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Quote:If it's an AT which is made up of currently existing sets with their own inherent and mods (eg an Assault/Pets AT) 400 points. The bulk of the work is done in terms of artwork & FX, some powers may need to be tweaked (like the Pet Attacks most likely). Any new sets added specifically for this new AT (say you decided to add Whip Assault at the same time) would be the standard 800 on top of that (but would also apply to Domis)I think you underestimate our desire to expand the game in more creative ways.
Counter question:
Let's say, hypothetically, we introduced a new AT, but because of the amount of time and cost it would take to develop it, we had no choice but to offer it in the Paragon Market (a possible scenario).
Based on our established precedents, what do you feel would be a fair price, in Paragon Points?
I'm interested in your responses.
If it's a new EAT 1600, if we're talking a new EAT which comes in multiple flavours this seems fair for the lot. In real terms that's 20 quid. -
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Quote:An Assault / Pets AT or EAT would be fun. I'm certainly hoping that Paragon Studios have a couple of ideas for EATs on the way.We have EATS for Heroes and VEATS for villains, so I think the Preatorians need a couple too.
On one side you could have a 'Disciple of Hamidon', an elemental blaster/support, able to spit out shards of crystal, hurl boulders, spore pods and also able to summon DE eminators and seedlings.
On the other you could have 'dedicated Loyalist' Someone who still belives in Coles message. I dunno what powers they could have though, maybe an inverted mastermind, with a range of support and melee attacks but able to summon and LEAD (not control) groups of Loyalists. -
Quote:Well obviously slotting them for damage is going to double their damage output. They aren't the most damaging anyway but Dark/Time kinda needs every bit it can (at least mine currently does) and once summoned it's basically free damage so I'd never drop them.'Ello everyone I need some opinions from my fellow troller folk. I have a Dark/Time troller I have been leveling for a bit now (and I love every bit of it). I wanna know what everyone thinks of the troller power Haunt. I don't mind the lil guys, but they really don't seem to do that much dmg (mind you I only have 3 recharge in there) do I have to slot them to get more out of them? Also would it gimp me at all to get rid of them for another power possibly?
What is the alternative power you're thinking of picking up instead? -
Quote:*ARF-ARF-ARF-ARF* To expand on *ARF-ARF-ARF* this I would also *ARF-ARF-ARF-ARF-ARF-ARF* like this bloody *ARF-ARF* Umbral Beast *ARF-ARF-ARF* to shut up *ARF-ARF-ARF* please.Any chance to mute the pet sound effects on the new Beast Mastery set? The sounds of the wolves yelping in pain when hit seemed to be difficult for many members of a team I recently played with, as many of them were dog lovers.
It seems to decide it's annoyed by something and goes into 30 seconds of constant yapping. Very, very distracting indeed. -
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Quote:It will check everyone in the sleep patch when dropped and every 10 seconds afterwards (because they count as aura powers)Yeah, I realized several hours later that it's counter-intuitive to put a damaging proc on a sleep power. However, to be honest, I don't really rely on the sleep effect from SF because I'm constantly Fissuring and Jolting Chaining mobs awake anyways. Well, okay, so it's a nice buffer when I'm trying to get my other buffs/debuffs going mid-fight. Minus the initial jump into the group, I only really use it for the end drain and slow effects (SF + Tar Patch is a good slow combo, IMO).
That said, I can't say how effective the proc being in there has been. I have seen it hit and kill baddies occasionally, but I have no idea how many times it actually hits. I just wanted to throw it in an AoE power, especially since SF hits several times per use (unless I'm wrong?), though I could see it working nicely in Jolting Chain.
Whereas with something like Jolting Chain or Cages it will check everyone hit by the chain / cage, which is why they can be really nice in those two powers (assuming you've got the time to spam them a bit). -
Quote:I had one the same last week running a DfBJust saw a player in the help channel tonight trying to get PL'd because he can't complete any missions on his own because his character is designed to be non combat. He said he just follows other players around casting heals/buffs.
"Forgive me for not attacking. I'm a pacifist ((that is I am roleplaying one))"
Said as he's standing there helping my Fire/Dark domi who is blasting things with toxic smog and setting them on fire. I really was tempted to ask him, in character, if he felt that was appropriate for a self-declared pacifist. -
Quote:The disadvantage is no fancy Set Bonuses of note really compared to the expensive ones (namely Defense or Recharge bonuses).I'm not an expert player who usually spends enough time on City of Heroes to get a ton of Inf, so I slotted out my DS/Storm with 3 sets of the very affordable lvl 40 Brilliant Leadership IO's. Is there any reason why I.shouldn't keep these, and what might be the disadvantage of this cheap IO set?
There's absolutely no reason not to keep them, although usually I try to frankenslot, by taking the most appealing parts of multiple cheap sets in order to max out the enhancement values which are of most use to me (typically Damage and Accuracy for pets, with some End in some cases) -
It's weird but it used to be for me that if I persuaded the Knight to draw his sword then the melee attacks would flow. I used Goto Passive (bound to ctrl + lmouse) followed by Attack Aggressive to wrangle them.
If I was to 'fix' Necro I'd widen the zombies Puke Cones, or turn their Siphons into small (8-10 foot) AOEs and halve the recharge of Soul Extraction (mostly cos I love the spooks) -
Quote:Unknown, in answer to your bug question.Thanks. I thought Bile Spray / Water Spout / Coralax would be at least equivalent damage, especially for single target, to Fire Ball / Fire Blast. Why do you think giving them up for Fire Ball / Blast would be better?
I find I barely use Dark Grasp ... is it really worth slotting for damage?
Good points on LotG and maybe changing the shadow field slotting. I thought damage procs in shadow field would do more damage. Isn't it bugged right now with store-bought procs and firing all the time?
I have mine slotted with a Store Bought Lockdown and when I drop it I get loads of electricity cages alright, but it's hard to know quite what it is doing and if that is expected behaviour. -
Quote:They do indeed, but usually to less people. They've a 10 person limit as oppose to Fireballs 16 and cones are generally more fiddly to aim compared to AOEs. Bile Spray also has a really annoying animation (2.67 seconds compared to Fireballs 1)Bile spray (and frost breath) actually does more damage than fireball,
Stone is my favourite APP overall, if you can bear the look of the armour. Fissure looks cool and hits reasonably hard (and is an AOE) and has a chance to stun and a chance to knockdown. So it takes Forced Feedback procs.
Seismic Smash is just win, long recharging but very quick animating which hits like a truck and can hold a boss immediately. The Def armour will stack with Fade nicely and Earths Embrace will complement Soul Absorption (because Regen is based off your current max hp, not your base, unlike Heals).
The downside is the look of armour and, perhaps, the fact it's melee orientated (depending on your playstyle) -
Quote:You forgot the Trap of the Hunter : Chance for Lethal, the Positrons Blast : Chance for Energy and the Energy Manipulator : Chance for Stun ones.YMMV = Your Mileage May Vary
Hehe, well it gets even better with the purple damage proc in there
For even more frankenslotting fun with procs try this:
Level 10: Chain Fences- (A) Efficacy Adaptor - EndMod/Accuracy
- (25) Performance Shifter - EndMod/Accuracy
- (27) Enfeebled Operation - Accuracy/Endurance
- (27) Gravitational Anchor - Immobilize/Endurance
- (29) Gravitational Anchor - Chance for Hold
- (29) Ragnarok - Chance for Knockdown
Procs aren't a great idea in Static. They'll wake things up and the PPM procs in a pulsing AOE are uncertain in terms of how much they'd fire. Theoretically it shouldn't be very frequent at all, but it's rather uncertain until the Devs explain the exact formuale for these new procs.
I'd stick it into either your single target Hold or Seismic Smash (if you're taking it) personally. -
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Quote:All debate is good debate and everyone gets things wrong occasionallyHmm...looks like I was having a brainfart as I can't seem to find it now. Mea Culpa. I'll just go back to lurking now instead of dropping bad advice (except for WoC cause man that is not a good power
).
Things change so much and there are so many weird, edge-case powers which act strangely with procs that it's easy to get mixed up on how one works in a certain power now (look at the Carrion Creepers debates for one, and I'm still trying to figure out how PPM Lockdowns work in Field powers like Shadow Field and Time Distortion). -
Quote:I think the point was if you have to look to powers like Soul Extraction, Gang War or Tornado to slot the set into to get the most bang for it then as a set intended for the Mastermind pets it's a bit of a failure, since not every set has a Soul Extraction or Tornado handy for it.I'm not sure how you come to that conclusion nor do I agree with it.
I personally find nothing wrong with the set and I am actually quite happy with it. Yes even the set bonuses.But I'm weird like that.
And Tornado is generally a poor place to stick a proc anyway due to the nature of how the proc fires coupled with the knockback (which Masterminds are poorly equipped to counter)
They should probably have done something interesting like reduce and spread the recharge into the other 4 procs and give it two procs, the Defense one and another which procs on hit, like a toned down damage proc or a chance to heal proc. -
Quote:Do you have links to those board posts which mention this? Do they mention Synaptic Confusion specifically?I was operating off of information from the boards. If that has been changed, I am not aware of it. I don't have the spare inf lying around to test on live nor do I use the test server. I'd like to have this information verified as well. If that's the case, I'd say it's one more nail in the coffin of WoC since it really is a terribad power without it.
There used to be issues with chained Pseudopets (pseudopets spawned by pseudopets) not inheriting their set Enhancements correctly as Alef says, but they've been fixed for a long time now (the fix was back in i11 or i12 or so and predates Electrical Control, it was mainly done to fix the Electric Melee chain and Creepers if I remember rightly). -
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Quote:This is true, and the Chance to Hold is one I like to slot here as it gives 2 extra chances to go off at the start to help lock down troublesome bosses.Doesn't it have a chance to fire when it pulses, too? As I'm sure my +2 mag proc fires at the start, and again after a while.
Damage ones are dirt in it though and not worth it IMO. -
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Quote:Which proc? The purple confuse? I'm pretty sure it will trigger off the chains happily, I can't see why it wouldn't (Devestation certainly does in Jolting). I haven't gotten high enough myself with my Elec/NRG domi to use the Purple proc there but I've never seen anyone mention it not working as expected.I would strongly advise you not to take WoC (I had it for a bit on a toon and it made me hate the power, so maybe I'm biased, but it doesn't play the way I expected it to on paper) but if you do take it, the Contagious Confusion proc should go there since it helps that power be 'useful'. Also, the proc is not super great on Synaptic Overload since it only triggers off the first target not any of the chains. My Elec/Poison is going with Psi mastery for Ind Will and the nice exotic resist.
In Chain powers the rule of thumb is that offense procs (ones which damage, mez or debuff the enemy hit) should proc down the chain* but ones that normally buff you (Chance for Recharge or Chance for Heal) will only work off the initial target and aren't really worth it.
*Note that it only works if the chaining effect also has the effect which the proc relates to. For example in Jolting Chain only the initial blast does -End, not the jumping ones. Thus in Jolting Devestation and the purple will happily chain, because the Chain powers accept Ranged Damage set IOs as well, but the Energy Manipulation : Chance for Stun won't because the chains don't do -End and thus are unaffected by End Mod set IOs.
Since in Synaptic the chain confuses do accept and benefit from Confuse Set IOs Contagious should happily propagate down to the chains as well.
Edit : Also you talking about this combo has got me thinking about trying it. I've already got a pair of Dark alts (Dark/Time controller and Fire/Dark Domi) and an Elec Domi running about, but with the changes to Dark Affinity and thinking about how well Fluffy will complement the Gremlins I really want to try this combo too now. And as you say the Earth APP really suits it, Fissure and Seismic are great and the Earth Armour & Earths Embrace combined with Fade and Soul Absorbion would make you pretty darn durable.
Altisis is a curse. -
I appear to have stumbled into City of Carry On by mistake?
Oooh, I say. -
Quote:Adding Recharge to summon powers I've always found to be pretty situational bordering on useless since the pets Recharge change. Most of the time if a pet dies the power is ready up anyway, without needing Recharge to be slotted at all. Mind you I take the busy secondaries and thus always have Haste as well.The MM one is extremely good and proves you have no idea about MMs.
Everyone complaining about the +RECH in the enhancements are also bad.
AoE is what kills MM pets more often than not.
Waiting for a pet to recharge is devastating in the event one dies.
Quit being silly!
Your milage may vary, but calling people silly for having a different opinion to yours due to their own experiences is somewhat myopic. -
Quote:Strange. doesn't happen on my Dark/Time, nor have I seen other people report it at all.Is Fearsome Stare and Dark Grasp supposed to let enemies get a shot off before you hit them with anything else?
A very long time ago I played with a dark defender and I don't recall hitting enemies with Fearsome and have tons of incoming fire come at me as a result.
Very odd -
Quote:There were a few suggestions knocking about before you could make Villain ATs in Paragon and Hero ones in the Rogue Isles, someone mocked up a few which were quite interesting.While it's difficult for us as players to answer questions about future development decisions with any degree of certainty, it's highly unlikely at this point. I would guess that if we were to get new ATs it would be many months if not years away.
Also, I'm not certain that there's really a need, as a new AT that fills roles already covered by existing ATs has very little incentive for established players to use.
One was a Melee primary / Pets secondary, with the Pets secondary attacks being replaced by some armours. They had a different inherent rather than Supremacy & bodyguard and different stats than a Mastermind (more HP I think). I think the other one I saw was a Support / Assault of some sort who came with some sort of "Powerboost fury" or something.
They'd be a pain to balance though, and my gut says if it was to happen it'd probably be an EAT, as oppose to trying to balance an entire new AT and proliferate a current ATs sets across to it in some way.