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Posts
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Joined
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I'm probably taking my Warshade redside. It fit's his story line he's a bit of a hellion and a rebel. I think the freedom and lawlessness of the Rouge Isles, would suit him better as a mercenary.
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Part of me was hoping for an all */NRG team in celebration of the new and fantastic changes comming its way. Failing that, I'm 100% open to a potluck situation. There are still many dom combos I've yet to try. I'd attempt to contact D_C myself but part of me hopes he'll post here as a sign of any possible interest he may have in doing another HTTT run.
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Oh I'd be happy to have some HTTT fun. I've been kinda hoping the old HTTT gang could get together on test for some mayhem before this all goes live.
And an all /Energy team..that does indeed sound interesting..I'd bite. Earth/Energy or Plant/Energy would probably be likely choices for me..just because. -
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Oh I'm one the select few. One of the select few that Castle would like to shank in the back when no one's looking.
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I think I might be on my way to getting on that list at the rate I'm going over in that i15 thread. >.>
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Well, yes there are few us going WTF? But again I think the point many are missing is this is an AT REVAMP, not a buff, not a few changes, but the complete re-design of an entire AT. That's going to ruffle a few feathers, no matter how well (0r not) its done. I'm trying to stay calm about it..but overall its' leaving me a little cold.
Some of the changes are great and I guess we'll have to see how it pans out. On the good side, it looks like doms are going to be soling "blastrolling" monsters. I plan to see lots of AV/EB soloed posts after this hits live. -
Black Scorpion is pretty much the most appropriate for Huntsman theme. But I skipped the PPP in favor of running double leadership, which is best option for a Huntsman build IMHO.
In general the PPP's don't really bring much to the SoA's that they already can't do or have. -
I'm a big fan of chained objectives. For example in one of my missions you have to get the "code" to open a computerized vault. The code is retrieved by kidnapping a hostage (i.e a rescue) that then spawns the glowie (a safe).
Of course opening the safe spawns the end boss. It's a nice way to control the story events somewhat. Thus keeping people from skipping through the mission and heading straight for the end boss. -
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This statement runs so amazingly opposite to my experiences, I don't even know what to say. Pretty much all of my SG mates who've given up on the architect have done so exactly because it's glutted with farms and there's not much 'real' content. We're not even an RP group - just that if we want inf, we have infinitely better ways of getting it than AE provides, and we've all got enough 50s to know there's pretty much zero point in racing up levels any more - it's not like there's an end game.
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I think you find what you're looking for. Whenever I look at the MA I find lot's of fun, creative, and interesting missions. Sadly, many are unrrated..theres just so many I don't think it's possible to play them all.
But if you go into the MA in ATLAS looking for a farm, well that's what you'll find. If you go to any of the other zones (which I do for the peace and quiet) there's plenty of fun non-farming mish's to be had. -
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It was 16 before. Again? Where's the note or are you one of the "select few"?
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Oh I'm one the select few. One of the select few that Castle would like to shank in the back when no one's looking..
Ok so seriously, it's been strongly suggested the cap be raised to 16 by a few respected forumites. But I don't think Castle has confirmed yes or no.
Update, target increase for PSW confirmed here! -
I believe the cap is going from 10-16....to standardize with the other AoE's
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Good for taking aggro, and increase DPS and whatnot.
You know what would be awesome? If they changed it to Summon Executioner. You spawn a single boss level Bane Spider Executioner to aid you in battle.
Or maybe a troop of three or so bane spider minions -1 below you.
It would fit the concept better I think.
A man can dream, a man can dream....
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When I first saw he "Call Reinforcements" power I was sure I was going to get three Spider Soldier Minions to help out.
Imagine my surprise at "Spiderlings". I'm still holding out hope this may one day change. Keep on dreaming man...you never know. -
Whirling Hands is noticeably better. The others, could use some adjustment still. PSW is supposedly getting it's target cap increased.
Building an AoE Dom is still a possibility but means choosing a AoE damaged focused Primary (like Fire) and pairing it with /Fire or /PSI. (Which honestly is no different than before).
If you're already a Fire/PSI or Fire/Fire Permadom it just takes a slight change in tactics. I'm still mowing down mobs on mine, with little effort. It's not as mind numbingly easy as it was on live, but it works better than I could've hoped for. Also the hassle of positioning PSW to get it to work is exaggerated. I don't move jump or anything. I lock em down with Flashfire and FireCages. Hit PSW, smack down Drain psyche, and PSW. Lather, rinse, repeat.
As long as long as Dom's have some AoE options that allow us to complete with other high performers, most people will be satisfied in the end I think. -
Uhmm you guys realize that Southern_Comfort and Ditzy_Blonde are one in the same, no?
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You cant blame people for reading the patchnotes and freaking. I know I did. I went and played them though and refrained from posting until I had.
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I've never been upset about a in game change before. And when I first heard about the Dom Changes (especially PSW) I lost my ever loving mind in anger. However, after calming down..I of the same mind as Southern_Comfort here. But be prepared folks, when this hits live, there's gonna be a ton of folk losing their cheerios over it. Of course they'll calm down once they realize it actually works out..but it will be a bit for the dust to settle. -
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Ok,took my fire//psi on a test run. I was floored at the improvement.Keep in mind I only ran my snake farm so need to play her a bit more. However, I was likely the biggest loudmouth protesting these changes. All I can say after playing a bit is I am shocked in a positive way.
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100% agree with you. I was so p.o.'d about the changes to PSW I was about to delete and cancel my beloved fire/psi. I expected to hate them. However, the damage boost in the primary seems to make up for the nerf in PSW. The increase end cost though, makes perma "more " necessary than it was before though IMHO. Which is not the direction I think they wanted to go in.
To explain further, I tested using domination and not using domination. Without dom my end bar was dropping way to fast, using permadom end wasn't a problem. -
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Under high recharge I have absolutely no doubt that /fire will be amazing, though it was already pretty fantastic on live under those conditions as well. I'm just not keen (right now) on standing around, or the prospect that I need a lot of rech on my dom to make it play smoothly.
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I'm starting realize, this revamp may actually make permadom more needed accross the board then it currently is. Going perma solves two big issues now, endurance troubles and the new increased recharge times. -
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PSW does 85% of the damage it would be doing in permadom right?
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From the looks of it yes..but you're talking to a English Lit major, so my math may be faulty. -
Well I'm going to eat a big helping of crow. The changes to PSW were much, much less severe than I thought they'd be. I'm not nearly as annoyed as I was at first, and I'm glad I took a time out to wait and see what would happen.
Not 100% thrilled, but not earth shatteringly disappointed either. -
You've gotten pretty good advice. My two cents:
Plant/Fire or Earth/Fire are extremely useful combos on teams. Good AoE control and decent damage. Whether in or out of Domination you'll feel pretty solid on your contribution.
Mind/Electric (and maybe even plant/electric) is a very good and safe soloer. -
It's really hard to mess up a Plant/anything build..
Seeds of Confusion + Power Boost is a very potent combo. You'll have solid AoE mob control earlier then many, many other builds. -
It would be interesting to for people to test how Dom's do now in comparison to Fire/Rad and Fire/Kin controllers, in later game performance and solobility.
Since one of the goals is to decrease the perceived gap in Dom vs. Controller performance. I'm not yet seeing where these changes will do that. -
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I guess the question comes to this: "Do you believe that Castle would nerf a very popular power, which has been in the game for almost 4 years without a change; has a high likelyhood of severe backlash, another player exodus, all in the name of trying something different (or rebalancing as its been called)?"
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Castle pretty much said its coming. There's even a post, directed at me , where he states PSW is overpowered. It was pretty heated exchange between the two of us (of which I'm not proud), but the gist is, Castle is looking at the set and rebalancing of it is coming. When it comes is anyone's guess.
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Was it because the rest of Psionic Assault fell short and Psychic Shockwave made up for it? Are they changing it now because they were in error to make it that way in the first place?
Was it a mistake in the numbers somewhere and they have just let it sit all this time?
Is the slight advantage they gave Psionic Assault being used in a way they did not intend it to be used, ala Farming?
"The world may never know"...
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We'll probably never know. I have a feeling it was mix of both. The psi set was weak, and psi shockwave makes up for it. I for one would rather not see PSW nerfed into the blaster version. Also I really didn't care for how Castle presented these changes. He stirred the pot, riled everyone up, then left with an inflammatory exit post. Which just agitated even more people, myself included. The original thread is out of control, and really should just be locked. -
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If the Devs are going to change Psy assualt I hope they leave this power alone. I wouldn't have said that 3 weeks ago but some play back at the lower levels has completely changed my tune.
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Yup, I posted something similar about Psi-darts usefulness at lower levels. The problem is the nerf-herding around PSW has already begun, and the set will change. I wouldn't worry about Psi-Dart though, if we get the blaster version of it, it should still work relatively well and as you've been accustomed too. -
It looks like /psi is very possibly being rebalanced into a heavier hitting ST set. PSW will probably be scaled, way, way back. I honestly would wait till the new changes go live before investing huge amounts of time and IO's in a /Psi build of any sorts.
You may be safer going /Fire or /Thorns. -
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I thought that's why Castle said - on every occasion PSW changes were mentioned - that he'd be increasing the rest of the set as well.
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Yes he is. Psi will be pretty good at ST damage. It will solo better and vast majority of new players will love it.
The problem, people with AOE focused builds, especially those who use them to farm, will feel nerfed, if its implemented as suggested. So the sets AoE damage gets a nerf, while its overall ST performance gets buffed. -
A few quick thoughts.
Carrion Creepers: slotting carrion creepers for damage, may not be the best idea. I'd switch the damage out for recharge. C.C. is fantastic mitigation dealing with most pve mobs. In fact I think its better than the AoE hold.
Patron Set Mu: I really like the dmage buff Soul Drain provides. Mu's healing pet has its advantages as well, but fire would probably benefit more from Soul Drain.
Also I'm no IO expert, but doms benefit very well from IO bonuses.. You can up your recharge, gain some extra damage, and add a little defense by using them. Hopefully someone with a firmer grasp of IO possibilities will come and post on the subject for you.