Biospark

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  1. OR...

    You could do like I am planning and go after Regen. I have a build on my "work" computer that I could post that is 400% regen (He is Martial Arts - Super Reflexes).
    On a Willpower character you could get significantly more regen than this. My Tanker will have over 700% once he is finally IOed out ( 1 target in range).

    From my experience, good regen plus some form of control will help you recover in alot of tight spots. For example; That boss thats pounding you hard, hit him with Air Superiority every time it recharges to let your regen catch up. You could try other forms of controls like holds, stuns etc... on Lts, but I have seen the worst alphas coming from 1 or more bosses getting in some lucky shots.

    If you are planning on big game hunting solo, well, there are others that could give you more advice, since thats not the way I focus my characters. I like facing down larger spawns, not single AVs. I prefer that kind of challenge with teammates.
  2. For solo play Mass Hypnosis + Terrify is a huge amount of mitigation. You can get a great deal of mileage from this combination. And as Local_Man pointed out Terrify doesnt start out with impressive damage, but slotting it up for damage, getting some self damage buffs from Kinetics and hitting a "contained" mob is pretty decent AoE for a non-epic controller.

    On a team, I reccommend just using Terrify as an opener to allow you to safely get into melee range for your Kinetic buffs. Sleep is useful on teams but not nearly as much as it is solo when since you can control how and when to "wake up" villains.

    If it hasnt been suggested already, I would consider Hasten to allow Terrify to charge that much faster. Because you have siphon speed, combining Hasten will get Mass Hypnosis, Terrify, Total Domination and Mass Confusion all back that much faster.
    I would 6-slot Terrify as soon as you can. It is well worth every slot you can give it.
  3. Thanks Fulmens

    I am happy with that response from you

    Something like this could be done to every primary pool set in order to help it out.
    There are many pools that are just fine, but enough do need improvement in the way powers are chosen, that a 5th power could be exactly what they need.
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    *coughleadershipcough*
    Hehehe ! Yeah and I only use 2 of those currently

    I have been toying with the idea of all three, but not liking the numbers in Mids so far.

    Combat Jumping, Maneuvers, Assault, Tactics, and Charged Armor <--- Ouch !
  5. Thanks for the reply Dr.Mike

    I guess that I am at a loss then as to what could be added to the tier 1 level that would be a non-attack, enabling the pool to be opened without being stuck with an un-wanted attack.

    If tough was left alone then, could Hardiness be simply a Passive E/N/F/C resist around 7.5%. ?

    I would not want to see a third toggle in the set. Two is bad enough for endurance usage.
  6. I have been looking at some numbers again regarding Tough and Resistance and thought I would put them out there to show what this suggested change would allow.

    CURRENT
    Tankers/Defenders/Controllers get 15% from Tough and 30% from an equivalent S/L toggle
    Scrappers get 11.25% from Tough and 22.5% from their S/L toggles
    Blasters get 10.50% from Tough and 21% from S/L toggles

    3SO enhanced prior to level 45
    Tanker 46.8% S/L
    Defender/Controller 23.4% S/L (Tough)
    Scrapper 35.1% S/L
    Blaster 16.4% S/L (Tough)

    End-Game 3SO slotting of Tough plus a single AT Toggle
    Tanker/Controller/Defender 70.2% S/L
    Scrapper 52.7% S/L
    Blaster 49.2% S/L


    SUGGESTED CHANGE
    *** Blaster/Controller/Defender taking Tough plus Hardiness, while Tanker/Scrapper using only AT toggle***

    PRE-LEVEL 45
    Tanker 46.8% S/L (1 power with 3 slots)
    Controller/Defender 30.9% S/L 15% E/N/F/C (2 pools powers with 3 slots)
    Scrapper 35.1% S/L (1 toggle with 3 slots)
    Blaster 21.7% S/L 10.5% E/N/F/C (2 powers, 3 slots each)

    END GAME
    *** All classes taking 2 power pools plus AT toggle (all 3-slotted)***
    Tanker/Defender/Controller 77.7% S/L 15% E/N/F/C
    Scrapper 58.3% S/L 11.25% E/N/F/C
    Blaster 54.5% S/L 10.5% E/N/F/C

    I dont think the changes are as great as some people might think and its rather surprising how high Defenders and Controllers can get CURRENTLY versus S/L damage.
  7. I have played MA/WP, MA/SR, DM/WP, and DM/SR each into the 28-35 range.
    So my opinion is based on SO-only slotting and content.

    Martial Arts is really lacking in synergy with most defense sets. A case could be made with MA/DA for stacking stuns thru oppressive gloom, but other than this I would reccommend Martial Arts more as a visually appealing set. Not saying that its a bad set, just that you are not going to get any major synergy with Willpower.

    Dark Melee, on the other hand synergizes well with just about everything. The toolbox that it has encompasses everything you could want to help in survival and you only have to give up AoE effectiveness. Of course if your looking for AoE damage, Martial Arts isnt that special either.

    Bottom Line: If you wish to min/max, go with Dark Melee

    If you want the fancy animations and 'cool' factor regardless of top-end ability, go for Martial Arts.
  8. Quote:
    Originally Posted by Yomo_Kimyata View Post
    This (along with Fitness) seems to be deemed a mandatory pool for most melee characters. My thoughts on your comments:

    1. Some characters actually use the combat options for, um, combat. Kick should be upgraded, no doubt.

    2. 5% res all is tremendously powerful. Also, what's the point of a power you cannot enhance (I'M LOOKING AT YOU, SONIC)?

    I'm all for increasing resistance, tho.
    I have characters that use the pool attacks as well, but I also have characters that only want tough/weave and have no use for a minor attack that they will not use at all.
    What I am hoping to see is a flexible system where those people that dont want an attack can choose a non-attack to open the pool, continue on into the pool and with 3 picks, not have any attacks which they will not use. By moving kick to tier 2 and beefing it up some, I was thinking that even the melee ATs would find an attractive option (with no re-draw issues) if they desired. And of course anyone (like a controller) looking for more attacks, would still have access to 2 attacks in this pool.

    As far as the resist goes, I still cannot see why 5% resist (enhanceable to 7.5% approx) would be too much. There is so little stacking resist available in the game for non-armored ATs that I really feel this would make the set attractive for something besides Weave.
    If the DEVs add more resistance options or better ones (thru IOs or even Incarnates) then you could be absolutely correct. But without knowing where they (the Devs) will be taking the game in the future, I can only base this idea off the existing state of the game.
    One last thing that I may have failed to indicate, but would certainly be true. The 5% resist amount is most likely where scrappers would fall, Tankers would be closer to 6%, while squishy ATs more like 3-4%. Currently Tough has variable amounts of resist, so its certain that any additional pool resist powers would have variable amounts based on ATs.
  9. I guess that depends on your definition of soloing "Fine".

    If you mean survival, then yes soloing defenders was "fine".

    For me the issue mostly was regarding speed of soloing. Even on one of the better solo platforms like Rad, I would still consider soloing with Bosses slow. And when you start looking at sets like Empathy or Forcefields, you really start to feel the pain. The longer you stand toe-to-toe with a Boss, sooner or later your gonna get pounded.

    Even with these changes I would still call the time spent to take down a "Boss" pretty slow, but minions and Lts are now sitting at their relative strength. This makes soloing missions alot more fun for me. Heck my Kinetic can 2-shot minions with a single-stack siphon for buffs. That is a good feeling when your solo.

    As far as the endurance discount part of Vigilance, I have never been fond of it, but that was mostly because there was ZERO benefit solo. It's also probable that we did not get a revamp of the endurance aspect because it does actually work. At least for some sets, hmm, like Empathy. I know when Biospark gets on a team I never see my endurance bar dip below 75% during the times that RA is down. And I am almost always clicking something. How much of that can be attributed to my IOs and Stamina, who knows, but I would lay money that "Vigilance" is also part of it.
  10. I am a notorious Character delete-er, but not for the reasons you have detailed.
    The first thing I seek on a new character is a decent name. Often I will level that name using one set combination and decide its not exactly what I wanted and then delete and start again. The highest level I have deleted is a level 47 character. After that I have deleted 2-3 in the 35-38 range, and countless characters in the 22-28 range.

    So, level 50, nope.

    If I get someone to 50 then they probably passed every test needed to be a keeper.
  11. Quote:
    Originally Posted by BrandX View Post
    Combat jumping add 1.88 Defense and immobilize protection at an unnoticable amount of end use a second.

    This would be a passive always on power that provides resistance to EVERYTHING (except Psi)...3% doesn't sound bad at all, when you figure it stacks, is passive, and leads into the rest of the pool (or I can just take it and slot it with a KB resist IO or a +3% Defense IO.
    Well, I guess thats true if you subscribe to the idea that Resist to Defense ratio is approx 2 to 1.

    Personally I dont find that true at all, and here is my rationale; Most defenses are generic and will protect from nearly all sources of damage in the game. When they succeed, you take ZERO damage, regardless of how large or small the incoming hit was.

    Resistance is extremely hard to get large amounts of unless you are an armored AT to begin with, and as I have stated previously, stacking Tough onto existing S/L toggles is a halfway decent option. Resistance has one redeeming factor in that a larger hit is reduced by a greater absolute amount of damage, but I think defense can be said to have that same benefit.

    Finally, we get to the big factor that favors Defense: Mezz effects can be avoided.
    Every AT which would seek mezz avoidance gets more benefit from defense and less from resistance, cannot stack resistance until the end game and has to take TWO marginally useless powers before being able to get Weave.

    So, in summary, I feel Defense > Resistance UNLESS that resistance provides a very noticeable amount of protection to make up for the lack of ANY mezz mitigation.

    I am sure the numbers Gurus would prove me wrong on paper, but thats my in-game "gut-feeling" on the strength of "Tough".
  12. Hehe,

    Well since it aint gonna happen, it would only be an excercise in logic.

    Mainly what struck me was the synergy between the idea of Defenders being oriented towards actions which affected teammates, while corruptors being focused on actions which affected enemies. The names for the ATs go well with that logic.

    Just thinking out loud really.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    ...
    To be honest defenders should have been buffers and debuffers should probably have been split into a different AT.
    ...
    Very interesting thought Miladys

    Buffing sets = Defenders
    DeBuffing sets = Corruptors


    Too late for this though
  14. Quote:
    Originally Posted by BrandX View Post
    I'm not going to say it's a bad idea.

    What I will say is I doubt the passive +resist to all but Psi would be at 5%.

    I'd say more likely 2% - 3%. This is basing Pool Powers against a close Defense Powers (High Pain Tolerance)
    Pool powers don't necessarily have to be at half strength of equivalent Primary/Secondary powers. In fact, there are some powers that are actually stronger than their equivalents.

    Air Superiority for example is as good or better than Thunder Kick. That's comparing a primary to a tertiary. Not a good enough example; how do you explain Hasten.

    2-3% resist would be total craptastic. It would be better than an attack you would never use, but still not a decent power at all. A better progression of strength would be something like this: 130% effective if Primary, 100% if secondary, 70% is Tertiary.
    So if a Tanker passive resist were around 12%, Scrapper level would be 9%, and making Tertiary around 6%. Any other progression, especially on something like resist would be cruel and unusual IMO.
  15. Quote:
    Originally Posted by Memphis_Bill View Post
    The reason we got a fifth power was that they initially just flat out replaced a power in the choices. They then looked out the office window and saw the gathering of pissed off players with torches and pitchforks and decided, "You know, maybe we should just *add* the power instead of replacing ones people have already picked, slotted, and like."

    OK, perhaps they didn't look out the window, but the reaction on the beta forums when they did some of their replacements (such as removing my Dom's PPP AOE and replacing it which PFF, which I'd never take on that character, for instance) was very similar. Every choice they said "nobody would take" or "would be more useful if replaced," someone had.

    It's the only time, recently, they've broken the "cottage rule" * - and, given the backpedal due to player reaction when beta'd, they have incontrovertible proof that it's a *lousy* idea to do, ever again.



    Not quite true. it doesn't put zero burden on your character. No, it doesn't cost you END to run stamina, but it DOES cost you two power picks for the power that (generally) is seen to give the greatest benefit.


    *Cottage rule - they will not replace a power with one that does something completely different. The only time this has been broken and "stuck" was very shortly after game release, when fold space was removed and Singluarity added to Gravity Control. It's sometimes brought up with things like Energize, but that was something added to existing functionality, not a power replacement.
    Thanks for the response Memphis_Bill, I did not know how that all went down. One of the reasons I keep coming back to this game is that Developers actually listen to the fan base and are willing to correct things that are not "fun".

    I agree with you on Tier 3 power pools having an innate "cost/burden" being the power choice investment. This (in general) is not an issue if each prior pick has a benefit that is "worthy" at all levels and across all ATs. So I would call it the "cost" of getting Stamina instead of the "burden" of getting Stamina into your build.

    "Boxing/Kick" OTOH are "burdens" for most builds or ATs.
  16. Just thinking out loud here and wondering if anyone has ever tried this;

    What if your team build excluded stamina ? You could still build your powers to be endurance efficient, but would you be capable enough using just the inherent in group ?

    I agree that some defenders would be less able to leverage the inherent.
    Point of fact: The three primaries that I have the MOST experience on teams are --> Empathy, Forcefields and Kinetic.

    Of the three, Forcefields is the only one that ever seemed to have endurance problems in groups, but I always attributed this to the fact that my FF characters were able to spend ALOT more time blasting away. Well that and, Empathy and Kinetics have powers to replenish endurance in massive ways.

    Any thoughts ?
  17. Quote:
    Originally Posted by rsclark View Post
    Balanced doesn't mean well designed. Several of the pools - fitness, fighting, and to a lesser extent medicine - are designed with speedbump powers. You have a weak lead-in power with a reward of a latter power that is worth wasting an earlier pick for a lot of people. Fighting just happens to be the worst of these because the first pick is completely and utterly worthless for almost everyone.
    I actually like the way the Fitness pool is designed. Swift and Hurdle are not "bad" choices as openers because every character needs to travel between missions and the two choices offered are well-suited and flexible enough for most every character (except Teleporters perhaps).

    My personal thoughts on "Fitness" however is that it is too essential to most builds. I have seen many suggestions regarding how to "roll" these powers into every characters basic make-up (similar to rest and sprint), but the Devs have come out and said "NO" to this.

    With that being said, "Fitness" is probably the BEST power pool design out there, because it provides its benefit completely in a "passive" way. Taking fitness puts ZERO burden on your character and that is a great "tertiary" design IMHO.
  18. Quote:
    Originally Posted by Siolfir View Post
    Other than as an IO set bonus mule - which is why I have Absolute Amazement 5-slotted, or Kinetic Combat 4-slotted, in a power that doesn't even sit on my tray (Boxing).

    Which is why I wouldn't say "almost everyone" - you can get utility out of them, but you have to look for it.
    I dont consider IO "mules" as a well-designed trade-off for getting deeper into a power pool.
    But that is just my personal opinion. Boxing as a power is a decent pick for a Controller looking to build a single target attack chain. But other than that, its a low dps and un-attractive pick for most every character I have ever taken it for.

    My Empath had it and used it as part of an early attack chain with Charged Bolts, Lightning Bolt, and Air Superiority. But this was mainly to shore up the weakness of electric blasts at low level and low levels of recharge. At some point, it was just too annoying to have a power that I never used and the character was redesigned around leadership instead of fighting.

    So I guess I would agree with both of you in that it is "possible" to get mileage out of the Fighting Pool attacks, but at the end game for "most" players and builds, these attacks will NOT be used for their specific functions. They will be used for the secondary purpose of IO plans or "getting to Weave". I disagree with that state of affairs. But thats just me.
  19. Quote:
    Originally Posted by ChaosExMachina View Post
    This.

    I'm not going to get into the OP's suggestion, but the whole nature of power pools needs to be fixed. They're indisputably the most imbalanced powers in the game, some of them strong and some weak, and the unloking process could be better.
    Exactly ! The unlocking process can be improved a great deal by adding 1 more power and making an effort to make the choices more flexible.

    And I completely agree that some pools are very strong and others very weak. Something has to be the best and worst in any array of choices, but they could all be given a facelift.

  20. Quote:
    Originally Posted by Techbot Alpha View Post
    .... Tbh, I feel that EPP/PPPs should either unlock earlier or have only a two tier system, to allow people to actaully pick the powers they actaully want out of them. After all, wasn't that the reason why the Devs added more to certain pools, to make sure people actually wanted to at least investigate them, if not pick from them?
    Never read anything for certain regarding why the 5th powers were added to the Ancillary powers, since that was back when I was taking a 3 year break from CoX, but it makes sense that they could have done this to open up the choices. You get 2 choices at tier 1, then 2 choices at tier 2 and finally a Tier 3. I am no permutations expert but that is more flexibility than 2-1-1.

    The pools should be re-analyzed to improve this flexibility and while their at it, some less-used or not-so-useful powers could be replaced or improved.

    Here is another example of what should be fixed;

    Presence Pool

    Tier ONE: Choice of Challenge or Intimidate (Single Target powers, one fear, one taunt)

    Tier TWO: Choice of Provoke or Invoke Panic (AoE versions of Taunt or Fear)

    Tier THREE: something new and worth investing 2 prior picks


    This is how I would attempt to sort out the Primary Pools
  21. Biospark

    RttC

    I was under the impression that the tohit debuff % was a percentage of their base chance to hit. So for example, 5% tohit debuff on a villain with 75% base chance to hit and even con would actually reduce their to hit like so (75% minus (5% of 75% = 3.75%) = 71.25%).

    So it would be equal to 3.75% defense.

    Its worth slotting, but not more than Healing in RttC.
  22. Quote:
    Originally Posted by Mr_Body View Post
    This is in no means a yea/ nay to your idea Bio, but your numbers for the passive resists are too high really. Power Pool choices should not be better than Primary or Secondary set choices. Energy Aura has 2 passive resist powers with base stats of 7.5 to smashing/ lethal and 9.38 to E/N/F/C. Therefore passives in Fighting would have to have base stats of half or less of those numbers then the variable AT modifiers can be taken into account.


    Still I wouldn't mind seeing a reworking of Power pools to include a 5th power and a new tier system for power selection.
    Yeah I am certain we would never see 10% passive resist, despite the fact it would not be overpowered, but the main idea is to add a 5th power and restructure so that you can skip the attacks if desired.

    Another thought on numbers was to have Hardiness as a 5%(approx) passive resist to all types (except PSI) and then leave Tough as is on the second tier as a toggle but add in another 5% E/N/F/C to Tough. This way you get the extra resists to improve tough and the pool without adding a 3rd toggle.

    Thanks everyone for the feedback
  23. Quote:
    Originally Posted by Thirty-Seven View Post
    What does that even mean? Is that missing a word or two, or am I just dense?
    I think it means Damage goes up as player count drops, and endurance savings increase as player count rises. So Max damage boost while solo, scaling down as you add teammates, and it gets replaced with a global recharge or endurance boost as you add more teammates.
  24. Quote:
    Originally Posted by Mega_Jamie View Post
    I think the trouble is that Air Superiority is a better combat pick than boxing or kick, imo.

    Boxing and Kick are useless filler. on my Elec armour tank, Tough was my aim so taking one not remotely useful power to get there wasnt much of a problem. But on defence based guys, aiming to get weave can seem a bit of a step too far, though I think tough is good in it's own right even capping your defence, having a decent resistance to the two most common damage types in the game arnt that bad.

    Personally I would say that the Fighting Pool has the poorest choice of filler powers any other pool has to offer.
    This is one of the major reasons I like the idea of creating a Dual-pathway for the pools (just as the Ancillary powers are currently implemented). Moving the two attacks to one channel and adding an energy resist power to couple with Tough allows some flexibility in choices. My blaster seeking Weave could skip a useless attack, while my controller that wishes to fill in an attack chain could still choose an attack if desired.
  25. Hello Je_Saist,

    Yeah, I understand that power pools are deliberately less effective than Primary/Secondarries. One thing though, you compared the worst S/L Toggles unenhanced values to a fully slotted Tough. Currently Tough is roughly HALF the base value of each AT's comparable Shield (if they have one). Thats more than a little less effective, thats a seriously underpowered toggle for ANY AT.

    Keeping them toggles would be fine by the way. Its just my opinion that the endurance drain for weave is balanced due to it being +def and being more universal to survival, while Tough is very expensive for a pretty minor amount of overall survival. As I said, I only take tough as a placeholder for a Unique IO and/or to get Weave. This may be balanced to the DEV viewpoint, but its not very good for making each power have a purpose for its own existence. I could be wrong, but I think most players view tough in the same way that I do, or in the case of Tankers, take it to beef up their existing Toggles for S/L. Again, this does not fit with a generic-oriented power, to be used mostly to supplement an AT that already has the best values in that resist.

    Sorry for the ramble. I hope that made some kind of sense.