Shard_Warrior

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  1. Quote:
    Originally Posted by Vega View Post
    I think Defenders will become a rarity. Not because demand would be down, but because Corruptors do more damage, so it would make those solo times less tedious.
    We had the very same thought in coalition chat a few nights ago. Defenders are nice to have, but if given a choice I'd take a corruptor over a defender for a TF team any day. Just IMO, but Scourge > Vigilance.
  2. I've been noticing the same thing on my /SR scrapper of late... sometimes it works, other times it doesn't.

    From what I can tell, if you're in the enhancement screen or changing costumes, it causes the auto-click to not to work.
  3. I remember the discussion, but I still believe it is a bad design. It is essentially requiring a level 50 for TFs that range in level from 35 to 50. There is also no indication of this for the average player. As an example, a player at level 45 forming a LGTF has no clue they will require a 50 to lead it, otherwise it can't be completed.
  4. Quote:
    Originally Posted by Catwhoorg View Post
    Hami always spawned at 50, so a bunch of 45s used to be able to start, but basically be unable to finish.
    I understand that, but it is a bad design IMO. If the TF level range is 45 to 50, then Hami shouldn't be spawing at 50 for a level 45 team to try and complete.
  5. Quote:
    Originally Posted by Catwhoorg View Post
    Unless you are deliberately intending to make it difficult for yourself, the leader should be at/above the cap for the TF/SF.
    I know what you're saying here, but this is not always practical or desired. On the TF that Manga mentions, Hami spawned at 50 while we were all 46 and below due to the SSK system. It was impossible to complete the TF.

    There's no point in having level ranges for these TFs/SFs if a 50 (or someone above the appropriate level range) is required to lead it.
  6. Quote:
    Originally Posted by Arcanaville View Post
    An effect that would be meaningful is EnduranceDiscount debuff. In other words, debuff the critters so their powers burn more endurance than normal (the opposite of Conserve Power's effects). It means they actually do tap out their endurance and can run out, and it also makes actual endurance debuff and recovery debuff more effective besides.
    This is what I was getting at with the suggestion before. Thanks for wording it better than I could
  7. Quote:
    Originally Posted by Lemur Lad View Post
    As I said above being unique isn't as important as being effective. We're trying to make the set more effective in this discussion, and adding -rec simply for the sake of "it hasn't been added anywhere else yet" does nothing for survivability or combat effectiveness.
    Fair enough. It is just a suggestion and an idea, which people are allowed to post here. The "effectiveness" of any proposed secondary effect (ie. -DMG) is questionable since it depends on a number of factors. Does it stack? If yes, to what degree? What powers is it attached to?

    It may be problematic for MA to carry -DMG since SD comes with a -DMG toggle that would stack with the secondary -DMG from MA. I can't say for sure, of course, but I would imagine this is something the devs would take into account.

    Quote:
    As it is, you're advocating a noneffective change.
    In your opinion. As I've stated above, I've never had an issue with MA in keeping targets stunned and off their feet, so the thinking that MA is "not effective" in its' secondary effects is relative and varies from player to player.
  8. Quote:
    Originally Posted by Vitality View Post
    Electrical Melee actually drains end and causes -recovery.
    Yes, I am aware. I had said I was thinking of doing a variant of -Recovery to make it unique among scrapper primaries.
  9. Quote:
    Originally Posted by Godpants View Post
    Electrical Melee has a chance for -recovery in most of its attacks. Count me in for adding a chance for knockdown to more MA attacks as well, though.
    I think of those as more END drains than a true Recovery debuff... but I guess they can be called the same thing in general terms.

    What I was suggesting is more of a true Recovery Debuff where the target is unable to recover endurance for a given period of time... kind of like a ST version of Lingering Radiation, except it prevents endurance recovery only.
  10. Will be fun and I'm happy to join the ranks. I'd like to start doing more to build on the Triumph community. I kind of miss the days of SG Faires, in-game weddings, PI Monster bashing and that kind of stuff. Plus it gives me an excuse to roll more Minis of people

    And Sun...

    Quote:
    Originally Posted by Sun_Splitter View Post
    Woah woah woah... We have people leading us now?
    In the immortal words of Arnold Schwarzenegger, "You are mine now! You belong to ME!"
  11. -DMG may or may not fly since Scrappers have access to Shield Defense with Against All Odds. The value for the -DMG in the MA attacks would probably wind up being so low as to not even be noticeable.

    I wouldn't mind seeing a -Recovery effect added to the set. Thematically, you are hitting something hard enough to knock the wind out of them (except Machines). -Recovery would be unique among the Scrapper primaries as well.
  12. Shard_Warrior

    ITF Weekdays

    Congrats everyone on the successful Master of ITF run this evening. Great teamwork and thanks for coming along!
  13. Whether or not they'll grant an additional character slot with GR is anyone's guess. They might, but my feeling is they'll include something like a unique costume piece as they have in the past with pre-orders and the Mac edition.
  14. Quote:
    Originally Posted by Vitality View Post
    The cone idea would work with its kick animation but not its new punch animation.
    Not everyone uses the new animations
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    Yes, it is a Tier 3 power, not a Tier 2. You can get Tier 2 powers at level 1. No AoEs exist that you can get at level 1, that I know of, for attacks at least.
    My apologies... I didn't quite finish my thought in that one. You are correct. I meant to add that the order for CS and Storm Kick could be switched to allow for it.
  16. Quote:
    Originally Posted by Aett_Thorn View Post
    I doubt you're going to get an AoE of any type put in as a tier 2 attack for Scrappers. No set for them has that.
    Now that I think about it, Flashing Steel is a cone that you can pick up at level 2.
  17. Maybe it's just me, but I don't have stuns slotted in anything but CS and I generally open with EC + CS + TK, then throw in CK, CAK and DT. Rinse and repeat. Most bosses are stunned until they're dead.
  18. We generally had 2 RADs or a RAD and a Dark or some other combo. Where we got unlucky was the initial aggro of Reichsman. He'd 2 shot the tank before the debuffs were on him.

    I agree... big Debuffs and big Damage works best on this one. It makes for a short fight at the end.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    I doubt you're going to get an AoE of any type put in as a tier 2 attack for Scrappers. No set for them has that.
    Yeah I know. But it would be sweet!
  20. Quote:
    Originally Posted by GrinningSpade View Post
    For the record and regarless of any counter argument. I would like Cobra Strike to do more damage.
    Fair enough, but I would rather see Storm Kick made into a Cone attack. IMO it is more fitting for the standard animation.
  21. Sorry, but I've never had an issue perma-stunning a boss.

    Then again, I have Thunder Kick, Cobra Strike and Eagle's Claw in my build. Spamming those in combination along with everything else, I've never experienced trouble keeping a target stunned and off it's feet... and Cobra Strike is the only power I have with any kind of Stun enhancements slotted.

    Also, it's not like you're hitting a boss with EC then standing there waiting for the stun to wear off. Spamming CS + EC (+ TK) will stun a boss long enough for you to throw in CK, CAK and DT even. I've always thought of the stun chain for MA to be like the combos in DB. You just have to have the required powers in your build and use them in the correct sequence.

    Again, just my playstyle and preference, but when built/used correctly, perma-stunning isn't all that difficult with a MA toon.
  22. Take Focus Chi and use 2 of the 4 slots available for it. Use whatever enhancers you feel necessary for it.

    The last 2 slots I would add the damage procs into Dragon's Tail and Storm kick. Those are worth every penny.
  23. Quote:
    Originally Posted by Vitality View Post
    I really do not see any reason why this couldn't and shouldn't be done.
    I'll give you two.

    1. Time
    2. Resources

    I do agree that it would be nice to get more animation choices for MA (SS alternates are much better IMO), but I imagine it will be some time before more alternate animations are added. I'd also like to see "new" animations added, not just rehashes of animations from existing sets.
  24. Quote:
    Originally Posted by Arctic_Princess View Post
    Have you ever played a character with Dark Blast and taken the Targeted AoE Disorient power? (Its name escapes me).
    Dark Pit? I don't think that you can even slot that for damage IIRC.
  25. I thought it went well too. We didn't do anything different this time around than we had before. What it boiled down to the last couple of runs was Reichsman's silly stun. Just bad luck on our part.

    I know of a few people who would like to set up scheduled runs for the Master of Badges (STF, ITF and Kahn TF), so we'll be making a thread for it in the near future. I'd like to get the ITF and Kahn TF badges for Shard.