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Quote:Hmm I think you misunderstood what I was saying, or maybe I misunderstood the context.Why? As Techbot Alpha said, a Ranged/Defense Archetype would only be a little bit different from the Kheldians we already have. If Ranged attacks really do less damage than Melee, as some have (loudly) said, so much the better. If Brutes aren't overpowered, then Terminators, with lower damage potential and fewer hit points, shouldn't be either.
::I have edited my prior response to highlight what part of your comment which was being responded to::
Critters in the game, for the most part, deal much more damage in melee range than at range. So any AT that can "keep" enemies at range thru a variety of powers, can reduce overall sustained damage considerably. I am not just saying this, I have done it several times to prove it to myself. I felt it was necessary to point out that this is an important factor when determining the "balance point" for a Ranged AT. Every character capable of defeating opponents "at range" can capitalize on this fact.
But we also agree more than you think. If an AT was made that had "Defense" powers (Tanker primaries, Scrapper Secondaries) and had Ranged-Based damage as its means of defeating Villains, the best way to balance this AT would be thru HPs, Defensive values, and Damage MODs. So, in effect, I agree with you that it could work, provided these factors didnt marginalize other ATs.
The real problem with this AT concept is perception.
As soon as you, me or anyone mentions pairing Defense Sets with Ranged Sets, the word "Tank-Mage" gets rolled out and visions of toons with Blaster level Damage, Scrapper level Hit points and Tanker level defense must be what people think we mean. But this is not the case with me, because I understand that game balance needs to be preserved. -
Quote:Are you honestly so hung up on the exceptionally small number of enemies that deal roughly the same damage at range as they do in melee to ignore the fact that a vast majority of groups deal roughly 80% of the damage at range that they do in melee? Unless you're privy to some secret dev plan to make it so that all enemies deal the same damage in range and in melee, you're completely ignoring the fact that you can't design the functionality of an AT around a tiny subset of the enemies that they'll fight in game.
Try looking at the damage that Rikti deal at range compared to what they deal in melee. Those big swords hurt way more than those energy blasts. Do the same with any one of the plethora of enemy groups that exist in game.Quote:I grant that this is true at low levels and soloing, but things get nutty at high levels and in large groups. I don't have to be right about what difference there is between enemy melee versus ranged damage. The point is that Corrupter-level damage, Brute-level defenses, and medium hit points should amount to a balanced archetype. As someone implied in the previous version of this thread, the Terminator would be at its finest when it was hovering around 25% of its hit points.
I have to agree with Umbral on this one Far Realm. At every stage of the game there are melee and ranged focused villains. By far the biggest attacks will come from melee range.
Lost Rectors, Freakshow Tanks, Warriors, Crey Tanks, Malta Tanks just to name a few.
And... you kinda have to be right about this for it to carry weight.
Edit:: I highlighted the section of your comment that I was responding to. It may not be as apparent in print as I had intended. Sorry -
Actually, I want to show the small distribution study that I did in order to see what possible AT choices would make the most sense to add. By making sense, they would represent choices that are not represented in the current mix of ATs.
So first I decided on 5 categories of focus, which (of course) matches the original AT choices: Melee, Ranged, Control, Defense, Support
I did a large amount of generalization, so please understand that there are powers and powersets which don't "fit" in these molds as well, but in order to create my distribution, it was necessary to "generalize".
Lets look at the Existing ATs, which we will summarize based on "Main-Focus" and also on "Additional Capability"
AT NAME --> MAIN FOCUS --> ADDITIONAL CAPABILITIES(non-epic)
Blaster -->Ranged -->Melee/Control
Controller -->Control -->Support/Ranged
Defender -->Support -->Ranged/Control
Scrapper -->Melee -->Defense
Tanker -->Defense -->Melee
Brute -->Melee -->Defense
Stalker -->Melee -->Defense
Dominator -->Control -->Melee/Ranged
Mastermind -->Ranged -->Support
Corruptor -->Ranged -->Support/Control
Lets Total our choices in the two divisions
MAIN FOCUS: Ranged(3), Melee(3), Control (2), Defense (1), Support (1)
SECONDARY ABILITIES: Defense (3), Melee (2), Support (2), Ranged (1.5), Control (1.5)
For main focus we have balance in Control, surplus in Ranged and Melee and Deficit in Defense and Support. The secondaries are much closer to overall balance, so too close to call Ranged or Control a deficit, but worth noting they are Half as represented as Self-Defense sets.
Now lets make up TWO new ATs in a general sense and see what happens;
AT ONE: Support Main Focus combined with Melee Secondary
AT TWO: Defense Main Focus combined with Control/Ranged Secondary
How does this change our distribution;
MAIN FOCUS: Ranged(3), Melee(3), Control (2), Defense (2), Support (2)
SECONDARY ABILITIES: Defense (3), Melee (3), Support (2), Ranged (2), Control (2)
Looks good to me.
I have some ideas on the Two AT types I have suggested, but will leave that for another thread. -
Quote:Yes. I cringe everytime someone brings up that tired old "Tank-Mage" argument, as if the devs aren't smart and capable enough to balance Ranged + Self Defense after this many years of working with the game.Exactly. It's already been proven it's not a tankmage concept. Now it's time to allow varied concepts out there.
And actually, if you do a Distribution study of the existing ATs (not EATS), you will see that Defense paired with Ranged Dmg/Control is not represented at all. This (I am sure) was intentional, but if done correctly, would be just fine. Heck, all the Devs would have to do is balance it on the low side of damage, and they could always tweak the damage UP till they get it right where it needed to be. Err on the high side, and of course it would be overpowered and when they need to nerf it down, everyone will cry like babies. Hehe
DO IT! We want Iron Man , don't be namby-pamby Devs ! DO IT ! -
Energy Melee was the first Tanker secondary that I wanted to play.
Martial Arts was the first Scrapper primary that I wanted to play.
Ironically, these two sets share alot of the same weaknesses; minimal AoE, long animations in the tier 9 attack. Also they both gain significant benefit when combined with the same two powersets; Dark Armor, Shield Defense.
People still like and play Martial Arts, even though its at or near the bottom of the spectrum of power (somebody has to be last), but I can see Energy Melee has the wonderful distinction of having 2 LONG cast attacks, where Martial Arts only has one.
Perhaps if the devs looked at it closer they would do something that was suggested earlier (by Umbral iirc) and make ET a Cone Attack. This would not severely impact its PvP utility, but go a long way to improving the "perceived" performance of the set in PvE.
I hope the set gets some re-balance guys, playing Martial Arts alot these days and able to contrast it with my Fire Melee makes the differences glaringly obvious. -
Quote:I have played several Blaster and Defender versions of Dual Pistols and so far I am having the most fun with DP/Energy. The added *punch" from /energy is very helpful for a set like dual pistols which likes to be in melee range. Additionally, I like the variety of available IO sets that you can use with Energy. You can pursue S/L defense pretty easily and no need to wait for Epic powers.i need some help on what the best secondary would be for a dual pistol blaster i was thinking mental,energy or device they are all pretty good from what i can see and i'm soloing so what would give me the best bag of tricks ?
With that train of thought DP/Electric could also work well.
When I first heard about DP, my first thought was DP/device or traps/DP
Now that I have seen more of the set in action, I think /devices offers a small measure of safety, but is more geared to a the blaster that wants to stay "at range" and therefore not as good a "fit" for DP as I first thought. Traps, on the other hand, is a good choice for a defender (You asked about a Blaster, so ignore this part)
hope your choice turns out well for you. Good Luck -
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Quote:I guess you should count me in that minority of players that seems all too common around here. There is a HUGE difference in the "feel" and "effect" of long animations in the game.About as popular as it is.
The majority of players don't notice long cast times, or care. I listened to someone talking about her rationale for keeping Total Focus was because it was great for pulling aggro. On her blaster.
Even if you could prove a plurality of support, popularity is still not a good measure for the balance of a powerset.
Especially in a team environment, where ALOT can happen in a 3 second animation, not to mention if you happen to do 2 in a row.
My most common experience with this is Short Circuit. I cannot even begin to tell you how often I jump into the "middle" of a spawn on a team with the intention of "sapping" only to have the whole spawn "shift" away from my "spot" and miss a third or more of a spawn.
I used to have Thunderstrike in my build, and after dying quite a few times "during" the animation of that attack, which was activated right after my first "short circuit", I respecced out of that power faster than you can say "Wakie please".
I am sure numerically, you can prove that the damage-to-activation is just fine, but having quicker animating attacks allows for more intangible "reactive" actions, like I think I will run back here and put some distance from this mob, or, I think I need to switch targets right now and throw a "cage" on that mob that just took a big chunk of me, or how about using a Heal Inspiration when you suddenly drop into the red. None of these reactive actions are "easier" when you are locked in a 3-second animation. -
Quote:I suspected that, just making sure. ThanksWhat Rush means is it is not an alteration to the Defender damage modifier.
So, it is a damage buff and acts like all other damage buffs (Build Up, Enhancements, Assault, red inspirations, Fulcrum Shift, etc.) and as such is additive with the others up to the damage cap. -
My apologies "Far_Realm", I did not read your second post thoroughly.
I'd like to add that perhaps you think I oppose your idea, and this is not the case.
I am on your side and truely hope that the Developers review all our AT ideas and find something that is workable.
What I attempted to do was tell you which ideas I liked and which ones didnt seem as attractive (for a variety of reasons).
You dont have to agree with me, but once again, I am on your side.
This is what I believe (accept it or not) that the developers listen to us and I would wager we may see new ATs in the future, as they have the opportunity and desire from us to create them.
But...
I also believe they will not undertake such a large endeavor and create an AT that is very similar to what is already available in the game. This is why I think certain powerset combinations are more likely than others. For example; why create something that is more-or-less like a Dominator with the primary and secondaries reversed, when they can pair up sets that currently dont exist in the game (like my favorite reccommendation of Melee+Buff/Debuff)
Peace to you -
Quote:Funny you mention Assault GarentThey're on the closed beta boards, so no. 30% damage isn't a heckuva lot, but it's more than assault, which a good number of people consider useful even on a solo defender.
Now that I know what the new Inherent is going to be, I am really tempted to pick up assault on my solo build and see how it stacks with the Inherent. I am assuming its additive, but does anyone know how the new inherent stacks with things like Buildup, Aim, Assault etc... ? Does it increase total damage OR just raise base damage ?
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Quote:I would like to see this AT, however I agree with what many have said. The damage and self defense would have to be seriously balanced to avoid being overpowered. Also the Inherent is already a proven "fail". I would also add that the AT name should probably be something else, since yours has been used already. "I'll be back!"TERMINATOR
Hit Points: Medium
Damage: High
Primary: Ranged
Secondary: Defense
Special Ability: Bloody, Bold and Resolute – the Terminator deals more damage the more injured it is (what Blaster Defiance used to be)
Quote:PUPPETMASTER
Hit Points: Low
Damage: Medium
Primary: Summon
Secondary: Control
Special Ability: Sleeper Agent – long-cooldown power can turn one unnamed enemy minion, lieutenant, or boss into an additional henchman; always works on minions, chance of failure against lieutenants and bosses
Without Domination or Containment, its solo-ing ability might bring back memories of "pre-containment".
Quote:BENEFACTOR
Hit Points: Medium
Damage: Medium
Primary: Support
Secondary: Buff
Special Ability: Karma – when the Benefactor targets an ally with a buff, the Benefactor gains that buff as well (but buffing multiple allies with the same power does not stack, except in the case of healing)
Quote:VANGUARD
Hit Points: High
Damage: High
Primary: Melee
Secondary: Buff
Special Ability: Bravado – the Vanguard's attacks have a chance to cause a heal self effect; if above 85% hit points, the Vanguard will receive a temporary cumulative resistance buff instead.
Quote:TRICKSTER
Hit Points: Low
Damage: High
Primary: Control
Secondary: Wild Card
Special Ability: Chaos – the Trickster's attacks inflict one of any number of random secondary effects on targets, in addition to the attack's normal effects
I dont know what you mean by a "Wild Card" set, other than maybe something like a collection of random powers arranged like a "Kheldian" set. You could instead do an "Assault" Primary which has ranged and melee attacks with Medium damage, and then your secondary could be "control". This would be like a reverse Dominator, so I dont think the similarity will make it a good choice after Going Rogue. The idea of random secondary effects sounds good at first, but I think would be a nightmare for coding and for planning a build.
Just realized that your "Wild Card" set should be the Primary, not the secondary. Also one idea that just occurred to me would be to make the Primary options switch-able like the Pistol ammo types. You could have an "Elementalist" that uses the four primary elements, an "Acrobat" that uses a variety of melee moves and hand-held objects (knives, rapiers, rings etc...) and perhaps some other "groupings" that could be thought up. Also the secondary could be a Manipulation set like the Blaster secondary, which would allow a "Trickster" to go more range focused or gain some melee strength. Since we already have Controllers and Dominators, I am not too eager to add another control-based set, but getting a second AT using the "Manipulation" or "Assault" sets would be AWESOME
So, I really like two of these choices Terminator and Vanguard, with Trickster being a very interesting AT possibility.
Thanks for sharing your ideas. -
Quote:For the most part I agree with you regarding the sets, but one other thing to consider is that in a "tight" build, going "typed" means that you would need 5 slots on your attacks (assuming 4 KinCombats or SmHaymkr plus 1 other IO to boost ACC/DMG/etc) rather than 6 slots you'd need for Touch of Death or Mako's. Additionally, for F/C/E/N you need considerably fewer than 6 slots to get bonuses, whereas for Ranged/AoE you will most often need 5-6 slots. Those extra slots can mean better bonuses on other powers that would otherwise have 3-4 slots.My problem with going for typed defense (and you end up doing it a lot if you have WP and Invuln scrappers) is that the sets that give you them have virtually no other bonuses.
If, for example, I am building out melee and ranged, I am going to be looking at Obliteration, Touch of Death, Mako's, and Red Fortune as my main stays. Just slotting out for defense using these sets gives *lots* of extra damage, some decent recharge, procs in my attacks, and extra health. The only weakness with this strategy is if I need a *lot* of recharge for a certain chain it's tough to live with Mako's and ToD giving only ~60 base.
When I swap and start building out SL, FC, and EN the sets I use are Kinetic Combat (4 piece), Eradication, Cleaving Blow, and (with a defense set) lots of Aegis for F/C. Not only do these sets provide less overall enhancement because they are lower level, but additional set bonuses are almost non-existent. Once I slot 4 Kinetic Combat I am also force to slot two additional multi-IOs to round out the basic set bonuses.
Right now I have a MA/SR and a MA/WP that I am slotting. Both fit the theme for my main so I am deciding which to keep theme wise and which to retool into a different package.
My MA/WP is slotted to hit around 35 S/L, 40 F/C, 35 E/N defense. To do that, however, I will have to use my attacks to build S/L and I am giving up a lot of other set bonuses. Granted the extra health, S/L resists, and large regeneration is a big boon for that character but I lose a lot of offensive power slotting this way.
My basic rule is to look at the generic SO slotting and see what sets fall in place real well and what "trends" appear. Some are very easy to see. "Willpower" should be built as "typed", no question. Shields and Reflexes as "positional", Duh !But other sets are harder to see until you start looking at the whole picture. "Dark Armor" can go either way, but if you play Dark Melee too, your going to want those nice ACC bonuses in the 6-piece sets, so "Positional" has an additional reason to push for it.
And of Course, if you are trying to "softcap" there is no doubt "positional" is going to be cheaper in most cases. -
I am thinking there was also some "wonky" conversion of points healed to damage dealt as well. Oh well, main thing is the OP needs to "move on" and not feel bad about it.
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I will chime in on the whole "Duo" idea and say that Pairing a Blaster and a Tanker would be a fun combination because of the "taunting" nature of Tanks, however...
some of the Best Duos that I have been involved with are:
Scrapper + Buffing Defender (scrapper damage with added tougness thru buffs)
Tanker + DeBuffing Defender (tanker toughness with added damage thru debuffs)
Blaster + Controller (hold still while we do this)
So, for your Blaster friend, you might also consider a Controller as a partner.
Many controllers can mitigate "alphas" and depending on their secondary can "buff" the blaster and control a spawn while the blaster lays waste, or "debuff and control" the spawn while the blaster lays waste. Additionally, Blasters and Controllers generally stay on the "near-side" of every spawn so can work in tandem quite well, whereas Tankers, like Scrappers, jump "into" spawns and can often get "tunnel-vision".
....where did my blaster partner go? ...oh, oops... Hey dude, do you need a wakie or are you gonna run back from the hospital ? -
Quote:Not to mention that ALOT of those "Lethal" attacks (Ranged and Melee), have a side effect of lowering ALL your defenses. Its hard to appreciate the difference until you have experienced it, but I agree Smash/Lethal > MeleePersonally, if I had to choose between capping only melee or capping S/L, I would definitely go for S/L. Sure, there are melee attacks that aren't Smashing or Lethal damage. But there are also a lot of ranged attacks that are mostly Lethal damage. So capping S/L will protect me against a lot of melee attacks, AND a lot of ranged attacks. Some some AoE to boot. So, for me, that's the much better choice.
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I agree with everyone and say that scrapper was just being a dork.
Perhaps he came from another game where XPs were tallied differently.
I cannot for the life of me remember which MMO does this, but in order to counter "power-leveling" there was/is a game I have played where half of the XPs are evenly dividing amongst team/group members and the remaining half is apportioned by the amount of damage dealt by each individual team member. Since I have played a "dozen" MMOs in the last 10 years, I have no clue which one this was. -
I have been waiting for Dark for Controllers ever since they announced the very first proliferation.
I would make an Illusion/Dark in a heartbeat.
What has been commonly said to me when brought up is that Dark Miasma would make a better primary than a secondary. Many people believe that controllers will likely get Dark Control rather than Dark Miasma.
Personally, I would prefer it as a secondary. Its exactly what sets like Illusion and Gravity need to boost up their control abilities, and the only "unbalanced" aspect of the set for controllers would be the powerful "pet". Maybe the loss of "Dark Servant" has been the main hold-up. Only guessing really. -
Quote:Hmmm, sorry to hear about your Fire/Dark experience UnicycleI appreciate the advice, but that set has absolutely no endurance recovery. That was the first resist combo I tried. I played him to level .... 33 or so, and I just didn't like it. It was soul-crushing.
Also, I didn't quite like the concept or the look of the powers together. I dunno. That particular combo isn't for me.
I think I'm going to go with either Dark/Elec, Fire/Elec, or Dark/Fire.
Lewis
In that case of the three choices, I would guess (not having played this combo myself, just having seen how others have done with theirs), that your First choice Dark/Elec would be pretty solid. You would have two ways to Heal (Siphon, Energize) and two ways to recover endurance (Dark Consumption and Powersink), plus Touch of fear which gives you some control over problem villains. Debuffs in all your attacks which help layer your defenses. Topping it all off, you have Soul Drain which is one of the best "buildup" powers around and Lightning Reflexes.
Plus, as I mentioned in my last post, Endurance drain resistance. I think Elec also has slow resist, but not sure. I could be thinking of Fire.
Your other two choices look pretty solid as well, but Fire/Elec has lots of AoE, but no control or debuff, while Dark/Fire would give you 2 heals/2recovery clicks, but is generally much less resistance across the spectrum. You would get a self-rez though. Some folks are pretty happy with them. -
Quote:Yep I meant Endurance per second, and Adeon explained it well.Biospark if you could explain by 2.0 eps and how I would look that up on MIDs I would greatly appreciate it. I'm assuming EPS means Endurance Per Second. But learning from my previous mistake I'm not gonna make any assumptions.
As far as the self ress goes. I pretty much went with a group friendly build. My only thoughts with that where IF we should get a team wipe the self ress and protection should be good enough for me to get away and bring everyone back up again without doing hospital runs. Hindsight being 20/20 I think in today's game there are more people who understand the game mechanics then those who don't. Especially in the Tank department. So its nice to have and I have used it several times already. It is nothing I wont miss if I swap it out.
Its the difference between your total recovery rate and the endurance use of your typical powers in combat.
Mainly, I wanted to indicate that if the self rez was not a "must-have" power, you could consider Dark Consumption in its place and basically never worry about endurance again.
Some folks prefer to avoid melee range at all costs, so the idea of running in to melee to fire it off and re-fill your blue bar may not be your style. Just something to consider. -
I like your build Adeon,
You fixed some of the slotting issues I noticed on the OP's build.
One thing that you should consider Plainguy is taking Dark Comsumption instead of the self rez. Your recovery-to-use ratio is a little on the low side. I always try to get 2.0 eps or more in my builds. With Dark Consumption, you could probably run a little leaner without any issues. -
Quote:For a Scrapper, my vote would be Fire/Dark.I'm only considering scrappers, and only with the "elemental" primaries and secondaries (dark, earth, fire). Also, I've done a Katana/SR and I like her but once was enough for Katana.
Thanks tho!
Lewis
You have resistances to everything in varying degrees ( Fire has many holes, Electric has no Toxic)
You get at least one defense power (Cloak of Shadows) that is as good as Weave with lower cost and Stealth. Electric and Fiery get zero defense powers.
I know you said you wanted to avoid +def IOs, but adding some level of defense will tier your survival quite well. My Willpower/Fire Tanker has 5 sets of Smashing Haymaker slotted in his melee attacks until he can afford Kinetic Combats, and that would get you to 20% defense with cloak of shadows and just 1 or 2 more random sets. I probably spent at most 25 million on these 20 IOs (recipes and salvage included).
The heal is not as good as Fiery Aura's heal, but can heal more. I say not as good because it requires a "to-hit" check and is VERY expensive at the level you can take it.
One of my guild mates is trying out the +endurance proc in Dark Regen to see if he can make the power a nearly "free" heal.
Fire Melee is an excellent AoE set, and you could add in Fireball at the epic level for even more AoE. Plus Death Shroud puts out MORE AoE damage.
Fire Melee lacks any types of control powers, but Dark is "rife" with added control. For your stated goal of avoiding the "softcap craze", Cloak of Fear and Oppressive Gloom seem to fall right in their as an alternate type of mitigation.
Both Dark and Electric have resistance to endurance Drain. Sappers? Why does everyone freak out about those guys ? Hehe
Finally, Dark Armor graphically evokes "smoke" so pairing it with Fiery attacks just sounds like a match made in... well... somewhere....
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Its too bad that Dual Blades doesnt allow a sword/dagger model that is held in a reverse grip (blade down). Combined with the Dual-Blade animations you would look somewhat Mantis-like. Especially is you went with some of the insect-like costume options.
Just checked, and the "Khopesh" is about as close to mantis-like as you get with dual blades. -
Quote:Your response was not disrespectfull at allI spoke a little too hastily. Like tankers, defenders have some minor-moderate issues around the 16-28 area because their important attack powers are in their secondary and come much later.
BUT...this is going to sound sort of disrespectful, but I'm completely serious when I say a large part of the problem is that you're electric. It's a set whose good powers are the first three ones and the last three ones with a large dead zone right in the middle of them. If both of your characters had the same buff/debuff set and the controller had earth control, then the difference between the two would be very obvious.
I acknowledge that my two comparisons are probably at the polar opposites for the level range that we were discussing (being that Emp/Electric could very well be the worst ST defender and Mind/Rad could very well be the best ST choice), however, I have played many, many defenders and controllers thru the first 25 levels over the years and what I believe is;
Prior to the implementation of "Containment" Controllers were "safe" soloers with low damage, while Defenders did more damage but were much less "safe" while solo. That was not a good situation for either AT, but it was at least balanced. Now with the Controller Inherent being what it is, I really do feel Controllers have it pretty good at all levels. Their damage is still at the "low" end, but the added safety makes them MUCH more solo-able than some defenders.
So, from one of my many previous posts regarding Defender Inherent, what would be balanced would be either to restore Defender-Controller balance to how it was (With Controllers being safer but slower, and Defenders dealing clearly more damage (at all levels) but in less safety) OR.... Do something to put Defenders "on-par" defensively with Controllers while solo, which creates a greater distinction between them and Corruptors. -
Quote:Hehe, no.. no.. I wasnt suggesting anything like that.I feel your pain, but that is not evidence to make any changes to defenders.
I was responding to Garent's post regarding How controllers only out-damage Defender's in the end game. What I meant was that I was not 100% in agreement, because "containment" is a game-changing ability for Controllers at all levels.
I DO, however think that a Level 50 controller, especially a Pet-using one is going to outperform most defenders, especially in the AoE department.
And the example was to show that in solo cases at base settings, I really think a Controller does as much or more damage and is MUCH safer. The latter is actually my biggest gripe about the situation. I dont care whether Controllers out-damage Defenders, but to do so AND be safer while solo is not "balanced"