SinisterDirge

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  1. Rolling 10-14 bronze in ae is a pretty easy way to get them as well.(Steadfast that is...)
  2. Maybe if you could /petsay "they're after me lucky charms!" while chasing it around trying to blast it.
  3. One persons fluff is another persons omgasm.

    As much as I may think badges are fluff, there are people out there who believe that badging is the game, and face fireballs are what you do between collecting them.

    Just don't let me catch you complaining that there are too many things for you to buy in April, and could they slow down please...
  4. Quote:
    Originally Posted by Android_5Point9 View Post
    And a super special mention to Masterminds. They have slightly worse debuff values for everything but -res, which is actually a tad better since Poison's t9 is put on a pet for them. It also has the benefit of making people vomit when that pet is in range, which is for technical purposes a mag 4000 hold for 4 seconds. If you're thinking of going the MM route, I'd recommend either Demons or Bots. Demons come with even more -res in the pets and the personal powers, and Bots come with ample amounts of -regen in the Assault Bot's attacks. Both are very good - Demons will help keep you alive with a bit of resistance, Bots with a bit of defense in their forcefields.
    I wouldn't recommend poison paired with bots at all. They are best at range(even if they like to run in and brawl at times). Maybe with the new beast set on the way, but definately not bots.
  5. Quote:
    Originally Posted by Shred_Monkey View Post
    With DP I find I prefer to use lethal rounds on hard targets. Then you get the -resist from piercing rounds which isn't part of the other ammo types. As someone mentioned earlier -resists is really the most desired debuff for what the OP is wanting.
    Like I said, not ultimate, but interesting. The combo would also bring a stone tanker up to 99% resistance. Not that a stone tanker needs that, but interesting none the less.
  6. Quote:
    Originally Posted by Scarlet Shocker View Post
    I've never gotten on with traps. I've deleted 2 traps 50s and a lvl 49 rad/trap crupper. I couldn't ever get it working well for me.
    Were you a set up and pull kind of trapper, or toe bomber?
  7. In my experience, there is so much +acc and Tohit being thrown around, -def isn't that big an issue. Any crack team designed to take down a trial with as few peeps as possible are already accidentally built for accuracy anyway.

    I wouldn't call it ultimate, but a sonic/Dual Pistals always looked interesting to me. Decent debuffs from sonic, and if you use predominantly chem rounds, makes for an interesting layering of resistance buffs and -dmg debuffs. More so with void judgment and paralytic interface.
  8. Quote:
    Originally Posted by EnigmaBlack View Post
    For example does PT really still need to have a a 2.7 cast time considering how exposed the already squishy player is? Compared to Enervating Field having a 1.5 second cast time and can be activated at a safer distance. I do know that EF has slightly more -res than PT and you can have more PTs out by the same player compared to one EF, but once you die all your traps despawn. So you can successfully plant one, try to plant another, die and have nothing to show for it.

    With that said, although I'd like to see powers like PT and AM changed so they don't root you as long, I'm content with how they are currently because there are other trials or portions of trials that favor Traps players (If I could BaF all day for Emps I'd be happy). I'm also hoping that the solo path when released keeps Traps in mind.
    I believe that traps was designed to be a set up and pull type of set, but once we(players) got our hands on it for awhile, we discovered that as long as you can do it, traps is way more affective in a proactive role. I would have to wonder if they tweaked the set in order to reflect the more active play style, would it still be just as affective?

    Also in Keyes, and lamb, why not set up your traps on the rally points for the Av's? So in lamb, on the four corners where he runs like a little girl to, and on a Keyes, to his regeneration points at the truck depot. It is even easier on a Keyes because he hits them in the same order at the same hp percentage marks.

    Mind you I have never had issues toe bombing either of them. Just something to consider.
  9. Quote:
    Originally Posted by Redlynne View Post
    Traps operates best wherever and whenever you can Stand And Stick to slug it out. Traps doesn't work all that well for a highly mobile Mastermind who is constantly running around (see: Steamroller Teams). Best way to think of Traps is as a sort of Portable Fort that you set up wherever you go, but which doesn't travel with you when you move.
    I disagree strongly.
  10. Quote:
    Originally Posted by LordAethar View Post
    As for needing to "up" my difficulty, that is an indication that the power does need to be tweaked at least a little bit to make it a less-situational power.
    No it isn't. If a spawn is only lasting 12 seconds you are already doing much better than average and if anything should be arguing for a nerf to the set than a buff. The only reason more people are not running traps is that they cannot wrap their head around not having to set up a death zone. In the fast paced team aspect of toe trapping before the team catches up, traps are op'd. I can't imagine running at a setting that a spawn takes 12 seconds. I would be bored out of my skull.


    Quote:
    Why do you feel improvements to Triage Beacon aren't needed? As an actual healing tool, it's extremely weak unless you have multiple beacons operational, and even then it takes 3 beacons to get close to the +Regen as a single cast of Empathy's Recovery Aura. I know people that take Triage Beacon just for an extra Healing power just to slot special IO's in.
    Because with two out and slotted, the regen is not that far off of a regen scrapper. A single power in an offensive set is not meant to replace a power in a buff set like empathy.

    Also, with the amount of survivability the set provides, triage beacon is superfluous in most situations. It is great to provide a safe zone for the squishier blasters, trollers and scrappers though. That is why I take it at least.

    Quote:
    And that is the point Sam is making - the original concept for Trip Mine is very different to how the game plays. The fact that Trip Mine remains useful in today's environment is that drawbacks to using it are just low-enough that people have found ways to use them in unintended ways (toe-bombing). Even though I do like my Trip Mines, they are still a very situational power that can usually be out-performed by other powers of similar levels.
    I am not arguing against Sams point. All powers are situational, at least they should be in order to give a little flavour to the set. If my answer to every single situation is x, why bother taking anything else. Kind of like Stone tanks. Granite is just too good that most people are happy to recommend dropping all the other armours in the set once you have granite slotted. That is definitely not how the devs imagined the players would use the set. Once we get our hands on something, I imagine we often make the devs spines crawl with what we manage to make a set do.

    Quote:
    There are too many ways I could respond to this comment, but at least you acknowledge that it is a useless power.
    There isn't much else in the set I would be willing to give up. Maybe triage beacon. Although I will admit, especially with the option of incarnate powers, trip mine has lost a little of its shine.

    Quote:
    That's the general idea. The last power in a set is supposed to be a very desirable power to have, not the worst power of it.
    Everyone is different. I rarely take blast tier 9's for example because the drawbacks are too much to balance the awesomeness.

    In the end, this thread isn't about changing traps specifically. Half the set definitely doesn't need buffs, it is already uber. That said, if the devs are willing to buff it, I will still be willing to play the set. But if more people start playing it, don't be shocked if it gets re-adjusted.
  11. Quote:
    Originally Posted by MrCaptainMan View Post
    I wS soloing yesterday doing some arcs and I got a tell reading "can i join ur team pls?"

    I responded "sorry, I'm soloing right now".
    The reply "ur selfish. Let me join u" came back.
    I Didn't bother replying to that.

    Soloing is selfish now?

    Lol

    Eco
    I wouldn't worry about the opinion of someone who can't put in the effort to properly use the word you.
  12. If you toggle one on whilst the other is running, it will toggle off the first one. AA+SS+ a stealth proc all together is less stealth than SI. That said, I don't use SI because I like AA. For the group buff.
  13. Quote:
    Originally Posted by LordAethar View Post
    Most of us agree there's a problem, but how would we go about fixing it? Here's come thoughts on /Traps that come to mind.

    Acid Mortar - It's not bad as it is, but could be tweaked a little. Increasing it's fire-rate so it fires-off more than a couple times in an average combat, or give the shells a bit of AoE, and/or decrease the recharge on it slightly.
    The shell does do AOE. I am okay wth it firing faster, but doesnt really need it. If the average combat only lasts 12 seconds, you need to up your difficulty. My avaerage combat, it is not unsual for me to have 3 mortars out, and 2 is a given.

    Quote:
    Triage Beacon- While 2-3 Beacons are pretty good, a solo Beacon isn't all that impressive. I see two ways to improve it. Make it a mobile drone that follows the user around or reduce the recharge time. Also, if possible, greatly ramp-up the +Regen, but make it so it doesn't stack with other Beacons or similar powers (i.e. Tree of Life).
    Sure, why not? Again, probably doesnt need it, but okay.

    Quote:
    Trip Mine - Reduce the Cast time, eliminate the Interrupt, increase the Recharge time, and possibly make it's deployment a targeted area on the ground such as how Caltrops work.
    I dont see much wrong with the power really. I am pretty sure it was balanced around the idea that the trapper would set up thier traps, and pull the spawn to you. That is useless on teams, and a very tedious way to play solo. I like having the option, as my traps toon is just about my most versitile toon I have, but it has to be a VERY difficult situation to make me turtle up and set up a death zone.

    Quote:
    Time Bomb - I can't think of a good way to fix it without making it just like Trip Mine, so eliminate it entirely and develop a new power.
    I actually like it just the way it is because it is a clear skip power that I dont have to debate at all. It really is a gift from the devs.

    Quote:
    Cluster Mine - Have this replace Time Bomb. It functions much like a cross between Trip Mines and Caltrops. It covers a very wide area with small bomblets. Each individual bomblet is triggered by enemy contact and does less damage than a trip mine. However with the large number of bomblets the overall DPS would be potentially high.
    See? I would have a hard time not taking this power. What would I have to give up for it? There isnt much in my build that I want to switch out for something else, because not only is it a power selection, but something I would probably want to slot. Cool idea though.
  14. It isn't. I don't run aid self, but it is very rare I get hit twice in a row, even on an iTrial. For instance, more often than not, blinky clicking on a trial doesn't get interrupted, and that is a few seconds.
  15. Quote:
    Originally Posted by New_Dark_Age View Post
    Everyones a shrink.

    There was a Braveheart 2 or did you mean to type "too" ?

    I spoke of the problems with Braveheart. It was entertaining overall but riddled with ridiculous inaccuracies.


    No doubt if Braveheart was remade in 2020 , they would find some excuse to put blacks in it and women would fight in the ranks. Blacks in Thirteenth century Scotland lol.
    Yep. Braveheart 2
  16. Quote:
    Originally Posted by New_Dark_Age View Post
    Yeah because logic is on your side. Not like Norweigns hiring a person NOT BOUND BY NORWEIGN LAW to study alien remans they want kept secret is completely stupid.
    Sarah Palin was a producer on that film and insisted that the movie properly represent the way jobs should go to hard working Americans rather than be shunted off to commie immigrants.

    Now, I know logic dictates that if they don't actually live in America, they are not immigrants, but since everyone wants to live in America, because it is the best, the whole world is really filled with commie potential immigrants. Hooah.
  17. Problem is, lately at least, you enter every conversation like it is a battle. Anyone that agrees with you is your pal, and anyone that disagrees is an idiot that begs to be belittled. On top of that, as soon as you don't get a reaction, you resort to sensationalism so that way, at least people are paying attention to you.

    As for this particular topic, any "authority" you may have had evaporated with your praise of Braveheart 2. I wouldn't normally say that that is of course my opinion, but it seems that some things need to be spelled out.
  18. Quote:
    Originally Posted by New_Dark_Age View Post
    And apparently you are the intellectual big shot of these forums? No wonder you people are so easy to dominate in an argument if you are the best these forums can produce.

    Stick with math ace.
    I have heard she is the Kwisatz Haderach. She can kill you with a punctuation mark.

    It's easy to argue with anyone when you have your head up your ***.
  19. Aside from concept, why play anything besides a ss/fire brute?
  20. That thing looks like an Alien Queen with some hipster facial modification.
  21. Actually, before anything, I should probably ask if you have any specific goals besides "better".

    For example, perma heat loss, benumb, a specific defence percentage you are looking for? Am assuming budget isn't an issue as you will be looking to slot purple sets as well.

    Besides the obvious ones, are there any other must have powers such as superior invis, etc? Or would you rather keep power selections as they are?
  22. Will have to load it up in mids, but I know that Local will say change ice storm for frost breath. And he is right. Although I do miss ice storm on occasion, frost breath has come in quite handy.
  23. Quote:
    Originally Posted by DarkGob View Post
    So glad I bothered to get the 25% off character slots when if I had just waited 2 weeks I could have gotten them for 50% off. That's a pretty crummy move. Pick a sale price and stick to it, quit jerking us around.
    I'm sure it seemed like a good price at the time.