Catwhoorg

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  1. Quote:
    Originally Posted by RabidBrian View Post
    Okay 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
    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
  2. 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:
    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
    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.

    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.
  3. Quote:
    Originally Posted by RabidBrian View Post
    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.
    OK how about I suggest that one of your powers that you use all the time loses a slot ?

    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 Liquid
    I'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?
    Corner is the best, walls work pretty well, and most of the missions run are indoor, so yes I still use shockwave and basically in the same way.
    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.
  4. [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.
  5. 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.
  6. 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
  7. 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)
  8. Quote:
    Originally Posted by B_L_Angel View Post
    First 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 ?
    1) no deaths and I don't recall being mezzed but could for sure that I wasn't

    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.
  9. Quote:
    Originally Posted by B_L_Angel View Post
    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.
    You mean the map I can happily routinely run with my blaster set for 3-4 with minimal issues ?

    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.
  10. 'people like Uber', that means people who play their 50s and really just sell their drops.

    No great marketeering is needed
  11. That's Midnight's Hand in flashback, and available only to 50s
  12. 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
  13. The sliding scale upto a 2.5 times XP/inf multiplier seems like a strong enough incentive to me.
  14. Quote:
    Originally Posted by Lucky666 View Post
    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.
    The 'foggy' final mission is Sara Moore not Augustine, so I'll take those as reversed comments.

    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.
  15. 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
  16. 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.
  17. Quote:
    Mezz Protection for All! 10-09-2009 12:31 PM Misleading
    How can a list of active ways of mitigating mezz possibly be 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.
  18. How many Mimbari does it take to change a light bulb ?


    None, they always stop just before finishing the job.
  19. Catwhoorg

    New MA Layout

    I rather like that layout concept.
  20. Quote:
    Originally Posted by Lucky666 View Post
    Im 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
    At 50 for TF's you missed
    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'
  21. 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.
  22. 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.
  23. Quote:
    Originally Posted by LordXenite View Post
    ...but, most (if not all) of your list is not... passive!
    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)
  24. 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