Biospark

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  1. Biospark

    UI Ideas

    As a Buffing Defender, I would like to have interface options that allow me to set the team window to "show only my buffs" on all team-mates. This would make the team window ALOT more manageable and save myself some time searching thru icons visually.

    I know that I may be wierd, but I dont have an internal clock that allows me to know when buffs are fading. I need to see them blinking in order to know its time to re-do buffs.
  2. I agree with Red,

    Stunning Shot is gonna be your best friend. I am currently leveling an Archery-Dark corruptor and am planning on taking Dark Mastery for Oppressive Gloom so that I can double stack stuns.

    For what its worth, I think Malta are probably the worst group of enemies to face solo, so dont feel bad about getting beat by them. They can beat up ATs that have built-in status protection too.
  3. Quote:
    Originally Posted by Syntax42 View Post
    I was trying to do a patron mission to unlock patron powers on my defender and I ran into some malta. I have my difficulty set to -1 x1. The malta gunslinger was somehow a +1 lieutenant. He landed a hold on me and I died. I went in again, this time with a break free. It expired before I could attack the lieutenant because I was dealing with the minion in his group. Again, he held me and I died without a chance to heal or fight back. After three deaths, I had enough and requested help in /b.

    Where is a defender supposed to get hold protection? The game is getting frustrating in the 40s instead of having the fun debuffer/buffer/attacks I could do in the early game.
    One question that I would ask is what are your powersets ?

    My response, based on what little you have said, is that certain critter types need to be targeted first when entering battle. My Emp-Electric would tackle a Malta spawn with his finger on Tesla Cage targeted on either a Gunslinger or Sapper, whichever was present.

    Pre-emptive controls, like Holds, knockbacks, sleeps etc.... are going to be bread and butter opening attacks from an early level.

    Additionally, you should work on getting your ranged defense as high as you can. This will help reduce how many status effects get through. And finally, Acrobatics (Leaping) offers some small measure of protection if you can fit this into your build.

    Hope that helps.
  4. I will echo what everyone else has said.

    There is a chance that you will team with players that don't need any kind of help to survive, but I have yet to run with a team that had no use for my powers (buffs and heals). At the same time, I have never been on a team that had no use for bubbles of awesome-ness.

    Anyone telling you that your powersets are not good on end-game teams does not really know what they are talking about.
  5. Biospark

    Defenders APPs

    Quote:
    Originally Posted by MindArc View Post
    Do defenders get anything like Munitions Mastery, like blasters do?

    Not at this time. But lets hope for something in the future.

    You could turn villain and go Mace Mastery, but I don't know if that is what you are looking for.
  6. One thing that seems to be overlooked (maybe) regarding the fitness change is that it comes on the heels of the "Incarnate" system. Many folks have been saying that you gain 3 more powers, but Zero additional slots (assuming) that you dedicate the same slot total to what you previously had done for Fitness.

    What do we know about Incarnates? Not much. Who knows how dramatically this will impact current builds. We may find that the Incarnate bonuses, will free-up a significant number of slots on existing powers. Thus allowing us to chase additional set bonuses and slide some slots over to these three "new" powers of opportunity (created by the fitness void).

    P.S. For the OP, I would have no problem with more slots. I also like Miladys' idea as well.
    You could even slide the powers down one level so that after level 32, you gain powers at 34, 37, 40, 43, 46 and 48. Then add one additional slot at 11, 21, 31 and 41.
    4 slots happen to be the most common added slots that I use on the fitness pool.
  7. Quote:
    Originally Posted by Candlestick View Post
    ....
    Oil Slick takes 1.16 seconds to cast. And assuming you are archery, an additional 1.83 seconds to light on fire. It's basically Ice Slick and Rain of Fire put into one power. And you are comparing it to Time Bomb.

    /rage
    My apologies Candlestick, I was not attempting to troll your post.

    As I said, Trick Arrow is a set that I have only experienced from watching a SG mate play and from my own reviewing of the powers (Debuffs in particular). My comments about Oil slick were referencing ONLY its damage dealing ability. I am sorry if you thought I meant a direct comparison of Oil Slick to Trip Mine in ALL aspects besides damage.

    One thing that seems consistent with the manipulation sets is that they are good on damage and light on control/debuff. And an additional item which I failed to mention before is that IF they ported Trick Arrow to Blasters, the AoE radii would most likely be reduced significantly (maybe even turned into single target on some powers), while damage would likely be added to many of these effects as a counter balance.

    In that vein, a Blaster version of Oil Slick would likely be smaller in radius, shorter duration, longer recharge and deal about the same damage.

    Does that make more sense?
  8. Biospark

    Enhancements

    Quote:
    Originally Posted by Samuel_Tow View Post
    ...
    What you are suggesting is starting with really strong attacks and then progressively watching them suck more and more and more until they're just BAD at level 21, eliminating one power-up which makes this downward spiral of player ability much more tolerable. And I HATE HATE HATE games where you start out strong with "beginner's luck" compensations and progressively get weaker as the game goes on if you can't keep up. And this is precisely what would happen without the step up from Training to DO.
    Which is why my personal choice would be to eliminate TOs AND DOs, make everything SOs from the start and tweak the hp/dmg prgression of mobs from level 1 onward to remove those downward spirals and bumps.

    The idea of feeling like I am improving is important to me, but the massive jumps in strength should come from gaining new powers and slotting them, not by "Overhauling" your enhancements every 5 levels. This is just one person's viewpoint though.
  9. Quote:
    Originally Posted by Mega_Jamie View Post
    Thats just silly. Sure for scrappers/brutes, Defenders or Corruptors, theres some level of similarity. But im sure that big fans of one will tell you that the other plays much differently.

    But look at Dominators and Controllers, they share a primary and their playstyle couldn't be more different. GR doesnt show the need for less proliferation, it highlights the need for more.
    I am not saying there shouldn't be ANY proliferation. It's cool with me if they port over all sensible possibilities eventually. My perspective though is that alot of the "I wish I had this" was solved by GR. For example: I love the Assault sets, but didn't want to play a villain to try them out. Now, I can make a Heroic Dominator. I have wanted to try Pain Domination... enter Heroic Corruptor. I really, really wanted to play Ninjitsu. Yep, thats right... Heroic Stalker.

    The Villain ATs are different. I am in total agreement with you there. But while others may be more insistent on playing specific powersets on specific ATs, I am less bothered by this, but instead am Insistent on playing Heroes only. That's just me

    So, I would like to rephrase my comment and say that It would be cool for them to proliferate everything. More choices are better for the game. If given the choice between a new proliferated powerset or a completely new powerset, I would choose the later.

    P.S. This may be an over-simplification, but when they create newly "proliferated" powersets, they technically ARE new powersets, cause many things get tweaked to fit the new AT.
  10. Quote:
    Originally Posted by Tormentoso View Post
    ok, now I'm tempted to get the presence pool on a Dominator. It worked semi-wonders on my Invul Tank before I respec'ed it out. So might be worth giving it a spin.

    Now to determine which primary can use it better (besides the FINE Gravity), my Mind/Energy dom would be the most thematically fitting, but he has plenty of Mass Lockdown already...

    Mind actually sounds like a great fit. Its the only set that easily would let you stack Fear Magnitude with Terrify. And since Terrify is a good lead-in power, sounds like a great combination.

    I may have to consider it on my Mind-Rad controller (even though he doesn't have domination).
  11. Quote:
    Originally Posted by UnicyclePeon View Post
    And yet plenty of people like their Ice Doms and Ice Controllers. I love Ice/Storm and Ice/FF on heroside myself. So it just depends.

    I'm still planning to give an Ice Dom a shot. I just started Ice/Energy just because I've decided the AOE Sleep is going to be my main opener every time, and I'll use Single Target attacks mostly, and/or use the other controls as a follow-up to the sleep. So we'll see how I do with Ice/Energy.
    Hello Lewis,

    I hear you on the alpha issues with Ice. Mezz heavy crowds are kind of annoying, but then again, I have spent the better part of the last year playing an Empathy Defender. One thing that you may have already considered (which is definitely interesting) is the ability to get Indomitable Will as an epic (if you go hero-side). I was planning on going Ice mastery myself in order to try and softcap, but if that does not pan-out, Psy mastery is always another option.
  12. Count me in the "Tactics" crowd as well. If for no other reason than it removes that annoying blind effect from Arachnos. It also accepts IO sets.

    Of course, if you like the leadership pool, why not take them all like I have done.
    Currently running Tactics, Maneuvers and Assault on my team build, and after I19 and the fitness changes go live, I will be adding Vengeance to my build.
  13. Quote:
    Originally Posted by Candlestick View Post
    ....
    And Oil Slick would need to go. Just waaaaay to good for a Blaster.
    /Devices --> Trip Mine, Time Bomb

    I know Time Bomb is much maligned, but having mini-nukes in the secondary is not unheard of. Trick Arrow seems (based off numbers and watching in-game friends) to be practically tailor-made for manipulation. Some of the powers would need some tweaking for sure, but as a whole it seems the set is too weak as a defender primary and too strong for a manipulation set. Since I don't play it myself, I cannot even say what the main problems are.
  14. Biospark

    Enhancements

    He is suggesting the removal of DOs from the game and increasing TOs to the strength of DOs from level 1 onward. So you would use TOs (at DO strength) until level 22, then switch over to SOs or IOs at that point.
  15. Biospark

    Enhancements

    Quote:
    Originally Posted by StratoNexus View Post
    Eliminate DOs. Replace current DO drops with TOs. Make Training enhancers have the same value as DOs. Eliminate level 10 common IOs.

    This makes slotting lowbies make more sense. This reduces a vast amount of clutter at stores. This makes the game much less confusing for new people.
    Why not just have TOs for all levels as the store-bought enhancer of choice. Then make Single Origins the dropped enhancements of choice. TOs would be at 20% (+3 value), while SOs would be at their current strength.

    This way players could sell SO's they don't need to buy TO's until the proper SO's dropped for their character. This may even create a low-level market for SOs, since players of different origins recognize that they have SOs that would be in demand by other players.

    I agree on the IOs too. I have only ever made level 15s and 25s, rarely 20s. But anymore, I just wait till 22 and make level 25 IOs and live off DOs until then. Seems to work just fine.

    P.S. Having read some of the responses Strato, I have to agree 100% that DOs are unnecessarily complicated. I have (recently even) purchased the wrong type of DO because of the many types. TOs and SOs would be much more elegant and simple to deal with. so.... /signed
  16. Now that Going Rogue has arrived on the scene, I think that direct proliferation is less important overall. Any villain side sets that I did not have access to are now available, provided I am willing to roll a different AT.

    What would be really cool to me, is to roll out new sets of each type; Melee, Ranged, Control and Buff/Debuff with each unveiling. These sets could be tweaked for multiple ATs just as they did with GR.

    Polearms for Stalkers, Scrappers, Brutes, Tankers (These weapons could be highly customizable to look like anything from a huge warhammer to a double axe or spear).

    Martial Arts (Manipulation Set) for Blasters (Alot of talk about this one, so not an original idea, but after seeing Maelstrom up close, well.... )

    Dark Control for Dominators, Controllers (Dont think Dark Miasma would port correctly, so this would be the best choice, meaning easiest to do)

    Beast Mastery Set for Masterminds (Lions, Tigers, Bears ...oh my !) Natural MMs anyone ?

    Fire Blast for Defenders and Forcefields for Corruptors would be the most obvious, but I am really, really hoping that they consider giving Dominator assault sets to these ATs.

    Or better yet, make a new AT that is Assault Primary and Buff/Debuff secondary.
  17. Quote:
    Originally Posted by Voked View Post
    I really like the idea of dominators, Ive always liked controllers on the blue side, and dominators seem like a more offensive version.

    Ive taken an Ice/Ice to lvl 14, I like him, but i dont see much love around here for ice/ice and I dont want to play a gimped char. (correct me if im wrong)

    I started a plant/thorns because I see a lot of love for that combo but was turned off almost right away (lvl 4) due to the thorns annimation. I didnt like having to wait for the thorns to do their thing before you could actually attack. But i do like plant so far. Ive seen fire being paired with plant... but i have so many fire characters, I was hoping for something different.

    So is there maybe a plant/ something other than fire or thorns someone could recommend? Or is ice/ice not that bad? Or maybe something different all together?

    Thanks!
    I don't have alot of Dom experience myself, having just gotten into playing them, but I would not give up on Ice Control just yet. One of my favorite controllers in the past was an Ice-Empathy and my current favorite Dominator is an Ice-Fire.

    I run Artic Air constantly and have it enhanced for confuse, and lead with Ice Slick. These two powers have a great deal of soft control in them, which allows me to stay pretty safe in melee range. So much so, that I am debating whether to spec out chillblain.

    One other Dominator primary that would be great fun would be Mind Control. 4 additional attacks that are single target and Terrify (at Dom strength damage) seems like a better Psychic blaster than a.... well Psychic Blaster

    I guess the best advice would be to try several combinations that seem to interest you and eventually there will be powers that you just feel "attached" too.
  18. Quote:
    Originally Posted by StormyDarkness View Post
    *gasp*

    Course since I already have Assault, Maneuvers and Tactics on my team build, you know what I am missing still

    So its decided: Nuke, Rez and Vengeance (Hook...Line...Sinker)
  19. Quote:
    Originally Posted by Psylenz View Post
    With the announcement that all four fitness powers will unlock as inherents in the first two levels, I was wondering what the fallout would be to the defender community. The first thing that popped to my mind was that kinetics would not have to pre-plan respecs once they got in range of transference.

    Other things mulling in my mind are: sonics will be supercharged since their end hog teammate anchor will be offset early with at least DO-sized enhancments in Stamina. Leveling up dark defenders will take some pressure off the power selection crunch at levels 18, 20, and 22. Forcefields will have even more powers to take; they are going to be really support heavy.

    Defenders can probably up their defenses significantly with the Concealment pool. Casting grant invisibility will add another layer of defense to teammates.

    Any other enlightenment from the Defebcer community?
    This news is incredibly good news for Defenders (like myself) that made choices on team-builds which maximized utility while optimizing on offense. My Empath currently has 7/9 primary powers and only 5/9 secondary powers. That leaves 12 Total pool powers including 3 from fitness.

    Those three fitness powers will turn into primary/secondary powers that I skipped over for other more consistently used ones. I may actually carry my Nuke, simply because it will be something that I can finally squeeze into the build. Something else that will make my guildmates happy --> Rez will actually find its way onto my team build
  20. Biospark

    FF needs love

    Quote:
    Originally Posted by DreamsRazor View Post
    There are two things I would change on FFs. One is give Force Bolt the tanker bruise treatment, let give a -20 percent resitance to damage which would imho give FFs a stacking bonus for the new changes to the Defender inherent....
    How about just giving it (Force Bolt) a -def effect with a decent duration 10+ sec. This would allow you to slot an achilles heel proc.
    Also give it some decent damage too. Its gotta hurt when you get tossed into the side of a building like that.

    Quote:
    Originally Posted by DreamsRazor View Post
    ...Two is let you spray paint advertisements on Dispersion bubble and give you 100 inf. everytime someone clicks on it. Change its name to GoogleAolTimewarnerMicrosoftApplebubble.com
    uhm.... pass me whatever your smoking please
  21. Quote:
    Originally Posted by Peacemoon View Post
    ...Why I keep making this point is I honestly feel because Mind does not have a pet there is a stigma which in my experience is unjustified. Having played the set aslong as I have maybe I am just able to leverage it in ways people new to it simply cannot.

    Anyway again this is not a criticism, I am just wondering why I have such a great experience soloing with Mind at both high and low level, but it never seems to reflect on the forums.
    I am with you on this one Peacemoon.

    My personal opinion on Mind's lack of pets is that folks don't consider a "confused" Boss a pet. This is really too bad, because I LOVE, LOVE, LOVE confusion. With one mouse click I turn an enemy into a pet. That's like a combination of a Hold plus a Pet summon.

    For those that say mind doesn't do enough damage, I have to ask how much damage do you need ? Mass Confusion will allow you to be a spectator to your AoE destruction and hardly be in any kind of danger. We have not even brought up what your secondary can do for you. Play a Mind-Storm if you REALLY want to see some damage.
  22. Biospark

    Fire/Earth/Ice

    Nice Build Strato

    I am working on an Ice-Fire-Ice Dom myself.

    One thing that I noticed was that you slotted Hot Feet and Mud Pots differently.
    If you changed the slotting on Mud Pots to be similar to Hot Feet, you would get a little more endurance use out of the build between Domination activations. I cannot really see any other ways to reduce your endurance use without ripping out the fighting pool.

    Bio
  23. Quote:
    Originally Posted by BunnyAnomaly View Post
    According to my maths if you don't make any kind of strategic use of Scourge (ie: don't attack injured enemies first in teams), then Scourge affords you a bonus of 29.5% *total* damage. It multiples out any of your enhancement modifiers so is significantly better than a 30% SO enhancement, for comparative purposes.

    Maths:

    Damage 0%-50% = 1
    Damage 50%-90% = 1*(1+((%health-50)*0.025)
    Damage 90%+ = 2

    That's how scourge works, and when you sum the figures you'll find the average damage is 1.295, or 29.5% more damage from Scourge than without.
    Someone on these boards did a thorough breakdown of scourge with a rough estimation of how overkill effected the amount of added dps and the number they arrived at was around 17%. Sorry for not crediting the person who did all the work, but I don't want to anger anyone by crediting the wrong person.

    However 17% doesn't do Scourge justice, since you can control (to some extent) which blasts you fire at wounded targets and lessen the frequency of "over-kill". So it makes sense to say that it gives circumstantially 17-29% more damage. And it gives closer to 29% when you need it the most; against harder targets.
  24. I have done alot of controller soloing, including pre-containment and the best solo controller at the lower end is Mind Control. If the idea of having real pets is a concern, since Mind's idea of a pet is a confused Boss running wild, then you should consider Illusion.

    My favorite soloing secondary is radiation, but just about anything will work with a controller.

    And I have to agree with Dr.Mike on the pool attacks. Air Superiority is the best, Flurry is very functional, but if you have Sands of Mu, then go with AS instead.
  25. One other thing to think about would be a Claws/WP Brute.

    You get to start as a Villain, plus the added toughness, and claws has a "punchy" feel as well as a beastial quality. Have you seen the somersault animation on one of the attacks ?

    This, of course only works if your willing to pack around a set of sharp "beastly" claws.



    If the claws break your RP concept, then I second Dechs and say to go with a Stalker.