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Posts
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Quote:I know no one should feel like they have to take a certain epic for definite but you can powerboost FF and everyone will love you for it.To me, this change, while welcome in general, represents a couple more nails in FF's coffin in particular.
Pain, Poison and Empathy have been somewhat snubbed and I don't see why. -
I thought KM was built in such a way that the dam per animation and endurance of every attack was well balanced. Power choices are to taste. I would probably add fight pool, haste, flight, fill the kb hole up with slots rather than additional toggles.
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I'll be more forecoming on why I am slightly annoyed. I play all them powersets getting a buff but at the same time I play all the other powersets not getting a buff.
It maybe a good buff for people with bad eyesight who struggle with reading the icons next to peoples names; lazy people or people with a concept this buff works for etc but I see it as a nerf in the value of the other sets not getting a buff of equal value.
Sonic I have long thought lacked something and with Kins ID that was a funless chore to proactively keep going but the rest of it doesn't "need" a change. If other powersets get a buff of equal value then I got less to gripe about, I dislike getting on one toon I fancy having fun with one day and having someone ask me to get that other toon I got for easy mode. -
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I'm definitely rating this game for 3 year olds now.
There is painfully hard and then there is painfully easy.
Now I just think favourable powersets for speed, ganking and spanking are just going to be even more favourable. -
I think there is no need to carry on with the thread derail. Time to kiss and make up. There are far worse things going on in the real world. Slainsteels entitled to an opinion and so is everybody else. I'd love to hear Slainsteels opinion on Stalkers in speed teams but thats for an entirely different section.
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I'd much rather all my Tankers play differently so I am not one for getting them all soft capped to s/l or positions. I like to actively do something to acquire survivability which is why in this case I'd powersink and then use lightning field to prevent end recovery. Frankenslot end mod to taste depending on ya secondary.
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You have come across ATist and without the intention of killing the thread some people may find that supremacist. I find speed teams that don't quite offer a pregiven win mode more rewarding when somehow they actually do exceed expectations and its important in my mind to be seen as more than a one trick pwny. Like I think, win mode a team and any newbie can get through on the back of it.
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LR can not fly, his maximum range is 110 ft, your confront can exceed that range and if you fly you limit LR by his travel powers. You would have to consolidate aggro by having good taunt duration, you should have confront recharged and reused before every taunt duration wears out. Any scrappers would have to have their taunt auras + other auras turned off. The technique can fail with gauntleting ATs in the team such as Brutes and Tanks. Your threat level is reduced by your range so Confront would have to be well slotted, these slots could be better used somewhere else in the build because 99.9% of the game might require it so, but the choice is yours.
VEATs are for me the best thought out AT that probably have an answer for almost everything. -
I can't say anything about SR vs Freedom Phalanx, I've never done it.
I feel that rather than seek ATs in particular (and I admit it would take one helluva skilled MM in my mind (not necessarily true) to be of competitive value to a speed team), ask for speed based toons to go on the speed runs. I'll be respecing in Superspeed on my Inv/SS (I still got to drop Legacy Fitness) to get ahead because running upto Cysts it can be helpful to the performance of the other sets if aggro is consolidated.
I am not with selecting people because of their AT as I barely, barely ever see in my life proper aggro management from someone on a Brute. There is usually something they're not doing right thats compromising the performance of someone else. I'd liked to see the tankers tier ones accuracy increased now to decrease that gap of value in speed teams but the Devs might look at speed teams as something too small a population do to be too high on the list. -
Quote:FAI The first sentence isn't true. The second sentence doesn't mean that all Scrappers need to be buffed.Sure, if you don't have illusion trolls, you absolutely need a tank or a scrapper/brute with taunt. With enough buffs though, I've seen a scrapper with taunt hold recluse with all towers up.
My SR scrapper can easily tank all the AVs and do the entire STF without dying so SR is not a set that has to have trouble surviving. -
I'm now wondering how wrong would it be if Tanker tier 1 was in PvE, autohit?
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If it were upto me, then adding to Cosmic Balance:
Dwarf form would get 3% melee def for every blaster, dominator, stalker in team.
Nova form would get 3% ranged def for every blaster, dominator, stalker in team.
Human form would get 3% aoe def for every blaster, dominator, stalker in team.
I thought it practical but you would still have non khelds in team appreciating the fact that they're receiving buffs more than giving them and so maybe, like VEATs more. -
If in soloing an AV/tricky mob with massive AoE output, it might for the sake of lowering the fight duration, be worth stacking as many mines as possible in one spot/area and then pull to them to initiate the fight. I tend to do this as a blaster but I don't use them much as an MM, truth be told:
Enemy -----Mines+Caltrops-Me(100ft+ run back and run in)
It can practically make the mines to go off at the right time because they'll only go off if you are close to them. -
I have confront on my Widow, if I teamed pvped it would be good as I resist taunt. If I was playing in PvE then I could potentially save a friend far away as it still beats travel, tohit chance and most threat levels. Its still perfectly balanced to Tanks, Scrappers and Brutes in that if I wanted to taunt control Statesman and live to tell about it with practically any team make up I still could. So for me its a must pick as it offers me the kind of flexibility I like. In answer to your question, no it doesn't from what I can tell, but really it doesn't need to, it doesn't make much of a blind bit of difference as its only single target for a start.
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If you PvP then I would consider more Kb protection.
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My Sonic/Sonic throws a lot of -res about. I still find AV fights quite long and GM fights.. I have to try and stay awake.
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Points taken thanks. I did this to the build:
Still avoiding expensive stuff and keeping concept.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Awinita: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(43)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob(46)
Level 2: Roots -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), TotHntr-Dam%(17), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(42)
Level 4: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb/EndRdx(15)
Level 6: Spore Burst -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Acc/EndRdx(25), CSndmn-Sleep/Rng(25), CSndmn-Acc/Sleep/Rchg(40)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(15), Mlais-Acc/Conf/Rchg(40), RechRdx-I(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Fly -- EndRdx-I(A)
Level 14: Aid Other -- Heal-I(A), Heal-I(42)
Level 16: Poison Gas Arrow -- EndRdx-I(A)
Level 18: Aid Self -- Heal-I(A), Heal-I(43), IntRdx-I(46)
Level 20: Acid Arrow -- AnWeak-Acc/DefDeb(A), ShldBrk-Acc/DefDeb(21), Achilles-ResDeb%(31)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), Krma-ResKB(23), LkGmblr-Def(23), LkGmblr-Rchg+(46)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(27)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(48), Posi-Dam%(27), Posi-Acc/Dmg/EndRdx(34), ImpSwft-Dam%(37)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29), EndRdx-I(29)
Level 30: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(36), Posi-Dmg/Rchg(36), Det'tn-Dmg/Rchg(36), RechRdx-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/Hold(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(50), GftotA-Def/Rchg(50), LkGmblr-Rchg+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21) -
Given the title I not be min/maxxing to the gills with purps. I fell in love with a new concept and made it is all.
I did this quick to share with anyone who could within 5 mins of their time say what they like/dislike etc.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Awinita: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(43)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob(46)
Level 2: Roots -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(42)
Level 4: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb/EndRdx(15)
Level 6: Spore Burst -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Acc/EndRdx(25), CSndmn-Sleep/Rng(25), CSndmn-Acc/Sleep/Rchg(40)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(15), Mlais-Acc/Conf/Rchg(40), RechRdx-I(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Fly -- EndRdx-I(A)
Level 14: Aid Other -- Heal-I(A), Heal-I(42)
Level 16: Poison Gas Arrow -- EndRdx-I(A)
Level 18: Aid Self -- Heal-I(A), Heal-I(43), IntRdx-I(46)
Level 20: Acid Arrow -- Acc-I(A), Acc-I(21), EndRdx-I(31)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), Krma-ResKB(23), LkGmblr-Def(23), LkGmblr-Rchg+(46)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(34)
Level 26: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(27), GftotA-Def/Rchg(27), LkGmblr-Rchg+(34)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29), EndRdx-I(29)
Level 30: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(36), Posi-Dmg/Rchg(36), Det'tn-Dmg/Rchg(36), RechRdx-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/Hold(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45)
Level 47: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21) -
Quote:I was wondering if I was being out of context but if you can reply to Slainsteel like this then I don't feel like I was.Steel as a fellow speed cluber and a friend. (we have had some good disscussions late at night) I feel like your fueling a fire that you wont win. Im not much of a sit down and calculate type of guy but what I have gathered from your posts you are disreguarding tanks. Wheather they produce dps at smaller level than a scrapper (thats how they are made) that doesnt stop them from being a important AT to have on a effective team. I know you have done some impressive things with your speed tf's but what u consistantly do is exclude players played prefrecences. Imagine if everyone ran just buffers/debuffers and high level dps. How boring will that be? some one mentioned its human nature to excel and be greater than others. Its also human nature to be different. And some players like to play as Superman (or at least there version of it) and I feel that if you exclude those players than your taking the way the game was intended. To play YOUR SUPER HERO
I know that alot of people do enjoy team mixes that are randomly put together because there is more to a game than just speed. Speed teams are often the easiest teams to be in and taking out time. are practically challengeless.
From this thread I'm guessing that Ill/Rad and Ill/Colds are considered broken. Therefore Illusion is broken.
I used to have most the powersets all up on excel once but it was back in days before IOs. Nerdy days *shudders*. 'If' Slainsteel is completely right for the purpose of speed teams wherein survivability is not a worry I wonder what could be fixed with Tankers to close that small hole up for balance to allow Illusion to stay the way it is.
I will make an Ill/Cold just to understand them better. -
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I wanted to make a Plant control/Archery Dominator recently.
I now know that there is no chance of Blasters getting MA and probably therefore no chance for Dual Blades, Katana and so on because some Devs just don't see it.
Customer is always right about what they'd like to see to keep keen imo.
They should let polls decide on what people want most next. -
FA wouldn't of been in my list for handling end drain. If you worry about endurance perhaps make an Elec/Kin anyway, there's not enough of them about. People have been known to describe Dark as end heavy but its all in the slotting.