ClawsandEffect

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  1. ClawsandEffect

    Recipe questions

    Quote:
    Originally Posted by Alpha_XBS View Post
    You are correct, this means you are receiving that set bonus 2 times.
    His telling you you are correct....is incorrect.

    That (2) next to the set bonus in question is informing you that you get that particular bonus when you have 2 of that set slotted in one power.

    So, if you see "(4)+2.25% Max HP" in a set IO's information, that means you will receive a 2.25% bonus to your max HP when you slot 4 of that set in a power.

    However, I believe your assumption is correct if you are referring to the list of set bonuses you can view alongside your powers. If that is the case, disregard the above (though it is helpful to remember).
  2. ClawsandEffect

    Recipe questions

    Quote:
    Originally Posted by Kederren View Post
    To throw another wrench into all of this: Beware the temptation to pursue such redonculous enhancement from set bonuses, because you may end up sacrificing primary enhancement to your powers in such pursuit.
    This is why learning the ins and outs of IOs is helpful before (or during) diving deeply into it.

    For example: Say a set has a 7% accuracy bonus in it and you have it slotted in 5 attacks.

    Looking at the primary enhancement of your powers, you see that the set you have slotted only gives 30% accuracy to the power it is in.

    Now, 30% accuracy isn't that great....BUT....you are also getting an additional 35% accuracy in those attacks from having 5 of those set bonuses. And if you have 2 11% accuracy bonuses elsewhere in your build, that increases to 57% additional accuracy.

    The end result is that it only shows you 30% accuracy in your attacks, but you actually have 65% (or 87%). It is quite common for people to use sets that have poor enhancement values in one aspect and then make up for that poor enhancement with set bonuses either from that set or somewhere else in the build.

    It can get complicated, but once you understand how it works you can do some amazing things with your character's build.
  3. Quote:
    Originally Posted by BrandX View Post
    A mix of Positional Defense/Regen (that means a clickie self heal) and a side of Psi/Smashing Resist.
    With the exception of the Smashing Resistance, that sounds a LOT like Ninjitsu.
  4. Quote:
    Originally Posted by Bloodspeaker View Post
    Then. Don't. Take. The. Power. It goes against the character concept. Done.
    Pretty much this.

    The part that baffles me about this entire thread is that if the OP skipped Field Operative and the snipe in her original build, then the i24 changes will have absolutely zero effect on her character. In other words, her character will remain completely unchanged.

    So, even though her character will remain EXACTLY AS IT IS THIS VERY SECOND.....these changes somehow RUINED her character?!?



    Exactly how does a change that has no effect on something have the effect of ruining the something it didn't affect?
  5. I suspect Tankers will be getting Spines soon, but that's not really a new set.

    Buffing the attack that Tankers are forced to take is a strong hint that it's getting proliferated next. (probably to Brutes too)
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The problem I see there is that when you factor in damage enhancements that makes for a pretty substantial increase in SS's damage at one stack of Rage.

    Quick example. Tanker Jab does 30.25 base damage currently. Assuming 95% damage enhancement and 80% Rage you get a final damage of 83.19.

    If you increase the base damage to 39.33 (a 30% increase) then assuming 95% damage enhancement and 50% Rage you get a final damage of 96.35.

    To maintain the same damage with one stack of Rage then you'd need to increase the base damage by about half the amount that you take off Rage. That would maintain about the same damage at one stack while bringing the double-stack damage value down.
    The exact amount is flexible, and I would be perfectly happy to leave it in teh devs' capable hands. The example I gave was just that, an example.

    And if you notice, I alluded to the possibility that it may be overpowered to just give what was taken from Rage directly to SS in the last sentence of the post you quoted.
  7. Quote:
    Originally Posted by Ultimus View Post
    So what does Titan Weapons do differently here that cannot be applied to all sets in general to eliminate redraw?
    I suspect Titan Weapons actually uses 2 separate combat stances, one for Momentum, one for without it.

    Perhaps the Momentum stance allows for other powers to be used while the sword remains out. Or perhaps Burn is a power like Radiation Infection or Enervating Field that does not cause redraw regardless of the weapon set used with it. I know for a fact that you will not put your pistols away when activating Rad toggles.

    Maybe it's Burn rather than Titan Weapons that causes it?
  8. Quote:
    Originally Posted by Jade Ivy View Post
    Basically, it's not the 'gear' that makes you strong, it's what's between the keyboard and the chair. Enh make it easier, but knowing the strategies for you powers take you farther in the long run.
    This.

    Knowing how to play your character will ALWAYS trump having all the best stuff on it.

    This is true in PvE as well as PvP. Having the best build in the game will do nothing for you if you don't know how to use the powers in it. No, there is not a best build in the game.
  9. ClawsandEffect

    Mech ArcheType

    The only problem I have with it is it is VERY limiting on concept.

    Kheldians and Arachnos are limiting too, so there is precedent. But I for one feel that the game does not need more ATs that dictate to you what your character is.
  10. Quote:
    Originally Posted by Mr_True_Shot View Post
    My devices secondary is a lot of ranged and/or stuff like caltrops that helps keep things off me. Cloaking device (prevents as much aggro), targetting drone, trip mines, auto turrets, (didn't take time bomb but still ranged!), smoke bombs (though useless), web grenade, and taser....all have at least a bit of range to it. Taser has the least amount of range, and I only use that when things are closing in on me....so it's technically a way to keep them off of me.

    I recently started playing /psi secondary on a psi/psi blaster and I was amazed at the amount of melee range stuff. I've sorta been spoiled by my devices.....I knew there were alot of melee range in other secondaries....but, ugh, I was hoping the trend would move towards ranged secondaries (or things like caltrops or "aim" or "buildup" type buffs.)

    I don't see the benefit of secondaries that make you run in and do things. I understand these melee sets were often asked for....but, I'd like to ask for a secondary that keeps me at range
    The problem is, Blasters aren't RANGED ATs, they never were. If they were designed as such they never would have been given melee abilities in the first place.

    They are DAMAGE ATs, there is no definition of where that damage is supposed to occur at.

    You are welcome to play your Blaster at range if that's how you prefer to play it, but saying that they are a ranged AT is incorrect.
  11. What I was thinking, numbers wise, was whatever is reduced from Rage should be added to the base damage.

    So, if Rage were reduced from 80% to, say, 50%, you would then add 30% to the base damage of the SS attacks. That may be too strong at the high end, but at least the majority of what is removed from Rage should be added to the base.

    What I was thinking in terms of recharge tweaking was to make the duration and recharge of the power the same. So, using just SOs a player could have double-stacked Rage 50% of the time or so. This would be in line with the uptime of Follow Up and Blinding Feint using just SO slotting. (Both have a base recharge of 12 seconds and a duration of 10 seconds)

    The end result of this would be to:

    A) Make SS less painful to play in the levels before you get Rage. That is basically half the game for a Tanker.

    B) Make it easier for those players who choose not to use IOs (or don't have the option) to do decent amounts of damage with SS on only SOs.

    C) It would reduce how overpowered attacks not in SS are when the Rage buff is applied to them.
  12. I know this will be an unpopular suggestion, but I'm going to post it in the hopes of getting some feedback from reasonable people.

    I propose the following:

    1) Increase the base damage of Super Strength across the board.

    and

    2) Reduce the buff from Rage to be more in line with other sustainable damage boost powers (such as Follow Up).

    3) When reducing the buff from Rage, also remove the crash entirely. And also possibly reduce the base recharge to make it easier to double-stack without needing huge amounts of recharge from set bonuses.

    It has long been known that the ability to double-stack Rage is somewhat overpowered when it is applied to powers that are not balanced to take Rage into account like Super Strength powers are. My proposal would eliminate some of that overpoweredness while not gimping Super Strength itself.

    Such a change would be necessary if we ever want to see Super Strength ported to Scrappers. If Scrapper Rage followed the same pattern as Build Up when ported between ATs, it would end up being a stackable 100% damage boost. I can understand the devs' reluctance to give Scrappers something that powerful when their damage scalar is already so high.
  13. Actually, the more I think about it, the more certain I am that the buff to Barb Swipe is in preparation for Spines to be proliferated to Tankers.

    As it currently stands, it would really suck to force Tankers to take an attack as terrible as Barb Swipe currently is. Scrappers and Stalkers can skip it, Tankers wouldn't have that option.

    If that's the case I will be immediately rolling an Ice/Spines Tanker.
  14. Quote:
    Originally Posted by planet_J View Post
    TW has the top pylon time for ST DPS...not by a great deal, but it does...

    It also has 4 AoE attacks...SS gets one...

    The top DPS SS chain only uses 1 attack plus Rage double stacked...don't know that I would count Rage as being a power used in the chain, but YMMV.

    SS/* and it not being /Fire/Soul is not even close to top ST DPS...and TW wins in AoE...

    TW + Damage Aura set = SS/Fire/Soul

    I think comparing one "perfect storm" of a super combination of primary/secondary/epic to a Primary powerset is a bit out of whack and have said so freely on multiple occasions.
    I am aware of all these things.

    Which is why I specifically said one set combination. I am well aware that the only way SS reaches those numbers is by being paired with Fire and Soul, or Fire and Mu in the case of AoE damage.

    I stand by what I said though. It is a balance concern that on set combination is at (or even near) the top in both ST and AoE damage output. And it is largely due to the existence of one power within that set.

    Personally, I think Super Strength's base damage should be raised and Rage reduced to be more in line with the other sustainable damage boosts (like Follow Up). That would fix a lot of the balance issues, while not completely gutting SS in the process.
  15. Quote:
    Originally Posted by StratoNexus View Post
    If I am in the middle of a mob and feel I need to use my sustain power RTFN, I don't think I would mind if they got knocked back.
    Also, this.

    If you're taking enough damage that you need to refresh your sustain power NOW, knocking things away from you can only be a good thing.

    If you are not taking that much damage, you don't really need to refresh it right that second.
  16. Quote:
    Originally Posted by Mad Grim View Post
    Yea, a PBAoE KB can be handy, but if you want to keep up your regen and recovery you need to use it whenever its up. And while solo this may not be a problem, a team could complain.
    It gives you the same benefit whether it hits anything or not.

    Solution: Use it when you're not in range of anything that could be knocked back by it.

    I'm withholding my opinion on the blaster changes until I have a chance to play with them myself.

    One thing DID occur to me though. I noticed a few people complaining that the Heal Over Time is not as good as the regen boost from other powers.

    Fight some Longbow with those regen boosting powers and say that again. Longbow in particular have massive regen debuffs....but they don't have any abilities that debuff healing. The regen boosting powers can be debuffed into uselessness, the HoT is much less likely to be.
  17. Quote:
    Originally Posted by Sir Hextor View Post
    New players to the game may not be aware of that especially considering to affect enemies with powers you have to have them selected by reticle.
    That is true, I will grant that much.

    However, according to her registration date, the OP is NOT new to the game.

    It is also improbable that she is a 12 year old girl, as her registration date would then have her playing at the age of 5.
  18. Point:

    If DPS were the only thing that made a set worth playing, only Fire blasters would ever have existed in the first place.

    This may surprise some people, but many people who play and enjoy Electric Blast simply do not care at all that their power set is viewed as bad or underperforming by people on the forums.

    My wife is a good example of that. Her main is an E3 blaster, and she does not care in the slightest that you think her character is weak.
  19. Quote:
    Originally Posted by MustachedHero View Post
    This way I can easily tell when it is on or off, my team can see me when it is important (in combat) and I can see myself most of the time (in combat). Out of combat I can turn it off to see myself.
    Why is it so important that your teammates be able to see you in combat?

    Since, after all, you can target teammates by clicking on their name in the team window, and that's how all the best buffers/healers do it anyway.

    If you're trying to click on someone manually to target them, I could see it being an issue. But honestly, in the chaos of combat that is going to be difficult whether you can see them or not.
  20. Quote:
    Originally Posted by Rokudo Mukuro View Post
    Hummm maybe this explains why the servers are so empty....

    Anyway, ty for the answer...
    Leaving CoH :P
    Doesn't sound like he actually wanted to play the game in the first place.
  21. Quote:
    Originally Posted by Rangle M. Down View Post
    I, for one, am also looking forward to the changes to Cloaking Device. I already use it on my AR/Devices toon and the change will be nice.
    As am I.

    In fact, that change and the sniper attack thing prompted me to do something I swore I'd never do: Roll another Devices character.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    you have a lot more slots on ALL servers if there's PVPers you want to interact with on another server as well.
    I'd be happy to stomp you into the ground a few times until you get good enough to beat me.

    I play on Pinnacle.

    The only way to improve at PvP, is honestly to get your butt kicked. A LOT.

    Hopefully it is by someone who is willing to explain what you did wrong.
  23. ClawsandEffect

    Burn

    Quote:
    Originally Posted by Starflier View Post
    Are you a scrapper?
    This is an important question.

    Tankers and Brutes have a taunt component in their Blazing Aura that will keep things on them. Scrappers lack that taunt aura in their Blazing Aura.

    Things that won't run from a Brute or Tank will run from a Scrapper because the damage Burn deals overpowers their desire to kill you. Most things will run away when you deal enough damage in a short enough period of time if you give them the chance to.
  24. Quote:
    Originally Posted by KillerShrike View Post
    Personally I prefer the ground punch to the dainty little foot tap for Foot Stomp; it just looks more superheroic to me.
    And I like the 2 handed uppercut version of KO Blow, especially with a shield.
  25. Quote:
    Originally Posted by Miss Ozarks View Post

    I Noticed Aurora_girl asked if i can play mm as ftp, i have to pay in the market store to unluck the the Mm's but if im to buy points to use in the store i might as well just pay the $14.99 but depends if i can afford going that route (ViP) every single month, as for now i can buy the points and unluck the MM class i want, so that will work for now -
    If you buy access to Masterminds you keep that access forever. $15 once versus $15 a month.

    VIP has other perks that make it worthwhile, but access to restricted ATs isn't one of them. If all you want is to play a Mastermind you'll be better off just buying access to the AT.

    On the plus side, Masterminds are one of the stronger ATs when you are restricted to just using Single Origin enhancements. I personally hate them, but there are thousands of people that swear by them.