ClawsandEffect

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  1. Quote:
    Originally Posted by Fusion_7 View Post
    Oh I plan to. I cannot think of any other type of power that will give you all the bells and whistles to prevent being mezed.
    Practiced Brawler
    Unyielding
    Indomitable Will
    Plasma Shield
    Integration
    Obsidian Shield
    Rooted

    There's a bunch of powers that give you the same thing.

    Not that Active Defense isn't a nice power, it is. Just that the powers I mention here are nice as well.
  2. ClawsandEffect

    Sonic/MM

    Quote:
    Originally Posted by FizRep View Post
    I like the capped ranged defense of that build (a lot), but I'm mostly focusing on having a solid attack chain made entirely of cone attacks.
    Go villain with it and take Soul Mastery.

    Soul Mastery has NightFall (identical to the Dark Blast cone) and Soul Tentacles (a re-skinned version of Tenebrous Tentacles)

    That would give you a total of FOUR cones, one of which is also an AoE immobilize, so you can keep them bunched up for more cone destruction.

    You also get Dark Embrace, which is a pretty good Smashing/Lethal/Negative armor, and Oppressive Gloom , which will stun any minions that make it into melee range with you.

    Oppressive Gloom will also give you more versatility, in that you can immobilize them with Soul Tentacles and hop into melee to fire Psychic Shockwave, which will stack with OGloom to stun even bosses.

    If you really want a cone-based blaster, Soul Mastery is too good to pass up.
  3. Quote:
    Originally Posted by Skyster View Post


    "i don't think making every buff power a full effect self buff would be the answer, numerous number crunchers have already pointed out why, but i DO think a lower percentage self buff aspect to team buff powers would be WONDERFULLY helpful."

    Maybe that could be part of their modified Inherent; When not teamed, you can use your buffs on yourself, but they will not function as well. I mean, chances are, if you developed a super power, you would practice on yourself before trying it on somebody else. And then, when you ARE teamed, you are focused on your teammates more, which makes your buffs more effective on them (like where they are now), and LESS effective on yourself.
    I already mentioned it, but this post brings it to the forefront again.

    It's not that you can't use the powers on yourself, it's that you can't target yourself at all. If you could target yourself, you could use those powers on yourself already.

    I don't know for sure, but I don't think it is possible with the game engine to allow self-targeting only in certain situations. Either it allows self-targeting, or it doesn't. They would also have to code entirely separate versions of every ally buff power in the game to have one version with the full buff and another version with a lesser buff. That's a whole lot of work that would need to be done.

    It would also introduce the possibility of attack powers developing bugs that let you attack yourself as well. Those could be a pain in the butt to track down and fix if it happened.

    Also, it would make enemy targeting more difficult. A lot of us use a bind to target the closest enemy. What would happen if the game engine decided that YOU were the closest target? It would probably be a bug, but it would force you to tab through enemies until you got to the one smacking you in the face.

    I have the distinct feeling it is set up the way it is because the devs realized the host of problems that would develop if they allowed self-targeting, and just decided not to allow it to avoid all those problems at once without having to do a lot of coding.
  4. ClawsandEffect

    Boxing vs Kick

    About the only characters I have that actually get any use out of either power are my low level controllers, and that's just because Boxing and Kick both deal Containment damage. They stay useful up until about level 20-22 and then get removed from the tray.

    Can't think of anyone else that has ever used them.
  5. Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm, what I would give up for mez protection...

    Lets see, less hit points would be a good begining; oh yeah much less damage resistance that would be a second thing I would be all too happy to give up, no debuff resistance, yeah I think I could live with out it...

    You still are missing my point, minions should "not" have I win buttons, nor should LTs, and questionably Bosses against "any" AT.

    Once again, how would you feel if all mobs had "I Win buttons" against your tanker?

    Stormy
    No, you're absolutely right. Enemies should have no ability to actually defeat us. That will make the game so much more fun.

    That's what we really need, a bunch of cardboard cutouts that will stand there and let us hit them.

    You are drastically overstating the amount of mez a minion in the game generally has. The way you talk, every minion in the game has a mez, and a support AT hit by it is instantly defeated with no opportunity to do anything about it. Sorry, but that is not even in the same zip code as the truth.

    I don't have a huge problem with mezzes, and anecdotal evidence suggests that not a whole lot of other people do either (since it is being argued about by a very small number of people, and I'm quite sure others have read the thread besides just us)

    I get your point quite clearly. You think that either everyone should have the ability to ignore mezzes, or they should not exist at all. Because you don't think it is fair that some ATs that are built to withstand them should be able to withstand them better than the ATs that are not built that way.

    True Metal makes a good point actually. The amount of mez resistance and protection available to support ATs through power pools is roughly equivalent to the amount of ranged attacks and mez available to a melee AT through power pools.

    Combat Jumping has immobilize protection, and Acrobatics has hold protection. Health has sleep resistance in it.

    Conversely, melee ATs get one single target mez, one single target blast, and maybe an AoE of some kind. Seems pretty fair to me.

    Saying "melee gets mez in their APPs so support should get mez protection" is kind of silly, since support does have mez protection available in roughly equal amounts to what melee gets in mez. If melee ATs got the ability to lock down an entire mob like a controller through their APPs, I might agree that more mez protection was warranted. But since what melee ATs get in mez is so limited, it is perfectly fair that what support ATs get in protection is limited as well.
  6. I never said "This is exactly what the devs think." I used words like "seem" and "appear", and "have said in the past". That is not saying I know what they are thinking right now, that is a guess at what they are thinking based on what I have seen previously. If someone has responded to a question the same way every time it is asked, would you not consider it a reasonable assumption that they will answer the same way in the future?

    Every time I have ever seen a dev respond to a query about mez protection for support ATs, they have responded with something to the effect of "We are happy with how it is now, and have no plans to alter it" Now, based on that, what reason do I have to think they will suddenly reverse their stance on it?

    There are wild assumptions based on nothing more than a feeling (which I will admit I've made a couple of), and there are reasonable assumptions based on what has been seen in the past. In this particular case, mine are the latter.

    If I turn out to be wrong in this case, I'm sure everyone in this thread is going to say "I told you so". But as of right now, I have no reason to believe it will happen.

    I was extremely surprised when it was announced Fitness would become inherent, because Castle went on record saying he would rather do away with endurance altogether than make Fitness inherent. One of two things happened there: A) He changed his mind, or B) he got overruled. I don't know for certain one way or the other, but personally I suspect the latter, because he seemed pretty gung ho about it. And even that came with a catch: Most of us got the ability to take 3 additional powers, but we didn't get any more slots for them.

    If the devs truly feel the game is balanced acceptably as it currently stands, like I suspect, we either will A) see no change, or B) we will be given mez protection for support ATs at the cost of reduced effectiveness in some other aspect of their play. So, if B is what happens, what are you willing to give up in return for mez protection?
  7. Couple things:

    The whole tank argument that popped up. You all lost my original point, which was in response to the OP stating that -3 mez protection should be enough for a tank or other melee to do their job. I said it is not and explained why, and was immediately accused of trying to maintain the tank/healer/DPS trinity as a status quo.

    The point that got missed in that is: If you were to reduce a tank's mez protection you are reinforcing the trinity even MORE. Why? Because the tank would then require a "healer" to help keep them from getting mezzed and subsequently killed. Since the "healer" is now spending most of it's time keeping the tank alive, it does not get to focus as much on dealing damage, which makes the DPS necessary to efficiently defeat them. By reducing the tank's ability to shrug off mez, you are forcing teams into the trinity if they want a tank to be at all effective. Since tanks are currently self-sufficent, "healers" are not as necessary to their survival so can focus on damage, and the DPS is not as necessary because everyone is dealing damage.

    There is an even BETTER reason to not give support ATs passive mez protection, and it seems to have been completely ignored by just about everyone: The devs' wishes, and their track record of how they respond to players doing things they do not want them to do.

    The devs don't want support ATs to have passive mez protection. They haven't given it to them after 6 years, and are givig no indication of EVER giving it to them. They have also gone on record in the past explicitely stating that they don't want them to have it. That covers their wishes.

    Now for their track record of response to things.

    What do you think is going to happen if thedevs relent and give all support ATs passive mez protection? Based on their track record thus far, it will almost definitely be accompanied by an increase of mez frequency AND magnitude across the board. It will essentially work out that the devs will give the support ATs mez protection to stop the complaints, and then arrange it to where that mez protection is almost completely pointless. If support ATs are given mag 3 protection, you will most likely see a number of new enemy types throwing mag 4 mezzes, and you will most likely see an overall increase of the enemy types that have mezzes to begin with. That will suck for everyone, not just the suport ATs, because it won't come with an increase to melee ATs' mez protection, making it less effective as well.

    I'm not against mez protection for support ATs per se. I AM against an overall increase in the amount of mez we have to deal with, because they will probably not give us something they don't want us to have without some kind of catch. And knowing how the devs tend to operate, I would expect that to be exactly what happens. And anyone else who has paid attention to the devs' track record should know that I am probably correct in this.

    So, if you DO get your precious mag 3 mez protection, DON'T come back and complain that they gave it to you and then made it completely useless.

    Now, can anyone say with absolute certainty that I am wrong in my prediction of what will happen? Or is it as likely as I think it is? Look at the devs' track record as far as keeping things within the range they want them to be in and think about it.

    They may surprise me and do it the way you guys want......but I wouldn't bet on it.
  8. Quote:
    Originally Posted by Savos View Post
    Next time you play solo, try this:

    When you miss an attack with a recharge of about 10-15 seconds or so as melee, turn off all your defenses that you can for 45 seconds.

    On a regular mission you probably won't die. Boosted settings are probably going to ruin your day though.
    So, let's see if I got this straight. You admit that with no defenses you probably will not die on a mish set to normal difficulty. I assume you are suggesting this so I get an idea of what it is like to play a support character (which is pretty silly, seeing as how I regularly DO play support characters).

    I also assume (since I don't recall you having explicitly stated it) that your Sonic/Kin corruptor has no undue problems soloing on the default settings.

    Then you state that boosted difficulty settings will ruin your day.

    Are you somehow surprised that increasing your difficulty settings make the game harder? The game is designed so that every character in it can solo at the default difficulty setting. It is NOT designed so that every character in it can solo on as high of a difficulty setting as you can have. (For the record, my Rad/Sonic defender CAN solo on higher difficulty settings, I just rarely do it because it takes him too long to kill large spawns due to his single target focus. He's built to be an AV/GM hunter)

    Your stance seems to be that because some heavily IOed melee characters can solo at +4/x8, everyone should be able to, and if that's the case it's just silly.

    I could just as easily say that because some heavily IOed support characters can solo a Giant Monster, everyone should be able to, and it would be just as ridiculous.

    You ARE aware that there are controller, defender, and corruptor builds that can solo Giant Monsters, right? It has been proven on multiple occasions. I know of no melee character that can make the same claim. I have heard of some controller builds that are capable of soloing the STF, and I don't think a melee character has accomplished that feat.

    Point of the matter is: Every character in the game is better at something than some other characters. I would cheerfully trade my melee characters' ability to solo at high difficulty for the ability to solo Giant Monsters.

    And I'll reiterate the point that, if your character cannot do something, it is very unlikely that simply giving them mez protection will make them suddenly capable of it. (For the record, if you build for sufficient defense, your Sonic/Kin corruptor could probably solo a few of the AVs we have floating around at higher levels. You have the majority of the tools you need within the two power sets.)
  9. Quote:
    Originally Posted by LaNocheBlanca View Post
    Good questions.

    I have always had a fondness for AoE and I have a lvl 50 Spines. I also spent a lot of time with variations of DM/DA and even a Spines/DA "dust bunny", but it was also an END nightmare before the mid 30's. I think I want to move towards a more traditional AV-hunter though and let the blasters do the minion mulching now.

    I'd like to be able to solo mishes and AVs, and I definitely like to go +level mobs. I like my heroes to feel like SUPER heroes, not "sorta great" heroes, you know what I mean?

    For example, my Stone/Ice tank has always been able to tank +2-4 mobs in great numbers. I mean, he needs someone else to do the damage, but I can taunt/control/aggro manage like a beast. I wouldn't really want to have a scranker. I'm old school, I want to herd!

    I want to go toe-to-toe with the big'uns.

    - I'd prefer it not cost huge amounts, since I'm a casual player.
    - I don't mind END management. Been playing on and off since I2. I can handle END management.
    - Toggles are fine, but I play an Ill/Rad troller, so I don't mind micro-managing in the action.

    Primaries:
    I will say, I don't like Katana or Broadsword, but I would try Katana over Dual Blades at this point. I am intrigued by KM, Fiery, and EM if only because suddenly its like having a Blapper that doesn't die in one hit. However, I have no idea how they compare to DM or Katana or DB (I know how they compare to Spines: they don't. Spines remains unique.) Comments on that comparison would be really helpful.

    Secondaries:
    I don't mind Regen, but I played it I2-4 and I just can't deal with what they did to it. I prefer WP to it. DA is fun in a lot of ways, but its also pretty weak comparatively, esp for the END cost. If I want to eat that much END, I'd traditionally prefer the reliability of Inv, even though it has fewer nifty tricks at high levels. Unless something has changed with DA. I love love love the concept, just not the END cost. I again have no idea about SD, EA or FA. FA looks quite weak to me.

    So I would tend towards WP, DA or Inv unless I learned something really interesting about the new secondaries. Again, some comparison of these with the new one would be great.

    I don't like and never did like Claws, MA or SR and I don't see me using them any time soon. They're of no interest to me.

    Thanks all!

    Cheers,
    La Noche Blanca
    Try a Katana/Dark armor. I have a beastly Broadsword/DA and Werner has an awesome kat/DA, so we can give advice on that if you like. (Because you can slot Broadsword and Katana identically, power for power)

    With the advent of Physical Perfection in the Body Mastery APP (don't know if you noticed, but all the APPs have 5 powers now instead of the 4 they used to), a lot of Dark Armor's end problems have gone away. And with the introduction of the Theft of Essence Chance for +End proc, DA's biggest end hog (Dark Regeneration) can actually GAIN you endurance instead of costing a crap ton. That's because the proc checks to give you 10 endurance back when you use the power, and it checks for every target the power hits.

    With Divine Avalanche, you can softcap melee defense pretty easily, and building for other defenses isn't too difficult (though it can get expensive). Defense on top of Dark Armor's already good resists and monster heal is just an awesome combination.
  10. Quote:
    Originally Posted by _Pine_ View Post
    So usually after hitting Attack Vitals, I pop 1k Cuts, and see even more pretty orange numbers. By the time 1k cuts stops animating, I can do another attack vitals. So I think I am going to drop Typhoon's Edge so I can use the Empower Combo.
    If you can run Attack Vitals-1kCuts-Attack Vitals,the Empower combos is going to break that.

    Attack Vitals is Ablating Strike-Vengeful Slice-Sweeping Strike, and Empower is Nimble Slash-Ablating Strike-Blinding Feint.

    Now, there is no way in hell you have Ablating strike recharging fast enough to put the Empower combo between that, since it is used in both combos. You'd need to have Ablating Strike recharging within the animation time of Blinding Feint to pull it off, and I don't believe it's possible.

    Personally, I would just start the whole thing with Blinding Feint and be done with it. Blinding Feint-Attack Vitals-1kCuts doesn't need much recharge at all, and it should give you some really good ST and AoE in the same chain.
  11. Quote:
    Originally Posted by Siolfir View Post
    If you choose not to use it, that's your own fault.
    You make a good point, but I wanted to address this as being basically what I've been saying the whole time.

    Most support ATs have multiple means of preventing a mez from ever occurring if it originates from a LT or lower.

    I see people complaining about it on a somewhat regular basis, and the conversation goes like this a lot of the time:

    "These mezzing minions keep killing me, and there's nothing I can do about it!"
    "Well, can't you use the stun in your secondary to stop them from doing that?"
    "Oh, I skipped that power. It doesn't deal any damage, so it's useless."

    Most of the time, problems with mez would be solved by paying attention to what is in the spawn, and using your powers a little more intelligently.

    Too many times I see people on teams complaining about something that is mezzing them, and they turn around and attack something else, leaving the mezzing mob to do it again.

    "Oh, the boss is the bigger threat, so I kill them first"
    "Well, the boss isn't mezzing you, wouldn't it make sense to kill the mezzer first?"
    "No, I shouldn't have to do that, the devs need to give everyone mez protection so I don't have to think about what I'm doing."

    (I am of course paraphrasing, and being somewhat sarcastic, but that is the underlying attitude of a lot of the complaints I hear in game)

    And then there's the "Melee can solo at +4/x8 because they have mez protection" attitude. No, melee can solo at +4/x8 because they have defense and resistances designed to keep them alive. And not all melee can do it, you need an expensive build to pull it off on most combinations. If your Empathy defender can't solo on +4/x8 to begin with, giving them mez protection is not suddenly going to make it capable of it.
  12. Now, keep in mind, I'm not saying that *I* would consider a tank useless on a team, but if their role were marginalized any more than it already is the same thing would happen as happened with Fire/Kin controllers, only in reverse.

    Why are Fire/Kin controllers popular for farming? It isn't necessarily that the sets work together well (though they do happen to). It has more to do with word of mouth from other players. When people hear that Fire/Kins farm better than anything else, whether it is necessarily true isn't relevant. They just know that they've heard they are the best farmers and when they decide to farm, that's what they roll.

    Now, if the same type of powergamers that discovered that Fire/Kins make good farmers discover that having a tank along lowers the team's damage output (compared to inviting something else in it's place), the people that hear that are going to believe it and not play tanks, under the impression that they are a sub-par AT. Eventually you will end up with tanks being used by roleplayers and old school players almost exclusively.

    The same thing can happen with any AT, not just tanks. If enough people believe they are worthless, and tell enough other people, the overall view of them will be altered. Look at the prejudice against Kheldians that still persists to this day for an example.
  13. Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm...

    Sweetie, Tanks do not do low damage, that is a huge and old urban myth. It was true before I3 days, but since then their damage has been slowly been increased.

    I contend my Electric/Shield Tank's damage can keep up with the damage a Blaster can do,i n fact, I can do better, much better over time!
    So your example is a combo that gets 2 telenukes at high levels and a damage buff aura?

    That particular combo does good damage, as does Fire/SS. But can a Stone/Ice do the same thing? Doubtful.

    You can't use an outlier example to prove that an entire AT is good at something. That would be like saying that because a Fire/Kin controller deals good damage, an Earth/FF would deal the same.

    Quote:
    Have a hard time accepting that Tankers are not low damage? Why don't you check which AT is doing the ultra high level (+4/x8/N/N) farming and PLg of lowbies? I am pretty sure it is not a Blaster, and while you see some Scrappers good enough to do this, the greater number are Tanks. Fire/Kin Controllers do farming, but never at +4/x8/N/N for their conditional powers would just malfunction too much of the time.
    So every single tank in the game can run +4/x8 mission fast enough to be useful for PLing and farming? I don't think so. Your Elec/Shield may be able to, but any random tank that is only using SOs will not get through it fast enough to PL anyone.
  14. Quote:
    Originally Posted by moonbound View Post
    I will be playing on the heroes side but I need some examples of super heroes in any comics that have kinetics as a power, for some reason I just cannot think of a good concept or name for this, the colors match well together, of course you can with magic but that is to easy besides I think I did allot of the magic missions before unless there are new and better ones out now.

    Any examples to help me what kinetics actually is concept wise would greatly be appreciated thanks all.
    Gambit uses Kinetics, although it is in a different way most of the time. He has the mutant ability to shift kinetic energy into objects. He also has the ability to shift kinetic energy OUT of them as well, though that side of his powers isn't used very much in the comics.

    The way *I* would explain an Ice/Kinetics corruptor is: You have the ability to control the movement of molecules in things. You can slow them down or speed them up, or even mash them together. So, you can slow down an enemy while speeding yourself up (Siphon Speed), slow down an enemies bullets or melee attacks while speeding yours up (Siphon Power, since velocity = striking power, it would explain the -dam/+dam nature of the powers). You can increase the strength of the bond between molecules (Increase Density) or decrease it (Inertial Reduction)

    You also have the ability to slow down the hydrogen and oxygen molecules found in the atmosphere, and cause them to bond to each other, hence forming ice. Since all ice is is water in which the molecules have been drastically slowed down.

    That help?
  15. Quote:
    Originally Posted by seebs View Post
    I find it strongly anti-compelling when a buff set has powers that you can't use on yourself, only on teammates. I do a fair bit of soloing, so such a set at least gives the impression of being a very poor choice.

    What's the rationale behind power designs that rely on this? I never quite got it.
    It's not that the power can't be used on yourself. Any power that you can cast on a teammate you could theoretically cast on yourself.

    The problem is that you can't target yourself.

    If you could, it would create huge problems with all kinds of sets.

    Empathy defenders would suddenly become one of the strongest soloing sets in the game. Permanent Fortitude adding around 22% defense to all, and buffing your damage and to-hit, Clear Mind keeping you completely free of mez effects, and Adrenaline Boost increasing your regeneration, recovery, and recharge to ridiculous levels. Since Adrenaline Boost gives you a 100% recharge boost, if you could cast it on yourself it would be almost enough on it's own to make it permanent.

    Force Field defenders, controllers, and masterminds would be able to softcap themselves with very little effort.

    Thermal Radiation characters would be able to get good resists, mez protection, and a damage boost.

    And so on. The ability to target yourself would make sets that are balanced around buffing others into some of the most powerful sets in the game. If such self-targeting ever happened, I would expect HUGE nerfs to any (currently) ally-only power to compensate for it.

    The reason those powers are such huge buffs is because you can't use them on yourself. Adrenaline Boost is a prime example of that. A 100% recharge buff is great when it's a long recharge power that can only be applied to others. It quickly becomes overpowered when you can apply that 100% recharge buff to yourself, because it would counteract the long recharge it was given to balance the sheer power of the buff. It has already been proven that 2 Empathy characters with high recharge can keep Adrenaline Boost on each other permanently, meaning that it would be possible to keep it on yourself permanently if you could target yourself.

    It would also cause other problems. What about a power like Absorb Pain in Empathy? It heals by a huge amount, but damages you and prevents you from being healed by ANY means for a short time. If you could use it on yourself, it would become a self-damage power and nothing more because of the way it functions. The inability to be healed would likely counteract the heal it gives, causing you to damage yourself and use endurance for no benefit at all.

    Also, if you were a valid target for your own powers, any PBAoE would damage YOU as well. Blasters' Burn already does this, but that's a bug (it may have been fixed by now, not sure). If you were suddenly a valid target for your powers, the game engine might determine that you are going to be damaged by a PBAoE as well. I know you can't hurt your teammates with it, but if the "no targeting yourself" was implemented in response to a problem with PBAoEs changing it would recreate the very problem they were trying to fix.

    So, in short, the ability to apply those buffs to yourself would be extremely overpowered. The value of an Empath to a team is in their buffs, not the heals like so many people erroneously believe. If they could apply those buffs to themselves, I guarantee they would be much less effective than they are currently.
  16. Quote:
    Originally Posted by Aett_Thorn View Post

    3-slot Hover for flight speed if you want. No more than that. Maybe the LotG +Recharge or the Karma -KB proc in addition to it. Then, if you really want to, set up a bind that allows you to quickly change from Hover to Flight. I usually use the side button on my mouse for something like this.
    I use BotZ in it. Fly Speed and -KB. And if I have a spare slot I'll slap a Kismet in it.

    Since the only characters I have that use Hover are using it to hoverblast with, that set up works beautifully for me. Keeps me out of melee, adds a little defense just from running it, and the 2 BotZs add some more ranged defense.
  17. Quote:
    Originally Posted by Siolfir View Post
    Shockwave and Focus say hi, and told me to tell you how hurt they were that you forgot all about them.
    And Shockwave and Focus are also upset that they can't help me when the target is 60 feet away.

    And Shockwave is particularly upset that it's not in my build at the moment. Something had to go, and the power that pisses off my teammates got the axe.
  18. Quote:
    Originally Posted by Madadh View Post
    I think this makes my point that the reason you are so against the idea of support types having any mez protection is to protect the tanks' traditional role. You stated elsewhere, though, that it's sheer silliness (I'm paraphrasing here) that a tank should have to rely on a support type for his mez protection. So why not? Why not protect the support types traditional role?
    Not exactly. Traditional role be damned, I want tanks to keep some kind of role at all.

    It's already been proven that a tank is not needed for agro control anymore, and hasn't been for a while now. If every AT were given mez protection, it would not be long before people figured out that inviting a tank actually HURT your team's performance.

    Look at it this way: If a tank isn't needed to hold agro, and isn't needed to keep the team from getting mezzed, what purpose does a tank serve on a team? Why would you invite an AT that does low damage, and has no role to play on the team, when you could invite another blaster and kill stuff faster? The powergamers would figure it out very quickly, and it would trickle down to everyone else. And eventually anyone playing a tank would have to beg for pity spots on TFs because they are not only unnecessary, but actually unwelcome on teams. It wouldn't happen quickly, but in the era of the game we are in, the speed at which you can do things directly affects your rewards. If all ATs had mez protection, inviting a tank would just slow you down, because you could have filled that spot with someone who deals more damage.

    So, I couldn't care less about tanks keeping their traditional role. I just don't want them to become completely pointless to play.
  19. Quote:
    Originally Posted by Dark_Respite View Post
    Yes, the Winter event will probably be starting soon. Remember, however, that it is per CHARACTER, not per ACCOUNT. So any character you want the halo on, you'll need to earn it.
    Yup. Fortunately, 25 candy canes and 1,000 inf are pretty easy to come by, so it's not like it's a huge chore to obtain.

    (Hint: You can buy candy canes on the market, so you can get your 25 now and have them ready for when the event starts)
  20. Quote:
    Originally Posted by Justaris View Post
    For a number of reasons, the level cap is highly unlikely to be raised anytime in the near future, if at all. Many experienced players, myself included, view this as a good thing.
    This.

    If you look at other games who have raised the level cap, the only thing they can do anymore when they go to add new content is increase the cap again.

    Currently, we have IOs and such that are considered the "best" you can get, Hami-Os as well.

    If the level cap were to go up, all those things that are difficult to acquire and are the best the game has to offer, will quickly become obsolete.

    Current high level content would no longer be high level content, and the devs would have to spend even more time coming up with new things for level 60s to do, which means we would stop getting new powersets on such a regular basis because everything would be geared toward coming up with new stuff.

    There are many reasons not to raise the level cap, and no compelling ones to do it that I can think of.
  21. Quote:
    You made good points with regards to secondary effects and powers corruptors get, but again they seem daunting on paper. Yet what are their MAG potencies? I bet they are lucky to be a 2 for a single target and a 1 for area; otherwise why have Dominators or Controllers? Given their area and single potency MAG values, what are their "real" chances to affect a Boss or above? What are their real chances to affect a minion or LT, all given in one application, after all it only takes one application from a minion to lay a support down.
    Mez effects for support ATs are almost universally MAG 3, the same as a Controller or Dominator's ST hold. In almost all cases they will affect a lieutenant in one application.

    The only exception to that I can think of is Dark Pit from Dark Blast. It is a MAG 2 AoE stun. Which works nicely in combination with Oppressive Gloom from Dark Mastery. If you combine them you will stun bosses (as they are both MAG 2, they will combine to beat a boss's MAG 3.5 protection)

    In response to your other question that I didn't quote: My success rate with pre-emptive mezzing is in the neighborhood of 60-70% if I'm paying attention. If I'm just sleepwalking through a mission it drops to about 30%. There aren't really that many enemy groups that will throw more than 1 or 2 mezzers at you at a time, and when you do run across them, you generally have more than one option to work with.

    With the customizable difficulty settings, and the ability to pre-emptively mez that support ATs almost universally share, MAG 3 protection would be sufficent to eliminate the threat of mez completely. If 2 mezzers are in a group, you can mez one and safely ignore the other, and you won't usually find more than that until you start cranking up your difficulty to insane levels.
  22. Quote:
    Originally Posted by Stormfront_NA View Post

    Contrast that with say a corruptor, they don't have holds, what is their mez mitigation ability?
    You don't consider a stun to be effective at preventing a mezzer from mezzing you?

    Every Corruptor primary except Fire Blast and Energy Blast has access to at least a stun, and many have holds available, some have more than one.

    Ice and Electric Blasts have true holds in them, Ice has 2. Sonic has a large AoE sleep cone, and a stun, it also has a wide KB cone. Archery, Radiation, and Assault Rifle all have at least a stun in them. Dual Pistols has a stun that can be converted into a hold.

    Energy Blast at least has KB on it's side, and at least one power is guaranteed KB.

    Secondary wise, corruptors have a grab bag of tricks. Dark Miasma has a hold and a cone fear, not to mention Dark Servant, who also has a hold and a cone fear (and he can use them even if you are mezzed) Sonic and Traps actually DO get mez protection. Radiation can put their chance to hit so low you probably won't be hit by a mez in the first place.

    But of course using those powers to prevent the mez from landing is apparently too much to ask. Do people really want the game dumbed down to the point that they don't even have to think about what they are doing?

    When I play my support ATs, I keep an eye on what I'm fighting so I can be ready to pre-emptively mez whatever the biggest mezzing threat is in that particular spawn. Or if there is more than 1, I pop a breakfree before I go in.

    Conversely, my main is a Claws/Regen/Body scrapper. He doesn't have the option to pre-emptively do anything at all to protect himself from mez, and has to trust that his mez protection toggle will see him through. Most of the time it is effective, but some things can punch through it, and fighting Malta or Arachnos are going to guarantee his toggles drop at least once or twice in the mission.

    Question: If mez protection is so desired by support ATs, why is Psychic Mastery for Controllers not by far the most popular APP, since it has one of 3 sources of true mez protection available to Controllers in it?

    Out of every 10 builds I see in the Controller forums, maybe 1 took Psychic Mastery, and maybe 1 or 2 took Cold Mastery. The rest of them all took Fire or Stone.

    If mez protection for support ATs is so damned important, why is every controller in the game NOT using Psychic Mastery?

    I'll answer the question with a question: Maybe because it's not as big of a deal as some people would like to make it out to be?
  23. Quote:
    Originally Posted by Madadh View Post
    Also, all of your arguments seem to be from the perspective of, the main tank of a group must have x level of protection. And that I can almost see and agree with, but those arguments don't extend out to any other melee types. And yet other melee types get passive mez protection.
    What happens if the main tank drops and a brute or scrapper is forced to take over the role? If they didn't have similar mez protection it would have a similar result as hiding behind a cardboard box to avoid gunfire.

    What about those annoying enemy groups, like Carnies, that have many, many mezzers in them? The only sets that have significant Psionic defense are Stone Armor and Willpower. Anything else will have Illusionists hitting them with Blind pretty much at will.

    Quote:
    Also, since you bring up the differences between passive and active defenses, the same hold true for melee types. I'll point out that the best way to deal with those pesky mezzers at range that melee types have to face, is to close before you get mezzed. Or taunt, which forces them to close by dropping their range. Granted, this can't be done if the melee-AT in question were already mezzed (unless he used a breakfree).
    A huge problem with that, that involves one set in particular. How exactly is a Stone tank or brute that is in Granite form supposed to close with a ranged mezzer? Especially if they are also running Rooted.

    Also, the vast majority of mezzing enemies will fire their mez attack the second they are agroed, unless they are mezzed first. If there is more than one in a spawn, your melee character is going to take 2 or more mezzes to the face before they can close the gap enough to do anything about it. Remember, melee ATs don't get reliable ranged mezzes until after level 41 (and they are optional). Without that mez protection, any 2 mezzing foes will stop you in your tracks before you get anywhere near them.

    Quote:
    But, this brings me to the value judgment you made that I think most questionable. So what if the tank (or any melee alt) gets mezzed, and can't do their job, and doesn't have a breakfree along to get free. How is this different from any other AT (except to an extent Blasters). Nobody can do their job when mezzed and out of breakfrees (except maybe sorta blasters). So why is it SO much more critical that melee types never (or vary rarely) get mezzed and have to stop doing their job, but it is OK for every other AT?
    Because part of a tank and brute's job is to keep their teammate's free of mez effects. It's no different than an Empath or Thermal giving them Clear Mind or Thaw, just a different method. Instead of granting their teammates protection from it, they redirect it to themselves. If they cannot take all those mezzes they are redirecting to themselves, it becomes an exercise in futility, because they now have to rely on the teammates they were protecting from the mez to save them from it.

    A scrapper or stalker is a different animal altogether. They aren't designed to take agro for a large team. They have good survivability and mez protection in order to take some of the strain off the support ATs. Every scrapper you have on a team is one less person an Empath or other support character has to worry about, freeing them up to focus on the teammates that DO need their help.

    Quote:
    Because if the tank goes in first and takes all the mezes that are incoming, then everyone else is free to act. But this seems to be arguing the need to keep the mez situation as is only to protect the tanks' (/melee type in general) protected spot in the old trinity. And as you point out, this game prides itself on not catering to that standard trinity.
    It's not so much a matter of protecting the tank's spot in the old trinity. It's because tanks are a low damage, high defense AT. Without the role of agro soaker to play, they become completely redundant and easily replaced by an AT that deals more damage. Who invites a tank to a team for the damage they do? No one I know of, people invite tanks to teams to soak agro, which is what they are built to do. Take away their ability to do that and no one will have any reason to ever invite one to a team.

    If every AT in the game were completely self-sufficient the tank would have no role to play at all on a team. In the age of IOs, where any AT can get defense and recharge bonuses up the wazoo, tanks are less relevant than they used to be, and not even necessary on most teams. The only thing they still do, and do well, is protect their non-protected teammates from being mezzed by eating all that mez themselves. If you were to give all ATs in the game mez protection tanks would be even less useful, and would quickly begin the slide toward complete extinction in the game.

    I'd rather not see the tanker getting pity spots on task forces because no one needs the service he provides any more.

    The funny thing is, I'm not even that much of a tanker player, I've never had one higher than level 30. But I appreciate what they contribute to a team, and I don't want to see what little relevance they still have taken away from them.
  24. Quote:
    Originally Posted by Madadh View Post
    Hmm. Just pointing out an incongruity I noticed. The support player complains about mez mucking with his ability to do his job, and the answer is, "Bring breakfrees and eat them." Yet the melee (tank) player says he needs -10 mez protection to do his job. Couldn't the same logic hold? -3 mez protection, perhaps, and bring breakfrees and eat them?
    Not really. A tank needs to have consistent mez protection, because there is very little he can do to prevent mezzes coming in from outside melee range. If their mez protection were reduced to -3, they would run out of breakfrees after the first few fights.

    Think about it. A tank's job is to redirect enemy attacks onto himself to protect his teammates from them. That includes any mez effects they may have. If he jumps into a spawn that has multiple mezzers in it with only -3 protection, he will be quickly overwhelmed by the mez and he will lose the agro of the enemies he is fighting.

    As I mentioned, there is only ONE set with a taunt aura that remains active when mezzed. All others either deal damage, or affect the enemy in some way (RttC's to-hit debuff, AAO's damage debuff, the various damage auras). Only Invincibility does not toggle off when you are mezzed, because it only affects you. If a mez breaks through for even a second, that taunt aura drops and there is a very good chance the enemies will peel right off of him, especially if there is a character on the team doing a lot of AoE damage.

    Quote:
    Incongruity #2.
    "Melee types don't get mezes, so support types shouldn't get mez protection."
    Except that a lot (maybe even most) melee APP and PPP have mezzes, and I can only think 1 support AT APP or PPP that offer mez protection. I'm not 100% sure, but I think the complaints would be far less if some mez protection were available in most APP/PPPs for the support ATs.
    I was referring only to primary and secondary powersets, because APPs/PPPs are completely optional. Before level 41 no melee character even has the option of a ranged mez power. And even after level 41, a tank only has the option of a single target mez. That would be fine for one mezzing enemy, but what about the other 5? (Note: This is assuming that a tank is tanking for a team and has no say in how many enemies he will be fighting at once)

    If every melee character were forced to take an APP your point would be more valid, but you don't have to take one at all if you don't want to.

    If you decide to roll a Claws/Regen/Body scrapper like the one I have, you have zero means of reliably preventing a mez. If I didn't have any mez protection, or if it were reduced to -3, I would be hard pressed to finish a mission that contained any mezzing foes at all.

    On the other side of things, there are very, very few support powersets that don't have some form of mez ability available to them. Off the top of my head, only Fire Blast and Energy Blast don't have a reliable mez power, everything else does.

    It's a simple case of Active Protection versus Passive Protection.

    Support ATs have Active Protection, meaning they have the ability to stop the mez from ever being cast in the first place. If that mezzing foe is mezzed themselves, they cannot mez you. And if your mez misses, you have breakfrees.

    Also, and this is something people either don't know or keep forgetting, a breakfree will prevent mezzes if it is used pre-emptively. It is not just a reactive measure, it can be used proactively as well. A breakfree frees you from mez by granting you protection from it. The mez is still there, but the protection granted by the breakfree counteracts it. All 3 sizes give you the same protection (IIRC), it's just the duration of that protection that differs. A small one gives you mez protection for 30 seconds, a medium for 60 seconds, and a large for 120 seconds (that's why when you level the breakfree takes longer to wear off than the rest of the inspirations that are cast on you)

    A melee AT, on the other hand, has Passive Protection. They don't have any inherent ability to prevent a ranged mez from occurring, so they need passive protection from it. Without passive protection, a level 35 tank/scrapper/brute is a sitting duck to an enemy with a ranged mez. And even after level 41 (if they chose to take the mez in an APP), they will be a sitting duck to more than one at a time (which will happen quite frequently on a team)

    A number of melee sets have melee range mez powers, but that doesn't help them when the problem mob is 60 feet away. Since the game engine cannot differentiate between a ranged mez and a melee mez (as far as the mez effect itself is concerned, the game doesn't see "melee hold" or "ranged hold", it just sees "hold") , they have to be given protection to it regardless of where it's coming from*.

    (*This is common sense based on the fact that mez protection toggles and click powers make no mention of the location of the mez they are protecting from. I don't actually have verifiable knowledge of the game engine's capabilities)
  25. ClawsandEffect

    A god with a gun

    Quote:
    Originally Posted by Ironik View Post
    Whatever you do, take stuff out of the larger context. Using a tool doesn't change your origin, bonding with the tool does. Critical mass, crossing a line, going over the edge, hitting the tipping point and et cetera. know wut i mean, vern?
    So you're saying that someone using devices far beyond real world technology, such as the Traps or Devices powersets, is actually Natural. Even though they wouldn't have those abilities without the devices they use?

    You kind of missed my point.

    Incarnate abilities don't change your initial abilities. Without them, you are still just as super as you were before. They simply give you new abilities.

    If my cyborg Claws/Regen scrapper gets a shot of magic, he is still technology origin, because if you take that magic away he will remain a cyborg. He does not suddenly become a magic creature just because he got some extra powers from another source.

    Your statement I quoted was implying that if someone uses magic, or gains something from magic, it irrevocably changes the origin of the powers they had before. I was pointing out the fallacy of that statement, but doing it in a tongue in cheek way.