Rooks

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  1. Have you not heard of pyrokinesis? Have you not played Psi Ops? The guy shoots fireballs WITH HIS MIND :O
  2. yay bbc! It's called Walk on the Wild Side if anyone cares


    A British Person.
  3. Rooks

    ? / Sonic

    I'm of the opinion that archery's powers synergize quite well with sonic, throwing RoA onto your Disruption Field equipped brute's herd and Sonic Siphoned Blazing Arrow both appeal to me as combos, not to mention delicious Fistful and Explosive Arrow
  4. a rick arrow mastermind. i frankenslotted the pets to maximize numbers and pretty much put basic recharge ios in everything else
  5. controlled by an endless rechargeless and (power wise at least) useless toggle? I'd be up for that in a big way. would also (sort of) solve crab/bane build switching backpack staying lameness
  6. I would agree that the scaling criticals system needs a bit of a revamp, seeing as how (as I've heard) the reason the 30ft mark was chosen was for latency issues with any sort of higher radius. Perhaps switch to team member number rather than distance? a la super sidekick? maybe a bit OP but if the idea is that stalkers are meant to have the bonus then it's better they have it too often than hardly ever if you ask me.
  7. Rooks

    So, what's left?

    Quote:
    Originally Posted by Scirion View Post
    If we could have something similar to both the Spirit and Dream masteries from Titan Quest... I would love the devs a long time. The Teleportation Blast (?) and Magnetic Control ideas both sound very cool. I'm still dreaming of having a Dark Control set that will never happen... What I would REALLY like to see is something along the lines of what I guess you could call an "Anti-Life" melee set. Primary for Scrappers, secondary for Tankers. All of the powers focus on siphoning life in one way or another. Basically, an entire set of minor (and one or two not-so-minor) heals that do damage. A To-hit debuff or possibly Stun would be an added bonus. Sacrifices would be a high endurance cost and somewhat lower damage compared to other sets, while having a faster recharge rate. Think something like Dark Regeneration for one of the final powers, but much weaker on the heal to prevent it from being WAAAYYY overpowered.
    What about something more like Power Siphon, say Life Siphon (10 points for originality woop) that activates the hp sapping in the powers, so you can switch it on when the going gets tough but it's not happening all the time?
  8. Rooks

    Cold vs FF

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Sonic is what I would call a "secondary buffer." It's not so bad it's unplayable, but I would never, ever, trust Sonic Resonance to keep a team alive like most of the other buff-debuff sets can on their own. Maybe if I was on a team that already had another buff character it's not awful. IMO my 2 Sonic Resonance characters (Defender and Controller) are probably the two weakest support characters I've got, at least among this list of characters in their 40s - 50s:

    Ice/Therm Controller
    Earth/Storm Controller
    Earth/Therm Controller
    Force Field/Ice Defender
    Mind/Cold Controller
    Elec/Force Field Controller
    Sonic/Dark Defender
    Dark/Pistols Corruptor
    Fire/Sonic Controller
    Ice/Radiation Controller
    Illusion/Trick Arrow Controller
    I think you're right, sonic is a secondary buffer, but it's also one of the best secondary buffers there is. say a team has a kin and an emp. Sonic would be one of the only things to make the team both consistently kill faster, and aid the empath with resist buffs. Sonic and thermal buff teams also work great for the stacking resistance, -resistance, and heals and damage buffs of thermal. On MoTFs it's one of my favourite toons to bring, to help the empath out with its resistance shields, nullify tough AV fights with power boosted (tho it only stays power boosted for 10 seconds it's often long enough for everyone else to have him debuffed to poop) liquefy, and cage for if the pull goes wrong. To cap it all off i spam DF on the tank to make things die faster even when people are at the damage cap. So I don't think it's not useful or not 'as useful' as other sets, i think in situations it's better and situations it's worse, just like pretty much everything in the game. It is however a great addition to a buffing team 10 times out of 10, in my opinion.
  9. Or maybe switch for shiny new Cobra Strike? Does the cottage rule apply to pets?
  10. Seems like a lot of huntsman take the non mace based bane powers to give themselves a unique boost.
  11. Empath/kin/pretty much whatever really up for this one! Need to get involved in some EoEs tho, missed the last sesh :<
  12. reduces with one hand and gives back with the other? but yeah I guess it is pretty flawed. oh well, I'm out of ideas for now lol. I do think defenders could benefit from a better inherent (lol statement), giving them more of a draw than just greater buff numbers. Maybe they don't need it? The debate continues lol
  13. Rooks

    Hai

    He is to hair what RDX is to ears.
  14. Quote:
    Originally Posted by macskull View Post
    So change the endurance reduction Vigilance provides to a fluctuating and constant +special bonus? Sounds interesting enough, but there are some sets that'd benefit much more from it than others, and some secondaries that'd get more usefulness from it (Rad, Ice, and Dark, especially). Of course the same could be said for any tweak made to Vigilance, but the idea seems fairly solid on the basis that as teammates get weaker, the Defender gets more powerful. On top of that, you could add a small damage buff that also scales with teammates' health - oh, making Vigilance's benefits apply based on your own HP as well as that of your teammates would be excellent, as it'd make Vigilance into a useful inherent for soloers. Of course, you'd probably want Vigilance to calculate the +special/+damage based on the total HP remaining of all teammates including yourself, so you wouldn't have to wait for one person to get into trouble before you really start noticing a benefit. If not adding the damage buff into Vigilance, just bump up the damage modifiers up to 0.6 melee/0.7 ranged.

    The only reason I'd suggest adding the damage buff is because that seems to be a popular change to make when you're revisiting ATs (Dominators, Stalkers, Kheldians), probably due to the fact that debuffs don't kill things - damage does. This is potentially another reason why Scrappers, Blasters, and Brutes are so popular (they essentially trade utility and control - not necessarily survivability, in the case of Scrappers and Brutes - for damage).
    What about making it a reverse scaler for the damage. So everyone is full hp and happy = you do moar damaj, but when everyone is sad and beaten your heals buffs and debuffs are stronger? That way you are automatically powered up in the aspect of your char that would be of most use (most of the time )

    The only problem I could see with this is the way damage boosts work, you'd have to alter the damage cap and make defs potentially highly damaging even in bad times. Maybe if the devs could invent a sliding scale AT damage modifier....

    ano impossiblez prolly but i cans dreem :<
  15. With full fulcrum my AR/Kin Corr rips through stuff, so I'd say the combo does work well, but I'm not sure how damaging you'll be with the different ranged damage modifier and damage cap. If it all goes wrong come to the dark side. We have run out of cookies, so stop asking.
  16. Rooks

    Hai

    U beta respecognize
  17. Rooks

    Hai

    Jizz in my pants.
  18. Quote:
    Originally Posted by LordSquigie View Post
    Force Fields is h4x. FF gets substantial toxic resistance to cover the hole in its defense, but then also gets positional defense.

    Death to bubblers! Viva Sonic Resonance!
    When I first read that I misread as "Viva La Sonic Résistance!" which would have been the most win thing to say ever. I'm sad that I read it a second time :<
  19. Quote:
    Originally Posted by Tabik View Post
    People who congratulate play like this are people who don't understand the mechanics of the game, and quite honestly I'm sick of hearing it.
    For my own example, I was playing my Mind/Kin troller once, who has Transfusion, but no other healing powers. After the end of a fairly long play session, I was told 'great heals' by a few members of the group. To my best recollection, I had used Transfusion maybe 3 times total in about 10 missions. And yes, mine was the only 'support' character on the team.
    What upsets me is when I was levelling my old tank I would teleport my *** off (yes stone ) to get in front of the massive +3 group the over enthusiastic fire blaster was about to fire ball, I taunt and then get in there and start locking stuff down with some gauntlet. The blaster takes maybe 3-5 hits the whole task force, and then goes AWESOME HEALING at the end.

    That made me sad :<
  20. so slotting a gaussian's build up proc in soul drain is also an awesome idea?
  21. 99.9% sure it's per activation, cause that would give attack powers parity with powers which don't require tohit checks like procs in build up.
  22. Quote:
    Originally Posted by Rigel_Kent View Post

    Powergamers have already left the defender AT in favor of controllers. The defender AT's playerbase mostly looks like this now: concept players, nostalgia players, newbies who minmax heals, whackos who tank with their defenders, and major whackos who actually like vigilance.
    superior defender numbers are good for sets unaffected by power boost like Sonic Resonance, the grantable shields going from 23% slotted on a Controller to 32% on a Defender, which to me seems a worthy difference, seeing as if you're doing anything where a controller's holds would help you would probably have another defender or controller for back up anyway as I feel Sonic is best as a buffer/debuffer working in tandem with another powerset; so you might as well max out those resist numbers.

    Also, if they released Thermal Radiation for Defenders, the numbers would be ridonkulously awesome sonic def level shields and emp def level heals (granted minus AP), not to mention a more powerful forge, melt armour and heat exhaustion = epic win

    Oh and if you play blueside you can't play Dark Miasma without being a Defender so there's that too.
  23. Quote:
    Originally Posted by Catwhoorg View Post
    Im just not seeing defenders overlooked at the highest game levels.
    dis