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Posts
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Joined
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Quote:Hah, same here, first stalker for me. Only did Brutes and Scrappers so far. Stj/Nin is tons of fun though, I hit 19 today after doing DfB until lvl 12 and then some Nemesis invasions.Ha! Found it! I knew this thread was in here.
I just started my own Stj/Nin stalker, and knew that a thread like this was on the forums. Gonna have to peruse this closely as I level, and also try and figure out your build Grim. Probably be easier when I'm not sleep deprived.
So I take it the PBoAE Placate power is crap? -
Willpower Brutes come to mind, they are good on just SOs.
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Quote:They didn't count for my costume slot unlock from the tailor in Founders Fall either. Though the fake nemesis did count for the unveiler badge.oh good there is badge for it....
I saw this event....went to kings row....killed the things....it seams faster then they appeared.....i didnt see any othe rplayers there....so i didnt get any giant monster or anything
by the way...
they are not counted as real nemesis toward the other badges
I had a mission for defeating 30 of them where ever i wanted...but these guys didnt count....
seamed a bit wimpy...but i guess you cant get he actual monster unless you have a large team...oh well.... -
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Quote:Odd, I have mine in lightning field and even when running on /x8 I can't get over 80 furry. So I decided to unslot it, not sure where to slot it though, since my brute is staff/elec.My fire armor brutes have the proc in their blazing aura, stone brutes have the proc in mudpots, electric brutes have it in lightning field. It works very nicely in those powers and I've seen the fury bonus. Also the majority of my brutes are splitting the ATO set in 2 powers due to the S/L bonus.
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I also have a hard time figuring out where it would be best to slot this proc in a staff/elec brute, especially when procs get PPM, any help would be appreciated.
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Quote:Thanks, so it's finally itme to use some of the over 200 enhancement unslotters I have. So I assume it would be best in an AoE power that recharges quickly? I really don't have a clue how those procs workI think that the ATO proc works better in a regular power like Thunderstrke. Procs only have a chance to fire every 10 seconds in a toggle I think.
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I have a claw/elec incarnated brute and I am currently leveling a staff/elec one (lvl 45). I love them both to death!
Anyone know if the Brute ATO proc does anything in Lighning Field, it doesn't seem to work for me. -
Quote:Uh oh makes it sound like claw is gimped?Agility for me. It pushes End rec, rech, and def to right where I want them.
From my experience in the end game most problems arise for melee ATs (Tanks are the exception) because of their secondary and not their primary. In the case of Staff, if you went with a Def secondary it actually helps with end game issues. Trust me, if claws or spines can get it done in the end game, then Staff sure as heck can. -
Quote:Totally agree there, I have a claw/elec brute which is my main incarnate and a staff/elec currently at lvl 38. I can usually run the most content on /x8 without any problems at all.I like defense too. However it's far easier to add defense to a resist set then it is to add resist to a defense set. Like you said, it's not hard to get good S/L defense with a resist set. I believe a S/L capped /Electric will be more durable then most defense based characters in general. I haven't build an /Electric yet, but I have a SS/Fire brute who has about 32% S/L defense, and she is very durable. I think you will find a S/L capped /Electric to be plenty durable. This is aided by the fact that a lot of high level damage is Energy and Psi, /Electric caps out energy resist, and has one of the best resists vs Psi.
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Ok update on this one, doing Staff/Elec and this one could be my new fav.
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Hm, I recently hit 50 with a claws/elec Brute, IOed her out, only T2 alpha so far, but it's a blast. Over the years (playing since release) my preferences changed quiet a bit though. Back when it was City of Blasters my main was an AR/DEV (still sitting at lvl 48) and now I don't have a single blaster, I just cannot play them.
Then I got a ******** of defenders, but after ED (which was a good thing for the overall game, not so much for defenders though) I prefer Corruptors and deleted all of my defenders.
Now I am playing a mix of melees (Brutes, Scrappers, only 1 Tank though WM/SD), Corruptors, Controllers and Dominators and VEATS. Can't make myself play blasters, defenders, HEATS and Stalkers. -
Quote:Problem is, that the froobs don't know it's trivial, I even had it happen several times that they were waiting for a healer or a tank... I tried to explain but eventually got tired of it.I have noticed the same thing, and it bugs me. On Freedom I queued several times, and within a few minutes the dialog appears with four to six players, two of whom decline immediately, which usually means the trial fails to start at all.
Which is totally bogus. DfB is trivial to do with eight. It's trivial to do with four, regardless of AT. I even completed it with one other guy after two of our four-person league bailed on us during the Lost phase. -
I want all the zones, I don't want to get rid of any, especially not of the Shadow Shard. Just rewamp them!
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I never complained that I have to wait in the queue. I just wish it would get used more often. I thought it was there for a reason.
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Yeah to bad, I wish people would use the LFG feature at least for DfB.
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Just to add it again: I don't think anything is wrong with Traps, I love my DP/Traps incarnate. We're talking about out of combat powers here, like Time Bomb or Snipes. Plus you can't compare Traps to Devices. Traps is awesome.
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Quote:They are not talking about Traps, they are mostly talking about Devices and out of combat powers. Traps is amazing, I love my DP/Traps and she has no issues keeping up with the team. Well my AR/DEV is a different story though....Anyone who says this does not know how to play traps correctly.
END OF STORY.
On topic: I rolled a Demon/Time and I think that will be the one time char I can stick with. So much fun. -
Quote:Problem is, Blasters were designed when Mobs did not have ranged attaches (at least most of them). The all range = defense does not work anymore now. They need to seriously look at Blasters.Something I expressed to the devs recently is the fact that among the problems Blasters have is a harsh meta problem unique to them. While the devs have some concerns about one archetype stepping on the toes of another, that *doesn't* include blasters. Uniquely, Blasters are defined in terms of what they are not allowed to be but not given *any* protection against other archetypes stepping on them.
Blasters are really only explicitly designed to do one thing: damage. That's it. Everything else is incidental to their design. So tell me: which archetype's damage has been restrained to make absolutely certain they don't infringe on blasters? Scrappers have consistently had a higher damage modifier, the same damage cap, and even with the recent increase in Blaster ranged modifier Scrappers still trump that with criticals, and still have higher melee modifiers. Even *dominators* have a higher melee modifier than Blasters.
Conversely, look at the long list of things Blasters have to avoid: they have to avoid doing too much burst damage and infringing on Stalkers; they can't have personal defenses which would infringe on the melee archetypes; they can have significant control; they can't have ally buffing; they can't have too much foe debuffing.
Some archetypes have the problem of too much overlap: Defenders and Controllers on buff/debuff, or Defenders and Corruptors just plain everywhere. But Blasters *uniquely* have the problem of being fenced in on all sides. They can't have *anything* except damage.
And the best part is, they can't have too much of that either.
So once Stalkers are looked at, and Tankers are looked at, after Dominators were looked at and Kheldians were looked at, after everything else has the damage players believe *everything* should have in the "current game" and after every game mechanic from mez to AoE effects to damage buffs to ally buffs are doled out to "fix" the other archetypes, what are the devs going to be able to do with Blasters?
Nothing. They will be painted into a corner with no options left that other archetypes haven't already laid claim to.
The honest truth is that blasters are the designated killer of things that don't matter, provided its not too many of them, and they take a lot of damage while they are doing it. And preferably, they should die periodically to prove they aren't too defensively strong while they are killing those things that don't matter. -
Quote:We're not arguing if this powersets are good, in fact I love my DP/Traps Corruptor. We arguing if the game has changed that much that out of combat powers are out of date. I think so!a powerset that has 2 powers that most people do not want is fine. Some people will want them for whatever reason.
much worse are powersets that only use a few powers and 5 or more are unused. Granite armor, dual blades, super strength.
If you don't think Traps or Devices are good sets, don't play them.
There are tons of powersets. Find ones you like. -
Well there were dangerous spawns before we had the purple patch.
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Totally agree with you Samuel, that's the reason why my first char that I created when the game was release (AR/DEV Blaster) still sits at lvl 48.
I do trust into the Devs to fix this some time though, they did the same with "travelling" (green line, yellow line, no train in Founders, no Ouro or other TPs, no access to hazard zones etc.)