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Posts
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Joined
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Opera, NWOBHM, Warren Zevon, blues. Mostly.
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This already exists. You have to be in the WW/BM interface, but that's OK, because that's where you buy the salvage from anyway.
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Quote:This would be great. Also: the ability to log out to character select.Give Team Leaders a "Looking for Members" flag.
And/Or the ability to mark themselves as an "Open Team" so people can just join them themselves.
Quote:Why is this necessary? I can understand having a long animation on a power which is considerably less effective being annoying. But if a long animation is on a power that does massive damage/debuff/buff etc. then the power is balanced around the animation(or it should be).
For the "good power, long animation" side, things like Full Auto, sure. It's long but effective. Same with Rain of Arrows. Then you have Eagle's Claw. A long, ugly animation with all sorts of wasted "hang time" for an attack that is actually pretty bad, overall. Shadow Maul's another one that people don't like, although I don't mind it. Jump Kick? Is that still the horrible flip animation? Shout? Electron Haze? Neutron Bomb (which suffers more because of the travel time of the bomb)?
I just find that a lot of powers are no-picks for me because their animations are terrible and long. Your mileage may vary. Not everything needs to be Blaze, but nothing should be Shout. I think capping animations at 1.5 seconds would make for a faster, funner game, although I realize some might disagree. -
Oh, ideas.
- Have base crafting tables automatically look through your base's storage for materials, and use them directly from there. Alternatively, have a single point of access that pulls from all storage racks.
- Ability to set up a button that turns on a bunch of toggles with one click.
- Less rooting when toggling up, some powers root, some don't, I can find no rhyme or reason to which ones do or do not root.
- A more selective respec system, that acts more like Mid's.
- Big Red Ball.
- Faster animations on powers. Powers that take more than, say, a second and a half to animate reworked to take less, rebalancing if needed. Powers that take longer to animate than they do to recharge are ridiculous (hello Barb Swipe). Recharge not starting until the animation is done is even worse.
- The ability to use a recipe to craft the associated IO at any level lower than the recipe's level, withing the limits of a recipe's range.
- Related to the last, the ability to actually set the level slider on random rolls so a roll at 33 gets me a level 33 random rare.
- Merits being account-wide.
- Markets merged, oh wait, yay!
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I'm inclined to say scrapper, because tanks are boring
But really, having teamed with Dech's sandmachine, it works pretty darn well on a tank.
I wouldn't be too concerned about survivability on a DA scrap, assuming you are willing to buy a few IOs. My DB/DA scrapper is running around at around ~44% S/L defense and amazingly tough. Plenty of defense, OG making minions cease to be a factor, and the best damn healing power in the game combine to ensure that I regularly outlive tanks and scrappers of various flavours. -
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Effectively, yeah. Once you start approaching around 96% it's pretty much ED capped.
Quote:Where is the power in Necro? -
It is not. Scrapper versions are ST, but tanks and brutes are 5-target AoEs. In addition, Taunt is autohit and provides a range debuff on the mob, where Provoke requires a hit check and applies no debuff. Provoke lasts a shorter time. Provoke is in all relevant ways inferior to Taunt on brutes and tanks.
EDIT* Deleted cause everyone has a different playstyle and mine isn't the only right one. Sorry for bein' a jerk. -
Glad you like it! The "cool factor" is a pretty big deal to me, too.
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It will make them move faster but has no effect at all on recharge.
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I don't stealth toebomb because it's more effective for me to lock them in place with Electrifying Fences and let the bots have their way. Big Bertha and her victory-scented napalm do a much faster job of melting things than my tripmines.
I still use Trip Mine but maybe once in five spawns, and only when the bots have done a little pulling of the next spawn. The pain in the *** about Trip Mine is the scatter and if you do something to mitigate that, you've lost the advantage of stealth anyway. -
Quote:Nope, there isn't, and I sure wish there was.First, is there a addon or setting that lets me mail faster/more easily/multiple items. Feeding my alt one mailed item at a time is annoying.
Quote:Second, there doesn't seem much reason to shell out and gather up IOs for the pets until 32. The uniques are far beyond my budget, I've never seen endurance problems on them, and unless the pet does something extra like the prot bot or lich it seems like 3/4 damage and 2/3 accuracies will accomplish the same general thing as frankenslotting with doubles and triples. Am I mistaken here?
Quote:Third, is Bots/Traps really that much better than Necron/Poison?
Quote:Last, should I consider slotting KB on my bots? More knock seems like it would be useful while leveling to 32, but I don't know how effective it would be. -
Quote:I will be the first to disagreeI know many will disagree with me here but the whole "crack the infernal whip" thing is a waste of powers.
It's a good debuff and certainly the best of the MM personal attacks, although that's not saying much.
Quote:Another power to look at is Air Superiority.
Quote:24. Enforced Morale: stacking to 25% recharge time bonus is amazing -
Welcome, hope you are enjoying yourself! Make sure you join any glopbal channels available for your server; they will really help you team.
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I'd totally go on an all-blaster ITF. I've organized all-scrap, all-dark and no-melee ITFs and they have all been great, but never been on an all-blaster.
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Quote:The endurance troubles mainly start for the prot bots once you get the final upgrade. Don't worry about it until then!I'm not seeing a noticeable endurance cost from bubbles on SHOVER-01. He briefly dips to nearly 90% when bubbling three new bots, that's it.
Quote:I have no picks for 41/44/47/49. I could fill stuff in from another regular power pool or from a patron pool. -
It's not that bad. Only one second of the animation is interruptible and you can, if you like, slot an interrupt reducer to bring that time down to 2/3 of a second, but I just slotted Doctored Wounds and went to town. If a DoT gets on me from something then it might be an issue but usually it just fires off fine.
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I'd skip Detonator. It costs far too much end, being as you then need to resummon a robot and buff him up. If you do take it, know that it inherits the robot's slotting and is not affected by damage slots in Detonate, so leave it at the one slot it comes with.
Repair is really bad and Aid Other is superior. You will find that you need it up more often than it is, or you will find yourself holding off on using in just in case your big robot friend needs it, or you will use it on a protector bot and then suddenly your big friend will eat a few heavy hits and keel over. At best it's up once a minute or so and that's just a waste of a power. Aid Other will heal far more over time and be up a dozen times for every once that Repair is up.
I feel the only patron worth taking is the Mu patron because it is the only AoE immobilize with -kb, preventing Big Bertha from blasting everything out of her burn patches with missiles.
Some key enhancements/IOs ideas and thoughts:- Three Nucleolus Exposures, one Explosive Strike proc, and the Sovereign Right(10% resist all)/Edict of the Master(5% defense against all) uniques is the best way to slot your little guys. Up till the point you can slot the Nucleolus Exposures, slot one acc/3 dam or four pieces of Blood Mandate, excluding the two that don't include damage. The uniques make a huge difference so get them as soon as you can!
- Protector bots need endredux, I find. Their bubbling shenanigans cost them a good chunk of end. I keep them slotted with the aforementioned Blood Mandate foursome, and the last two slots are Defense IOs. Gotta softcap them bots!
- Don't slot heals into the protector bots. They will not use their heal until it will be fully used, meaning if they can heal for 300, they won't heal at all until someone has taken a minimum of 300 damage.
- Big Bertha works well with three Nucleolus Exposures, the Explosive Strike proc, and the Soulbound Allegiance proc. Alternates are once again the four piece Blood Mandate, but the Soulbound Allegiance proc is not optional. It's a really huge deal!
Hope this helps! I think I saw you on a Virtue teaming channel, maybe VU? Hope you are enjoying yourself! -
Yeah, it's unfair of me to paint them all with the same brush. Most likely, an incompetent fire/kin would be as useless as a scrapper or defender, too. It's the singer, not the song, as they say. Bad players are bad players, regardless of AT.
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Quote:Wait until you get the protector bots, they charge into melee, and they don't even have a melee attack. I'd give my left whatever for the ability to tell the robots to stay in one place and shoot from there, do not pursue or close to melee.Okay.
Can someone explain the whole "ranged minions in melee" thing? I've been told it's a bug, I've been told it's a feature, I don't get it. I can lock enemies down at close to my bots' maximum range, which would allow them to quietly snipe until whatever it is falls down. Obviously, this means they run forward and whack things. WHAT THE HELL GUYS! THAT IS A PRECISION-CRAFTED PULSE LASER! IF I WANTED YOU TO HIT THINGS, YOUR HAND WOULD BE A CRICKET BAT. -
Quote:Your post actually reminded me that I was wrong when I said I have had no teams that were ruined by one member being a tool. Fire/Kins on Master runs invariably screw it up, because they think that they are unstoppable forces for soloing everything that refuse to listen. So, I must retract my previous statement.Somewhat true, but this doesn't change the fact some people are really awefull players, even after several years of gaming. You don't have to fail a mission or even struggle badly to get annoyed by the incompetence of some people. And I don't mean inexperience or semi-effective thematic builds (have enough of those myself), but simple incompetence, usually caused or at least enhanced by peoples' thick headedness and inability to take friendly advice, or in the case of some TF/SF's, refusal to follow orders.
Now that I think about it, almost every incompetent player I have met and remembered was either a tank or a fire/kin. -
Complaining about PuG members lack of skill ruining a team is kind of like blaming the goalie for losing the hockey game. I've never been on a team where I could legitimately say that one or two people were so incompetent that we all failed as a result. People should keep in mind that on a PuG team, everyone is a PuG team member and the team's success or failure doesn't rest on the shoulders of one scapegoat who didn't take the powers you wanted them to take.