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On Champion, we do it a bit differently (at least when I'm leading, though other leaders picked it up also). Basically when clearing the outside perimeter 1-2 people can solo all the turrets by the time the rest of the league finishes with the ground mobs. It's significantly faster than clearing the outside then clearing the turrets, and it means anyone who needs the ixp will be getting the most out of it, not to mention extra threads and influence. Is it faster than skipping the perimeter and turrets? no. But it gets people more xp which in turn means they will be getting their level shifts faster, which means there will be more toons out there that will be properly level shifted to run the newer trials which give better rewards.
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Quote:Technically, Twilight Grasp is a PBAoE heal that you must have an enemy target selected to activate.Quote:And Transfusion is targeted on an enemy. I specifically meant targeted AoE like the updated Forcefield bubbles.
Quote:And both are rather potent debuffs on their target. Unlike regular heals, I tend to think of these more as debuffs that have a healing side effect (and are useful solo.)
Frankly, I don't think (certainly hope we won't) see a targeted AOE heal. If we do, I'd hope it would have enough of an END cost/recharge/be a poor enough heal that it wouldn't encourage people to just sit back and spam it - rockin' the (risk-free) remote aura, if you will. And I really doubt we'd see it on a mastermind set.
The game's not difficult as it is. We don't need an even bigger dose of easymode slapped on it. -
I want fiery aura (and melee) for stalkers far more, even with being a resistance set in mind.
And the whole "a bright ball of fire means FA can't work for stalkers" is a silly argument to make imo. Especially with customization, you can tint the flames black or any other darker shade, or just go with bright colors and make that your concept. -
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TBH other than the first one which I occassionally farm for rewards as it can be completed in 6-7 minutes, I've only done the other ones once each. And I wouldn't really want them to be putting in more time and effort into SSAs if it meant they would be taking away resources from other things, like releasing issues and incarnate stuff.
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Both of them would walk into eachother and fall over.
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I'm pretty sure it's completely random/rng. It would explain why respec trials come up so often because they're 3 entries in the "hat".
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Pretty much. A TF that people can do from 1-50 without learning how to use any higher level abilities or learn how to play any other content is really bad for the general community, both for those who run it and those who end up having to team with said people when they hit 50 and don't know how to play.
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Quote:You can see my post back on page 4 that you avoided spelling out how your original post was wrong.And you keep saying I am wrong, but post nothing substantive to show that I am. Your continued avoidance of substance simply convinces me further that I am right.
You have posted on this thread multiple times, you are not avoiding it. You have no reason not to post a substantive example of how I am wrong except that you do not have one.
Yes, Some ATs are stronger than others, however you really lack any good knowledge in any terms of gameplay about what specifically is good and what is bad and how ATs fair off in comparison to eachother. -
Where was that picture taken from?
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Quote:You don't need Gale to do this.
Take Gale, for instance. All it does is knockback enemies, and other than a second of damage mitigation there is really no benefit to fighting enemies slightly to the left of where they spawned. But during Keyes I discovered that Gale is one of the best powers to move Warworks away from Terminals. So now my favorite thing to do on Keyes while I'm on my /Storm troller is fly up to the top floor of the reactor, and then use Gale and Hurricane to throw the enemies off the top floor. It's hilarious, and it is more effective than if a tanker tried to taunt the WW away.
1) Toggle on Raptor pack
2) Throw an aoe (any aoe) at them
3) Fly under the platform.
4) All the warworks will jump off
5) use 3 temps on the terminal before they jump back up. -
Quote:Ah that's right, my mind kept jumping between 8 and 12.And 8 before that (up to when NC did the combined COH/COV for everyone.)
Personally it amazes me when people say they have 60 some characters. Since I'm a pretty hardcore player, but I only have 8 characters and a few toons holding names, granted i have had 80 50s, but other than my current 8 the rest are deleted. I guess if I didn't delete toons I would have a need for more character slots, but with that said it's impossible to play or fund that many characters from the way I look at it so it's like why bother keeping them. -
Remember when you could only have 12(?) slots? Yeah, you wouldn't have survived.
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Quote:To be fair those runs took 46-56 minutes, that's a long time for those tfs.
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Quote:Veats are great. My only issue with them is their 300% dmg cap. They are fabulous at base, but once you start adding in buffage, they start falling behind.Also..I LOVE how it started out (the thread) with Dug saying Veats were not wanted and useless, because no one understands their buffs. But after being roundly shouted down by everyone, he claims that HE knows how great veats can be, but apparently, no one else does, hence, they suck. Ok then.
For example, my Nightwidow that no longer exists had double assault (30% dmg buff), around 30% dmg buff in set bonuses, Follow up (easily a perma 60% dmg buff or more) and ~100% dmg buff in enhancements. That puts you at 220% damage buff already, which leaves you very little room for improvement from outside sources or using things like red inspirations or abilities like call to justice, or Musculature alpha. I'm not sure I would put my hand down and say VEATs should have their damage caps increased to 400%, since I don't have any good numbers to back up such a claim for or against, but I do think that their damage cap does hold veats back in it's current state.
But other than that veats are great passive buffers that can make teams alot more sturdy and by extension more aggressive, not to mention encouraging people staying together instead of running off like an idiot and dieing. On top of that they also all are capable of very solid single target dps, and occassionly semi-decent aoe (or moreso in the case of crab spiders) all without the need for much of any outside help due to their fabulous assortment of advantages they have without any buffs (softcapped MRA, high self damage buffs).