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Posts
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I knowhow to settle this debate.
Lower the end cost of Cloak of Shadows!
Then while we're at it, make Cloak of Fear better!
YAY! -
For going to toe to toe, what combo would you suggest to use?
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Quote:I can make an almost unkillable WP/ tanker without using Purples/PvP IOs (though...that said, I'd love to put the +3% Defense IO into the build anywaysOkay, this statement, I am going to have to contest. Because it's utter tripe.
I want you to show me any build that does not include Purples or PvP recipes, a build that an average player actually has a shot at making without farming their rear ends off, that beats all of the buffs / debuffs from any Defender Primary / Controller Secondary.
Show me a build for a tank, scrapper, or blaster that offers the amount of debuffs, the amount of resistance, the amount of mez protection, anything.
While I bet you can show me some soft-capped builds that have more smash / lethal defense than Cold or Force Field can offer, you aren't going to be able to show me a build that has those defensive buffs and the anti-mez of a Force Field or the debuff of a cold.
While I bet you can show me some builds that have the recharge rate of a kinetics, you aren't going to be able to show me one that can hard-cap the damage multiplier, boost the movement speed, boost the recover, add mez-protection, and heal as strongly.
In other words, you are full of manure with that statement.
And I seriously doubt you could do it even if you could use Purple sets and PvP sets.
Now, I get the fact that you don't like an archtype that's built to aid teams. That's fine and dandy. Just don't make yourself look like a complete moron because you don't like the concept.)
Won't be a damage, AV soloer, but handle the ITF set to max diff no problem, and handle Recluse with use of the tier 9, and keeping 2 skittles in use at all times when the tier 9 is down, yes.
And as it's a WP/ tanker, with no chance to be the big time dmg dealer needed to solo AVs, even with SB, it really doesn't need SB other than to use cool attacks faster.
Just saying -
I've never been on a 8 person PuG, that couldn't beat Romulus's regen in the first encounter. What's that like? Sounds kinda depressing. Where they not slotted up?
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Sounds better as a Blaster Secondary imo.
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I think taking the nuke for many depends on their Primary.
Force Fields...I'd take the nuke.
Sonic...I'd likely take it.
Traps...For sure.
Cold & Thermal...maybe. I didn't on my Cold/, but I considered it.
Rad...to many toggle debuffs for me to want to take it and use it on teams.
Dark...one I'm thinking about, because on non AV battles, I don't always find Darkest Night useful, depending on the team, when you get into higher levels.
Trick Arrow...I would take it.
Now that's just the nukes with a crash. Full Auto and Rain of Arrows? I'd take those nukes everytime, no matter what Primary. -
Quote:I'd prefere the new set myself.Good question. I can't think of a single one either. It's always resistance to lethal/smashing. Not one or the other.
I dont know. The whole subject seems rather stupid. The logic behind it. "This is a world where people can fly and you can use lethal weapons and not kill anyone" So in this regard they suspend physics but then they say "We aren't putting smashing weapons into a lethal set because smashing weapons do smashing damage".
Um... kind of picking and choosing physics there. In this regard, really, we then can't have a logical arguement to convince them. If you pick and choose where you want to suspend belief and not have a set line, it becomes problematic.
In the end ask yourself. Would you rather put together a whole new set (lets say duel smashing) and have it play and look exactly like Duel Blades, just so it can deal smashing damage instead of lethal (especially when smashing/lethal are placed together constantly)
or
would you rather just put a simple option in there?
I find it rather funny that all the time people RP that they are using the flat of the blade. Technically that is blunt force, aka smashing damage. So we can use weapons and RP we are doing Smashing Damage but we can't RP using a smashing damage weapon that we are doing smashing damage?
I think the logic for not putting the skin in there is rather flawed and illogical aswell.
]
And I never RP'ed that my character used the flat of her blade.
I RP'ed that she was good enough to use the blades without hitting the vitals, and was thus able to encapacite the criminals she was after, rather than kill them. -
Quote:Every police officer I've known, which while I'm not a police officer (I have taken classes, and took some training)...if you pull that gun out, be ready to use, and aim for center mass.This is odd. Being that I'm not a policeman, I don't know, but absolutely every documentary I've seen has had trained policemen talk about limb shots and make that a point. I'm not sure where beanbags enter the picture, given that this isn't a strike team entering a room, it's a policeman when a civilian becomes threatening. Say someone's coming onto a cop with a pipe. Is the policeman really going to go from verbal warning to two shots, centre-mass?
But you have to remember, most cops don't pull their gun during their career. Of course, I suspect that statistic changes from where you live. -
I'll put my vote in for /INV for all around IO goodness (and Id still take TOugh/Weave with it).
However, if you plan to PvP, go /Regen. -
Quote:Katana isn't the highest ST dmg set.I read and see on the boards and utube these scraps that battle AV's and GM's and some out of this world stuff.
I know you must need so major damage out put. Is Kat still the strongest ST attk dmg?
Some of you have seen my spines/sr build, and I am very shocked how strong she is (durability wise), but I don't think it can sustain with out 1oo's of millions of influence in the build. That takes time that I don't have seeing as I might get 10 hours a week, usually on friday night into early morn sat, and sat night till early morn sunday. So that is why if any one has seen any of my tank builds, or my fire/storm/earth build, they are all about 100 mil or so. I don't have the time to rack up billions of influence.
Anyways back to my point. What secondary will give the sustainability to the endurance bar, and the durability to survive such a fight, that I see you posters post? I remember some where, some one saying kat was the highest ST dmg set, however leathal is very highly resisted. Could some one point out one of these scrapping beast power sets pri/sec.
Think some one said claws/sr is the AV killer, and spines/sr is the farmer... I have a lvl 50 db/regen and then a lvl 50 spines/sr. The concept of my db/regen just can't over power the playability of the spines/sr. I like AoE, period. However AoE doesn't kill single foes.
I would appreciate some advice here. ty in advance.
That title goes to Dark Melee or Claws.
You can make AV killers and still have AOE for regular PvE play, just have to build for it. -
Where are the world saving story arcs? >.> Most of the arcs I see are kidnap victim for ransom/be used by group, robberies. Not many SAVE THE WORLD at all.
Or is this in AE? -
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Quote:I knowI should hope they do, given that there's supposed to be just such a set in Going Rogue.
Can't wait. Been wanting Dual Pistols since I picked up the box in i3, and thoguht to myself "Oh! I want to make a Dual Pistol extremely agile kungfu type hero!"
I was so sad when I saw I couldnt make it like the box seemed to suggest "Make any hero you can imagine" :/ -
Okay...just thought I'd post my idea for Dual Pistols (because I was bored). My idea is a rather close range blaster set, that gives the bonus of +Defense for being closer than usual for a blaster.
As you will see, only 2 attacks are at the 80ft mark, with the others being 40ft if not less. The 2 80ft range attacks not providing any defense at all (maybe they should for the set, since you'd likeing want to stay in close for this set?)
The Defense would stack, much like Sonic's -Resistance. However to keep the +Defense one would have to keep attacking non-stop, in general game play this really shouldn't be all that game breaking I would think (from experience).
And in the end, I figure the devs have the set figured out already. This is just my idea for it.
Tier 1
Pistols: Ranged, Minor DMG (Lethal)
Recharge 3s, Range 80, Cast 1.2s
Tier 2
Dual Wield: Ranged, Moderate DMG (Lethal)
Recharge 6s, Range 80, Cast 1.2s
Tier 3
Empty Clips: Ranged Cone, Arc 30 Degrees, Moderate DMG (Lethal), Knockback, +Defense (2.5%)
Recharge 8s, Range 40, Cast 1.83s
Tier 4
Dodge and Fire: Ranged, High DMG (Lethal), +Defense (5%)
Recharge ??s, Range 40, Cast ??
Animation: Duck down and spin on one knee and come up firing.
Tier 5
???: PBAOE, Moderate DMG (Lethal), +Defense (5%)
Recharge: 60s, Radius 25, Cast ??
Animation: Arms start out crossed, then forward, then over their shoulders behind them, then end outstretched to the sides.
*Note: I based it's recharge off of the AOE Rain powers of Ice and Fire, it might possibly need to be less.
Tier 6
Point Blank: Close, Moderate Smashing DMG with Lethal DMG DoT (Lethal) +Defense (10%), Knockup
Recharge ??s, Range 7, Cast ??
Animation: Alot like Jump Kick, summersault kicking them up as you fill them full of lead.
*Note: Yes, it puts a melee range attack in the set, but gives a big burst of defense when used.
Tier 7
Smartlink: Passive, +ToHit (15-20%), +Perception
*Note: There is NO +DMG to this power.
Tier 8
Bullets on Parade: Ranged Cone, Arc 180 Degrees, High DMG DoT (Lethal), +Defense (2.5%)
Recharge ??s, Range 40, Cast ??
Animation: Arms start out stretched out aiming forward, firing on automatic untill they finish with arms outstretch to the sides.
Tier 9
Released Fury: Targeted AOE, Moderate Smashing DMG with Knockdown to an 8ft radius AND Extreme Lethal DMG to ALL in a 25ft Radius (The Smashing and Lethal DMG stack on those in the first 8ft of the radius), +Defense (5-10%)
Recharge 60s, Radius 25, Cast 4s, End Cost 20
Animation: Charge in alot like Shield Charge (this is a teleport attack), dropping into a Dragon Tail's animation, as you stand up finsihing the spin while firing the pistols.
...and there it is.
Like I said earlier, figure the Devs have it done and testing it internally already, but just thought I'd put this out there for fun.
Thoughts? Overpowered? To risky? I admit was trying to go for a gunfu feel for it. ^_^ Hope I pulled that off. Also like my idea for different style of Aim for the set. -
While I'm finding Defenders to be my 2nd favorite AT hero side (sorry guys...I think my sig gives away my favorite AT)...I cry when I see a high lvl Defender with 1 or 2 blasts, and nothing but support powers.
I understand it in the lower levels. You're trying to get your primary powers and pool powers.
But to not attack? I've played alot of different Defender Primaries. I may not have gotten them all to 50, but I've played almost all of them (only low levels on Trick Arrow & Traps, with 20-30's on all the others not listed in my sig)...and there is more to just playing the Defender than using the Primary.
Ran with a Defender, who was Force Field/Archery who just had Snap Shot and Rain of Arrow. *Sigh* At least he had ROA I guess.
And I've been on plenty of teams, that my defender really didn't even need to use many of their primary powers, so had lots of time to blast, instead of just standing around.
And face it, just having 1-2 attacks isn't much, when those times come around (which can be quite often in higher levels).
So grab those attacks. They are useful! They help speed things up! -
Hmmm...now I'm curious as to which chain to use for those times I want to try and solo the big boys.
Shriek - Scream - Shriek - Shout
or
Shriek - Scream - Shriek - Electric Fence
The DPS is close enough on both of them not to matter.
Shout keeps stacking the -resist however, so while number wise it already seems to do a few more points than the one ultilizing Electric Fence, it should also do more, just because it keeps stacking the -Resist.
Electric Fence however has the benefit for keeping at a farther range, but it's only an additional 10ft. So that might not be much of a difference to make it worthwhile.
However EF might stack up enough to immobilize the target to one spot, which might have it's own benefit.
A thought I have, is grab both Shout and Electric Fence, and switch out on which chain to go with depending on the target.
Do I want the target rooted? Is Tar Patch not keeping them in one spot enough?
You also have to remember to slot Electric Fence as an attack.
But I think for my build, I'll just go with Shout.
If EF was able to slam a Chance to Immobilize Proc in it, I'd grab it. But without that, I have to hope I can stack enough EF's on the target to keep them rooted (which at the speed of the chain, and the duration of the immobilize it's probably possible to keep a target rooted.
All that said, I think I should point out, for normal game play, an actual sustained attack chain really isn't needed (I'm sure some of you know this, but for those who don't).
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Quote:Quick question...I thought it was changed so the Kheldians could access all the travel power pools now.No.
For starters, the power pools are tiered. Why should I be able to get Superspeed or Superjump at level 6, but can only pick Fly at 14, or Teleport at 20 - and must have SS or SJ first? That's a wasted power. The tiering in general just looks goofy.
Second, Kheldians *cannot* pick Teleport or Fly. What are you going to do to that pool for them?
Third, you'd now force (for instance) my Fire tanks, who can grab two pools (fitness and leaping) to take three - one for combat jumping (slight defense, immobilize protection,) fitness, and the travel pool. I've got some characters who already utilize four pools (especially support) - fitness, travel, concealment and leadership, for instance. You'd absolutely break those characters with this.
Fourth, it's FAR too late in the game to make such a major change. You would break *every single character in the game.* For me, *personally,* that would mean going through and having to respec over 170 characters - and I know many people with even MORE, not to mention what people would see on reactivation weekends - "I came back to the game and had to change my characters, so I just didn't bother, later COH." Adding a power to a pool, such as was done with the PPPs and APPs, doesn't have this issue - but that's not what you're proposing.
I believe it was the four year anniversary where we were told there were several *million* characters created. Think about that - then think about having to go through most of them and do a complete respec with these new (and, I have to say it, rather disorganized seeming) power pools.
Last but not least, what are you replacing the 60 (?) month vet reward with? -
Quote:Okay Cimerora has been out a year and a half now.. and there are still a couple of annoying issues with it. These are not new issues.
First, stepping sounds are all wrong on a lot of the surfaces. Stone sounds on wood, and wood sounds on stone.. everywhere. This may not be like a game breaker, but it's a glaring, noticeable and annoying issue, and just screams of a lack of polish. That is something that should have been fixed in beta.
Second, an even bigger issue, all that lag in the third mission of ITF. That is totally preventable, but the Romans have a power that works in such a way, that the server has to make SO many calculations, it just makes it unplayable. Remove that power from the Romans on that mission and replace it with a straight defense buff. I would like to play that mission the way it seems to have been intended. You said a while back you would look into it, and that went nowhere, so please, just get rid of that powerr for the romans in that mission.
Thanks.
I'm wondering if that 3rd mission has to do with more than those calculations.
I know at times I've been able to run through the 3rd mission with no lag at all. Other times LAG! And this is going through just taking things out. Not pulling to the bridge (or however people do it) to avoid the lag. -
Quote:For the exlectricty mace, the electricity could just represent the field around it for additional smashing force.I remember the 'nothing that seems like it would do a different damage type as a weapon skin' argument, and it annoyed me back when it was set as much as it does now.
Tsalorian weapons don't add energy damage to your attacks. An electrically crackling Warhammer wouldn't either. A flaming sword? Nope. Just straight Smethal damage. I think that having a wooden sword isn't THAT ridiculous.
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Hero A: *swings a wooden sword*
Villain: Argh! Hey, what the hell? My combat window says that's lethal damage!
Hero A: Nope. Wooden sword.
Villain: Ahhh. I getcha. *wink* *Theatrically reels from the 'concussive blow'*
Hero B: *fires an Assault Rifle*
Villain: Argh! I'm bleeding! Oh, right through the gut! I'm gonna die!
Hero B: Actually, they're 'Rubber Bullets'.
Villain: Oh, okay then. Argh, aaah, these bruises! I'm getting dizzy! I'm gonna pass out!
Hero C: *Throws a fireball*
Villain: Oh god, I'm on fire! Stop! Drop! Roll!
Hero C: Actually, that's a summoned steam elemental.
Villain: Oh, okay then. Err. I'm damp and soggy? What?
Hero C: You choke on it and pass out.
Villain: Oooooh. Gasp! Gasp! I can't breathe! *whud*
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Related aside: My Katana Scrapper has a macro'd taunt that quotes Sigfried from Soul Calibur upon victory. "I avoided your vitals. You'll live."
In real life, roughing up a thug with a bladed weapon just doesn't work. I'm aware of that, and know that even non-fatal wounds like that would risk accidental murder. I just handwave it because City of Heroes isn't very deconstructionist. It doesn't penalize you for doing stuff that is very classically heroic but in real life is really dumb.
That's why I don't call out people for wearing flashy but impractical spandex, or tell them that their capes will get stuck in a jet engine (Ala Incredibles, loved the movie, hated that sequence).
Talasorion weapon skins, don't have to do energy damage. They are force fields that produce sharp edges. Nothing says it has to produce energy damage as well.
Flaming sword. Could just be an aura, since I can't think of a flaming sword weapon skin >.> Unless you're talking about Fire Melee, then well, they do fire damage
However that said, I know ways around this, that I wish the Devs would do. Make more sets with various damage type procs. Or just make straight damage procs of various damage types that can go into any power! -
Quote:Actually, I RP my main, a completely human hero (cept for a psychic ability to sense certain things but its very passive) has never taking down those dudes himself. He is only street thugs really. Sometimes taking out a single Rikti or something. He can go up against Outcasts and stuff but he has to remain very sneaky and smart about it and use throwing stars, bolos, nets and web grenade type things to help him.
He can only take down Inferno or others on a team. In these cases he is more tactical support and crowd control. Also he may try jumping them from behind and pulling out real quick. He doesnt actually stand there kicking. Even though game mechanic wise, thats realy all a scrapper is there for.
Ahhh...but I would find you the minority over the majority.
In my experience. Most natural scrappers/whatever ATs, who take these on solo, don't RP it that way.
I know game play wise, it's going to happen. But if you're going to put realism into it, then a natural 100% human with some hand to hand training, really isn't going to pull off what you can do game play wise. -
Quote:I'm going to put out the suggestion for a Fire/Kin.im teaming with 2 tanks, a Shield/Fire Melee and a Ele/DB Melee. Im just wondering what be a good support character for this, a defender or a controller. what powersets...any ideas? plz leave suggestions, plz and ty.
On a trio, there's nothing these two tanks shouldn't beable to survive with some backup heals from you.
What they will lack is damage.
If the shielder picks up Grant Cover, you pick up Maneuvars (which I might suggest all three of you pick up if your going to be a solid Trio...as Leadership x3 is great).
However, if you don't want to spam the SB every 2 minutes to 2 people...I might suggest Archery/Ice!
But that's just to match what I see from the two tankers...an element set and a weapon (DB and Shield). -
I've only read about the first three pages. And I think I know how to solve the problem of KB for those who hate it, just like me.
Don't take it :P I've skipped Shockwave on many of my Claws/ that I've leveled up and even on my Claws/Regen.
Like Bill said, it is fun to use.But I found I only used it when I just wanted some fun, I never really used it on teams.
And not taking it, doesn't hurt you. It doesn't. I have never felt like I lost any survivability if I skipped Shockwave. -
Quote:First off, it's Dual Blades, not Duel Blades. Dual implies the use of two. Duel implies the use in a one-on-one confrontation.
Secondly, just because Dual Blades and Willpower were released simultaneously does not mean that they are matched powersets. Thematically, they have next to nothing in common except that they're both nominally "normal" powersets. You could just as easily claim that Katana and SR are matched primaries because they're similarly "normal" and were released simultaneously. If anything, they are theme neutral because they don't have a "partner" in the sense that Dark, Fire, Ice, Stone, Elec, and Energy do.
As to whether the devs intend the use of matched powersets, there is some evidence that it was originally intended as such (Dark/Dark is the biggest piece because of the sheer degree of synergy between them, Fire/Fire as well), though not as much elsewhere (Stone/Stone, Ice/Ice). Moving on to the newer sets, it's still debatable as to whether Elec/Elec has much synergy beyond the combined ability to drain endurance (which is more a demonstration of secondary benefit synergy than powerset design synergy), and it's hard to believe that Energy/Energy has much in the way of implied or real synergy.
Personally, I believe that the only real sets that were intended to be used together were Fire/Fire and Dark/Dark, which meshes with the logic that the Cryptic devs originally intended it that way (most likely out of an evolution of the older Champions inspired freeform system). None of the others really present a definable intended synergy that isn't just as well expressed with other powersets either in the original release form or the current form. Fire/Fire's only real spectacular synergy though is Fiery Embrace's greater effect upon Fire damage than every other damage type. Everything else is completely neutral. Dark/Dark is really the biggest outlier simply because it allows for stacked fears, the primary covers the secondary's high endurance costs, the secondary provides for the lower AoE damage of the primary, and a number of other noticeable synergistic benefits so it's probably the only real intended full matched set combination.
I'd say Dual Blades and Willpower were built with synergy in mind.
Dual Blades knockdown only helps Willpower's survival, giving WP time to regen. Not to mention, the only click power of WP is the tier 9. Having no powers to click, and instead just toggleing up and going, is very good for Dual Blades.
I also would call it fair to mention Energy/Energy for synergy. After all, Energy Aura came out 6 issues later.
Not to mention alot of the older sets have changed through the issues, as well as some of the sets (Katana/Broadsword) having their own pairing.
Ice/Ice stacks slows. Ice Patch keeps enemies on their feet, not attacking, and thus not breaking through the defenses. Tack on those added slows.
And anyways, now a days, Dark Melee basically works with every set VERY VERY well. But it is also one of the original sets. -
Quote:See, the problem is your putting to much thought of real world physics into a fictional setting.Oh, I'll debate this one with you until pigs fly, Brawler...
I'm sorry, but with all the threats that the villains make towards civilians and each other (from last night: "Tsoo Sorcerer: I will remove your tongue if I have to."), it would stand to reason that many a "hero" would forget this simple code of ethics and smash said Sorcerer into next week. My secondary Tanker, coming from a much more violent version of Paragon City (think of Bishop), does this quite often, though her blades tend to leave a more permanent mark upon them. Said Tanker was on to of one of the tallest buildings in Founders Falls, and kicked a Crey sniper off of it. I counted it later as a 19 story drop. And you're going to tell me Mister Sharpshooter is going to be fine? I'll guarantee he's taking a desk job from now on if so, because of getting rung up with vertigo from the fall.
You're also going to tell me that a Boulder or Sardonyx (or other similar creatures) from Devouring Earth get smashed into a hundred pieces, yet they poof to the Soylent Green Medical Facility (or whatever the DE use), get a band-aid and a glass of water, and they're fine? That's a bit of a stretch.
Lasers from robotic MMs are non-lethal? I have yet to hear of a concussive laser.
At the same time, the fact that these thugs just keep reappearing, along with the Rikti and everything else, has probably led to more than one "hero" building up feelings of apathy. After all, if they just keep popping up, why even bother? Fighting against the Praetorian Earth people? You bet. Fighting against that Circle of Thorns mage outside? Eh, why bother? He'll just be back five minutes later with a big bruise on his face and even more ticked off than before, so why bother?
Just my rambling thoughts on the matter, I apologize. It's just a few things I've been thinking of.
You can RP your hero killing them instead of them being teleported off VERY easily, if so desired.
But what I find interresting is all this talk of realism. Realistically, those normal human, just know martial arts with peaked human agility, is going to lose to that invulnerable to physical damage, super strong mutant.
Batman will never beat Superman in a fist fight (even if the cartoons/comics show that he holds his own, even without resorting to kryptonite).
But I bet plenty of people still RP their normal human, beating the hell out of Inferno and winning.
Two way streak imo on that realism kick, and people seem to only complain about one way. -
AGREED!
I think it's the lack of a 30-35 SF that stops me from enjoying Redside.
Blueside, I can TF my way through the levels.
In fact, just the other day I was on blueside, when I said in my OOC channel, "Okay. I'm okay with getting experience without major merit rewards, who needs a lvl 41 scrapper"
My SG was shocked.