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*is totally and completely unsurprised to find Veskit in this thread*
On a side note, something I've noticed. Quite a few of the lists here have Super Jump. Is this personal preference, or is there a reason for it?
[/ QUOTE ]Personal preference, there are very few sets that need a certain travel power, only stone armor (TP), and the armor sets that lack KB protection, really. -
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Controllers, who are supposed to be the low damage AT, get straightforward 100% more damage in PvE and 200% in PvP, and that's not even off base damage, that's off REAL damage.
[/ QUOTE ]Actually, containment is 100% boost to base damage, which means it's also a 100% boost to the damage after all buffs have been applied. -
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And and... because the 75% boost in damage isn't as flashy as in the lower levels (as it is off the base damage, not total damage), maybe a scaling damage boost? Starting from 75% boost from level 1 and increasing as you level?
[/ QUOTE ]Or a lower boost, but to base damage instead of a damage buff?
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Wouldn't that need some serious game changes to implement in the core code, whilst a damage buff is already in there and it works.
[/ QUOTE ]It wouldn't, really, there are already other powers that change base damage. -
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Hmmm...Clock Robots are actually weak vs. KB/KD so it affects them as if it's a Mag +1. Only the ED 209 ones have any KB protection.
[/ QUOTE ]Clockwork are weak to KB, but praetorian 'clockwork' (Neuron's and Anti-matter's bots) have resistance to it.
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I thought they were just robots? And they all have the ED-209 build anyway?
[/ QUOTE ]They are robots, but they're called 'praetorian clockwork'. -
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Hmmm...Clock Robots are actually weak vs. KB/KD so it affects them as if it's a Mag +1. Only the ED 209 ones have any KB protection.
[/ QUOTE ]Clockwork are weak to KB, but praetorian 'clockwork' (Neuron's and Anti-matter's bots) have resistance to it. -
Rad only has one team buff, it's very muchly a debuff set.
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I'd recommend not taking it in the first place, but if you want it, 1/2 ACC, 3 heal, 1-2 END, and 0-1 dam/rech.
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I listed my slotting in the 2nd reply. For a person without SO, 1 accuracy is madness.
[/ QUOTE ]My slotting recommendations are ALWAYS SO's, I'm not concerned with the pre-22 stages. -
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Dominator holds are fine, same magnitude as controllers, 80% duration, with domination active, double the magnatude of a controller, 160% duration.
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Domination is a 50% increase in duration,so it's only 120% of controller duration.
And double magnitude not for the full duration,only for the original 80% controller duration.
[/ QUOTE ]I've always seen it quoted as double duration and magnitude, do you actually have some proof to back up your claims? -
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For those of you who have been wondering about the Toons site, I'm still working on a few samples before we actually launch. But here's the first completed sample, a manga/anime style piece of Halley's Comet.
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Woah. That....that's kinda hot.
O_o;;;
[/ QUOTE ]I was thinking that, but you'll never catch me posting a comment like that on a public message board....no, waitasec...dammit
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Yeah. I'd hit that.
[/ QUOTE ]You'd hit a woman? Where are your habits FG? -
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For those of you who have been wondering about the Toons site, I'm still working on a few samples before we actually launch. But here's the first completed sample, a manga/anime style piece of Halley's Comet.
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Woah. That....that's kinda hot.
O_o;;;
[/ QUOTE ]I was thinking that, but you'll never catch me posting a comment like that on a public message board....no, waitasec...dammit -
Yup, power boost doubles all secondary effects, and heal is a secondary effect.
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If you are facing a brute, I would play an ice tank. They are best a limiting the fury build up (defence based, slows for reducing the attacks that hit, and end drain which can be a brutes bane). Its still hard tho.
[/ QUOTE ]How exactly will being def based set limit opponent's fury build-up? -
A tank will do more damage than a brute with no fury, but less damage than a brute with high fury.
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Controller, damage?
*Sigh*
Kids these days....
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So you really have not seen a good fire/kin at work? The spawns go down in about 5 seconds.
[/ QUOTE ]I have, but I still think the abomination known as containment should be scrapped and controllers should focus on, you know, control -
Controller, damage?
*Sigh*
Kids these days.... -
Mind > All. Also, it does affect robots normally (apart for the fear), robots just don't take that much damage fom it.
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What can be used to push foes away from debuff, can also be used to group them into the debuff
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Brute = Rage = Higher damage + Small heal thrown in for free.
[/ QUOTE ]300% of pitiful damage=still pitiful damage. If you want a fast, cheap attack, AS is superior. -
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Radiation Blast:
Good: 3 AoEs, 1 is PbAoE, 1 is a cone. The secondary effect is not great most of the time, but irradiate has a massive defence debuff which works well with Choking Cloud from your primary.
Bad: Early single target attacks are a bit lacklustre, they have short animation trimes though.
[/ QUOTE ]There is NOTHING lacklustre about cosmic burst.
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There is NOTHING early about Cosmic Burst either. It's a tier 7 power.
[/ QUOTE ]*re-reads*
Early ST attacks? My bad -
Small heal %, high cost, neglible damage. Pales in comparison to, say, aid self.
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No need for stamina, although if you want to run focused accuracy (from body mastery epic) a lot, it is helpful.
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I'd recommend not taking it in the first place, but if you want it, 1/2 ACC, 3 heal, 1-2 END, and 0-1 dam/rech.
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A fire Blaster who doesn't use Rain of Fire in teams ( except on immobbed mobs ) and waits for the aggro to consolidate before using AoEs is a tankers best friend.
Rain of Fire is a power to use when soloing.
[/ QUOTE ]Not necessarily, I find that at low levels, it's great to play witha fire/dev who uses the RoF+'trops combo, it's as close as you get to an AoE mez for a blaster.