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Posts
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Joined
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Elec is terrible compared to Fire and Dark. Lack of a self-heal and mediocre smash/lethal resistance kills it - though it could be decent against Freakshow.
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Drop Stun and Energy Punch, pick up Energy Transfer and Build Up. You don't need Resurgence, and you don't need the Fitness pool.
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Yep been down all day. On the plus side, I enjoy the quiet - but on the downside, I can't stand the quiet.
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ITF: different map layout of 2nd mission
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How different are those maps? I've not noticed a significant difference any time I've done it.
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There are only a few variations, but some are much faster to clear than others (for example, there's the "one main hallway where all the cysts are" map, and there's the "map splits in two, twice" map). -
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It's a farming build so slotting for damage is pointless as it's at the damage cap. Using purples on it is counter-intuitive too. It's supposed to MAKE money, not cost an inordinate amount itself.
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That was originally my line of thinking regarding my Fire/Kins, but after sinking about 300 million into my Fire/Kin/Stone (I bought when purples were cheaper, and I already had most of the Unbreakable Constraint set lying around) I can say that expensive builds pay for themselves. It may take a while, but the speed at which you farm means your drops and inf are coming in that much faster - there's a huge difference between my purpled Fire/Kin/Stone and my mostly-SO'd Fire/Kin/Fire (even though Fireball, even with SO's, is far and away a better attack than Fissure).
Regarding the Numina/Miracle uniques, I wouldn't waste the slots on them. Transference should recharge in 20-25 seconds depending on your build, and I always carry a column of blues with me just in case Transference misses (on the /Fire, I have Consume as well).
I'm probably going to end up doing a lot of 6-spawned Heroic Freakshow maps during double XP weekend, because it'll mean double inf and lots of purple drops. -
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FINALLY, I was in one!! I was going to lose my TF Madness badge if I wasn't lol
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I'm at 99% progress toward that badge, but I have this feeling that if I get it I'll have it removed for exploiting. -
Looking at my modified version of Mids right now - if the numbers are a straight port of the Defender/Corruptor version (i.e. Neutrino Bolt keeps its fast recharge and low-ish damage), it'll be like this (note that these numbers are the bare minimum):
Neutrino Bolt: 113.3
X-Ray Beam: 168.8
Cosmic Burst: 219.6
Now, the appeal of Rad Blast, as it currently stands, is the ability to load up Neutrino Bolt with 4 damage procs (2x Nucleolus, Gladiator's Javelin proc, Apocalypse proc, Lady Grey proc, Shield Breaker proc). When all those procs fire off, the attack could theoretically do over 500 damage (and most procs aren't resisted so that's not a worry), and you could spam that every two seconds or so, factoring in activation times. -
Fire/Energy is still good, though it's something like 4th best instead of the best like it was prior to I12 (and second best after I12). As a Blaster you'll find that the mechanics of PvP are very similar to what they were before I13 - only major differences you will notice are travel suppression and diminishing returns (as well as the damage changes). It's when you start playing a buffer or debuffer that things really start to get messed up.
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To pull one at a time and make sure no others come the only reliable way I've found is you need a perma dom to sleep them all then pull 1 by 1.
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Or just someone who's really good with snipe pulling.
Of course, on many MoRSF teams you'll already be buffed to the gills so having an additional hero or two running into the mix isn't as big a deal as it could be. -
I need Posi and Cit, I'll see if I can make those - put me down as a maybe.
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Melee types get 10% resist to all with higher HP
Ranged types get 30% resist with lower hp.
To be honest it takes just about the same number of attacks and time to defeat either when the toggles are all off
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Interestingly, it works out something like this:
Your PvP-built Blaster has 40% base resistance and will probably have capped (1606 HP). Your PvP-built Scrapper has 10% base resistance and, for the sake of simplicity, probably has about 1800 HP (I'm assuming a Regen here, without DP running - with DP they'd be at the 2409 cap). Factoring in DR, the Blaster won't actually have that 40% (it's more like 28%) unless they're running a resist-based APP shield. DR won't eat too heavily into the 10% base that a Scrapper gets. -
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I've added everything up to the Elec/Elec sets for Scrappers & Tankers. They're next on my list. I can't add Earth Assault, because that's a new set, and I can't add Broadsword to Stalkers (which I still think was a stupid choice...) because we don't know what will be dropped to make room for Stalker signature "attacks".
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I'm pretty sure Whirling Sword will be removed from Stalkers just like the Katana PbAoE (Lotus Drops) was dropped from Ninja Blade.
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Stalker Broadsword (based on the Katana/Ninja Blade differences, as well as the fact that Mids' internal names for both those sets matches the Broadsword names):
Hack
Slash
Slice
AS
BU
Placate
Parry
Disembowel
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I wouldn't be so sure of that, BaBs said in another thread that the powers being proliferated were the ones that required the least amount of work, so I wouldn't expect too much to be changed about it, if anything.
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He meant as in the least amount of work animation-wise. Being busy with color customization meant that he likely had very little time to create new animations for sets that'd need them (ones he's alluded to are the Broadsword AS animation and at least four new MA/SS animations) -
Seems everyone's wetting themselves over Rad/EM Blasters (few people I've talked to said Psi will still be better in team arena scenarios but I think for zones and dueling Rad will take the #1 spot). What other I16 proliferated combinations do you think will click right away? I'm thinking:
Rad/EM Blaster
Fire/Cold and Mind/Cold Controller
Nin/Therm and Thugs/Therm MM
BS/WP Stalker (possibly in second behind Elec/WP due to Headsplitter)
Earth Assault Doms might be nice but Sunstorm has gone on the record as saying it'll be a melee-heavy set, and aside from Elec Assault (and now Energy Assault), that doesn't seem to be the preferred Dom playstyle. -
Apparently they're being very slow to come redside, though I've seen several blueside today.
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Too bad we have to wait 63 months for it.
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It's funny, all these threads about "whooo I16" and no one has mentioned Elec Armor. Just goes to show that no one really cares.
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Congratulations, you ran into a stupid player.
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They'll probably increase the recharge time of N-Bolt (to 4 seconds I'd guess), drop the damage scale on Electron Haze, and drop the damage scale on Cosmic Burst (or make the stun non-guaranteed, or both). All in all I'd expect the powers and their order to remain largely the same, it's what they might do to those powers that worries me.
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You won't be able to use the Cold shields on the Imps - due to thematic reasons they'll melt as soon as you apply them (or the Imps will die, not sure which yet).
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The thermal shields work just fine on Frosty, not sure why cold shields wouldnt work on imps.
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The problem with the intarwebz is that sarcasm often fails.