ClawsandEffect

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  1. This thread is STILL going?

    I don't understand why people can't just accept that if they enter a PvP zone they might be attacked.

    You are warned every single time you zone into a PvP zone that the possibility of being attacked exists. It is very unlikely that will EVER change. Deal with it.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    While it doesn't go in the control auras, I'd like to bring up what I believe to be the single best IO for Dark Armor:

    Theft of Essence chance for +end.

    I've seen Dark Regeneration fill both of my bars.
    Truth.
  3. Quote:
    Originally Posted by Miladys_Knight View Post
    Hover and maximum range is 100% chance of staying out of melee range. The slows in Ice and Dev (and controls) are short ranged and don't work on things that are immune to slows like BP zombies and War wolves.

    The other nice thing about going /energy and focusing on range is that you can skip most of the rest of the secondary and take other pool/utility powers that compliment the primary.
    If you're going to hoverblast you want one of two things:

    A) Go Devices so you get Web Grenade

    -or-

    B) Take Air Superiority

    Reasoning:

    There are enough flying enemies in the game that hoverblasting will not always keep you out of melee range of everything. So, you need something with -fly to get the flyers away from you. My Sonic/Devices has both....I just like smacking stuff outta my face, even though I could just use my webnade. Also, it's nice to have a back up plan in case one misses.
  4. Quote:
    Originally Posted by Live_Wyre View Post
    No. The only time I am gonna fight anything stupid-crazy is when I am with my buddy with grant cover. That's why we made them, so we could play with the bigger enemy groups with the new difficulties. I just play to play. I kinda fell into large chunks of cash selling random recipes and then before I realized it, I was actually making a build, so I kept going little by little. After I got to comfortable levels, I respecced(sp?) his toon to match, and pick up grant cover. This is the first build that I have actually made to build for anything meaningful. I usually frankenslot.
    Eh, your expenditure is reasonable for what you ended up with. Shield is a notoriously expensive set to build.

    Also, there isn't really a set spelling for "respec" or any variation of it, because it isn't a real word. There is no spell-checker on earth that will accept any variation of it as being spelled correctly, so spell it however you want. The way you spelled it there is the way I usually spell it too.
  5. Quote:
    Originally Posted by Frosticus View Post
    Mids lists contained damage for epic powers. It is good for about 600 and change. About the same as a damage capped tank version.

    And yes it is awesome on a kin. Stone APP took my plant/kin from impressive to "this can't be ok in the dev's eyes".
    Ah, didn't realize Mid's accounted for Containment. Still though, 600+ damage for a ST attack on a troller that is also a mag 4 hold is nothing to sneeze at.
  6. Quote:
    Originally Posted by Fulmens View Post
    Bit of advice: At some point your endurance usage will start outweighing the ability to get it back fast. (New Kid tip 1: Make sure sprint is off when you're fighting.) You'll see a lot of sample builds, or hear a lot of advice, that says "Get Stamina by level 20." This is good advice, but I would tend to say "Try for Stamina sometime between 20 and 24."

    Why do you want Stamina? It makes your endurance bar come back much faster.

    How do you get it? You have to be at LEAST level 20, and have two "prerequisite powers" from Fitness. (usually one is Health, and the other is Swift or Hurdle. Personal choice which. To get Health you need to be level 14 and have either Swift or Hurdle.)

    Why do other people say "20" while I say "20 to 24 ish?" Once you've experienced Stamina it's hard to play without it. You tend to get access to good powers in the 12-20 range which use a lot of endurance. So people want more endurance, sooner, so they don't have to wait around getting bored. So that's why other people say "20". I say "20-24" because it's a LARGE investment, getting three Fitness powers by level 20, and there are often good powers at level 16 or level 18 which people skip to get Stamina. There are a lot of benefits which will help you get endurance back faster; there is nothing that gives you good attacks if you skipped them to get Stamina. So sometimes I find I have things I consider more important to have right now than Health.
    Good advice here.

    For me, when I take Stamina depends entirely on what powerset I'm playing. If there are powers I want before 20 I'll try to work fitness around them to get Stamina at 20. If that's not possible, I'll take it by 24.
  7. Quote:
    Originally Posted by Red Valkyrja View Post
    There seem to be two modes of thought when it comes to the 'Not looking for a team' flag.

    1. I am not actively looking for a team, but if someone asks, I may very well join a team.

    2. It's the same as the 'Not Accepting Invites' flag, go away and don't bother me.

    I ascribe to the former.

    This is how I work too. If I really don't want a team I set the auto-reject. If my name just says I'm not looking for a team, go ahead and send me a tell, the worst I can say is no.

    Well, the worst I can say is a lot ruder than that, but if your tell is polite, then the worst you'll get is "no thanks".
  8. I resisted making a fire/kin for a long time, for a couple reasons:

    1) I have very little patience for controllers. I've had an Ill/FF stalled at 25 for quite a while now. I just have a hard time getting into a

    2) I didn't want to play the same thing everyone else seems to be playing. I play mostly scrappers....not a single Shield Defense character in my roster.

    Finally I said "Screw it, I'm not letting other people's opinions decide what I do and don't play". As it turns out, I rather like the synergy of the two sets, and am p[lanning on going with Stone Mastery....for Seismic Smash. According to Mid's Seismic Smash will do over 1000 damage with a full Fulcrum Shift and Containment. AND it's a mag 4 hold. Sounds like a nice power to have
  9. I already expressed interest in the other thread, so I guess I'm in.
  10. Quote:
    Originally Posted by Umbral View Post
    I actually went into the logic of putting it in back in the thread I linked.

    Suffice it to say that I personally feel differently about the precedent that Drain Psyche sets. To get the most out of Drain Psyche, you're supposed to use it when you're still at reasonable health. +Regen powers are proactive survivability mechanisms. Heals, on the other hand, are reactive. Functionally, they do the same thing, from where I'm concerned.

    What you have to remember about Blasters is that, while heals seem like they'd be crazy strong, they're not really when you consider the AT that would be using them. Blasters don't have any substantive damage mitigation mechanisms and they don't have a substantial amount of hit points. Heals are going to be nice, but they're not going to have a spectacular effect until you stack them with mitigation.

    Even so, your suggestion of making it +regen as opposed to a straight heal, I can agree with. Of course, if that were done, I'd recommend a reduction in the endurance cost to provide some functional recompense.
    I was looking at it combined with the sheer amount of to-hit debuff a dark/dark blaster would be throwing around. When stuff isn't hitting you very often the ability to heal yourself becomes VERY potent. Look at the performance of an SR scrapper with Siphon Life or Aid Self to see what I mean.

    On a Fire/Fire, I'd agree that a healing power wouldn't be especially overpowered, because it simply wouldn't be enough to overcome the amount of incoming damage. But Dark/Dark? That's a lot of mitigation, especially if they leave the Tentacles+Dark Pit combo in the primary.

    I agree with an end cost reduction if converted into a +Regen power. Even a +Regen version of DR would probably be borderline overpowered, but no more so than Drain Psyche would be if combined with Dark Blast, so I see no reason not to do it.
  11. Quote:
    Originally Posted by macskull View Post
    Simply put, if a player was good at inspiration management, evasion, and target prioritization, they could potentially survive against larger numbers of players who weren't good at those things. For example, you hear all this crap about Emp/Blaster duos ruling zones pre-I13. However, once a few players showed up that knew what they were doing (i.e. running the Emp out of Breakfrees or just sticking on them long enough to get the kill, and then making short work of the unbuffed Blaster), those players would be in for a rough time. These days, if the other side has more people, regardless of whether they're good, and you don't have phase/Hibernate up, you'll probably die because you'll get slowed and won't be able to heal. Essentially they changed the focus from skill to build and numbers.
    I used to be very good at surviving against a number of opponents on my claws/regen scrapper. I didn't get very many kills, but it was damn hard to kill me. It was a little different against a team that was used to working together. Very few solo players could take on a dedicated PvP team and hold their own, in fact I can count on one hand the number of times I've seen someone do it for any length of time. I was never that good, but I could take on a group of disorganized people in a zone and survive for quite a while. Mind you, they always got me eventually, but I made them work for it.

    That changed with I13 PvP changes.

    Now, against one opponent without much in the way of debuffs I'm nearly impossible to kill, but as soon as more players start showing up my chances of surviving drop dramatically, no matter what they're playing.

    Skill is still a factor, but it's not as critical a factor as it used to be.

    (For the record, I am aware that I'm not the greatest PvPer, but I do make a claim to a modest amount of skill)
  12. Quote:
    Originally Posted by Umbral View Post

    1. New Power - Clone of Ice Manip Chilblain except for neg dmg and 7.5% -tohit for 11.8 secs
    2. Shadow Punch - 1.96 nrg/sma base damage scalar, 5.63% -tohit for 9.9 secs
    3. Death Shroud - Clone of Fire Manip Blazing Aura except for neg dmg
    4. Smite - 2.6 nrg/sma base damage scalar, 5.63% -tohit for 14.8 secs
    5. Build Up
    6. Touch of Fear - Direct clone of Scrapper version
    7. Dark Consumption - Clone of Consume except for neg dmg
    8. Dark Regeneration - Clone of Scrapper version except for 120 sec recharge
    9. Dark Pit (or new name) - 40 sec recharge, 15.9 sec duration mag 2 stun, 10' radius PbAoE
    I like it....with one exception: Dark Regeneration.

    Even on a 2 minute timer a heal that potent would be too much for blasters to get. Change it to function more like Drain Psyche minus the recovery bonus and add a significant to-hit debuff to it and you've got a winner.

    I still highly doubt blasters will ever get a real self healing power outside of Aid Self or Epic pool powers. And with as awesome as Dark Regeneration is on scrappers, asking for it on a blaster is asking WAY too much in my opinion.
  13. Quote:
    Originally Posted by Chaos_Reaver View Post
    Don't see how either would be a prob, Dark how lower than average damage than other sets, why not have a self heal to compensate?

    Tenebrous Tentacles: I gonna assume you mean because of the mob Immobolize, I don't see whythat would be a prob. That would also include Dark Pit too...I'll refer you to Sonic Attacks; Siren Song -sleep, and Screech -stun.

    So why not just carbon copy Darkblast as Is, perhaps with lower -tohit. Say -2.5% to -5%. Over the Defenders -9.38% and Corruptors -7.5%.
    I'm looking at tendencies for blaster sets on the "no self heal" thing. There isn't an existing blaster set that has a true self heal, which I presume is intentional. I'm operating on the theory that if blasters were going to be given a heal power in a primary or secondary we would have gotten one by now.

    Drain Psyche doesn't really count as a self heal, since using it right before you die will almost never prevent you from dying. Life Drain will, and it's on a short enough recharge that it can be made part of a normal attack chain.

    I will be VERY surprised if Dark Blast gets ported to blasters with the self heal intact.

    I'm looking at Tenebrous Tentacles along with Bill's proposed secondary as to why it may be a problem.

    Siren's Song is an AoE sleep power. Which means the second you hit that mob with an AoE they all wake up and start shooting you. Screech is a single target stun.

    Tenebrous Tentacles is an AoE immobilize. Dark Pit is an AoE stun. As any Fire Control player can tell you: AoE immobilize + AoE stun = AoE hold. The stun prevents them from acting, the immobilize prevents them from moving, which is exactly the same thing a hold does. Add in Oppressive Gloom from Bill's secondary proposal and you now have an AoE Stun + Immobilize combo that can affect bosses. That will probably be deemed overpowered for a blaster to have.

    There is no blaster primary/secondary combo that has the potential for that much hard control. Once again, I'm guessing that is probably by design.

    A self heal that doubles as an attack on a short recharge timer, AoE hard control that can affect bosses, and to-hit debuff on nearly every power is just a little overpowered when considered on an AT with the damage output that blasters have.

    I strongly suspect that those considerations are exactly why we don't have Dark Blast for blasters already.
  14. Quote:
    Originally Posted by Evangel View Post
    And the changes to PvP almost killed it completely. so, PvP wont work the same as PvE. PvP wont work as a half ***** "fix" cos players wont play it. so option 3, re-invent the underlying feature to change the gameplay to more closely align with popular and successful PvP games, ie: twitch + skill + luck + tactics.
    So in other words, you want to make PvP physically impossible for people who lack the hand-eye coordination and reflexes to play FPS games?

    As it is now, hand-eye coordination isn't even a factor in your PvP performance becaue the game targets for you. And anyone that can click a mouse can attack someone successfully.

    It wouldn't even be CoH PvP, it would be a completely different game that PvE players would be even LESS prepared to learn, because NOTHING would have any parallel between PvP and PvE.

    Sure, lets make the PvP learning curve even steeper than it is already, that'll be sure to draw more players in.
  15. Your secondary looks good Bill.

    I only see one sticking point on the idea of a Dark/Dark blaster (yes, I do want one as well, so I'm NOT bashing the idea)

    That sticking point is the fact that Dark Blast has a self heal in it. I would wager a guess that the self heal is part of why Dark Blast hasn't been ported to blasters yet. Drain Psyche is the closest blasters currently get to a healing power, and it is just a regen boost rather than a true heal. (come to think of it, a Dark Blast/Mental Manipulation blaster would be pretty sick)

    I'd like to see it replaced with smething like a ranged version of Follow Up. It would have the same accuracy debuff as Dark Blast and Gloom, and maybe a minor -damage component.

    It would be appropriate for a set that is largely DoT powers to have a lower stackable buff to keep the damage piling on, rather than a version of Aim that has a long recharge and gives a boost for 10 seconds. Since Dark Blast's burst damage potential isn't that great, a ranged Follow Up would help get it's DPS at least in the ballpark of the other blaster sets.

    Thoughts?

    Edit: Tenebrous Tentacles might be a small issue as well, but probably not as much as Life Drain.
  16. I hope no one is still using that guide to play by.

    In the blaster section it says to 6 slot your powers for damage and that Devices is by far the best secondary, because you don't have to slot accuracy if you have Targeting Drone.

    Which was true.......in Issue 4.
  17. Quote:
    Originally Posted by Evangel View Post

    My suggestion: remove targetting from PvP. make it line of sight. make it more twitch based (ok, not 100% twitch but perhaps hit radius. target radius of power + hit radius of target overlap, then that is the target that gets attacked, tanks would have a large hit radius to simulate their taunt ability, stalkers would have a very low radius). Maybe some powers could be given a target-lock effect where they just target the nearest enemy whoever that happens to be.
    There's a big problem with that.

    The way the game engine appears to work. Currently the only powers that function without targeting are PBAoEs and Location AoE powers.

    If you wanted to remove targeting fom PvP, you would have to put in an entirely seperate code for how powers themselves actually function.

    As it is now, the effects of the powers might be different than in PvE, but they still WORK the same. You target something and fire your power, the computer then calculates your to-hit chance based on a number of variables, and you either hit or you don't. That's how it works in PvE, and that's how it works in PvP. It is one of the ONLY things between the two that remains constant.

    That would make defense based powersets COMPLETELY useless, as opposed to the mostly useless they are now. If there is no to-hit roll made, there is nothing for defense to do, basically causing Super Reflexes, Shields, Ice Armor, Energy Aura, half of Willpower, most of Stone Armor, and part of Invulnerability to literally no longer exist in PvP.

    Changing something THAT integral to how the game actually works would not be a solution to the PvP problem. The biggest complaint about PvP as it is now is that powers don't work the same as in PvE. Imagine how upset people would be if TARGETING didn't even work the same.
  18. ClawsandEffect

    Duel Ladder?

    I'd be interested in this depending on the exact rules used, and the details.

    I prefer 1v1 PvP and would participate in this if it occurs at the right day and time to fit my schedule.
  19. Yeah, I haven't really looked into what to do about the Zephyr nerf. It may very well make my build impossible to softcap on the budget I have for it.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Let me rephrase like this, then - I agree that an energy blade powerset as a general concept would foster more jedi, but I don't believe this is reason enough to hold the powerset back, or indeed reason enough to seriously consider.
    Fair enough.

    I just don't like arguments against me being based on things I didn't actually say or mean to imply, that's all.

    Still funny that the whole thing started from something I said as a joke. I was referencing the movie "Jay and Silent Bob Strike Back", in which there is a lightsaber battle and Chris Rock remarks that "George Lucas gonna sue somebody!"

    Also back on topic: I still think the set outlined in the OP would be brokenly overpowered, potential lawsuit notwithstanding.
  21. The biggest gripe people have with the PvP changes was that they went ahead and did it in spite of a ton of negative feedback.

    The thing people aren't realizing when they complain about that is the fact that the negative feedback was coming from the people they were trying to shift the balance of power AWAY from in PvP zones: The highly skilled players playing heavily IOed characters on teams that are coordinated enough to damage-spike anyone they want any time they want.

    A team of relatively new PvPers never stood a chance against those people. Unless a PvPer took you under their wing you were never able to figure out what works and what doesn't in PvP because the high end PvPers would never give you a chance to learn. People don't learn how to PvP when they die 15 seconds after the countdown stops every time they venture into a zone.

    Not all PvPers were like that, in fact I'd say probably not even the majority, but enough were to give PvP a reputation as an elitist bunch of jerks who would gank you en masse before you got a handle on things. Even when the powers were largely the same PvP was much more fast-paced than PvE, and players making the adjustment would get repeatedly killed while figuring out what was going on.

    The only thing they DID succeed in doing (IMO) is new players have a bit more of a fighting chance now than they used to. Since you will generally live long enough to get a few attacks off and move around a bit, someone new to PvP has a chance to learn what works and what doesn't.......as opposed to the old PvP where if you didn't pick it up in seconds flat you were doomed to be frustrated by your inability to do much of anything.
  22. I know I can't create Thor and it cheeses me off no end.

    Not Marvel's Thor....the mythological Norse deity Thor, who has existed in legend since at least 1200 years before there even WAS such a thing as a trademark. Marvel has a trademark on his appearance, but there is NO WAY they can claim he is an original creation of theirs.

    The name is completely blocked from anyone using it. Not taken, but actually blocked. If you try to use a name that someone else already hasthe message says "That character name is already in use". If the name is blocked the message says "That character name is unavailable"

    There are a lot of things that shouldn't get genericed, but they do. Marvel wouldn't have a leg to stand on in a suit claiming that they own te name Thor, but NCSoft behaves as though they do.
  23. ClawsandEffect

    Just Came Back

    Quote:
    Originally Posted by UrsineSleeper View Post
    Did the game take a dive in population again? Seems quieter. I'm on Infinity.

    What happened to the Help channel? Every time I click the Help tab and use "Active Tab" to talk in Help I get a message saying that "h requires 0 args, you gave 23" or such.

    What is with that? What happened to the Help channel?

    Not sure if my old friends are still playing so I can't ask them...
    Well, a lot of people are taking breaks until the new issue and Going Rogue come out, and others are in i17's closed beta checking it out. I don't believe the game's population has dropped that much, if at all.

    Help channel is accessed with "hc" now if I recall correctly. I'm not certain on that though, so someone else will have to confirm for you. I don't use that channel, so I'm going by memory of someone else's post from a while back.
  24. ClawsandEffect

    Salvage Bins

    Heh, I can't put anything at all in my base's storage bins. There are still 800-some pieces of base salvage in there we never got around to doing anything with.

    That said, I have nothing against the idea, it just won't have a great deal of impact on me.
  25. Quote:
    Originally Posted by baddad11 View Post
    It would be great to see the limits removed from all recipies. It would help put alot more fun into characters being able to multiple slot the rare ones. One could make a more formidle damage dealer, for instance. Others could make better defensive for (SG)/teams. With advent of stronger level 54's this would help narrow the gap a little and put FUN back into game, instead of alot of frustration. Just a thought.
    So you're saying you want to slot nothing but purples into every power your characters have? Or slot as many Steadfast Res/Def or Gladiator's Armor Res/Def enhancements as you can fit? Or as many LotGs as you want? A Numina's and Miracle unique in every heal power? (hint: the word unique is there for a reason)

    We can't do any of those things for a valid reason. It's already possible to get insane performance levels out of your characters with the limits we have. If this idea were implemented things would get ridiculous quickly.