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Posts
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Heh wow, I wasn't keeping up with that during the beta and assumed that that result was in error. If brutes are meant to be at 100% fury with no effort now, uhhh, maybe scrappers do need buffs? Me, I'd nerf that proc.
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I have an idea, let's not have a big fight. This thread has been so darn nice so far!
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Not intending to derail too hard here but if you consider success to be the overcoming of adversity and salvaging of bad situations, then teaming with veteran players at all is surely more deleterious to success than these inspirations are. I try to build characters that remove the possibility of team failure singlehandedly. Fair point if you don't like that either but the game as a whole went down that road years ago.
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The team inspirations are actually less potent, not considering their duration, than standard variety. Chugging a couple team insps to get through a tough spot is roughly equivalent to having the team take turns exiting the mission, going to the hospital and buying a certain inspiration loadout. I've been on TFs where we had to do that before, and guess what? It's boring and obnoxious and anti-fun. If all of that can be condensed into one enterprising team member clicking through a couple team insps, fantastic.
It's quite clear that you dislike the super packs, TG, but this isn't the most convincing way to debunk their virtues. -
Quote:The thing about that is that if you slot to good enhancement values across your build with any combination of positron's blasts, lucks of the gambler, various purples, thunderstrikes, crushing impacts, et cetera... Global accuracy bonuses really pile up. Just from some combination of five lotg and posi's blast sets that's 45% global accuracy. In that light posi's 40-50% seems downright extravagant since its total is actually 85-95%, far more than anyone would devote to accuracy slotting in ye olde worlde of SOs. Yes, that is contingent upon having five of those sets four-or-five-slotted, but for posi's blast you pretty much have to five slot it to get good values and the recharge bonus while lotg can give good bonuses with three slots in a defensive power but four certainly isn't overkill most of the time.Maybe I'm crazy, but I don't consider 40-50% Accuracy to be sufficient. Perhaps at level 30, but I want 60%+ Accuracy at level 40+.
That's why I hate Positron's Blast and MOST of the other IO Sets, as well.
Anyone who posts a purpled build and worries about an attack's accuracy is presumably trying to confuse me in particular. -
Here's my problem with TW on stalkers: Rend armor already has what will obviously be the assassin's strike animation, so stalkers probably won't get to keep rend armor as a regular single target attack. Ouch, man! Although, come to think of it, I wonder if AS will build momentum. If that's the case, who case* what attack the set loses, you'll never have to fire a momentumless attack after the first one of the engagement.
*or cares, dur. -
I'd been wracking my brain trying to come up with a KM/Ice build that could get by with nothing but two of the basic attacks, assassin's strike, burst and concentrated strike. Doesn't really work that well. Today, though, I did have the epiphany that having a terse attack chain isn't even close to as important for stalker KM as simply maximizing the use of post-i22 assassin's strike and burst while using concentrated strike on demand as a build up recharger. With this new attitude I'm fairly certain that my i22 stalker is going to be an obscene beast despite taking all three single target filler attacks. And this after not playing stalkers for six years. Ha!
So yeah, I vote stalker even though it wasn't one of the options. I can attest that KM is a good set on scrappers, but scrappers aren't going to get new AS and KM is the set that truly takes full advantage of the stalker buffs. -
To expand on what I said, beyond the slight advantage many scrapper sets tend to get by themselves due to crits, in my opinion the biggest factor for a "neutral" set like katana is whether you want to use musculature or a different alpha. Musculature is great for scrappers but a fair bit less great for brutes. Specifically, brute tier 4 musculature is going to do not quite twice as much for you as scrapper assault, and one of those things takes up your alpha slot. Obviously not every build stands to benefit more from musculature than from other things in the first place so your mileage may vary.
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Right now the critical bonus effect is semi-broken. The fixes for that will go live with issue 22.
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Quote:Okay Roderick probably could have phrased that differently but is that last sentence really necessary?It's pretty clear that Oblit is custom designed to be used in a long recharge, end crashing PBAoE nuke where end reduction is almost completely unneeded. Were you unaware of that or are you just trying to be purposely obtuse?
I disagree that obliteration was meant to be used in crashy nukes primarily because since obliteration went live the devs have shifted dramatically away from crashy powers in general. Its lack of endurance enhancement is certainly meant to be a trade-off, but surely you would agree that the vast majority of sets of obliteration are slotted in non-nuke pbaoes? I think that if the devs were to come up with new taoe sets they would probably try to give them their own unique flavor rather than simply recreating something that exists in another category. -
And brutes do significantly less damage with most primaries ceteris paribus. SS is an exception as scrappers do not, and never will, get it. Katana is not an exception because scrappers do get it and it benefits from scrappers' radically superior build up, musculature, assault, enhanced critical values, and so on.
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Well not to intentionally sound like a broken record, but AT sets are better than purple sets and they've just been unleashed with reckless abandon. However, yes, five triples? No. The best you're going to see in a dev-produced set, in my unprofessional opinion, is two doubles, two triples and a quad. They could prove me wrong by developing the quintuple enhancement that gives ~15% to five stats at level 50.
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On the other hand, the proc is fantastic for my fort. It lets me dive into a group while psi tornado animates with confidence that most targets hit will be either flipped or feared, if not both. From there mopping up is a simple matter of hitting wail or more tornadoes as applicable. The fact that the fear works on bosses is a godsend. I have to admit I haven't noticed the -dam at all and can't really think of a way to measure its impact aside from painstaking statistical analysis, i.e. that thing that I'm definitely not going to do for this.
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So with the clipping issue resolved*, you see absolutely no way that critter melee AI could be improved beyond "scramble madly over one another to form a sphere around the object of their aggro?" That seems to me to be a lingering AI issue.
*It actually isn't resolved at all, but it is more difficult to reproduce on demand now. -
Well I wouldn't normally suggest something like this because I would call it too good, but then again the AT sets are also too good in much the same way so maybe at this point the devs are more interested in just adding whatever they think people want than sticking to some rigid definition of set balance. So, having said that, I would remove the acc/dam piece from posi's blast and add a dam/end/rech/range piece. That's all. Sets that give large global accuracy bonuses do not, in my opinion, need to themselves contain a large amount of accuracy. If they wanted to go really crazy though they could additionally change the dam/rech into an acc/dam/rech.
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I don't even find it that annoying most of the time. If I'm solo, what do I care if I leave a survivor or two in my wake? Most of the time they follow you and are finished off in your fight with the next spawn - sometimes they don't, oh well. If I'm teamed, well not to put too fine a point on it but if there are a couple runners then that gives my team something to do. What I suspect we can all agree is annoying is when an AV takes off running and never stops. I haven't been able to determine exactly why that happens but it definitely is a pain.
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3% HP, 5% s/l defense, 4% damage, 10% recharge, and something like 3% s/l resistance. Hazy on that last one since I don't really care about it, heh. In short, splitting the set between two attacks is worth ~3 KC bonuses for only six slots. Damn.
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As a damage buff, assault is better in almost every respect. Aim's tohit buff is not useless, however, particularly if you're talking about a fortunata rather than a crab. Nothing much has special defense against energy, smashing and lethal aoes, but a fair few enemies have such bizarrely potent psionic defense that holding onto aim may not be unreasonable. Of course, it sounds like the reason you asked is that your build is tight in the first place so in that sense this is a rather open and shut case.
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Surely, then, the correct course of action is to lobby for for AI fixes if indeed it is broken in the first place? I've seen no evidence that the devs would be unwilling to consider that, given that they've changed AI behavior several times in the past based on player input.
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Yet some people regularly argue on the forum that scrapper secondaries should all have taunt auras, presumably because life is just so hard without them. Those people are wrong and you adeptly explained why.
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If you want the strongest TW brute you can get, I suggest elec. Fantastic resists to go with whatever defense you want on top of infinite endurance to enable more smashies. You also get a heal and a damage aura. That adds up to extremely good damage.
If you want the most possible damage out of titan weapons itself, well, my titan weaponist is a TW/WP scrapper. Tier 4 musculature and the scrapper AT sets equals things die really really fast. Brutes are not going to be able to make rend armor hit for 1200 damage without outside assistance. Survival-wise, I built for 2300 hp full time and better than softcapped s/l defense. Works well.
Really though it's a great set so I would say go with whatever archetype and secondary you want, hard to go wrong. -
It's a pretty crappy set compared to other ATOs, and yet compared to sets in general it's still better than most purple sets. Ultimate recharge, HP and damage bonuses are nothing to sneeze at. It gets better enhancement values than purple sets do since it spreads the values around more across the categories rather than focusing so pointlessly on damage alone. Unlike purple sets you can slot it at any level - my fortunata is nearing 35 and will immediately be slotting it into gloom. I already have the proc slotted in psychic whirlwind, to good effect.
It's no Scrapper's Strike, but what is? I'm just happy to have these new Swiss army knife sets available to all ATs, and the plus side of its relative unpopularity is that any soldier of Arachnos can easily pick up the full set on the cheap. -
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Quote:Except that you're trying to satirically compare blasters dying all the time to tankers... doing what exactly? Dying all the time? No. What concrete measure can you produce of tankers' obvious-to-you patheticness? Seems to me that since tankers are easily made both unkillable and able to solo pylons in under five minutes without incarnate powers they are doing quite a bit better than blasters on the whole.And Blasters DON'T have bad survivability. They have less survivability than other ATs, but they're tougher than Red Wisps buff pets, and that's enough for them to spam Fire Ball on teams, and that's all they're supposed to do according to the old description. They're not supposed to solo well or even survive, remember?
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Quote:SS needs to be nerfed. It has needed to be nerfed for most of the life of the game and the fact that it hasn't been is in my opinion the source of the most severe balance issues still extant. The fact that you have to propose huge buffs to a handful of ATs as an alternative to nerfing SS should be illustrative of the problem. By the same token the game has done fine even with the noisy, smelly elephant in the room that is SS so one could argue in favor of the status quo.Please don't call for nerfs, it's uncool. Instead, I would lobby, as I have been for months, to have the damage caps of Blasters, scrappers, stalkers, and tankers increased by 100 percentage points, to allow the 'damage at's' to be more competitive against the buffers. It gives a solid reason to bring along a blaster, to give the buffers somebody to work on.