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I don't think Pain or Empathy need an equivalent buff just because this is technically a buff to cold/sonic/ff/therm/kin.
The sets receiving this change will still be providing the exact same benefit to a team as before, the only thing that is changing is the ease of doing so. Empathy and Pain already have powerful AoE buffs anyway. What would you want to receive this treatment in those sets? Fortitude? That'd be way overpowered. Clear Mind? Maybe, but the devs have said they want those powers to be more reactive and honestly, I agree. Keeping up ID and CM is hugely time consuming and largely unnecessary.
Oh, and my pedigree is as follows: Rad/Kin. Earth/Kin. Ice/Cold. Ill/Cold. Elec/Therm. Rad/Therm. Fire/Sonic. Sonic/Pain. Fire/Pain. Ice/Storm. Sonic/Rad. Fire/Rad. Fire/Dark. Dark/Dark. Fire/Traps. Ice/Storm. Arch/TA. Fire/TA. Emp/Rad.
If you think Empathy or Pain need a buff in general, this isn't really the thread to address that. -
Honestly, I see maintaining SB as a basic Kin competency. There's very little skill involved in making your way down the list and pushing a button every 2 minutes. It's just time-consuming. It's what you do with the rest of the time that makes an excellent Kin, IMO.
This change makes maintaining SB so much easier, allowing more time for the awesome Kinning. Sure, it might not make much difference to bad Kins other than making them somewhat more competent about maintaining SB, but I don't see how that males it a bad change. -
The DoT will stack, the -def and -res will not as its flagged to not stack from the same caster.
I've been considering going Mace over Ice on my ill/cold too. Ice Blast is a better attack, but the majority of my damage comes from my pets so the added -res and extra pet seems like it'd be a smart move.
As for the Sleet thing, yeah, still get good recharge on it. It's not a nuke anymore, but its still a great AoE debuff. -
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Uh, it doesn't really take talent to keep people SBed. Just time and a small amount of effort.
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Good times. Now, we wait until this goes live and people start complaining that their AoE buff buffs everyone but them :3
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Quote:Veeeeeeeeeeery interesting. I like it. I wonder if they're also increasing recharge though, since no mention of that in the post. If it buffs everyone in a 30ft radius you don't really need the powers to recharge in a second or two, but it'd be nice if they kept the old recharges.Unlikely that there would a power reduction, since I don't think the devs want the destiny buffs to overpower buff sets anymore than they do. Also, you can't buff yourself, and no endurance increase: link
I am curious about increase density though. The devs seem to have decided that it's smash/lethal resistance, not mez protection...and AoE mez protection that can be stacked for massive magnitude might be overpowered (thus why I suspect clear mind, thaw, and clarity aren't on the list). I just hope they don't remove the stacking protection as a result. It does make ID viable as a resistance granting power though. -
Quote:That's a really nice slotting numbers wise, I like it. For me, the downside would be not being able to use the Hecatombs elsewhere and thus not get the set bonuses and enh values.That's a good one.
Probably my favorite has been a Touch of the Nictus acc/end/heal, a Mako Quad, A Gladiator Quad, a Golgi Heal/End, and two Hecatombs, acc/dam/rech and dam/rech. Get's near-max acc/end/rech/damage, 54 percent heal, and even squeezes in a set bonus which doesn't suck, 4 percent recovery.
Of course, it is not inexpensive....
I used 5/6 Hecatombs (all but the Dam) in MG because its my best attack and needs the high recharge more than SL does. I've got something stupid like 110% global recharge plus Spiritual so SL is up plenty. -
If it is just what it says it is, purely for convenience? I love it. If it comes with a corresponding reduction in power, I'm less happy. Fingers crossed though, this strikes me as a purely QoL feature. Having powers balanced around how tedious is is to maintain them is lame.
So, colour me cautiously optimistic. -
I forget, the details have long since been purged from my memory.
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Thermal probably has more longevity. Pain has more healing power but Thermal offers more +resistance and better debuffing.
Unfortunately, neither are very good at soloing. Both only have the self heal until 35 that really helps soloing, and even then their AoE debuffs recharge slowly.
If you want something that'll be strong solo and teamed, I'd recommend looking at Dark or Rad. Traps too, but its a little more complex. -
Well, all of the Lore pets (except maybe Seers) do pretty great damage. Vicky just does insane damage. If the IDF pet fits the concept better, you won't find it wanting. But if you're purely about power then Vicky would do more damage, yes.
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Quote:Agree with this except for TopDocs guide. It was good at the time, but its very outdated now. Last build was with Legacy Fitness and left a bit to be desired. Haven't checked out the more recent builds by others in the thread though, those might be a better bet.High End Widow Guide is what you're looking for.
My only issue with that guide is it isn't really a Night Widow. More of a Blood Widow on steroids. But it'll take out AVs no problem, I think.
Personally, I'm much more into the "true" Night Widow builds that still have really good performance (from an overall game play standpoint) and bring the actual flavor of the Night Widow as well. That means taking the Psi attacks and Smoke Grenade.
My favorite characters always bring some min-max, but always also mitigate that with flavor that brings versatility and overall fun to the build and to the game. Being a complete slave to math, for me, isn't fun. Though I do find value in paying some attention to it.
To answer your question: What are Night Widows for? Kicking ***. -
I went with 2 acc/dam HOs, 2 heal/end HOs and a Crushing Impact acc/dam/rech. Good values for acc/dam/heal/end and my global recharge/Spiritual Alpha carries the recharge.
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Quote:Well, the last line was perhaps uncalled for. My apologies.Why thanks.
Err, even despite the last line, it's good to see someone stand up against the 'oh I am a vet, I know better' argument. That argument is thoroughly irritating, considering the number of 7 year vets I know who still don't quite understand the soft-cap.
My personal stance on this is that if I was putting together a dream team, in all likelihood a Tanker wouldn't be on it. But that would be purely theoretical. In reality, when I form a team, speed or otherwise, I tell people to bring whatever they want.
I've been on a lot of speed runs. My experience is that it matters less what people bring and more that people know what they're doing and are good at moving fast. Pretty much any high level team is going to have some buffing and debuffing on it, with enough brute force to destroy spawns. The difference between bringing a Scrapper and a Tanker just isn't that large.
I'm no great fan of Tankers myself. Hell, I still get regular hatemail from Tankers about the jokes I crack in my guides. I just think its silly to exclude a given AT because with skill and good builds, it doesn't matter what people bring because you'll still destroy TFs. -
Quote:No, it doesn't. Vet time arguments I really object to. One of the best players I know has like a year and a bit of vet time. How long someone has played for has very little relation to how well they play. Hell, lots of vets play like complete crap and are convinced they know what they're doing precisely because they've been playing so long.Actually it does. It has a pretty massive impact on how you play compared to the vets, and how much you can or can not know in your 6 month play time. Some of us here are going on the 7 year vet badges, i'm personally going on my 66 month vet badge. Are you going to tell me that you know more about this game, its mechanics, and how the ATs play when you've literally played 1/6 the total time i have?
The game and its mechanics have changed dramatically since launch. The result of this is that playing since way back then doesn't really mean you know more about the game. It means you know more fun anecdotes about how things used to be.
The only thing that makes a real difference to how much someone knows about the game is how willing they are to learn.
In addition to that, someones forum reg date only shows when they registered on the forums. Mine is about 6 months after I started playing. It means nothing. If you want to make a point, attack the arguments, not the man. -
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You like thinking and strategy eh? Don't you have a bunch of Scrappers? :3
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Quote:Few corrections here:Both tele attacks work off of base damage, and can only be buffed to 400% of base. This favors scrappers.
Brutes are easier to softcap and have more hitpoints.
Debate ALWAYS comes down to this: What do you prefer? More damage, or more surviveability?
(Correct answer is damage :P You just need to be surviveable enough to deliver it.)
The thing about base damage and caps are two different issues. In regards to the base damage thing, that's about AAO buffing base damage, which is much higher for Scrappers than it is for Brutes. This means Scrappers gain more of a benefit from it, whereas for Brutes the effect is largely diluted by Fury and is working off a lower base damage.
The caps issue is that Lightning Rod and Shield Charge are pseudopets, so they use the pet damage cap, 400%. With about 100% from enhancements, 100-140% from Fury and Build Up you're already close to hitting that cap on a Brute. This means Scrappers get more benefit from damage buffs for these powers too.
Brutes do have more hitpoints, but they're not any easier to softcap than Scrappers. Brutes and Scrappers use the same defense modifiers. Deflection and Battle Agility are 11.3% def base for Brutes, exact same values for Scrappers. When softcapped, a Brute will be tougher due to their higher hitpoint pool. That said, being softcapped is huge mitigation by itself so I'd go with the Scrapper since the offensive advantages far outweight the defensive advantages of a Brute.
Another thing in the Brutes favour is that they have punchvoke on their primary attacks, but AAO is such a strong taunt aura it doesn't really matter. -
Doesn't work anymore. Used to, got fixed. As for the BotZ or Steadfast IOs in SB/ID, they won't buff your target, they act as universal enhancements. Like putting a LotG 7.5 in one of the FF shields, the caster will have that recharge all the time, the person they buff won't get it.