Adeon Hawkwood

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  1. Adeon Hawkwood

    Invention table

    Don't forget you can always use TUNNEL to go straight to Founders and then either duck into the RWZ or head to the University.
  2. Quote:
    Originally Posted by dugfromthearth View Post
    No new content that is terrible
    This is tricky. While I like most of the new content itself I find that a lot of new enemy groups are extremely painful to solo on a squishy character. Not quite Malta level annoying but definitely getting up there.

    Now I don't expect every new enemy group to be at the level of Council or Freakshow in terms of difficulty but most of the newer groups seem to be significantly higher difficulty.
  3. One request I have. In the interests of gender equality can we get shoulder kittens for male characters? They make a nice option for a wizard's familiar.
  4. Quote:
    Originally Posted by Cheetatron View Post
    it is just 1 along with one other fairly valuable io proc
    Yeah I was getting mixed up with the Kismet Defense/Endurance/Recharge IO which is 2 A-Merits. Kind of weird that the less valuable one is two but oh well.
  5. Adeon Hawkwood

    Nature on MM's

    Quote:
    Originally Posted by Cyberium_neo View Post
    Where can I find out about all the upcoming power sets? (and changes?)
    The Beta forums. since you're a VIP you should have access. You can find them at the top level of the forums:
    http://boards.cityofheroes.com/index.php
  6. Quote:
    Originally Posted by Eric Nelson View Post
    Per the wiki, Kismet is available for:

    - 150 Reward Merits
    - 1 Alignment Merit
    - 16 Astral Merits

    EDIT: NG, the reason you may have missed them is because of the slider -- remember that you have to place the slider into the range where the recipe appears in order to see it (under "Defense") -- since Kismet is available between 10 and 30, that's where you have to have it in order for it to appear.
    I think the wiki may be wrong. I'm 90% certain I checked a couple of days ago and the Kismet proc is 2 alignment merits. Unless I'm imagining things again.

    EDIT: Ok, I was wrong, it's the Kismet Defense/Endurance/Recharge that's two A-Merits. sorry for the confusion .
  7. Adeon Hawkwood

    Test Server

    Quote:
    Originally Posted by Comicsluvr View Post
    "The name '"C:\Program Files (x86)\NCSoft\Launcher\NCLauncher.exe /LaunchGame=CohTest' is not valid.

    I think I missed something somewhere...
    I believe your quotes may be in in the wrong place. The command line arguments should be outside the quotes, so when you look at the path in the shortcut it should read:

    "C:\Program Files (x86)\NCSoft\Launcher\NCLauncher.exe" /LaunchGame=CohTest
  8. Quote:
    Originally Posted by Thunder Knight View Post
    Did I miss a new giveaway? What code are we talking about here?
    It unlocks the Alpha and Omega costumes from Going Rogue.
  9. Quote:
    Originally Posted by plainguy View Post
    My recharge is higher and no need for vengeance, which is sort of wasteful for a LOTG +recharge, because it's such a limited power at times. Seems I never get veng off when I try. Even if I see someone is dropping I don't get it off at times.
    My view on Vengeance is that if I get to use it great but if I don't it's a power choice that doesn't need slotting and gives me room for an extra LotG 7.5%.

    Now there are other powers that can work well instead but I wouldn't call Vengeance a waste, if you've taken the pre-requisites it's comparable to most of the other options for a one-slot power.
  10. On the character selection screen look at the upper-left corner of the screen. There is some text telling you how many character slots you have. Now look a little bit to the right of that. There is a button with three stars on it. Clicking that will take you to the Paragon Rewards screen.

    This will show you what rewards you've already accquired and allow you to spend any unspent tokens. You should have 8 tokens (I think) but some of them will have already been spent to ensure that you don't lose anything you earned under the old Veterna Rewards program.
  11. Quote:
    Originally Posted by Ishaila View Post
    True as this is, the changes to Snipes will null a lot of this out, if you run Tactics, Focused Accuracy, and a Kismet, breaking that 22% To Hit threshold that I believe was in the cast earlier, as much as they are subject to change. It'll definitely help marginally, but yes, otherwise, you won't be using it without a Build Up, or some way to keep To Hit 22% or so.
    You are correct. The problem is that Blasters don't get Focused Accuracy so they can only get perma-FastSnipe if their secondary is Devices or Energy (theoretically Dark can also get it perma but it need a LOT of recharge).
  12. Quote:
    Originally Posted by Papaschtroumpf View Post
    are reward merits (from TFs) a VIP content?
    Yes, but you're high enough in Paragon rewards to get them as a Premium.
  13. I very much doubt that the price of Snipe sets will go up much. Even if people do start taking them it's one power on a few ATs plus since the snipe can also take regular ranged damage sets people aren't going to necessarily slot a snipe set (Thunderstrike is still a solid choice compared to snipe sets). That being said there are two potentially useful snipe sets:

    Extreme Measures has 2.5% AoE and Melee defense. While this isn't that useful for Blasters who generally have to focus on one type of Defense it does have some value for Defenders and Corruptors who are in a position to softcap multiple positional defenses (mainly Traps, Forcefield and Time).

    Sting of the Manticore has a mild Ranged Defense bonus at three slots and a strong recharge bonus at five. It doesn't compete with Thunderstrike for Ranged Defense (at least not in a power you want to use) but it is better than Decimation if you want Recharge (and the Defense adder doesn't hurt there).
  14. Quote:
    Originally Posted by Circuit_Boy View Post
    The fact is that Electric Blast's single-target, once you include Voltaic Sentinel and Zapp in the mix, is on par with Energy Blast's single target, with Electric Blast being very slightly weaker. However, Electric's AOE--because its primary non-nuke AOEs (Ball Lightning and Short Circuit) can (and frequently do) hit 16 targets outpace Energy Blast's in terms of raw actual damage (Damage * Targets). It exceeds Ice Blast's non-nuke AOEs by a country mile.
    The problem I have with factoring Zapp is that it is interruptable. Just looking at single target damage factoring in Zapp, VS and accounting for recharge Elec seems to do ok compared to Energy BUT this assumes you never get hit while casting Zapp*.

    If you get interrupted on a Zapp that screws your damage to hell. Not to mention situations where it's impossible to avoid taking frequent minor damage (such as the final fight in Keyes trial).

    *Note I only considered up to about 100% recharge. Above that Elec will drop off due to cast time outweighing recharge time.
  15. Two things immediately jump out at me:

    1. You aren't actually at 45% ranged defense. Cloaking Device only provides half of it's defense in combat so once the shooting starts you'll drop to 42.76% defense.

    2. You skipped Single Shot. Now I will admit there is a strong argument for doing this. However it does have two things going for it. First you can use it while mezzed. Secondly it has a pretty much -regen debuff on it. If you use both Disintegrate and Single shot you pump out almost half the Regen debuff of a Rad Defender which isn't bad for a Blaster. Anyway those are very much a case of your milage may vary but it's something to think about.

    On your general slotting I wouldn't bother 6-slottting Positron's Blast or Ragnarok sets unless you really like Toxic resistance. For Cutting Beam I'd replace the Dam/Range with a common Range IO and for the other two pull out a slot for use in Field Operative (the Dam/Range for Piercing Beam and the Proc for Overcharge).

    For Targeting Drone consider Cytoskeleton HOs. It's not a bad idea to have a bit extra To Hit in order to counter debuffs.

    In case you're curious, here is what I'm currently thinking of for my Beam/Dev. The Numina's and the Golgi in Health will be moved to Field Operative.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Adeon Hawkwood MK4: Level 50 Technology Blaster
    Primary Power Set: Beam Rifle
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(37), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
    Level 2: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(34)
    Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), Range-I(39)
    Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(17)
    Level 8: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), Slow-I(50)
    Level 10: Targeting Drone -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(46)
    Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(46)
    Level 18: Penetrating Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(39)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21)
    Level 22: Smoke Grenade -- HO:Lyso(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25)
    Level 26: Piercing Beam -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(39), SBlastersW-Acc/Dmg/Rchg(40), SBlastersW-Acc/Dmg/EndRdx(40), SBlastersW-Acc/Dmg/EndRdx/Rchg(40), SBlastersW-Rchg/Dmg%(42)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Trip Mine -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(50)
    Level 32: Overcharge -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Aim -- RechRdx-I(A)
    Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(46)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45), HO:Ribo(45), HO:Ribo(45)
    Level 47: Force of Nature -- ResDam-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(21), Numna-Heal/EndRdx(23), Numna-Heal(23), Numna-Regen/Rcvry+(31), HO:Golgi(36)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    ------------



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  16. Quote:
    Originally Posted by Zombie Man View Post
    Oh, hello, City of Devices.

    And some said it wouldn't happen.
    I still don't believe it will. Sure, we'll get a surge in the popularity of Devices Blasters and they'll be FotM for a while but then they'll die off when people realize that taking Devices means no using Build Up to buff AoEs.

    Frankly I'd expect to see City of Energy Manipulation before City of Devices. That way people can have their cake and eat it to but I think with Devices they'll end up deciding that the cake is a lie.
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    If it's not that essential or effective then why...
    1) ...is it being advertised as a major buff for Devices? Is it really effective or is it not? Because if it is really effective for Devices, it is really effective for Tactics. There is no 2 ways to argue with that.
    2) ...do we need a "magic number" at all? If it's not that great, why set it up this way?

    In the end I would be just as happy with no buff to Corruptors or moving the target value so it's not achievable with Tactics as I would with just having the Snipe always be instant regardless of your ToHit value. I don't particularly care which way they go with it as long as it's not set up like this.
    It is a major buff for Devices and Tactics (although the amount varies depending on the blast set), I just don't see it as making Tactics "required" for Defenders and Corruptors. Part of the reason it's such a buff for Devices is not due to the nature of Snipes but due to the nature of Devices. Devices has always had weak damage due to the lack of Build Up added onto a lack of melee attacks (which even if you don't use them provide the option for hard hitting ST attacks). This change enhances it's ST damage relative to other sets.

    As for Defenders and Corruptors. Yes, it is effectively buffing the single target damage of those ATs relative to Blasters the question is, is that a problem? Personally I would say no but for a weird reason. Soloing on Defenders and Corruptors tends to be painful on a lot fo sets because they lack good tools for taking down bosses. Even with Def/Corr damage modifiers you can normally AoE the minions in less time than it takes to kill the boos (at least in my experience). Blasters, even using sets like AR and Electric don't have that problem due to their higher damage modifiers. So I guess I'm less concerned about them having less FastSnipe time.

    As for the "Magic Number" issue I can see where you're coming from and it is a valid point, I just don't see an option I like more. The damage and recharge times for the current snipes are balanced around them having an interrupt time. If the interrupt time is taken away then either the damage/recharge need to be rebalanced as if they were a standard single target attack or there needs to be some limiter on the ability to FastSnipe either limited uptime or forcing some sacrifices elsewhere in the build. The current 22% to Hit does a bit of both. Most Blasters will have limited uptime on it and other characters will require some build sacrifices (since even if you take Tactics normally you probably don't have 22% To Hit).

    Using To Hit does have some advantages from a development point of view. It's a generic rule that can be (in theory) evenly applied to all characters and means that a character with limited ability to FastSnipe solo can benefit from team buffs.


    As for changing it there are a few options I can see:

    First is the obvious one, drop the idea entirely and make all snipes standard single target attacks. Kind of boring and would violate the Cottage Rule but may end up being the least controversial.

    Next option would be to set the To Hit bar per AT so as to severely limit which powersets can hit it. The problem there is two-fold. First how do you decide which sets get it? Devices is an obvious choice but what about Defenders and Corruptors? The buff/debuff sets that most need the help (Force Fields, Empathy etc.) generally don't have self To Hit buffs. Overall I think this would be a bad idea.

    Decreasing the To Hit bar to 17% would mean that any character with a snipe has the option to get perma-FastSnipe. The upside of this is that it would allow players to decide if they want to take Tactics in their build just to get perma-FastSnipe or if they are with just having it through Aim and Build Up. The downside is potential power creep and instilling the idea that Tactics is mandatory for all characters with a Snipe (except Scrappers and Stalkers who are unlikely to take it anyway). I'm not sure it would be necessary, especially for Blasters who get almost 50% uptime anyway, but I can definitely see people thinking that way. I'd also be concerned about power creep, if everyone can get perma FastSnipe it might be better just to rebalance the attacks as standard attacks.

    The final option would be to get rid of the To Hit requirement and just make certain powers trigger FastSnipe mode. Specifically Targeting Drone (Devices version only, not the APP version), Aim, Build Up, Power Boost and the various renamed/combined versions of them in different sets and Epic pools. The advantage of this is that it would give relatively consistent access to FastSnipe fro different characters. Devices does get a specific boost but as I mentioned earlier I think it could use the help. The majority of Blasters would get about 50% up time using Aim and Build Up with Energy doing a little better. Defenders, Corruptors and Dominators would (mostly) get about 25% uptime from their attack set and have the option to take another FastSnipe power in their epic pool if they want. There are two sets that would be a problem in this scheme (and I'm actually concerned are a problem with the current scheme as well): Assault Rifle and Dark Manipulation. For Dark I'd probably make it so that Soul Drain trigger 30seconds of FastSnipe even if you don't hit any enemies. Assault Rifle is a bit trickier, it doesn't really have anywhere to stick a FastSnipe tag an it's one of the two powersets that could really use it.

    Quote:
    EDIT: I want to add that I have no particular beef with you Adeon, or anyone else in this thread. In fact, I enjoy reading your posts. Even though we disagree on this particular issue, I hope I can retain some of your respect. I really like some of your ideas for Defenders and Corruptors.
    Don't worry about that. I'll happily argue with anyone about anything. As long as you have a reasonable argument I'm fine with it. Plus I have a short memory so I forget any arguments in a week or so anyway .

    Also, I'm sorry for being sarcastic in my last post, you didn't deserve that, I was just getting frustrated with the various sky-falling posts regarding that change.

    Quote:
    Originally Posted by Another_Fan View Post
    Tactics is hardly needed to be certain of hitting until you start talking about better than +4 enemies. Its very easy to build so you are hitting 95% of the time against +4s worst case you take a kismet.
    It depends on what you're fighting. If you just go up against the older non-Arachnos groups then yes you are fine. The problem is that the power level of NPC groups has been going up. Newer groups tend to have a lot more defense or to hit debuffs than older groups so building in a bit more To Hit margin makes a lot of sense to me.
  18. Quote:
    Originally Posted by Papaschtroumpf View Post
    * I'm pretty sure I keep power sets I purchased (like Beam Rifled or Beast Mastery), but I lose the sets that were free for VIP (like Dark control)?
    If I care enough about unlocking my dark controller, will it prompt me to purchase the power set first with my unspent points? or do I keep the character with that powerset if it exists before my account goes premium?
    For VIP powersets the character will remain locked and unplayable until you purchase the power set but there is no risk of them being deleted.

    Similarly if you have any characters with VIP costume parts they will keep their costume but you will have to remove any VIP parts or purchase them separately. This doesn't apply to the Tier 9 VIP costumes which you have effectively paid for but does apply to things like Chainmail or Imperial Defense.

    Quote:
    * I had Kheldians and SoAs unlocked years ago, so I think they'll remain unlocked on my premium account?
    No. While EATs have to be unlocked in game by getting a character to level 20 they also need to be unlocked for an account either by becoming a VIP or purchasing them specifically in the market.

    Quote:
    * Because I'm Tier 8, I will still have access to inventions, the market, masterminds and controllers and other goodies unlocked by higher Tiers

    * can't access my own SG base because I'm in an SG with my kids and none of us will be VIP and able to pay rent. I could invite a VIP friend to join, even temporarily to pay the rent for me right? (what a pain)

    * lose all incarnate missions (iTrials...) and access to DA? any existing incarnate powers will be disabled (but not lost should I ever go back to premium?)
    All of these are correct.
  19. Quote:
    Originally Posted by JohnnyKilowatt View Post
    No, they are not included, or no, I am incorrect and they are included?
    At the moment and based on the information we have they are not included.

    However, in the long thread where Arbiter Hawk was discussing the changes someone asked about increasing the range of the Immobilize powers in Blaster secondaries and Arbiter Hawk said he was open to the idea. So I think that there is a possibility that we convince him to increase the various blast set single target utility powers increased to 80ft. It's on my list of things to ask about in the I24 beta.
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    A Psy or Dark Corruptor or Defender lacks Aim, so they have no inherent access to permasnipe until they get Tactics and Kismet... and then they have it all the time. Being forced into taking Tactics in order to stay competitive IMO isn't interesting or dynamic. It's just kind of lame. [EDIT: Just noticed someone brought this up up thread. Sorry to be an echo.]
    The same goes for AR. There are two issues that I have with this argument. First if the combo was viable before FastSnipe it's still viable after FastSnipe even if it can't FastSnipe. Yes it's a buff but I don't really see it as essential.

    Secondly as far as I'm concerned Tactics (or an equivalent power such as Targeting Drone or Farsight) has always been essential. Missing an attack really, really sucks and the newer content has featured more and more enemies with either to hit debuffs, defense buffs or simply higher level than us so stacking a bit more To Hit on my characters has always been high priority. The majority of them have two (or even three) leadership toggles and unless I have a To Hit buff already one of the two will be Tactics. Now I'll admit most of them don't have 22% To Hit buff because I generally aimed for 15% but that's just a slotting change.
  21. Quote:
    Originally Posted by Darth_Khasei View Post
    I don't see any reason to change DP.
    Well the purpose of the Blaster secondary changes is to give all Blasters easy access to a either a decent level of +regen (approximately 340% after enhancements) or an equivalent amount of healing or absorb.

    Drain Psyche differs from the other powers in three ways:
    1. It requires the Blaster to enter melee range to get the bonus
    2. The bonus is not permanent without significant IO investment (and the changes are primarily balanced for SOs)
    3. The amount of regen is potentially quite a bit higher while it is active

    Now obviously for a heavily IO'd blaster played by someone who can maneuver in and out of melee these don't present any problems but that is not going to be the case for all /MM Blasters. Now none of these facts mean that Drain Psyche has to be changed but they suggest that the power needs to be reviewed. To my mind the key questions are:
    1. Is it ok to require Blasters to enter melee range to get what is intended to be a new class feature?
    2. For an SO'd Blaster does the increased power of Drain Psyche compensate for the decreased uptime when compared to other sets?

    If the answer to either of these is no then DP should probably be changed. Of course both of these questions are subjective so what really matters is not what you or I may think the answers should be but what the devs think they should be.
  22. Well I'm already enjoying my Beam/Dev blaster so these changes will only make me enjoy him more. It's tempting to unretire my AR/Dev Blaster but he was retired for theme reasons rather than power reasons so I probably won't.

    My Time/Elec Defender will definitely respec to take Zapp.
  23. Quote:
    Originally Posted by Dechs Kaison View Post
    You're going to hate trying to run those shield toggles if you keep swapping back and forth from Dwarf.
    The plan is to mostly run human and swap to Dwarf for the really tough fights or if I just feel like smashing stuff.

    Quote:
    Here's the thing: With warshades, Hasten does allow you to do something really, really cool. You get to sit at 85% resistance to everything all the time if you get Eclipse permanent. That tough as nails requirement becomes trivial, and you hardly need all that defense. Not only that, but with Hasten you'll do other cool things like have a permanent 112.5% damage bonus from Sunless Mire, and start stacking the Dwarf mire on top of itself. You also get more fluffy pets following you around.
    I took a look (probably more since I'd no doubt forget to use hasten anyway). Changing one of the Concealment powers for Hasten I'd still be at about 110s on Eclipse which isn't perma. Similarly I'm still going to be limited to two fluffies at a time. I could change the build to get Hasten closer to permanent but then I'd lose defense.

    You've got to understand I really, really hate Hasten. It's not a logical thing I just hate that the power exists at all and taking it pretty much kills all interest I have in a character. The only character who survived taking it was my Crab Spider and that was only because taking it allowed him to have 6 spider-bots out at all times. Maybe if I play my Warshade more and start enjoying him I'll be ale to respec him into taking Hasten but at the moment he's unlikely to survive that.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Corruptors and Defenders got a much larger buff from this. That is without considering the fact it's much easier for them to benefit. Blaster T1 and T2 blasts are relatively standardized and both are pretty much MEH.

    Take Archery
    How about looking at a set that doesn't have non-standard T1 and T2 attacks and actually uses the recharge and damage scale for the attacks on the different ATs. Energy Blast is probably a good example.
  25. Quote:
    Originally Posted by Edana View Post
    Didn't we go through all the i14 changes specifically to stop Domination providing a damage boost?
    Yep, hence why I'm not very keen on the idea. On the other hand I would like Dominators to have some way to FastSnipe without having to rely on inspirations and that would be one option.