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Quote:Was just a passing comment. I played it just briefly maxxed out and didn't like it as much as fire melee (which has better ST and AE dmg) or dark melee (which has better ST dmg and healing) in terms of performance. Also I always felt the KM attacks looked weird when paired with shield but that has nothing to do with it's performance, KM combos with SD very well mechanicly.Was that directed at me or just a passing comment?
FM/SD clearly churns out lots of nice, AE damage and having a heal and endurance siphon is a nice plus for DM/SD. That said, I am quite happy with KM paired up with SD and would not change it if I could (which I suppose I could by making another character). My KM/SD has probably become my favorite character (though I have to say the EM/Nin Stalker has charms). -
I got a Km/Sd to 50 when the set first came out, IO'd it to the max then deleted it shortly after. It is a good set for sure, but I wouldn't rank it as high as dm/sd or fm/sd
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Quote:At the very least it's lost its significance because average leveling speed now completely eclipses what it was say 4 years ago.Same... Maybe it makes me terribly rude, but I've just never seen leveling as that big a deal. We all do it eventually, so I don't feel like it's something that requires special recognition.
I don't say grats for anything other than a lvl 50 ding or if a friend says they reached x level and got x super important power, like a kin hitting lvl 38. But then again I pretty much never play at levels lower than lvl 50 either, the only time I do is when I'm going for TFC, in which case ~half the team is lvl 50 anyways. -
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Quote:I think you answered your own question. Alpha works like enhancements, Cold Shields are affected by enhancements.Will it affect the cold shields? I know that Alpha acts as an enhancement addition, but I'm not 100% on how it mixes with cold's shields being unbuffable by anything other than enhancements.
In addition to the 2 single target shields, it's also going to boost your Arctic Fog, Weave, Combat Jumping, Maneuvers, and Scorpion Shield (if you use mace mastery) which may or may not save you some slots and/or help with your softcap. I personally use Dark Mastery with 35% defense to M/R/A, so the buff from alpha to my +Def powers will be very welcome since it should get me probably around 3% more defense to all, which is SO GOOD. That and with the slots I'll be saving by stripping some slots out of Heat Loss (since agility gives endmod) I should be able to squeeze in another defense set bonus in somewhere. Ugh, I wish mids would update to include the new alphas. -
Energyize *should* be enough. If you really feel you need more healing pick up Rebirth (or Barrier to reduce your incoming damage so Energize can do it's job), but I wouldn't take Aid Self.
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The only pet that can cause any serious ring issues is Earth Control's Animate Stone. I have never seen any other pet in the game sequester the league.
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Quote:Indeed on going with a +recharge alpha, it makes a massive difference, especially if you know how to build around it. Though I would nod towards Agility over Spiritual now that it is out for the +def and +endmod values now that it is out, whereas the healing/stun from Spiritual don't really do anything for you.On a /cold, I would go with spiritual. More recharge means sleet and heat loss are up more, which increases your endurance and damage as well, so you get a little bit of the other two as well. And I wouldn't really tell anyone who isn't a blaster, stalker or scrapper to go with musculature; it just doesn't do enough IMO compared to spiritual.
Well, elec/rad controllers can go radial musculature, because they benefit from every secondary and tertiary enhancement as well, but that's about it.
My fire/cold still runs on Spiritual though I really want to switch to agility, as the +def will affect a ton of powers and the +endmod will be nice to have since I only run with base slot in stamina (meaning I would be less reliant on heat loss if I ever needed to save it to debuff a specific mob) and I could probably strip some slots from Heat Loss if I had agility. -
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Quote:Yeah I understand the limitations of what I would have liked to see. On the other hand Rank+ would have been a fabulous addition after IOs came out, more importantly if it actually included an increased reward for doing a TF on rank+ difficulty, like a 50-100% increase to reward merits or something. Even now, I would *love* to see that implemented.The problem is that those of us who breeze through content really, really are not the norm. The devs would be making content tuned for a rarefied part of their player base. On top of that, almost by definition, even if we could not breeze through that content, we tend to be the type of players who would burn through it as rapidly as feasible. So they'd be making stuff for a small part of the player base that they would be "done" with in record time.
I just don't see that as sustainable in a game that's not strongly predicated around the progress ladder we see in a lot of other MMOs, where the low-level areas tend to be ghost towns because everyone is racing to be with the crowd in the end game. We only just got an end game, and after the "ooh shiny" wore off, there aren't a ton of people "hanging out" there.
I think difficulty settings are a much more sensible approach. They leave the devs free to try and create a more or less consistent difficulty for general content and then let us crank that up if we're strong enough to handle it.
I agree that a team of eight folks who can solo on +4/x8* clearly aren't going to be challenged by a mission even set to +4, because there will be 8 characters who could solo everything present. There's likely a mechanical limitation there on how many critters the devs can spawn in a map - they've talked about that on and off in the past.
One thing I wonder if there's any technical possibility of would be a "rank shift" setting. Can you imagine if you could up-shift just the HP and AT mods on everything in your missions one rank? Minions->LTs, LTs->bosses, and bosses->EBs. Think of it like the AV downgrade in reverse. Given lessons learned in the AE, I think they probably could not let shifted ranks give the full reward of the new ranks, but I would think some elevated reward would make sense.
Soloing anything at +4/x8/Rank+ would be exceptionally bad-*** in my estimation, and could add a new dimension of challenge even for a team of 8 bad-*** characters.
[SIZE=1]* Bearing in mind that I am tossing +4/x8 soloing out in a vague and unqualified sense, when in reality even most high-end builds can't solo on those settings against arbitrary mobs.
[SIZE=2]Edit: By the way...
On what basis do you say that? I think the slider changes were directly made in response to the capabilities evidenced by people with high-end builds, and those builds were primarily made possible by IOs. -
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Quote:4/8 solo can be challenging, however that change was completely unrelated.Is the bold part really fair? I mean they did allow for people to fight +4X8 solo with Bosses and AV's without pads. Maybe not enough granted but they have tried to do "something".
What would like to see in the game in terms of more difficult content?
What I would have liked to see was content designed for 8 people that was challenging for 8 IO'd (and competent) people. However the difference between baseline difficulty and harder difficulty never really widened. It really has nothing to do with being fair, some content should be harder than other content, and that may entail some people not being able to complete it. It took them 12(?) issues to do this with the introduction of Keyes and UG, and for the most part all people do is complain about it being too difficult. IMO, if they were introduced years ago soon after IO's came out, the precedent that the developers set that players should believe that any content that comes out should be mind numbingly easy could have been avoided. However after 12 issues of no increase in difficulty it's hard to change that. -
Without looking at your actual build and slotting choices, Kin/Fire will be good, but will be strictly worse than a Fire/Kin Corruptor due to lower base damage, a lower damage cap, and no scourging rain of fire. There really isn't any competition, this particular combination just performs so much better on corruptors.
Also the defense softcap is 45% (59% on incarnate trials), and you're not going to be really fighting anything above +4 due to the purple patch. I would aim for 45% S/L defense (energy if you want to) then put everything else into recharge and a bit of +hp. -
Quote:Yes, but I don't have specific numbers for you.Does Fire Melee do significantly more damage than Katana? This will indeed be my main (and only) melee incarnate raider most likely. I'm rerolling the Joan character in my signature from a Broadsword/Fire Scrapper to a Brute. I could always fall back to the Broadsword/Fire Scrapper. But I do like Katana's animations much more.
Here's some things to note though (without me having to open mids)
-Fire's PBAOE is much better than Kat's (more damage, better radius) The longer recharge isn't hugely significant once you're all IO'd up.
-The lack of redraw issues will help with synergy with /fire and any patron attacks.
-Fire is also much less resisted compared to Kat's Lethal.
-The top fire attack chain for FM scrappers is incin>gfs>cremate, though it may be different for brutes with Gloom as an option, someone else would have to comment on that. -
Katana for a leveling spec, as already mentioned will make leveling a breeze thanks to Divine Avalanche's defense bonus. However if you are planning on a high end spec where you are going to softcap S/L anyways I'd absolutely go with Fire/Fire.
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You want Blaze for fireball and to a lesser extent fire blast.
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Any positive change to AR would be a good thing. I think adding crit damage is a great idea to buff AR and give it some uniqueness other than being a subpar set.
One thing though, did you consider corruptors? I really don't want to use OP in the same sentence as AR, but Critical Scourge would be pretty heavy burst damage to anything that doesn't resist it, since its basically a double crit. -
You'd need to say what kind of def/res/utility the armor set would have and what kind aoe:st ratio the melee set would have, base damage and activation times, etc too to know if it would be worth buying.
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IOs added so much to this game, and so much customization to your characters. As others have said I would have quit long ago if we were still running on SOs/HOs.
However with that said, I really wish the game would have kept pace with the power that IOs gave you. With IOs the game became disgustingly easier (than it already was) and the developers basically did nothing to increase the difficulty of the game to match a fully IO'd character's capabilities. -
Quote:When I lead keyes I usually do the opposite and send MMs/low dps/low level shifted people to just collect glowies at the first and third reactor, +2/+3 Corrs/Scrappers/Brutes/Blasters etc get assigned to clear the reactors as they can do it much more efficiently.Honestly I find that Keyes works reasonably well for MMs. On the first and third reactors I mostly ignore the glowies, get my pets up onto the rector and start clearing out the warworks around the terminals. The second reactor I'm less useful (no need to clear warworks) but I can still help out with the goliaths and occasionally provide covering fire to people working on the terminals. Keyes does require a bit of running around but unlike Lambda you don't need everyone running around. Unless the league is entirely MMs it's pretty easy for a MM to provide a solid contribution while letting the more mobile ATs handle the running.
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I didn't contradict my own post. Burnout doubles Unstoppables duration, but no matter what you do you're going to eat the crash eventually.
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The first Unstoppable won't crash you if you use Burnout to activate Unstoppable again before it's 180 seconds is up.
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Quote:I am pretty sure the change was only supposed to affect you when entering AE, but I wouldn't know since I don't use AE. Either way it would be nice if the change only affected inspirations and not your actual powers if such a change was possible.Not a bug - It was done to prevent players from activating 20+ Enrages and entering the mission at the damage cap (See CEBR for more details on why this was considered OverPowered).
This list was drawn up within just a few minutes, and I'm sure there alot more bugs that are missing from it. People should add any more bugs that they have come across. The official Known Issues List is very poorly maintained and could use some updating. The number of bugs in this game that go unfixed for months on end is depressing.