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Posts
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Quote:What are you discarding as bad, just out of interest?
Basically I've narrowed it down to elec melee. Everything else I've played and/or it's just bad. How is elec melee overall? Any strengths/weaknesses? I definitely prefer AoE damage potential, and I think I saw someone say it's good at AoE. -
Quote:They are like candy to me.
Eat your candy.
This kind of candy may not go stale, but you can't enjoy the taste of it when you aren't eating (using) it.
I usually stock my insp tray with a column of break-frees (if I'm playing a non-mez resistant character), a column of rez-es (usually given to teammates), and a bunch of heals (respites and what not). If a character is having end issues, I'll stock a column full of blues.
I have a macro set-up to trigger the heals; I play the game with a Logotech Dual-action game pad.
Stacking pre-set "plans" in columns can help when a crazy assortment is in a tray. I'll set up a column with a red on the bottom and a yellow on top of it. They yellow will still be active for a little bit longer than the red. Then I can just hit the F# twice and be powered up a bit when I head into a boss battle or some such.
But, yeah, eat your candy.
It just make room for more, and it can help earn xp faster, stop you from falling in battle, or reviving you so you can avoid a long trip back from the hospital or cause one of your allies to use a rez that might be better used mid-battle.
Agree with this. Eat your candy. It's good eating.
Yellows and Oranges are my "scoff them now" ones generally. Excess break-frees are also scoffed quickly. Rezzes are generally deleted if I've more than 1. -
This approach is how I've always run my Thugs/Traps. His pet names are all in l33t anyway (he's a Keanu / Neo parody called Johnny Moronic) their names end in ' or .
That lets me divide them into a Defensive and Offensive group for easy control, which I needed to do as the Number Key binds were too fiddly for me, and I'd switched to a laptop anyway.
I did stick in "All Attack Target", "All into BG Mode" and "All Heel" as binds as well, all bound to the bottom row of the keyboard.
A rough breakdown of the binds was (from memory so could be syntax errors here) :
z petcom_name ' follow defensive
x petcom_name ' attack aggressive
c petcom_name . follow defensive
v petcom_all attack aggressive
b petcom_all follow defensive
n petcom_all follow passive
m petcom_all goto passive
lctrl+lbutton petcom_pow Bruiser Goto Aggressive
lshift+lbutton powexec_name Seekers
z is to regain control on the Aggressive group (useful with runners)
x (for eXecute) is the usual command for setting them on someone
c is the usual command for ensuring the Defensive group is defending me
v, b, n and m are for when I wanted to command the entire group. V is useful for when there's one target left or I'm safe and I want something dead. m is handy for Traps for setting up ambushes and pulls.
Can't remember the exact split, I think it was Bruiser, Arsonist and an Enforcer as the Aggressive group and 2 Thugs and the other Enforcer as the defensive / BG one.
The Bruiser also had Control + Click bound as Goto Aggressive to allow for the fact he's the only non-range Henchie in the pack (Shift+Click was bound to "Summon Seekers at this location").
As I said those are from memory so apologies if I've got the bind keys or commands wrong (lctrl, lshift and lbutton are the most likely to be wrong) -
Quote:My mate sent that photo to another forum he's in saying it was him from Halloween about 10 years ago, on his way to his college fancy dress party. The replies he got were hilariously diplomatic (since he's met most of the people on that forum recently at get-togethers).Well... since a whole misguided tangent was spawned by a pic of an animal in leathers... I'll chime in...
Isn't anyone else disturbed, not by the "furry", but the chubster in the Spidey suit??
That's something most of us can agree on being sick
I mean... GAH... Red and blue is just totally not his color!!! -
Quote:You missed the hilarity of the Dual Pistols release Damz. I was playing a Plant/Emp for that on Virtue, it was great fun running with around 5 DP Blasters, 2 DP defenders usually Traps or Kins) and me.Reactivated my NA account [not even at the 3 month vet mark so everybody thinks im a newb!] and now currently play 80% NA and 20% EU.
Have been on some MAJOR car crash PUGs already. Was on a posi tf last night and me being the emp defender, my job was to keep the team alive. Well that was the hardest job in the world. Most of the team just kept splitting up all over the map! But chaos is fun so i guess i cant really complain
My first day there i had an old mate recognise my global and said hiThat one moment of him going
"Holy **** its you damz!"
was worth the reactivationSlowly getting to know people on there. Playing on freedom since its easily 400 - 700 people online at the time that i play and constantly being invited for things. So send me a tell @damz if you fancy teaming
Healer damz [currently level 30 emp/rad defender]
Noob Buster [currently level 25 fire/dark scrapper]
Ultimate Damz [currently level 6 elec/shield scrapper]
Twas rather funny being surrounded by tonnes of Trenchcoat wearing show-offs doing the splits and whatever when shooting their guns (DP animations are silly, especially when 7 people are doing them).
Edit : Hi Nom!! -
Quote:CC will also taunt though. I've had it frequently absorb aggro off me from the like of Rikti bosses. It is kinda daft that it negates itself though with the immobs though. Bonfire pretty much negates itself too after one knockback, unless you have it in an ideal location.Basically if the confusion fails or you miss them (pretty easy with it being a short range cone), you are pretty much without a paddle. At least compared to other control heavy sets like earth, or mind. In fact it might fall apart faster than even fire in that situation.
From a control viewpoint:
cinders > vines (casts 3x faster)
bonfire > Carrion Creepers*
hotfeet > spore burst
*No I'm not saying bonfire is a better power than CC, not by a long shot, just that if your control is falling apart it will tend to make more of an impact than CC. CC from a holistic viewpoint is one of the better powers out there imo. If CC didn't negate its own kb/kd I'd give it the nod.
Vines > Cinders imo, simply because it's ranged. Cinders is not. -
Again, where are you ordering from?
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Quote:So I don't know what happened but ever since i17 the Behemoth Lieu. for the CoT are imaginably over powered. They are harder to kill then most purples, even when they are only yellow to you. They hit a power (unstoppable I think) and there's 1 major problem with that, it never turns off once they hit it. We sat here for 15 mins trying to kill a red Behemoth because his power wouldn't turn off and all we kept getting was deflect spammed over and over. At 50 with IO's it may not be as bad as a problem, but say at level 32, kinda difficult. Any reason for the change?
I thought this change happened ages ago?
However what i17 did bring was lots of Demon MMs, were there lots of them surrounding the behemoth by any chance? They've got that Inv aura which gives +Def per enemy in melee range with them...
Best thing to do is kite them from range and lock them down. My Necro/Dark discovered this the hard way when the change happened. -
Where are you attempting to order from?
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Quote:The detection range may not matter to you or me, but it is there and a consideration in the actual balance of the power.
If you up the rech to 90 on seeds the devs will be faced with a very strong argument to turn it into a taoe of which all the powers like icepatch, quake, flashfire, stalages... are. This isnt' the first example of cone powers having faster recharge than taoe powers, it is part of the design principles of the game.
The other half of the equation is the duration, which as already mentioned, confuses are designed to last longer. The devs may have evaluated the relative power of confuse incorrectly, but that isn't a problem that is singular to seeds, but rather would require looking at every confuse power.
In comparison to icepatch the patch has the ability to continually effect new targets without resolving another power application. Basically if you miss them the first time with seeds you have to wait for it to cycle, whereas something can wander onto the icepatch after it has initially been cast and now be affected. Conversely, things can wander off to, but the power is designed to prevent that except under certain special conditions.
Like I said, taoe vs cone. It is what it is. It is fine by me if they want to change seeds into a taoe and up it to 90 sec rech. Such a change will have a minor impact in the early game and actually make the set easier to use in late game.
I think the only easy to address culprit in plant is probably the aoe immob.
Well if BaB's cuts the animation times enough it will revitalize the set quite a bit, but yeah I tend to agree it probably needs more than that. Much faster GD, Propel, and WH would be ok with me though. They could all stand to be basically cut in half.
The AOE Immob is a weird one. Was the damage set so high to combat the -XP aspects of Confused mobs I wonder, or just an oversight? At the time Confuses had a bad rep in terms of "Stop wasting our XP" from some players. -
Quote:I'm not so sure that expectation is fully grounded in reality though. Seeds is an amazing power and plant overall is a very good control set.
However, if you look at seeds you have:
60 degree arc
50' range
60 sec recharge
acc 1
15.6 endurance
The duration is debatable, but irrelevant as confuses always last longer than "hard" mezzes, similar to sleeps in that regard
There might be some question as to what power it lines up to against in other sets to which I believe stalagmites/flashfire is probably the best answer. It is basically your goto aoe mez.
Stalagmites:
25' radius taoe
70' range
90 sec recharge
10.4 endurance (but I believe this is a mistake, so we'll just say 15.6 which flashfire uses)
acc 0.8
Ok so what that means is I can hit a enemy that is up to 95' away with stalagmites if they have a friend that is 70' away from me. That is well out of detection range and because it is a taoe it requires next to no skill to use. This is especially important if I decide to use the power in the middle of a fight I just click and everything is affected.
On the other hand, seeds puts you into detection range and I've seen many plant trollers/doms faceplant as a result. The maximum distance an enemy can be from me and be affected is 50' because that is the edge of the cone. That is basically half the range of stalagmites in actual use. The 60 degree arc is nice, but it means mobs need to already be reasonably gathered for it to hit them all. Granted at the very limit of the range it has a slightly wider berth than stalagmites (50ft diameter vs 57.7ft width).
Honestly, if they change seeds so that it is a 70ft range, taoe with 25ft radius and 90 rech, it would sort of be a change for change's sake imo. You'd be trading frequency and risk for much greater ease of use and elimination of risk.
Now if they want to sit down and reevaluate confuses in their entirety that would be a different story. But I'd personally hope they have a huge list of fish to fry before getting to that stage. And if they don't then something is wrong with their prioritization.
Detection isn't as much of an issue though, you have teamies to help deal with that (they run in as you trigger it), and even soloing I've never had an issue with it.
The recharge is the thing which seems most out whack. It's easily perma. It just seems plain wrong to have it recharging quicker than say Ice Patch. Seeds not only makes you safe compared to Ice Patch but it does a decent amount of damage for you as well (even bearing the XP penalty in mind. Plant is well built in terms of minimising that)
The only change I'd make is the recharge, it should be equal to Wormhole, Flashfire, Stalagmites and the Fall-down Patches really. At the same time Fly Traps AI could do with some tweaking. I know she's a plant but still.
Grav needs work before that though and I wasn't really enthused that when Castle mentioned it it was just animation times he said were being looked at.* -
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Quote:Often something is popular because it's out of whack in some way (see Shield Charge for scrappers, that is massively popular at the moment because the buff it got was actually a developer error).Well that's what I was doing...
and I just think that the mentality of "something is popular, NERF IT !" is silly... people play this game because they want "superpowered toons" not mediocre toons that were once super and got beaten with the bat.
City of Mediocre Costumed Hasbeens, somehow isn't quite as appealing...
p.s. - I know this example is a bit dramatic, but you get the jist of what i'm saying.
Note that I don't think Fire Control per say falls into that bracket though, although when combined with other factors it can become so. Personally I don't see anything wrong with it though but I've always been of the opinion that at the start there was a big error giving Controllers Kinetics and Radiation Emission. Not much the devs can do about that now though really (and it's easy to make such judgments in hindsight of course)
I would like Castle to have another look at his own baby though, Trick Arrow really needs some more attention, as does Grav (in both cases tweaking the animation times really doesn't cut it).
Ice Control could also use another pass IMO, at least pull the -knockback from the holds.* -
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Historically there have been way more buffs to under performing sets than nerfs to overperforming ones.
And both buffs and nerfs are necessary when balancing a game.
For example I fully expect Seeds to be brought into line with other "secondary" AOE mezzes at some point.
And when it does happen it'll likely have nothing to do with the fact that it was remarked on in the forums that it seemed out of line. -
Quote:^ This is one of the silliest posts I've seen here in a while.How about you keep your nerfing suggestions to yourself, the last thing that the devs need is more encouragement to nerf more sets... see instead of the fixing of popular power being to nerf them, perhaps they should look at making other sets more attractive....
MOAR Carrot LESS stick please !!
Oh, and less daft suggestions like this from the OP...
I did notice the plethora of Fire/Rad posts over the last few days. It is rather odd when you consider they could have just been rolled into one really.
I'm playing a Plant/Emp at the moment myself but don't really have any questions about them (other than why seeds is so out of line compared to other secondary mezzes, but if I ask that Castle will spot it through his crystal ball and immediately nerf it to spite me, apparently). -
Quote:You need winkies!!Sorry... text doesn't convey the sarcasm properly.
I was in no way serious. I have a deep loathing for 'i' products and am waiting for an app that will make people shut up about their apps.
And I need more coffee, obvious my sarcasm detector is running on empty. iFail! -
Have you actually been on the App Store and seen the dross that resides there? Cool isn't the word I'd use.
Quote:Yes, the luddites can use their web browsers to surf over to cohtitan/Paragon Wiki but an app would be faster (assuming it's halfway decently made). But CoH isn't conducive to that kind of functionality (i.e. there's no point).
Agree with you though, our Devs have shown very little in the way of ability in terms of developing supporting web services for the game, which is probably to do with the engine limitations.
I'd love some mobile friendly versions of the community websites though, SuckerPunch works in my browser just fine on an Android phone but it's obviously not designed for it.
I'd also love the devs to provide raw streaming data from the game (say a series of XML feeds of market activity) and let third parties use those streams to develop sites and feeds (and Apps if you like) from.
I mean they don't even seem to stream the site news as an RSS feed, which is a bit useless. -
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Quote:MM can send in a sacrificial T1 pet. The pet gets shredded, and I understand all the mobs will now target the MM who is either in BG mode, out of LOS, or both
This is my Necro/Darks standard way of opening a fight. Of course by the time the mobs have finished shredding a zombie they're quaking thanks to stacked fears and have a Fluffy standing beside them. And then the shredded zombie pops out a wee peed-off ghostie while they get dogpiled by the rest of the horde.
My Thugs/Traps uses Gang War, Seekers or pulls with an attack leading them around a corner and into a pile of traps.
Alphas are the only thing my Dark/WP Brute is wary of though. Easy for him to be overwhelmed by them before he can regenerate the damage. I've found my MMs generally safer in terms of absorbing alphas, although a lot of the time that just makes doing it with a Brute more exciting. "Better" can often mean "duller" in this game. -
Quote:If I was going to play a Mind Domi I'd go Energy as well, you spread the damage types around more (so avoiding that Resistance issue you mention) and I feel that Energy would work better with Mind than Psi, seems to be a better ranged set than Psi. Plus you get Power Boost which is nice for a control set with direct controls.Mind/Energy Dom because well, /Psy is a lot more balanced since the changes but it's still an awkward set. You can recolour the Energy stuff to look more psy like and it does great damage now. Mind/Energy would a beast at soloing from very early on.
Forts suit the bill as well, but even with GR coming you're going to have to do the first 20 levels in the Rogue Isles (I'd advise doing them now before GR because I reckon it's going to be a pretty empty place once GR goes live). -
Quote:As others have mentioned, I'd try a plant controller if I were you.
* Yep, Plant gets two excellent abilities for defusing an Alpha (actually 3, but the AOE Hold isn't up as often). But almost any of the Controller primaries are good at it.*
Red side MMs are good at absorbing an alpha, as are Brutes (obviously) and Domis, like controllers, are good at making sure it doesn't happen (especially with Domination up). -
Quote:I could swear there was a mission (I thought part of a patron arc) where it was in a cave filled with crab like guys (humanoids) who always sliced through my ELA brutes with ease...I was pretty sure they did toxic. That and the archnoids have always been somewhat problematic with my ELA brutes (snakes were never really a problem).
There's the Exterminators arc, can't remember his name (Dobbs?). Most of his missions are vs Arachnoids and set in webbed caves.*
I'd lean towards Elec as well, at least until Burn plays better with Fury (if that ever happens). -
Quote:The combat log indicated that the slick was still defeated--it just hardly ever lit. I'm not sure how Herostats would handle that
It depends on the map, weirdly. I always have trouble with it on certain maps (or even certain areas of certain maps). For example 50% of the Psychic Clockwork King map (that ruined one) doesn't work. Other half does for some reason.
A few of the Crey maps were the same, I'd almost know exactly when it would work and when it wouldn't.
I heard it was down to server timing issues. If you mention it to Castle he'll sob like a little girl (so it's fun to do).