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Posts
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I agree with everyone that has responded so far.
Anyone who plays a defender and does not utilize their blasts is seriously missing out on acheiving their full potential as a defender. If you accept both of your powersets and use them to help your team, then you are a "complete" defender in my book.
Also, when you mentioned the difference between yourself and an Emp/Ice, who tended to stay back in combat, you touched on a subtle fact of Emp/Electric as a combination.
Due to short circuit being a PBAoE and how important it becomes to an Emp/Elec's overall stratgey, you are best suited to "be" in melee range. Other Empathy combinations can operate outside of melee range more easily, but even those combinations often have very powerful "melee-range" abilities that can be capitalized on. "Timid" defenders can very easily be spotted this way.
Glad to have you on board ! -
Quote:Very workable Idea Rigel !It'd make the design simpler to just take Challenge, wad it up into a ball, and throw it in the trash.
What can fill the hole? Hello, weaker pool power version of Placate. So very nice to meet ya.
Tier 1 : Placate Version, AoE Taunt
Tier 2 : Single Target Fear
Tier 3 : AoE Fear
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Quote:This is exactly my thought on how to fix the pool.Fix it up all you want, I just wish I could take the fear powers without having to take the taunt powers.
....
Tier One should contain : Single Target Taunt, Single Target Fear
Tier Two should contain : AoE Taunt, AoE Fear
Tier Three : Something new
This way you can take the taunt(s) if that is all you are seeking, or... take the fear powers, but not get railroaded into taking a power you have no use for.
Ideas for a new tier three?
***Thinking out loud; a weakened version of Practiced Brawler for us squishies*** -
Dont forget that Radiation Infection (Darkest Night) have an area of effect, so any critters that are outside the debuff will not be reduced in their chance to hit you.
This is especially annoying with "gunners" who prefer to sit back and shoot at you and with RI having a fairly small radius, its very likely that something will not be "debuffed". -
Quote:I agree with you completely. Thats the real challenge with custom critters; how to design ones that are challenging for as wide of a range of characters as possible. The arc in my sig is one that I am still perfecting. Just recently it was changed to level 22-54. I would prefer it was possible for all levels of play, but there was just no way to make it satisfactory for pre-SO levels.Ew.
THAT is a "power" to avoid on critters. Do lvl 1 toons fight Malta? No? Then 1-54 makes no sense whatsoever. Level lock your arcs for the sake of improving the MA. Seriously, I wish 1-54 caused the system to regard an arc as an error and would not allow a publish until changed.
That being said, it is my hope to get feedback on the custom critters especially, and the missions as well. -
Chilling Embrace on Minions is pretty dangerous to folks that have no resistance to slows.
My main arc HAD this power as the main defense for a custom minion, then I ran the mission with a few of my toons and even with only three minions surrounding you the sight of all your powers as little tiny dots was pretty common. Made the mistake of running this at +1/x3 the first time with my Emp/Elec.
In fact, just about any constant aura power can bring some serious hurt when you stack them on minions and higher settings. Damage auras from a /x8 spawn of minions, Slow Auras, debuff Auras, Status Auras (OG, CoF) etc...
The safest thing is to stick with basic attacks and basic defenses.
Ex: I gave footstomp to a custom Boss, then set my mission slider to 1-54. He was spawning as a Lt (that bug really bothers me), and was destroying my characters with footstomp. Had to remove footstomp in order to give anyone lower than level 20 a chance to beat him.
Giving AoE powers, Status Protection and Higher Tier Attacks is a sure way to make your custom critter very hard to deal with.
Also, dont remove ranged attacks from your custom mobs. The XP formulas seem to be set-up to favor giving everything at least ONE ranged attack. So when making a melee oriented character, don't turn off their sole ranged attack. -
Quote:Oh trust me, this is a very desirable change to me.Right, except the difference between the two is that Granite is supposed to be balanced by the self suppression and they'd likely be taking a travel power anyways, whereas Teleport is not balanced around also taking Hover, wasting another power pick.
A toggle Teleport would effectively be the same as a click Teleport, it'd just be easier and less frustrating to use. That's the whole idea.
My Illustration was less about the fact that it is a travel power, and more about using a power-pick to compensate for the frustration of another power. That kind of "linking" would happen regardless, I just dont think it should happen with travel "in general". -
Actually, I just realized one aspect that this change could have a huge impact on; PvP
Since I dont participate in PVP, its hard for me to speculate, but most likely it would function quite differently in PVP. Or.... you could suddenly see ALOT of squishy ATs sporting a new travel power.
Just guessing though -
Quote:Hmm, well I didnt think of that. T
If that's the goal, they should also make sure the proposed toggle doesn't work with Rooted or Granite.
To be honest I think Stone Tankers deserve the same repair that Invulnerability received long ago when the "Unyielding" root was removed.
I know at least one person that breathed a huge sigh of relief with that change.
Many (most maybe) Stoners take TP, which is silly since it probably breaks any RP concept. I also ALWAYS take hover on any character that is going to take Teleport as their RP travel power of choice.
Not quite the same thing, but these linked "necessities" should be fixed.
Why can't Stone tankers just have a movement reduction, instead of an "impairment" ? -
/SIGNED
Love this Idea. Perfect way to bring it in-line with the other travel powers. -
Quote:I am not saying that you are being untruthful here, but I need to see your build.....I regularly tank romulus(including the alpha strike), and all other tough foes on that tf. I do not die on cyst rushes. I tank all the av's on the second and 4th mishes of the stf except the ones that mes unless I have some protection then I tank them all. I also pull the avs for the last mission...end of my break more to come later. ....
Having done the STF and having all my accolades (with major help from my SG friends), its very hard to imagine tackling any AV solo with my own IOed Empath. All those purple recipes you named off will help keep RAs running more often, but there are so many other factors to tanking an AV, I am gonna just have to see it to believe it.
Perhaps you or one of your friends can record a video of one of these "emp-tank" sessions for us. That way I can learn from your experience. -
The best teammate for a Tanker IMO is a Defender (or Controller) that brings more offense to the "party". Tankers are pretty solid so having buffs will help, of course, but increasing the damage that the tanker deals is even "better".
Willpower lacks a direct heal, so a Defender/Controller that has a heal is good if they take a heavy "alpha".
Willpower has medium levels of resist and defense, so a Defender/Controller that can get them to the "soft-cap" would help alot. Or even a "debuff" set to lower enemy Acc/ToHit.
Willpower can have issues controlling "aggro", so bringing some control (either "hard" or "soft") would help out on large spawns.
Edit: I was gonna list all the good combinations that I could think of, but turns out to be quite a long list. So... play what sounds fun -
For one of my future toons, I am leaning heavily towards Traps/Dual Pistols.
I have always liked AR/Dev for its concept and fun-factor, so now Defenders have the equivalent to this (except MUCH BETTER!).
Radiation and Dark also are very good soloers that I have played. Dark is the safer powerset with lots of control and -tohit, while Radiation is the more offensive soloer with a more "generic" debuff/buff feel to it.
Sets to avoid for soloing are Empathy and Kinetics. These powersets "can" solo, but its going to be a challenge to reach higher levels of performance than baseline "heroic".
Sets that I STILL dont know much about; Cold Dom and Trick Arrow. -
Thanks Zamuel,
I appreciate the feedback.
What I am probably going to do is modify the mission objectives a little.
Currently, I switched the collection item to a destructable object (Idea being that the team needs to break into the vault for what they seek) and triggered the ambush on 3/4 health.
The team can still leave once the object is destroyed, but at least the ambush is moving towards them prior to mission complete. I may require them to exit as well, then only a portal will get them away from the ambush. -
Hello Folks,
Making a new arc and going with alot more options and customization than I have in the past but running into two quandries.
First, I have a collection as my main mission objective, but after the team collects the glowie I want to spawn an ambush. The problem is that the Collection has to be set as a mission complete since it is a single collection. Everything works, but the mission complete and exit button appear at the same time as the ambush spawns, allowing the party to leave the mission without facing the ambush. I could add more objectives and chain them, but was hoping there was a simple way to do this.
Second, Is there a simple way to make the boss versions of my custom group NOT appear when you have difficulty set to "No Bosses". They are appearing as Lts instead of bosses, but I would rather they ONLY spawn as bosses depending on the person's settings running the mission. Related to this: If I pull the bosses out and set them to their own custom group, do I penalize the mission as far as ticket rewards for having 2 custom groups (1 lacking Bosses, and the other lacking Minions/Lts) ?
Thanks in advance for any assistance.
P.S. If anyone knows a good map that is very "watery" I would appreciate that as well. Closest I found was a couple outdoor maps which are more "forest" than water. -
Quote:Hello, my Defender friends. I'm working on an Empathy/Archery defender (Freedom, "Wrong Game?"). I'm wondering about slotting Fortitude. Should I focus on raising the Defense component first (to get more use out of it on those who get it), or the recharge component (to have it on as many people as possible)? Eventually I'll have both ED capped, but for now I can only cap one aspect, so this is a short term question. Is it worth slotting for the tohit buff? It is pretty good on its own, but would be massive enhanced.
In the words of Tony Stark ; "Is it too much to ask for both ?"
Why not Franken-slot this power - Def/Rech, Def/Rech, Def/Rech
Then slot LoTG down the road as influence permits -
Good Name choice Quincy! Indomitable
Related Synonyms : Unyielding, Ruthless, Fearless, Tenacious, Courageous, Valorous, Intimidation, Relentless, Steadfast, Unrelenting, Ceaseless, Persistance, Resolve, Unwavering, Perseverance.
Another one that came to me was the idea that most defense sets are based on physical aspects of the characters like; Reflexes, Invulnerable
Or they are based on Super-heroic aspects like; Fire, Ice, Dark
How about this set being based on the characters actual "Battle-training" rather than physical, heroic or magical properties.
You could call it "Prowess" or even "Battle-Prowess" -
Here are my two builds. The first one is my team build:
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1411;708;1416;HEX;| |78DA9D54DB6E1251143DC30CA594BB94426F14E88562CBB4788B970793DA9A544B4| |5AA7DAA92291CDA49704A609AC89B1F50FD81DAEAA32FDEE293F137BCBCF803A6FE| |C3B8CFDE076A9F4C2461AD73F6AC73F6DE8B3D149F2EFB197B769329C15B0DA3DDA| |E2CF33AB76ABCD55FDCB70DDBDCB398873116EB862B4BFBF5BABEF2A469D8BB9D54| |2F5A36AC1D5ED3571ABC6AB7CCAAD1A82CC16D7664D5DAE52D6ED97A771128EDED3| |5F4DBE6CEAE6D5A3B7EB9B32DDE6ED3668D1B4D7832809B8D26E7B5C44AD3ACF6AE| |36ED4EA50857F356270185E5E0BBE562F2E368ECAEC25881696B487D45A4C43AD2E| |43DA4B77FCB8F9808B98E91FA5F210DBC463AFF06E91DC8152957FE2D7F0F7255CA| |D50B2E2CE62252F01252F83252EA0A9202EEBA49AEBA4B4019D6771F2958460A6F2| |0B941E7C1321CE6C963A621087929E4F20E528761A2185206043E29F0CDE119FF19| |9A04418092B3C04FACC703A1109D514377609165E955A4EC265E9A7D88B40DEA081| |D75459EE3D17374A9A47EB8282A934753181A3C432A086224D06271588CB3A10C66| |1A4A52DE49A499349206F2B82C2C4EFD25A8E914359D8D2255A19661E9FF300DC30| |80DC3080D438A86214DC3F009E4A3D2FFD1AF2E51C5D877A21F48C96F481F1051E7| |1E3FC07E93D476F205D2D42F544C9D10FD468A43D113D2E009323801A18CFC21336| |974E2233C98965E4E1FC226CA665E129197873050B3B2A7591AC11C8D608E463077| |66048F403E27AD9A234BE7C9CB7972769E2C3D069D8EB3EDA83A35B340CD2C50870| |B94FE04FE2116A5478BE451815C29905505B26A4CEBBD582AA359CED310E76988F3| |34D96BA73A9860CC54D27A2F195328EBFAA9CAF1867B2FD5FF7E3E431394C25B1E0| |07C20A004A06C8AD596804762FB58AC0CB1DA1650155BE78BBF5B4CE8AAA8EB9A80| |EB026E0888417DEC40283D3E009F00BF808080A0809080B080A8801100E548AC9C3| |F04D1EDE1| |-------------------------------------------------------------------|
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Quote:Actually, common salvage is possible using the random common salvage (8 tickets).I'm very happy with the ability to use tickets to get rare salvage. I HATE the market. Having an alternative to get salvage is great! They just need to give you the ability to get common salvage as well, and I'd never have to visit the market again, except for buying wings or whatnot.
I use this all the time, but its best to know whether the salvage you need is tech or magic.
Need a luck charm, choose common magic salvage and pay 8 tickets till you get one.
Need a Clockwork winder, choose common tech salvage, etc
The last character that I outfitted with level 25 generic IOs needed maybe 1000 tickets to get everything IOed out. To make it even better, I used Biospark to craft them since he has most of the generic recipes memorized. Took maybe 2 million and some AE tickets.
AE tickets basically let me avoid the market for salvage if I so desire. But I usually only do so if the prices are unusually high. Like 100K for Brass (example). -
Quote:This ! 100% true.If you play Shield just for Shield Charge... well... honestly I feel sorry for you. Really, I do. Shields an excellent all-rounder set, and even without the baster class nuke without the end-drain it's still going to be a good all-rounder.
Having finally tried Shields on a Tanker after only playing it on several scrapper combinations over the last year or so, I now know what it feels like to have Super Reflexes on a Tanker. Its the toughest Defense-Based character I have ever played pre-SOs and after I get him IOed out, I will be a monster. Dont even have Shield Charge yet, so whatever it gets changed to is still just icing on the cake to me. I am glad that I did not spend alot of time enjoying its current "state" because it would kinda suck, but that ONE power does not "define" the set. Now, if they touch AAO, THEN I will be pretty unhappy.
For the OP, my best Farmer to date is a WP/Fire Tanker. Simple, easy to level, easy to play and gets the job done. There are very few villains out there that are actually a problem, but anything that kills your regen is not fun. -
Quote:This pretty much nails it. For that combination, I would get either a Blaster or Scrapper to pair with. Since Earth/FF offers no healing, a scrapper with healing and resistance would "layer" very nicely, so New_Dawn's suggestion of */Dark scrapper is a very good one.With your friend playing such a defensive controller you might want to consider plaing a scrapper or possibly a blaster - I think somthing like a fire/shield scrapper would really synergize well with an earth/FF controller.
You could also consider */Regen, */Fire, */Elec, or even */Willpower
Blasters work very well with controllers since you can "hold" a spawn and "nuke" it with AoEs, but takes a little more practice on timing controls with AoEs. -
Quote:Hehe, Okyou misunderstood what goat said. he means he hit the ticket cap for the mission. then he random rolls bronze rolls, sells and makes profit. that is very easy.
That makes much more sense then. Was trying to wrap my head around 9K+ tickets in 30 min. My bad !
Still not convinced on the 100million part, unless he meant 100 million each play session.
That is something I have done in normal missions with lucky purple drops or hard-to-buy IOs, but NOT on any kind of regularity.
If you can make 100million every 2-3 hours with regularity off tickets, then that is saying something. But this has not been my experience with buying random rolls. The vast majority of "Bronze" rolls are crap and dont sell for much, if anything. Silver Rolls seem more impressive to me, but even so, the last 10 silver recipes that I sold didnt even net 10million and took 3 days to sell. Thats not very good IMO. -
Quote:This doesnt sound like "normal" gameplay. Nor does it sound like something most players are capable of doing, but I will take for granted your voracity and see whether I can come close to the numbers you have indicated.
I can ticket cap an MA map in less than 30 minutes, roll bronzes and reliably make 100 million inf on the result. I've done this day after day, week after week for several months.
No other gameplay option aside from pure marketeering delivers that level of profitability for such a small time investment.
/edit
in an effort to leaven my disdain with education, here's why MA pwnz everything else you can do:
tickets are nothing but concentrated drop potential.
if you run a mission that potential is spread between generic recipes, salvage & IO recipes.
in MA you can focus ALL of that drop 'energy' on the most valuable payoff, which is set IOs.
Furthermore, you can pick your level range.
MA > everything else for earning power.
Ticket-capping in 30 mins is not something I have ever seen done. I would be hard pressed to do so in 3 hours, but gonna take one of my better farmers out for a spin soon. -
Quote:Fair Enough.I just don't see changing the ticket system as suggested as an improvement. We have a better chance of retaining customers if we can lure players out of the AE where they can see everything else the game has to offer. The longer they subscribe the more money the game makes. The more money the game makes, the longer I get to play.
I can see that perspective -
Quote:This is true. When you run Radio missions, TF, Story Arcs you also get recipes and salvage dropping all throughout your playtime and its also Random and FREE. The rate of accrual for these random drops are probably just as profitable as AE missions.....
Regardless of what I get the drops are all free. I didn't spend a single inf to get them. It's all inf in my pocket.
The tickets are free ergo the drops from trading in the tickets are free..
Quote:
I'm not one of those twisted little individuals that gets his panties in a bunch over how many imaginary tickets it takes to get imaginary loot to sell for imaginary money. .
I did NOT make enough influence during that time at wents to purchase a LoTG +rech, so if I had been trying to farm for the cash, I may have needed even more in-game time to get it. Unless I got a lucky purple drop, which can randomly happen, but is not predictable in any way. So the question I ask you is how many tickets do I need to get a LoTG +rech?
12K, 24K, 124K ? How many hours would it take to get that many tickets ? 18-20 hours ?
The answer is; that I will spend the next several months in AE "hoping" for one to drop, OR buying and selling garbage until I get the influence to outright purchase one. I would rather go with a predictable method like merits.
Quote:
Tickets, merits, recipes, salvage, enhancements, inspirations all drop for free and regardless of what I ultimately end up selling them for, I still have more than when I started. (Actually I should say it's regardless of what someone ends up paying for them because I never sell anything on the market for more than 1 inf).
My only "Real" choice is Merits.
Quote:I know the difference between a make believe fun time game and reality.
The bottom line is that the ticket reward system is not "broken" really. Perhaps the real underlying concern is that there are enough people in the game that "play the market" who dont want anyone touching their precious "money-maker". While casual players like myself that are struggling to "outfit" a few toons and could care not a wit for how much influence we have are slowly being moved into the "farming" herd with everyone else. More availablility for recipes will lower prices and that is a "good" thing to me. I am sure there those that would be on the other side of that fence.
How green is your grass ?