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Quote:Ragnorak DamOkay Im gonna have to get an example for the enhancement arguement. Looking on mids, shockwave allows two IO set types for enhancing, ranged AoE and Knockback. Ranged aoe (excluding air burst) sets share a sixth enhancement bonus of toxic resistance. Toxic resistance does not make or break a toon, so that cant be an issue.
Ragnorak Dam/Rech
Ragnorak Acc/Dam/Rech
Ragnorak Dam/End
Ragnorak Acc/Rech
Posi Blast Chance for NRG
What should I give up to fit in a +KB enhancer that will not affect any of
1) ED capping for effect
2) a good set bonus
3) overall damage output -
Depending upon the spawn scatter initially, shockwave can be used to bring them closer together evenwithout terrain.
Its easy to demonstrate and hard to describe, but I'll have a go. In a group thats very loose, and a bit all over the place, you can happily push one or two folks towards the rest of them. All it takes is chosing an angle and an awareness of the range of the power.
Heck even the range awareness isn't that necessary, if you target from out of the powers range and run in.
Quote:You are wrong, because again knockback can be used to clump critters together into a situation that you then get better survivability due to more critters in range.Check my post above again and tell me where i am wrong when i say that 4 out of 7 sets are less survivable cause of knockback instead of knockdown
Use knockback willy-nilly from the center of a spawn, and yes its going to cause issues. Used intelligently it is a huge boon to personal and team survivability. -
Quote:OK how about I suggest that one of your powers that you use all the time loses a slot ?I will give this a yes every time I see it suggested because of the simple fact that it DOES NOT take away any tactics.
That is what you are suggesting, that to keep using a power of mine the way it has been for 5 years, that suddenly I have to 'waste' a slot on a knockback enhancer ? Thats less damage, less recharge, less accuracy or increased endurance. (For me it would bea combination, as all of my slots are at least dual IO)
Quote:Originally Posted by LiquidI'm curious, though. When there is no corner to push them into (which is the vast majority of the time, in my experience), do you still use Shockwave? Do you change your behavior if you're on a team vs. solo?
I really wonder what % of missions are actually outdoor. Even outdoors there is frequently something to push groups against
I do adjust teamed versus solo, but not any really more than any other damage dealer, I would bring.
Heck, I still recall one very happy Shard TF with 4 claws scrappers. The Rularru didn't stand a chance with 4 shockwaves as an opening, the spwans just vanished. -
[QUOTE=Tyger;2318418]Except:
Highlighted the point; mixed teams have no way outside the relatively expensive accolade.
[QUOTE]
Gaining the accolade is actually very profitable with just a little bit of patience and know how.
As the for thread I am pretty much neutral. Could be a nice QOL addition, but its certainly not an issue for me that there isn't one. -
I completely disagree with the idea of changing shockwave to kncokdown.
Using the knockback to position the mobs is a key element in how I use the power. Push them into a corner and then use Spin and Eviscerate on the tightly packed groups.
I find knockback in this power neither pointless nor annoying. -
Tp foe is pretty nifty as well, as it works from out of Line of sight.
Pull a minion/Lt into the middle of your pets and watch them go at it.
And yes it works great with traps -
I have one character who is 'done' at 50, my stalker and if it wasn't for sentimental reasosn he would have long since been deleted.
Characters get deleted if they are not fun, I have happily deleted characters in the 30s, which is probably why I do play my 50, each of them has been and remains fun (bar the one above) -
Quote:1) no deaths and I don't recall being mezzed but could for sure that I wasn'tFirst what are minimal issues ? I don't want to be nit picky here but this thread has gotten to the point where its revolving around exactly what is being said and what people's personal thresholds are.
What is your archer built for ?
2) mainly recharge so rain is up asap, but has some ranged defence
Tactics are simple, target an Lt near the center of the group. aim+BU+Rain kills the minions, then single target to whittle down the Lts. -
Quote:You mean the map I can happily routinely run with my blaster set for 3-4 with minimal issues ?Actually what futurias presents is relatively accurate. I was a little surprised to find that it was so but I actually took the trouble to check with a high level freak map, the one from Unai and one of the RWZ missions. You can have spawns where there are just too many mezzers to deal with they can and do occur often enough that breakfrees are not a viable option. Whats more it dealing with them is not an issue of skill its purely a matter of do you have the insps. I personally feel this game has enough zero skill elements in it already.
Admittedly he is an archer, so rain of arrows is a big part of this, but defeating foes is the #1 way to avoid mez. -
'people like Uber', that means people who play their 50s and really just sell their drops.
No great marketeering is needed -
That's Midnight's Hand in flashback, and available only to 50s
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Traditional MMO way:
For the 'best stuff', you MUST raid X and only X, over and over again
Then supplant 'best stuff' with better stuff, only available from Y
CoH way:
For the 'best stuff' run anything you like at level 50 (well 47+)
I know which is preferable to me -
The sliding scale upto a 2.5 times XP/inf multiplier seems like a strong enough incentive to me.
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Quote:The 'foggy' final mission is Sara Moore not Augustine, so I'll take those as reversed comments.Bravo you just named the worst content in this game that hardly no one ever plays and excatly what should NOT be added in GR. Lets start shall we
Faathim: No phone the whole time and multi zoning equals bad idea and pointless time sink
Justin Augustine: It was ok at first but then the last mission is so foggy way more so then even Dark Astoria it left a really sour taste in my mouth not being able to see 3 feet in front of me
Dr.Quarterfield: /wrists if i ever get myself into a 5 plus hour TF without knowing again
Sara Moore: From the other shard TF experiences no thanks you i learned my lesson so can't really comment on this
Respec Trial: Yay for the exact same 3 trials just with different enemys and waiting times in the lovely reactor room.
Bravo if this is the kind of content that is seen in GR I will leave 100% certain and not for another game just with lack of satisfaction.
And I wasn't necessarily saying they were 'good', but if you are listing things that a 50 can do, a comprehensive list is much better than an incomplete one.
Of those litsed I find the respec, Sara Moore and Augustine more fun than the the Khan TF
Faathim is about on a par. -
Break Free: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 30 seconds. This inspiration can be used even while under such effects.
-10 Magnitude protection against Hold, Sleep, Stun, and Immobilize; -5 Magnitude protection against Knockback, Knockup, Fear, and Confuse; 50% resistance to Taunt and Placate; 25% resistance to Repel
Emerge: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 60 seconds. This inspiration can be used even while under such effects.
-15 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -7.5 Magnitude protection against Knockback and Knockup; 50% resistance to Taunt, Placate, and Repel
Escape: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 90 seconds. This inspiration can be used even while under such effects.
-20 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -10 Magnitude protection against Knockback and Knockup; 100% resistance to Repel; 50% resistance to Taunt and Placate
Knockback protection was added to break frees a long time ago, though it is at a lower mag than the other effects -
As a slight aside my fire brute has zero immobilization protection (no CJ, no Burn).
Break Free covers his needs (also nifty for when facing Fake Nems etc with large Mag knockback). He has 3 points from a kinetic crash set.
He never took any power for immob protection all the way from 1 to 50, and is probably my top played redside 50 right now. -
I wasn't seeing it tonight.
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Quote:How can a list of active ways of mitigating mezz possibly be misleading.
Mezz Protection for All! 10-09-2009 12:31 PM Misleading
Its not like I haven't used almost all of them myself, oh wait...
Active mitigation works, if you are willing to use it. -
How many Mimbari does it take to change a light bulb ?
None, they always stop just before finishing the job. -
Quote:At 50 for TF's you missedIm sorry but hero side there is let me name what to do
1.ITF
2.LGTF
3.STF
4.rikti mothership raid
5.Hamidon raid
6.Khan TF
Ya lots do do lots /e sarcasm
Faathim
Justin Augustine
Sara Moore
Rikti Respec
Under the new system you also get your full powers on Doc Quaterfield. And lose only your level 49 power on the Freakspec.
just sayin' -
Great Table Archie.
Having run point on a project with a large scale before (merits for each arc), I truly appreciate the time and effort involved. -
1. No information, but likely yes. There may be a few tweaks but the base system will remain
2. Given the effort in AT balance recently (stalker buff, dom buff, Defiance 2.0), it is very unlikely anyone will be nerfed to any significant degree
3. No information
4. Existing characters can participate in new content and cross over. New characters can START in Preatoria, but anyone can go there. -
Certainly not all, but yes.
Still doens't avoid the fact that every single combination has at least one way of mitigating mezz, usually much more. (emp/nrg is the only one with a single way - knockback, but boy is it a LOT of knockback) -
I jotted down what I can recall for ways of mitigation of enemy mezz from all the defender primaries, secondaries and APPs.
I am sure there are some misisng spots, but its certainly a very wide grab bag to chose from.
Primaries:
Cold
-recharge (helps reduce frequency of mezz)
Dark
Fear
Hold
Phase
-Tohit
Empathy
None
Force Field
Detain/Phase
Knockback
Stun
Toggle protection
Kinetics
Repel
End drain
Radiation
-tohit
Hold
-recharge (helps reduce frequency of mezz)
Limited Mezz resistance
Sonic
Detain/Phase
Knockback
Toggle protection
Storm
Knockback
Stun
-Tohit
-recharge (helps reduce frequency of mezz)
Traps
Hold
Stun
Pet toggle style protection
Knockback
avoid on caltrops
Trick Arrow
Hold
-Tohit
Knockdown
Secondaries:
Archery
Stun
Knockback
AR
Stun
Knockback
Dark Blast
Stun
Knockback
-Tohit
Electrical Blast
Hold
End drain
Energy Blast
Knockback
Ice Blast
-recharge (helps reduce frequency of mezz)
Hold
avoid on ice storm
Psychic Blast
Knockback
Sleep
Stun
-recharge (helps reduce frequency of mezz)
Radiation Blast
Stun
Knockback
Sonic Blast
Knockback
Stun
Sleep
APP
Dark mastery
Stun
Electric Mastery
Stun
Hold
End Drain
Power Mastery
Stun
Psychic Mastery
Hold
Sleep
Confuse