross over.

    On the whole I think Defenders and Brutes win out on their PPPs and Ancileries while other ATs tend to either do alright, or not well at all, but thats just from my experience.

    Oh and yeah the squishies at least get the shield at the option, though not all of my 50s have a shield I can see that they could be a benefit on almost any combo of powersets
  17. hey you have more than one scrapper, only one 50

    Oh and for me I also have

    Spine/WP and DM/WP now
  18. See I was annoyed with the patron pools except for Brutes, I that's the problem here, brutes get a nicer option.

    I do love Energy Torrent on my Claw/WP scrapper cause the Knock Down lets me avoid alpha's. Am happy with FA too, any more tohit and acc I can get for FU is perfect in my eyes. LBE I don't use cause Focus is much much nicer

    Am taking Conserve Power and ET on my Spine/Fire (who needs burn, mobs don't last that long).

    I love Dark Mastery on my DM/SR that I spent ages working on a build to get capped def without using fighting, gave up and pestered Nightmarer to find one for me. It works so well.

    i've yet to have a scrapper look at the weapons pool and mostly that's on Exploding Shurikan's recharge to damage rate. Seriously, why bother.

    There are others that are lacking more though. Dark Consumption for a Dominator or Defender has a 6 minute recharge............. if you can fight solidly for 6 minutes you do not have end issues and thus do not need Dark Consumption. If you cant then you're sure as hell to run out before that. Its god mode penalty for not that much benefit. Add to that Power Sink being available for either with a 2 minute recharge and you seriously start to wonder.

    There's nothing in Dark Mastery I'd like to see lost for Darkest Night but I guess there's still space for a 5th power. I wouldn't use it on my Scrapper, well maybe on my Spine/WP cause it would be a good method of herding.

    Oh and I haven't bothered with Pet Gaze for a long time on my scrappers cause it doesn't last its recharge and anything it can hold I can either knock down and kill before it gets up, kill out right, or fear depending on which scrapper I'm talking about. I actually place that as being the second least desirable epic power pick for me, right behind caltrops (low damage with fear effect? Gee thanks, I love scattering mobs. If you want to scatter mob and do pitiful damage Torrent does it better)
  19. Dark Consumption cost 1 end to activate. Am pretty sure it returns less than power sink though and I think it might be on a longer recharge (not sure what the brutes recharge for PS is but DC is 3 minutes base)
  20. I went for

    (A) Touch of Death - Accuracy/Damage: Level 40
    (13) Touch of Death - Damage/Endurance: Level 40
    (13) Touch of Death - Damage/Recharge: Level 40
    (15) Touch of Death - Accuracy/Damage/Endurance: Level 40
    (23) Touch of Death - Damage/Endurance/Recharge: Level 40
    (23) Touch of Death - Chance of Damage(Negative): Level 40

    But I'm not really using it for much of a heal, am more interested in the damage and the top up it gives to my def capped SR than needing a big HP boost from it. Its pure negative damage and a chance for negative damage is really good against some foes, against foes with Neg En resistances its not my first concern anyway. Am more worried about MG doing nothing than it. With Dark Blaster and TT I can also have a full Neg En attack chain which is alright against Freaks and the like
  21. Aye, was in the I13 notes, its recharge has also been reduced, its finally worth having (I did respec it in a week before I13, having tried it on test)
  22. I'm not the only one having Venison for Christmas dinner? Good, that means its not that strange (stupid tasteless turkey)

    Boxing day I'm mostly, um, no idea yet
  23. [ QUOTE ]
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    something which has been slowly developing since the start of the game where first off certain enhancements were only available from contact shops, so you had to play to your origin (I cant remember which ones probably the moment speeds and tohit debuffs but I am very hazy on this)

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    Jesus, I'd forgotten about the power-10 thing back in the day. That was awful.

    The more open the economy in the game gets, the better.

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    First character was a Rad/Rad defender and I seemed to have 5to buy more from contacts than from shops