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Posts
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I suggest both, because Regen is just super awesome when you have the defense that let's those regen ticks save you from the RNG.
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This is a great 'nerf' which I really feel is the wrong tem since it is more reigning in outliers, but whatevs. I'm glad they didn't go the easy route and just disallow Universal Damage Sets in the 2 powers most affected.
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May the respecs commence. I gave up on crashing nukes and then they go and do this
Honestly, I'm tickled pink by this news and cannot wait for it to be live -
Quote:It is entirely possible to pull aggro from PA, especially against groups. PA does not prevent entire bunched up spawns of +4s from hitting you at all.On a scale of 'game-breaking', I'd say perma-Phantom Army is still better than this -- permanent aggro-avoidance, plus enough damage to actually defeat the mobs that aren't attacking you. Plus you can start it earlier than Bonfire/OF. And nobody's calling for that to be nerfed.
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Pauper
EDIT: Note to self, read all responses before posting. Arcana already pointed this out, but it is still true. -
Now I want to find a place for this proc. Before, it was crap. This is great news
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Quote:Sorry, not totally up to date on the conversation but I wanted to say this is totally correct. I don't want this proc to be changed because it makes me feel actually powerful on my Blaster but I can recognize it as a too good outlier. I have to also agree with Arcanaville here, if you don't think it will be changed, you have to have no clue about the history of powers. I don't think it breaks the game, but it certainly is way overpowered, especially as a APP power.Hint: This gave Blasters and Masterminds the best Control power in the game, and Dominators can shore up Even More Damage now.
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I hate you so much right now, Local. I am drowning in End/Rech and have 3 procs
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Just looking it over, there's really only 2 things I would want to change about it.
1st; I'd 3 slot Toughness with Aegis and use the slot freed up there for the FF proc in Footstomp. That should proc enough to give you perma hasten and help to further counteract the -rech in granite at the cost of just a bit of S/L/E/N while still being over the non-Incarnate softcap (you as I'm sure you know still weren't at it anyways).
2nd; I pefer this slotting for Granite, though without building for any further movement boni, it is kind of like peeing in the ocean of -speed that is /Stone:
Level 38: Granite Armor -- LkGmblr-Rchg+(A), GftotA-Run+(39), GftotA-Def/EndRdx(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam(40), Aegis-ResDam/EndRdx/Rchg(40)
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Also, I can see you built for +HP too to fully leverage the regen from Rooted, but maybe look at removing one of the Erads from Mud Pots for a FotG to get you the -KB. That's a personal preference though because I like to run into a mob without having Granite or Rooted on sometimes to first engage and oftentimes (especially vs Malta) I'll get bounced out of the mob before Rooted or Granite finishes animating. But overall looks like a good plan. -
I have to say I agree that Bonfire with the proc being a better KD power than Ice Slick is retarded. But I think the answer is a buff to Ice Slick, not a nerf to a power that goes from being very situational without a specific IO to very useful with it.
Also, I've been ok on getting Procs, 3 in ~20 successful runs (stoopid bug on the first days), but I'm trying to collect a full set and the End/Rech piece just keeps coming up. FOR THE LOVE OF ALL THAT IS HOLY WHY CAN'T I JUST CONVERT THE DANG THING!!! -
I took a ElM/Invuln brute to 50 without sets or uniques. It gives you a little bit of everything and since you're more in the 25-40 range of focus, you really only have trouble with carnies or arachnos (Psi is bad against pretty much any Invuln since you have to build from 0 to get it). I really loved the AoE of ElM, so he's still among my favorites to play, while Invuln is plenty sturdy even now for me to bust him out and tank a good bit (though he is a much sturdier IOed build now). I started him just before going rogue dropped so for a good portion of my playing it was only other brutes that could potentially be there holding aggro. He was never +4/x8 on SOs, but he handled himself just fine and could play in any content. I even soloed a few carnie missions, leaning heavily on DP and insps, but it works. With the prevalence of S/L damage at all levels of the game and the mid lvl resists to everything else, I feel like Invuln is still a great set to really play from 1-50 just out of the box.
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Put it in Bonfire and laugh maniacally. Muahahahahahahahahahahahahahahahahahaha
hahhaha ....er, um, sorry.
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I just wanted to add that the new proc in Kinetic Melee:Repulsing Torrent makes that power amazing
Also, what other people said, the SFX and more the visuals of KM are great (I LOVE my Dark Armor/Kinetic Melee Tanker). Stone has amazing smash feel and SFX with pretty good visuals (pair it with fire and have too much fun and do stupid amounts of damage). -
I just got my Dark/Stone Brute to 50. The only noticeable downsides of the set is the -Speed/Travel and -Recharge. The -Recharge I can take, but the -Speed/Travel is killer. I take and use TP, but TP is not a great power for a crutch. I've also got a 50 Warshade so TP use is not new to me, but I shouldn't have to tp over a curb to fight a mob. I can't say I'd cry if they never made a change, but the -speed overly penalizes the set. I understand the impetus was for concept reasons, but -Rech and -Dam is enough of a downside to making the set balanced imo. The -Speed/travel is what makes it unfun. I think the suggestion to make rooted function similarly to grounded with no move penalty (especially since while lvling that is your mez prot power) and halving the move penalty in granite would go a long way to making the set more fun, more playable and not in any way unbalance it in comparison to other layered mitigation sets like Dark Armor and Invincibility.
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But Bonfire with the proc is incredibly sexy indeed.
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Phanty, definately phanty. I notice his KB much more than PAs. Of course, my priorities for those precious new toys are Bonfire
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Thanks MK. Looks like it's time to switch to build 2.
Yeah Todd. I'm not a fan of the set either, but it was very much a concept concession. I guess I'll use it as an excuse to skip playing Electrical Blast too -
SO that's what is causing the bug. Just FYI, it seems to happen with every fear power and that. I was pounding my head against the desk trying to figure out wth I was breaking.
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I know it's a pipe dream, but I really hope they just let it be on Bonfire. My Blaster and Troller want some more AoE soft-control/damage
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Any advice for a stalled out Plant/Electric Dom? I'm trying to push her to 22, but I just can't seem to get into the chick. She's 19 iirc right now. Any suggested power picks or skips from the two sets early on? I want to love her because I really like her concept, but I'm failing hard.
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A pretty solid build from first glance, but I'd be very worried about Endurance usage vs recovery. Hot Feet, Rock Armor, Manuevers and Steamy Mist could handle some swapping of IOs to get some better EndRed in there. While softcapping is great, not being able to attack due to lack of blue is no fun. You also may want to consider dropping Snow Storm for something else. Perhaps Burnout so you can do stupid tricks like stacking 2 Tornadoes, Lightning Storms and Freezing Rain on an AV, but that's more gimmicky than super effective. Or perhaps dropping Snow and Super Jump for Aid Other & Aid Self. Those are just some thoughts. At work so no mids to really get in depth on the build.
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I'd have to chime in with while it's not necessary, if you can afford the inf cost you really ought to finagle a way to permadom any mind dom. Mind is so rediculously good with domination that you'll want to have it everytime you throw out a control. Basically every power in the set benefits from it. Really, I would strongly look at finding a way to fit hover/fly, stealth and hasten into the build to make it work. It shouldn't be impossible to accomplish
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To be clear, I like how over the top busy it is. I just know I'm in the minority with that opinion. I kind of hope they just tell everyone to suck it up so they can move onto arting MOAR powersets. I never get tired of new toys to play with :P
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Nice choice. I had totally forgotten about that weapon model. Looks good together
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Fire Melee is shmexy on a Scrapper. I've heard similar things about War Mace on Scrappers, but I already have a Tank with that set and I am currently trying to stick to the same rule you have until I have played every set to 50. So if you're not in love with War Mace, I'd take a gander at Fire Melee...though with a mostly resist set, the +Def of Broadsword Parry is pretty nice. I just really don't like the animations of BS and it plays so much like a bad Katana experience.
EDIT - Oh yeah, concept questions: Well for my Fire Melee/ Shield Defense Scrapper, I went with an escaped Lost mutation experiment who is taking the fight back to the Lost and later Rikti as he learns of their connection. I also ran the arc to get The Savior of Atlas Park badge and wear that title proudly. Bio Armor SCREAMS mutant origin so that's what I'm going to go with on my planned Claws/Bio Brute (or mayhaps scrapper since I have A LOT of brutes), but he's going to go for more the Alex Mercer look from Prototype since that game was a lot of fun and the set really evokes the imagery from it for me. I think pairing the effects from Bio Armor with an 'everyday' outfit makes the most sense. A random thought, I've always like the zombie pieces but never could find a good fit character wise for their use, perhaps a mutated Vahzilok zombie seeking revenge on his creators? Doesn't Warmace have a bone option? That could fit and if you're a RPer make for an interesting experience. Also give a good reason to use the neck bolts if you picked up the halloween costuming. Just a few thoughts I had. -
Quote:This is what I first thought when I read the proposed changes and I think it would be an awesome change. An all or nothing benefit means that if you can't find a way to hit the magic number, why bother chasing it at all, assuming you have adequate accuracy slotting in your attacks anyways. This is only going to change maybe 3 builds I have since I have generally skipped snipes anyways and only 2 of the three characters could achieve the 22% to-hit without making too many sacrifices to the build to be viable. It should be noted though that not only will Devices Blasters have a trivial time hitting it, but so will Energy Manipulation Blasters, especially if you built for perma-Hasten levels of recharge.I wonder if it possible to have the interrupt time decrease as you get more to-hit? Like if the interrupt time is 3 seconds base...and you get 11% to-hit on you, if they could have the interrupt reduce to 1.5 seconds. Basically it goes away by 22% but even if you can only get to 20%, you'll get it down to a fraction of a second interrupt.