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They acknowledged it but due to the 'lock' (I assume is from marketing) is not due to have the fixes roll in until 21.5.
I get it though - can you imagine the stress of doing a huuuuge issue like 21 and then deal with the store and the support and the reactivation of accounts and then hit the switch for the game to go free? We just need to be patient for about a month I am guessing.
...but yeah, I can see how this could be rough when it comes to soloing, but it's not really designed for that kind of play. -
Quote:I've always had a hard time sticking to playing an ice tank and could never get one very high. My SR/Ice tanker is level 40 right now, so there you go. I do miss not having a damage aura though.Chalk me up as yet another doing a SR/KM speedster. I was trying to stave off making a SR until Street Justice was available, but I couldn't help myself.
...speaking of which, I wonder when Tankers will get Spines. -
That's another cool idea! I think the real stinker is Time Bomb in Devices and Traps though.
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Yeah, Sonic Repulsion - I give it to blasters that tend to get hurt but two out of three times the blaster has noticed the effect and then purposely runs into groups to throw them all around the room, destroying my end bar. :P
Yeah, I am mostly happy with Ignite - I just wish it did most of the damage up front, but if not that's ok.
I don't get the hate about hasten and domination at all. -
According to what Synapse just told me, the earliest we can expect a fix to Chrono Shift's recharge being longer on defenders than any other version is issue 21.5 because of the 'publishing lock' on Issue 21.
I just thought you guys should know.
(on another note, he may also be referring to Venomous Gas taking sets and enhancements that do nothing, but at least I know he was talking about the Chrono Shift problem for sure.)
I've been PMing him since beta about these issues. -
While leveling I am finding it nearly ridiculous. Yes, when I get hit, I get hit hard and go down, but man...
I didn't want to make yet another SR/MA clone like everyone else or SR/DM for the same reason - I went with ice melee thinking the slows and ice patch would help. It does.
I am a little worried about getting him into the iTrials when I am high enough though - I bet he gets toasted pretty good. Nearly every tank build can get creamed on those though. -
Quote:I was reading through the thread and was going to post the SAME THING about the effects. Let's PM Tunnel Rat about it!Wah! This thread! I must be one with it! lol
I think the mob should have the Melt Armor animation except change it a bit to make it more poison like.
Seriously though, the reason why surrounding enemies only get half debuffed is because of how fast Envenom and Weaken recharge. Think about it.
...but I do agree, making Alkaloid have the same splash effect would do wonders.
...also, Venemous Gas should be affected BY THE ENHANCEMENTS/SETS IT ACCEPTS
...and I don't really get Poison Trap - I understand and love the Traps version though. -
Having played this game since inception, I just felt like addressing specific powers that have issues that seem so obvious that it downright irritates me. Feel free to jump in and contribute.
...now, this is by no means a list of all issues, far from it, I just wanted to point a big finger at those that just bug me:
Dimension Shift/Black Hole/Sonic Cage/Detention Field - Dimension Shift & Black Hole in particular - just using these powers can get you kicked from teams and rightly so - these powers just do not go with the flow of combat at all in this game. I vote these types of powers basically just hit enemies with a high mag placate. How cool would that be? They would need to be short lived, naturally, with a decently long recharge.
Snipes - ugh - I can sorta see how someone might want one for soloing, but all the numbers point to a loss in damage per second if a player insists in using a snipe vs other abilities. They aren't truly awful but I refuse to ever take one - not even the psy or dark ones. I have one as a set mule in my fire/fire dom and that's about it as I never use it.
Time Bomb - Probably one of the worst powers in the game. Massive recharge, massive interruptibility, and the timer on it is so long that most mobs would be dead by the time it fires in a team setting. Clone the Omega Maneuver and put it in it's place!
Serum - This power barely gives any damage and the recharge on it is insane. Once a pet is 6 slotted decently, they won't get much out of the recovery either. Actually, mercenaries in general could use a buff - they take forever to kill anything compared to other pet sets. Change Serum into Swap Ammo! That would be sweet, can you imagine all the bullets changing to ice/toxic/fire?
Liquefy/Melt Armor - love these powers but the recharge on them seem a little unreasonable when compared to other sets.
Dark Regeneration - Cut the heal and end cost in half, PLEASE. You already have a very end hungry fear aura, which I am fine with, but with Oppressive Gloom stealing health effectively causing you to use Dark Regen more often, there is no need for such a strong heal with one of the largest end cost powers in the game. I think that would pretty much make me completely happy with Dark Armor.
Dark Pit - the accuracy nerf on this power is completely silly to me. It needs disorient to make it meaningful, it needs recharge to make it useful, why make it have such horrid accuracy on top of everything?
Icicles - this should be cold damage, not lethal, although I can see why someone could argue this. If it stays, give it some slow, like Quills. Still irritates me though.
Triage Beacon/Spirit Tree - given the recharge and immobile status, I still think these two should grant some small recovery and would add to their usefulness and desirability. I nagged Castle constantly about it - it's thematic, would make people stop debating if they are worth it, and offers additional slotting options.
Clarity - kinda seems pointless. With the bubble in Sonic, it only comes in when someone is put to sleep. I think Clear Mind type powers could be made AOE like the shields all were recently, but that's just me. I used to believe in them but now I tend to skip them.
Ignite - just make it do most of the damage up front, like Burn does. It can keep the fear - I don't care. Ignite could become the missing high damage/short range attack for the set, in case you don't have an immobilize. I am fairly happy with it, but this would be a plus in my eyes. AR tends to be a little underrated.
Targetting Drone - should give a very small damage buff to all powers and not just have code to give damage to Sniper Rifle in one powerset. I am talking like 10% damage at most.
Umbral Torrent + Tenebrous Tentacles - needs just a little adjustment for better synergy for the blaster port. The ranges seem a little out of whack and that's about it. I know people argue against anything with knockback, and this is worse since you knock the mobs all over and hold them there in tentacles, but I think the range adjustment would be fine for me, although the kb doesn't have to be as high as it is - I mean they are REALLY thrown. You don't really want to skip this power if you can help it as Night Fall + Tentacles were the reason people wanted dark blasters to begin with.
That's just off the top of my head. -
When I asked Synapse about changing the name to Venomous Trap or something similar, he said that it was on region lockdown during the beta, but perhaps they will look at it after Freedom launches. They are not the same power.
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I went with musculature/pyronic/phantoms/reactive/rebirth.
Since there is no way to heal myself I think it fits really well - I keep regenerating while they are held until I get that sucker to tier 4 and make it perma.
I haven't been playing him lately though due to all the new toons I made with the new issue. -
Odd, why would they give us 3 months worth of points but not 3 transfers? I know they didn't promise anything but I was kind of hoping that it would follow suit.
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Quote:My current build with accolades and Nerva T4.
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Interesting. I assume you use the sleep patch and the aura and power sink instead of stamina - that's some very expensive sets. -
Remember that Envenom and Weaken's effects are halved on surrounding targets - they are meant to be spammed with their short recharge.
I am going in a completely different direction - I respecced out of Cutting Beam and I am going to go with really hard hitting single target + Overcharge.
I am 6 slotting Alkaloid, Weaken, and Envenom for sure. I am skipping Antidote and Penetrating Ray (snipe.) I picked up Assault and if I can get my end use under control I may grab Hasten later.
Poison Trap - sigh - I think it could still use some love. Maybe some forumite can tell us more about the glories of this after the revamp, such as if it is worth it if you slot it with procs or something. I love that it has no interrupt anymore, and that it takes Hold instead of Sleep, but I still don't 'get' this power.
The rez is similar to the one in Radiation and is quite useful. What better way to make your teammates puke, anyway? -
Quote:Yes, it is. It's also autohit.Jay,
I think you just hit on to one of the big issues ppl are having with Beam, Disintegrate is a DoT (and not a particularly fast one either). You kind of miss that big boom of damage and think it's not doing anything.
As to the not slotting for damage, it does as much damage as your tier 2. Personally, I will slot it for damage for the big fights. Most of those fights will be longer than 10 second and Scourge works with Disintegrate. Now if we could take out an AV in less than 10 seconds, I might not slot it.
Seriously though, I'm thinking that for any big game we (the /poison crowd) will probably want to be up close if we can for Venom Cloud. It's a PBAoE, right? -
You will find as a returning player that 50 million means very little...
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I would skip the snipe and Time's hold, to be honest. Aim could be skippable perhaps too, although that's nice to have. I know the hold can hit mag 4 but still...
...on my beam/poison, I respecced out of cutting beam actually. -
Envenom + Weaken + Venomous Gas + Disintegration + Piercing Beam + Assault + Scourge + Reactive Radial + procs
Should destroy AVs and other hard targets. Elektro, I think Disintegrate is about as much setup or less setup than blasters that use Aim + Build Up. Granted, Aim is part of Beam Rifle...
...by the way, is anyone else thinking that Disintegrate isn't worth slotting damage? I know it does plenty, but it takes 10 sec to do it all - I was thinking 2 acc, 2 dam, a recharge, and an end cost, but now I wonder if I should go with one dam and 2 rech... -
Honestly I am more interested in this vs Titan, since Titan so far reminds me of katana/broadsword in that same vein.
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Is it viable? Is it permadom worthy? Anyone have a permadom build that doesn't cost more than a billion? etc.
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Interesting - I just never thought about it until the day I made a new tanker. Thanks.