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S/L softcap is possible. If a Regen can do it, an Electric Armor can do it.
Split the Superior Scrapper's Strike ATO set between 2 powers. It gives 5% S/L defense at 3 slots, so if you split it you can get 10% defense out of powers you normally couldn't get S/L defense out of slotting.
Primary does not matter for S/L softcapping. -
Quote:Since it's so rare, I had to post to say I agree with Johnny on this one. All of it.A few Coffee Talks ago, someone asked a question about giving Blasters mez protection as part of their upcomming buffs. The reply was that this wasn't going to happen, but the devs voiced their opinion that the mez system could stand up be updated/modernized (I don't recall the exact phrasing).
This past weekend I dusted off some long-neglected characters and ran them through some Double XP. I usually play melee ATs and last weekend reminded me why. With that fresh in my mind, I'd like to present my opinion on what's wrong with the current system.
First, in general the feeling I get is mez is far too effective when enemies employ it against players than when players employ it against enemies. This is because the enemies are stacking the Hell out out of it, rapidly and repeatedly, from multiple sources while you as a single player can only cast it as fast as your powers recharge. If you are faced with just two mezzing enemies on equal ground and you yourself can mez, you can loose this encounter. While you are attempting to mez one enemy, and he you, even if it's a draw, the second enemy will keep mezzing you even while the first frees himself.
Furthermore, there are simply too many player powers the "don't do what they're supposed to". Now, I put this in quotation because while the powers in question may be working as intended, they fail to work far too often in my opinion: Fear powers that don't fear the target when I use them. ST Immobs that don't immobilize. Confuse powers that fizzle.
Now, the actual reasons for these powers failing can be varied, and that's part of the problem in my opinion. First, the enemy can simply be resistant to that kind of mez because that's their schtick. Second, the conning/Rank systems comes into play. Third, missing/accuracy checks means your power may not have even reached the target.
These three conditions feel far too random to me. If a player is trying to learn how to approach a gameplay situation, say, what kind of mez power is effective to use on Trolls, the other two conditions just obfuscate the issue and they learn little from their failure.
Also, regarding the Rank system versus mez; I fail to see the need for single target mez powers that are not effective on at least Bosses. Rarely do I have to mez a single Minion. Yes, there are edge cases like Sappers, but in general if I'm mashing Scare it's because a Boss is running right at me.
So, with all that said, here are some suggestions/ideas
-Reduce the number of conditions for mez to fail when players use it. This means removing protection of some kinds of mez from some enemy groups that cover too wide a range or making some mez powers work more reliably on Bosses. Or even consider making a few of them autohit so accuracy isn't a fail point.
-Provide easy to understand feedback why the mez is ineffective and why it failed. As simple as having "Resisted" in text appearing over the target's head if they have protection for that mez type and "Ineffective" if that mez power doesn't work on that Rank of foe.
-Prevent chain mezzing of players by granting players a brief period of mez protection after they're freed, even if it's just the mez timer running out.
-This may not fit with the vision of the game, but perhaps allow a way for players to break out of a mez faster by tapping a button. A very arcade-like mechanic but I feel it would be more productive than players furiously trying to combine inspirations into a Break Free or sitting there unable to do anything while being chain mezzed.
-This is just a pet peeve of mine, but allow Break Frees to cancel out -Fly, -Jump and Run Speed debuffs. -
Quote:Not really...BUT...you're limited to 4 power pools and 1 Ancillary pool, so it might not be possible to have Combat Jumping and Flight in the same build.- Is it 100% necessary to have Super Jump, because seeing what you have slotted in there I don't really think I have a choice?
Quote:- What to do beyond what you have done to increase my HP.
There are a significant number of set bonuses that add to your max HP as well. I can't look at the data chunk at work, so I really can't offer any advice as to what else you could do there.
Quote:- " You want as much over-time (regen and heal over time) and on-demand (click heal) HP recovery as you can get. " I'm sorry can you go into little detail here, I'm a "little" clueless. (and again for this question what can I do beyond what you have done to accomplish this? )
The other option is to pick up Aid Self from the Medicine pool. If your build is tight I don't recommend trying to cram it in. Might come in handy if you have a spare power pick and a couple extra slots. I don't think you really need it though. My Street Justice/Shield Defense scrapper gets by just fine without it. -
Quote:Taunt is autohit on up to 5 targets, Parry requires a hit check and only hits 1.I missed the Taunt because Parry does exaclty the same amount of aggro. I believe Taunt wastes one skill choice, but I am very new so I don't possess much knowledge.
Quote:I chose not to take Build Up as I don't view it as very necessary, again I'm still brain dead when it comes to CoH.
Quote:And a question can one with the shield's cooldown be reduced so much that I can use it almost aways? -
Quote:Sonic/Devices blaster. The only combo that I know of that can make effective use of Time Bomb without dipping into pool or APP powers.Greetings all!
Well, after the last double exp weekend I found myself in possession of two characters that I dont read much about on the forums, dont see often in game, or was able to find builds for. Interesting that after nearly 7 years here I am still finding combos that are crazy fun to play and downright devastating in PVE (even before incarnates).
So what were my two hidden gems: Stone/Shield/Soul brute and a Plant/Dark/Mace dominator.
What are your hidden gems?
Shield/Fire Tanker. -
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Quote:Because nothing in the game resists defense debuffs like SR.These days when creating a melee toon... stalker, scrap, brute, or even tank, why would someone still choose super reflexes over the other armor sets considering the majority of them now have some type of heal, end management and/or resistance/defense mix?
Because SR tanks can soft-cap on SOs.
Because your concept demands it.
Because set bonuses are being modified in i24 and you can actually build up a respectable amount of resistance with them. That's HUGE for SR. SR soft-caps almost without even trying to, and if you can get resistance bonuses as well you can make it very tough. -
Quote:I suggest S/L.I haven't fooled around with builds on Mid's yet but I believe I can get close to soft cap for either melee oe smashing leathal defense.
Fiery Aura has no defense debuff resistance, so if you focus on melee defense all those machine guns out there are going to debuff your defense away in seconds flat.
And you CAN soft-cap S/L on a Fiery Aura. If you can do it with a Regen (I have), you can do it with Fiery Aura. -
I'm still surprised that it took you 6 freaking years to realize I played on Pinnacle.
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A Super Reflexes Tanker can hit the soft-cap pretty easily on just SOs as well, and Dark Melee has a self heal built into it's attack chain.
That combo could probably solo a few AVs on just SOs. It will be slow, but it should be possible. -
Quote:Not really. I'll provide an example in response to:edit: I understand that there could be an inbalance when slotting multiple times, however, that is debatable.
Quote:doing so really would make all of your other powers ineffective
That's 105% global recharge gained from single enhancements. Since they are all single enhancements and not 5 slot set bonuses, you could have all that recharge and still slot your attacks effectively. If your primary were Claws, you could then go and slot 4 purple sets (Hecatomb, Apocalypse, Armageddon, Ragnarok) without even having to dip into pool powers to mule with. You could then slot the Superior Scrapper's Strike or Brute's Fury in something and have a total of 155% global recharge. You could then slot 5 sets of Red Fortune for another 25% to get up to 180% recharge.
None of your powers are gimped, and you've gained a ridiculous amount of recharge.
Situations like that are why the rule exists.
Edit: Dammit. I hate responding to threads that I didn't realize I'd already posted in....because I posted in them THREE YEARS AGO. -
Assuming you're not having endurance problems with your tank, I would do one of the following:
Spiritual: Will give you more recharge to use your heavy hitters more often, and will boost your healing as well. Any power that will accept a heal enhancement will be enhanced by Spiritual.
Vigor: Healing is the primary focus of this one. Good choice if you want to put your regeneration and max HP through the roof.
Musculature: If your healing and recharge are both in good shape, you can't go wrong with more damage.
Agility: Buffs recharge, end mod, and defense. All useful things for a tank. Will make it much easier to soft-cap defenses and you can attack faster as well.
That's pretty much the order I would put them in personally. Any one of those things might be more important to you though. -
Siphon Life works off your base max HP. You can enhance it, but adding more max HP has no effect.
Adding more max HP will increase your effective regen rate, but it will not affect your regen percentage. If you regen 2.6% per second, you will stay at 2.6% per second, but when you increase your max HP that 2.6% equals a larger number of actual HP you get per tick. -
Quote:It's not a matter of forgetting how the rewards work.2005 and now its 2012 so much i have forgotten about the game and its rewards, i should read up more of what all i have ect... sorry sometimes i just don't think )
The rewards you're having trouble wrapping your head around didn't exist until about this time last year, so what you remember from 2005 doesn't really apply anymore. -
Grant Cover.
I too would prefer a more Psionic themed pool than strictly a Telekinetic one.
Levitate
Dominate
Utility power of some kind, maybe the TK Shield thing.
Mental Blast
Psionic Tornado or Psychic Scream.
I would suggest Telekinesis be added to it, but that would be horribly overpowered when given to ATs with such a large amount of end recovery tools available. A Regen could perma-hold something and never run out of endurance while wailing on it with low tier attacks. -
To-Hit is worth more.
To-Hit adds to your chance directly, while accuracy adds a percentage.
Okay, base to-hit for most powers is 75%. A 9% accuracy bonus adds 9% of 75 to your to-hit chance, which changes it to 81.75%. A 6% to-hit bonus increases it to 81% flat. So, that means the accuracy bonus is better, right?
Wrong.
What that +6% To-Hit does is more than simply adding to your to-hit, it is changing what the accuracy is adding percentages to. If you have a 6% to-hit bonus it makes your to-hit 81%. That 81% is now what the accuracy bonus is adding a percentage to, instead of 75%. That 9% accuracy bonus added 6.75% to your final to-hit. After you add the 6% to-hit, that exact same bonus is now adding 7.29%.
45% worth of accuracy bonuses add 33.75% to 75% for a total of 108.75%. If you have the 6% to-hit bonus it adds 36.45% to 81% for a final to-hit of 117.45%. If you add another 9% accuracy bonus it will add up to 115.5. With the Kismet, one more 9% bonus brings your final to-hit up to 124.74%
So, in short, you want BOTH slotted in your build, because the to-hit bonus of Kismet makes any and all accuracy bonuses you have from sets that much more valuable. -
Enhancement Boosters on Tactics slotting and a Kismet +Acc will put you a small yellow away from the threshold.
I don't know about anyone else, but I'm swimming in yellows most of the time because they don't do much for you after you have enough accuracy through slotting. -
Quote:I don't have a link, but I can explain it. Sorta.Does anyone have a link they can share that tells about how all procs will work with I24? That is if there is one yet. If there isn't are they changing the way the numina, miracle and performance shifter procs work?
Thanks!
All procs in the game are going from a percentage chance (like 20% chance of something happening) to a procs per minute formula. Like 5 PPM or 3.5 PPM.
The Performance Shifter proc will be changing to that formula, but the Numina's and Miracle procs will not be. (Since they already have a 100% chance to fire) -
It's never worked correctly as far as I can tell.
Sometimes it will show it to me, other times it won't. Sometimes it will show me spots on the map where I've already killed everything, other times it will show me something on the map that there never was anything at. -
My toons are finished when I get bored with them and don't want to spend any more time improving them. The level that occurs at is variable.
Do the first one, but don't let that stop you from making more characters if you get an idea for one. Versatility is good. Say you play a Tanker. If you join a TF and see that there are already 3 Tankers on the team, being able to bring something else would be useful. -
Quote:Death Shroud is awesome.So instead of making two threads I thought I'd just put them together. The first question is, how are damage auras considered on scrappers? I have a claws dark scrapper and I'm wondering if death shroud is worth it. I have the fear aura for the majority of the time but should i take the damage aura for when its just me and a boss critter?
Over time it will deal more damage than any of your other attacks, with no animation time. You have good AoE as it is, and having Death Shroud running will very often take off that last tick of health of an entire spawn without you having to waste the endurance and animation time on another Spin.
When you consider that you won't have to use attacks on almost dead critters, Death Shroud actually saves you endurance in the long run. Unslotted, it costs .52 end per second. When slotted it will cost you about .26-.36 end per second. You would have to have it running for more than 30 seconds to equal the endurance cost of ONE Spin. In that 30 seconds, it will have dealt in the neighborhood of 600 damage. (My Death Shroud on my BS/DA scrapper deals about 20 damage per tick)
And the same thing is true of damage auras on just about any AT. -
Quote:Exactly what about my suggestion "destroys" SS?If SS would be overpowered when added to Scrappers, then maybe it's Scrappers that are broken, not SS. Wouldn't it make much more sense to just adjust Scrapper damage downward by about 50%? It's not a nerf, it's an adjustment.
(No, that is not a serious suggestion, but that stabby feeling that you felt in your stomach when you read that is exactly what I feel whenever I see people suggesting that SS be destroyed like this.)
Did you read the part where I suggested that SS get its base damage increased so that it stays right where it is with Rage reduced?
My issue isn't with Super Strength being overpowered. It isn't overpowered by itself. That is because it is balanced with Rage in mind, having lower base damage than comparable sets.
My issue is with powers outside SS that are NOT balanced with Rage in mind. They are too powerful when buffed by Rage as it is, especially double-stacked Rage.
My suggestion reduces the overpoweredness of those outside SS attacks, while keeping SS pretty much where it is now. It's actually a BUFF when you consider that higher base damage will lead to more damage at the damage cap. -
Quote:The problem is, and it's one of the problems they were trying to solve, is that if the powers work the same in PvP and PvE you have a situation of a power being broken in PvP requiring the power to be changed altogether, in both PvP and PvE.Wouldn't it work best if PvP and PvE in this game worked similarly again?
There were a number of power nerfs that came about because of the way powers worked in PvP back in the day (Energy Transfer, I'm looking at YOU).
If the powers work differently and aren't connected, they can change how a power functions in JUST PvP or JUST PvE. Non-PvPers get upset when powers they like get changed because of a part of the game they have no interest in, and I can't really say I blame them.
When the powers worked the same, you had certain combos that were practically unbeatable because of the combinations of powers. The devs were attempting to get rid of the FOTM builds with their changes, but all that really ended up happening was they created NEW FOTM builds.
I understand what the devs were trying to do, but I also understand that it failed miserably.
I still enjoy PvPing on occasion, but I don't spend nearly as much time at it as I used to. If PvP were the main draw of the game for me, I probably would have left when it was changed. It's still fun, it just works different now. -
Quote:So Stone Mastery would retain the overpowered buff from Rage but other sets would lose it?I haven't read that thread, but the easiest way I can think of is to only have Rage boost Smashing damage instead of all damage types
That doesn't seem fair. Not that Stone Mastery deals a whole lot of damage outside of PvP anyway.