Silas

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  1. Servers being down when I hadn't done jack to get ready for GR and had planned to do so tonight.

    FFFFFFFFFFFFFFFFUUUUUUUUUUUUUUU
  2. Quote:
    Originally Posted by Vanden View Post
    The mitigation from Knockback is just too good. Anything else feels too squishy. So there.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Well, I don't think tankers need any more survivability in the 90% of the game where tankers don't get mezzed. I think tanks should be able to stand out in survivability though, and being able to maintain their survivability through mez would be one thing that makes them stand out.

    The cases where tankers get mezzed: Ghost Widow, Reichsman, PvP.
    Fair enough.

    Honestly, I think the best thing to add for Tankers would be some way in which their Inherent rewards them for holding aggro. IMO all the good Inherents both help the AT do their 'job' and reward them for doing so.

    Controllers get critical Overpower to help them mez and Containment crits on mezzed stuff.

    Blasters get a damage buff for blasting so they can do even more damage and the ability to attack while mezzed so they can still do damage even then.

    Corruptors get extra damage to help kill stuff (indirect support) and the nature of Scourge encourages them to blast more.

    And so on.

    I'm not sure what kind of buff would be meaningful to give Tankers for holding aggro but I do think it would certainly go some way to helping the AT. Gauntlet does a great job of helping them get aggro, now reward them for doing so.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    My other suggestion for a tanker buff was to make Tanker primary powers not suppress when mezzed. Maybe tough and weave would suppress, but not my primary toggles.
    Tankers getting mezzed is somewhat of a rarity though, isn't it? I'd have thought something that adds to your survivability in a more widely applicable way would be more desireable.
  5. Quote:
    Originally Posted by Candlestick View Post
    Yeah, looking through Mids, the Mortar can pretty much accept every single proc there is.... My question on Mortar, is Acc necessary for it? Or could I do 3 Rech/3 Procs?
    It needs a decent mix of acc and recharge. Once it lands a hit it'll be fine, but it has to hit first. I'd frankenslot for acc/rech with some def debuff, then put in an Achilles proc and maybe 1-2 damage procs or the Devastation proc.

    Quote:
    Originally Posted by Candlestick View Post
    Also, last time I played traps was back when PGT was godlike. I deleted my Necro/Traps after the PGT nerf. How well does it proc these days?
    It's no longer godlike. It doesn't nuke spawns by any stretch of the word, even with all the damage procs you can put in it. That said, it makes good use of the Lockdown proc. More important to get good acc/hold/rech in it, but it does make fairly good use of procs because of the large AoE and its nature.
  6. Quote:
    Originally Posted by Dollymistress View Post
    There is a lot less "traffic" then there used to be. Redside activity dropped once roughly around the time Ouroboros arrived and then again when the Architect system launched.

    AE killed off quite a few players who were justing hanging in there feeling bored. They made some nice arcs, joined the ridiculous farms where you could get form level 1-50 in 30 minutes flat, made all the characters they ever wanted, played them for a few weeks, then quit.

    A big wedge of the PvPers left after the PvP changes hit. But then, most PvPers tend to bounce from one good PvP game to another anyway, once interesting systems arrive in new games.


    It might sound a bit weird to blueside players but I think the departure of Demoniker/Blackguard, two weeks after Issue 12 launched, was the moment when redside went into true decline. I don't think people appreciate how important that guy was for the Champ villain "community".

    There's a massive hole in the server where the Blackguards SG, LOST SG, VORI SG and RAC SG used to be. In the past 2 years my SG has maintained roughly the same top 100 SG ranking on the server, despite me being its only active member. Back in 2006 this would have been impossible.

    Whenever I visit blueside (which will be pretty often after Wednesday!) it feels like redside did back in Issue 7-9. A lot more busy, even if it has waned as well.

    Players forget that there are still quite a few ex-players out there who left in protest becuase of things like the superbooster packs - some people really hated the idea of paying for new costumes and left when they saw the game was going that way.

    Actually as someone who plays Redside almost exclusively, I've noticed the population go up in the past few months.

    A lot more people are trying out redside ATs for whatever reason.
  7. My vote would be Traps. The Mortar, Caltrops and PGT all benefit quite a lot from procs in addition to standard slotting.
  8. Ah, that breakdown really clarifies it. TYVM for all the info and work you've put into this Snow Globe
  9. Silas

    FF needs love

    I'd change one of the big KB/Repel bubbles before Detention Field. I don't have a Forcefielder but I know the enemy phase is quite handy on my Sonic.

    Admittedly, it's useless for 95% of the game but for the endgame TFs it can be an immense help.

    Additionally, FF has plenty of ways to move stuff around and other sets do too, but only FF and Sonic have ST foe phase powers. Black Hole is a turd because indiscriminate foe phasing is fail but DM doesn't need any help
  10. Silas

    ?/Pain Soloing

    Quote:
    Originally Posted by Tangler View Post
    I'm not calling /pain a bad set, and this isn't a case of min/max uberage. Rather this is about knowing that you're trying to solo the game with one arm tied behind your back for most of your char's career, since a large portion of /pains powers including its ultimate buff are all ally-based.

    It's funny because I'm writing this after just responding to your own thread complaining /pain sux soloing.
    This.
  11. I think an increase to the Tanker aggro cap would be reasonable, provided the AoE caps remained in place.

    I don't know how far it'd go in terms of buffing Tankers meaningfully, but it'd certainly help with the goal of them being melee controllers. A Controller can lock down 2-3 spawns (dependent on primary, recharge, etc) if they're good. A good Tanker can only ever have 17 things actively mad at them. Sure, you can have stuff effectively aggroed if you mez them with an APP power like Salt Crystals, but the fact remains its a hard cap on your ability to prevent damage to your team mates.

    Honestly though, I think the hp cap and Bruising changes are enough. The concerns about x AT replacing y AT when GR goes live are farcical imo. People who want to play Tankers will continue to do so. The majority of the playerbase won't care about peak performance equivalence and the rest of it.

    IMO, the main problem with the Tanker AT can't be fixed by fiddling with mechanics.
  12. I tried Chinese food once but I was just feeling bad about myself again 15 minutes later :3
  13. Quote:
    Originally Posted by uberschveinen View Post
    [...]I'm close to level 27 now. I'll make it there, and reslot everything with level thirties instead of the half 20 half 25 I've got now. If it's still a futile exercise in sheer bloodymindedness I'll just delete it and stop. Obviously, I was never meant to play a Corruptor.
    I really think its due to the nature of the secondaries you've chosen. Thermal offers nothing that helps you until 35 except for a self-heal. Pain is the same except for the +res aura you get at 28.

    Even at 50 and IOd, those two sets are comparatively weak at soloing.

    Try a Fire/Rad or Fire/Dark (or anything /Dark or /Rad, really, it's just Fire/ is the strongest). I think you'll be pleasantly surprised.
  14. Quote:
    Originally Posted by Stray Kitten View Post
    What do you all want with that noob? Trying to use confuse on Rom and everything.
    Teaming with noobs is a requirement for me so I look good :3

    I'm all, check this out, *vague competence*
  15. Burn has had a 5 target cap for all ATs for a long, long time. Unfortunate throwback to the crippling nerfs Burn had.

    I think it should be bumped up to 10, maybe after people play with it some on Live servers it'll get another look. Before the damage was mostly front-loaded the target cap wasn't as big a deal because each tick could hit different enemies so you were effectively damaging more than 5 with Burn. Don't get me wrong, I love Burn being front-loaded, just saying is all.
  16. My vote would be to combine the ranged/AoE toggles and give /SR 2 things.

    Firstly, the Taunt aura that Brutes have (in Evasion, IIRC?).

    Secondly, a new power that provides some kind of utility/self-buff. Either an enemy-scaling something like others have mentioned, (my personal favorite being a +rech toggle) or something else entirely.
  17. ^ What Tangler said. Both of those combos are weak-middling on damage and much better on teams than solo.

    Try something like a Fire/Dark or Fire/Rad. They're awesome from level 2-4 and stay strong right through.

    That said, Fire/Dark and Fire/Rad are somewhat of an exception as Corrs go in how incredibly early they get their core powers. In my experience, most Corrs really get going in their 20s with SOs, their attack powers rounded out and starting to get their main secondary powers.

    Thermal, Cold and Pain are on the opposite end of the spectrum to Rad and Dark, getting their offensive powers at 35 and/or 38.

    Edit: shameless plug, I've got guides for all the Corr secondaries in my sig if you want to take a look
  18. Yeah, it was probably just that he was doing boatloads more damage.
  19. Honestly, because of how many people (like me :3) are lazy and don't want to craft stuff themselves unless they absolutely have to, almost any set has several very profitable niches you can work.
  20. Fire/WP.

    /WP is plenty sturdy on just SOs or generic IOs and Fire does beastly damage with the same investment.

    For minimal investment (a Steadfast +3% IO) Fire/SD. You can very cheaply and easily get to the low 30s for defense meaning a small purple will softcap you. Inspirations drop like candy when farming so it wouldn't be an issue.
  21. My Fire/MM has been shelved in anticipation of GR. Scorpion Shield = do want
  22. *shrug*

    As far as I can tell its still pretty populous. If you've been gone for a few years there is one possible explanation though.

    Way back when street sweeping used to be the best way to level so the streets would be filled with people soloing and teaming. Now missions/TFs are much more effective so people are all in their mission instances. Meaning you'll only ever see people around when they're either hanging around or travelling between missions.

    Look in /search, BMT of Champion or Champion United. Lots of teams forming up at all times.

    Edit: Send a tell to any one of the following @Cobalt Azurean, @Cutlass, @Force, @Miz Nibbles, @Myrmydon, @ReDorthy or @Starfire for an invite to BMT of Champion. @Myrmydon and @Cherry-2000 can get you an invite to Champion United, I dunno who else.
  23. Sorry to hear about you leaving the Mids team, you've done fantastic work and your contributions will be missed.

    Thanks for the Mids update, awesome stuff
  24. +1 to the Consume over DC. Even without the upcoming i18 changes, the vastly bigger radius would give it my vote.
  25. You mean this would be one of your peeve's?