-
Posts
2867 -
Joined
-
Quote:I don't see why anyone with return to battle would bother taking any self rez.Given that [Return to Battle] provides ten seconds of Untouchable, is it time to revisit Regeneration's [Revive]? It still lacks any sort of Untouchable grace period, making it hazardous to use in 95% of combat situations that are likely to result in a defeat.
It's been so long, I'd almost think the power's glaring flaw has been forgotten. -
-
You can get softcapped defense on a rad. And a self heal. And a -dmg power. Rads are very survivable.
-
mmmmm fish flavored popcorn.
-
Quote:I'm almost certain the War Mace (or was it battle axe? I wouldn't know as I'd never touch either of those sets) Taunt power tosses the war mace back and forth between hands (completely leaving the the physical grasp of one hand to the next)The problem is that a staff or polearm set as we envision it really would be a complicated thing to animate. The problem is that it isn't JUST held in both hands. It is constantly switched from one hand to another. This is (as I understand it) impossible with the current game engine. The weapon has to be "attached" to one hand as a node, you couldn't animate it "flying" to where the other hand would generically be, and even if you could it would likely miss it, especially with our scalable characters.
-
I can't imagine taking FIVE teleport powers on a single toon. Heck anymore than 2 is overboard, and currently I don't have the pool at all on any of my toons.
Yes, I believe the Teleport pool could use a revamp, but not in the form of an additional 5th power. It's first 4 powers need to be looked at imo. -
Not my server or anythin, but since Shadow Ravenwolf started more than 1 of my HBD threads....
happy birthday!!! -
Looking at it from a purely numerical/statistical standpoint:
Shield Defense
Sonic Blast
Plant Control
Thermal Radiation -
For some reason I feel that I remember some dev posting something along the lines of vet rewards would not give major gameplay advantages when the vet rewards originally came out. At this point it's hardly true. (I really wish I could find the post, or equally likely find out that I'm just imagining it, but either way I still think that vet rewards shouldnt give major gameplay advantages)
The free respecs, obscene number of costume tokens, all the extra costume pieces, and even the extra attacks (sands of mu, blackwand, nemesis staff, and ghost slaying axe) we're all in line of "not giving a major gameplay advantage" imo. The base teleporter, assemble the team, and reveal powers make very significant differences in day to day play, it was borderline, as far as "major gameplay advantages" go imo. The level 6 travel powers SHATTERED any sense of vet rewards not giving a major gameplay advantage.
Other than City Traveller, the vet rewards on a case by case basis don't really break the "major gameplay advantage" deal. However, when you look at all 84 months together, all those rewards create a pretty massive difference between the status of an 84 monther and someone who has been playing for under a year. It won't be the same play experience. Usually someone who's been playing for 84 months, doesnt need alot of the vet rewards that could sigfinicantly help people that are new to the game. The free respecs are a good example of this. Newer people are more likely to make mistakes in their builds (I certainly made more power and slotting mistakes when I was a new player), they could probably make use of the free respecs alot more than a long time vet, outside of say, stripping all the IOs off of toons. The logic is flawed.
Personally having just gotten the Assemble the Team power about a month ago, I can certainly say it is completely game changing. With i19 I considered taking Recall Friend on a few toons, but OH WAIT, I have Assemble the Team! Because I have this vet reward I don't feel the need to take Recall Friend anymore, therefore I can take another power and become more effective because of said other-awesome-power. Infact I consider Assemble the Team /better/ than Recall Friend, the power that everyone has access to. You can nab the entire team with it, significantly cutting down the time you have to spend to save other people time, with smart usage, the longer recharge isn't a huge deal, it's rare that you need it more often than once everytime it recharges, and usually other people will have it also for when it is down.
Hmm. I wrote more than I thought I would. 0.o I should probably stop there.
tl:dr the vet rewards dont need to be increasingly better each time -
Just popping in to say thanks for running these, its nice to have more hami raids happening more often.
-
-
Yeah, this. iirc when they took the damage boost out of domination I stripped my dom, deleted it, and refused to make another dom for a good 8-12 months or so. *sighs* I love my mind/fire dom currently though.
-
I read somewhere a while ago that LuxunS posted attack chains for nightwidow/forts somewhere. Unfortunately I've been unable to find it. So in an effort to improve my arachnos, does anyone have the top attack chains for Nightwidows and fortunatas and the amount of recharge needed to make said chains gapless?
My widow is currently a nightwidow, but I'd like to see the chains for forts also(edit although I am fairly certain fort chains would be centered around Subdue and Gloom possibly with a procced Dominate or TK blast to fill it up, I am unsure of the amounts of recharge needed though.), and possibly the chains for Forts that use melee attacks to see if the numbers would make a large enough difference to go that route.
My current chain is FU>Slash>Lunge>Strike>Swipe>Repeat although I am sure that is far from optimal, especially considering my build doesnt have a huge amount of recharge. -
Good news is good news. Thanks for the update on the alpha slot.
-
Anyone try using the Earth Sleep (or plant sleep for that matter) on the RSF as a mind dom does it?
-
Quote:This. While my social life may not be as stellar as the butthurt fratboys that most likely did this 'study' I get by :P And I've been fortunate enough to have met some great people in this game that are also my friends in RL now, some of which that I hang out with every sunday (who would have guessed you would meet someone, that could be anywhere in the world in a mmo that ends up living 10 minutes away from you 0.o).What do these experts know anyway! They are stereotyping gamers because they honestly think they are better than everyone. We should do a study on how these "experts" are incorrect with the majority of their studies!
I'm met a lot of amazing people on this game and Facebook allowed me to become real friends with them. I have also attended PACS with some of the people I play this game with and had a great time just hang out and BSing around. -
In order:
1. Apex (1up over TM due to being a bit more challenging)
2. Tin Mage (it could be a toss up between here and the 4th spot, but since I run both Apex and Tin Mage consecutively 95% of the time, they're basically the same TF to me)
3. STF (slight nod over RSF due to better rewards and being a hero tf, equivalent fun factor)
4. RSF
5. Silver Mantis (only requires 4 people, can be easily solo'ed, short sf with good rewards, i19 has reduced the value of this SF quite a bit tho)
6. ITF (might have been higher if it wasnt run so damn much)
7. Kahn (its like 3x better than cuda in my book, but has a number of annoying bugs atm dropping its rating a bit)
8. LGTF (nothing I hate about it, nothing I really like about it though either)
9. Ice Mistral (average tf with unique elements)
10. Cap SF
11. Katie Hannon (the rewards suck, but its still a fun TF, and has the mmrs)
12: Eden Trial
13: Vill Respec (3rd > 1st > 2nd)
14: Sewer Trial
15. Numina (I like telling ppl where to go :3 )
16: Barracuda (terrible excuse for a kahn TF)
17. Manticore
18. New Positron
19. Faathim (for a shard tf its actually not half bad)
20. Moonfire
21. Hess
22. Old Positron
23. Citadel (both sis and cit there's nothing special about either of em, and I've had to run them soooo many times accolading toons that theyre just a pain now)
24. Sister Psyche
25. Cavern of Transcenence
26. Shark SF (devs messed this one up big time when they shortened it, I'm not sure if I like it more or less than it was before because of the stupidity of having 3 longbow hunts in nerva in a row)
27. Hero Respec (2nd > 1st > 3rd)
28. Synapse (its about as awful as Dr. Q except you only get like 5 powers, the saving grace being its not nearly as long)
29. Augustine/Sara Moore (theyre both pretty awful)
30. Dr. Q (grossness incarnate)
I'm probably missing some hmmm. -
-
The thing about blasters is they lose a ton of their potential if theyre built ranged only, the melee attacks they get are really good and make up a large portion of blaster dps.
-
Quote:There is no thread, hes a just a friend that was on my team at the time he did it. It's been done by others too, I was just using the MA/SR as an example as that was what I was most impressed by in tanking recluse without any or minimal support. He definitely wouldn't be able to do it indefinitely, but on fast teams its not necessaryMy goal was to be able to do it indefinitely. Overkill? Certainly.
A quick perusal did not show me the thread with the MA/SR tanking Recluse. Could you provide a link?
Also as for tanking recluse, defense is still important, he stacks mezzes pretty fast if you arent dodging any. -
Quote:Tanking Recluse w/out outside help has been done before with much less effort than actually building a toon for it or using a tank. By a MA/SR stalker no less.My elec/dark tank is very low level at the moment, but I have a theory that I'll have to test when he hits 50...
Capped resists to Smash/Lethal/Energy + 2 self heals + complete immunity to endurance drain? I think it might be able to tank Super Recluse without outside buffing. And while completely ignoring defense.