Draeth Darkstar

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  1. Draeth Darkstar

    armors question

    Debuffs can take you into negative values, so Cimerorans attacking a meleer with 0 defense will have you at -45% defense (95% chance to be hit) in seconds. This applies to basically every type of debuff except for Regeneration and Recovery rates, which floor at 0 hp or end per second.
  2. "6+6+6+6+6+6+6? No, guys, standing around in Atlas is not the answer to life, the universe, and everything..."

    ---


    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  3. Quote:
    Originally Posted by Malakim View Post
    I liked that there were so many slots that were able to take Achilles' Heel - Chance for Res Debuff. Doesn't the rule of 5 apply here? Or is that just for set bonuses.
    Rule of 5 is just for set bonuses and things that function like set bonuses (for example, the LotG 7.5% +Recharge IO).

    That said, Achilles Heel does not stack with itself (from any caster) so too many of them in a build tends to be a waste.
  4. I'dve posted this over in the Build Workshop forum, but... it really seems pretty dead, to me, so I'm thinking the Corruptor one will work out better.

    I've had a Dark/Dark Corruptor shelved for about as long as CoV has been around, and I've recently become somewhat taken with her again, so I've been mulling over a build, but I have limited experience with Dark Miasma and absolutely none with Dark Blast.

    I think I've got something pretty good going here, but I'd love more experienced eyes to point out problem areas to me.

    PROs:
    1. S/L/E Def Soft-capped
    2. Perma-Hasted
    3. Musculature Radial Paragon gives a bit of extra damage as well as extra -tohit that effects basically every power in the combo, and also allows light slotting for Stamina
    4. KB protection capped

    CONs:
    1. Pretty much all Negative Energy damage, meaning weak against anything strong to that
    2. Blackstar underslotted (not the biggest fan of crash nukes though, only really took it for a set mule)
    3. Virtually no benefit from APP/PPP except Defense, meaning there's less AoE or utility here than I could have with another pool
    4. ...? (Tell me what I'm missing!)

    Any critiquing is much appreciated.
    Thanks!

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Gloom
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Twilight Grasp
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Heal
    • (3) Doctored Wounds - Endurance/Recharge
    • (5) Doctored Wounds - Heal/Recharge
    • (5) Doctored Wounds - Heal/Endurance/Recharge
    • (7) Accuracy IO
    Level 2: Tar Patch
    • (A) Recharge Reduction IO
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (11) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (34) Dark Watcher's Despair - Chance for Recharge Slow
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 8: Tenebrous Tentacles
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (40) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Cloud Senses - Chance for Negative Energy Damage
    Level 10: Howling Twilight
    • (A) Recharge Reduction IO
    Level 12: Night Fall
    • (A) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Damage/Endurance
    • (13) Positron's Blast - Damage/Recharge
    • (15) Positron's Blast - Chance of Damage(Energy)
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Cloud Senses - Chance for Negative Energy Damage
    Level 14: Dark Blast
    • (A) Decimation - Accuracy/Damage
    • (25) Decimation - Damage/Endurance
    • (25) Decimation - Damage/Recharge
    • (33) Decimation - Accuracy/Endurance/Recharge
    • (34) Decimation - Accuracy/Damage/Recharge
    Level 16: Shadow Fall
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance
    • (21) Steadfast Protection - Resistance/+Def 3%
    • (21) Steadfast Protection - Knockback Protection
    • (46) Karma - Knockback Protection
    Level 18: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    Level 20: Fearsome Stare
    • (A) Siphon Insight - ToHit Debuff
    • (23) Siphon Insight - Accuracy/ToHit Debuff
    • (23) Siphon Insight - Accuracy/Recharge
    • (29) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (29) Siphon Insight - Accuracy/Endurance/Recharge
    • (31) Siphon Insight - Chance for +ToHit
    Level 22: Assault
    • (A) Endurance Reduction IO
    Level 24: Boxing
    • (A) Empty
    Level 26: Life Drain
    • (A) Decimation - Accuracy/Damage
    • (27) Decimation - Damage/Endurance
    • (27) Decimation - Damage/Recharge
    • (33) Decimation - Accuracy/Endurance/Recharge
    • (33) Decimation - Accuracy/Damage/Recharge
    Level 28: Tough
    • (A) Steadfast Protection - Knockback Protection
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 35: Scorpion Shield
    • (A) Red Fortune - Defense
    • (36) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Endurance/Recharge
    • (37) Red Fortune - Defense/Endurance/Recharge
    • (37) Red Fortune - Endurance
    Level 38: Dark Servant
    • (A) Cloud Senses - ToHit Debuff
    • (39) Cloud Senses - Accuracy/ToHitDebuff
    • (39) Cloud Senses - Accuracy/Endurance/Recharge
    • (39) Cloud Senses - Chance for Negative Energy Damage
    • (40) Cloud Senses - Accuracy/Recharge
    • (40) Cloud Senses - ToHit Debuff/Endurance/Recharge
    Level 41: Dark Pit
    • (A) Absolute Amazement - Stun/Recharge
    • (42) Absolute Amazement - Stun
    • (42) Absolute Amazement - Accuracy/Stun/Recharge
    • (42) Absolute Amazement - Accuracy/Recharge
    • (43) Absolute Amazement - Endurance/Stun
    Level 44: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (45) Basilisk's Gaze - Recharge/Hold
    • (45) Basilisk's Gaze - Endurance/Recharge/Hold
    • (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 47: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Blackstar
    • (A) Eradication - Damage
    • (50) Eradication - Accuracy/Damage/Endurance/Recharge
    • (50) Eradication - Accuracy/Damage/Recharge
    Level 50: Musculature Radial Paragon
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Invader
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (46) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 4.88% Defense(Melee)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 4.88% Defense(Fire)
    • 4.88% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.81% Defense(Ranged)
    • 6.75% Defense(AoE)
    • 8.55% Max End
    • 49% Enhancement(Accuracy)
    • 101.3% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 18% FlySpeed
    • 76.3 HP (7.12%) HitPoints
    • 18% JumpHeight
    • 18% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 10.2%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 17% (0.28 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 18% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Thunderstrike
    (Gloom)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Doctored Wounds
    (Twilight Grasp)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Darkest Night)
    • 16.06 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Positron's Blast
    (Tenebrous Tentacles)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Night Fall)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Decimation
    (Dark Blast)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Shadow Fall)
    • 10% (0.45 HP/sec) Regeneration
    • 12.05 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Shadow Fall)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Karma
    (Shadow Fall)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.45 HP/sec) Regeneration
    • 12.05 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Siphon Insight
    (Fearsome Stare)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    Decimation
    (Life Drain)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Weave)
    • 10% (0.45 HP/sec) Regeneration
    • 12.05 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Scorpion Shield)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Cloud Senses
    (Dark Servant)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Absolute Amazement
    (Dark Pit)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Basilisk's Gaze
    (Petrifying Gaze)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Eradication
    (Blackstar)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  5. Quote:
    Originally Posted by Talen Lee View Post
    I was looking at socketing it with an acc/mez, dam/mez, dam/mez and a single l50 recharge, myself, on a character with 70% global rech. Of course, moar rech would be nice - I'm not sure how the /mez HOS would work though.
    IIRC, Tornado and Water Spout are both auto hit, so accuracy doesn't do anything for you, and mez enhancers are just going to make things run from it longer, which you really don't want.

    The optimal slotting is damage, recharge, and procs.
  6. The pay-to-win complaints are really silly over things like this. The only advantage these IOs have in any way is that they're better for exemplaring, and I kind of expect that to change in the future just to stop that one niche "problem" from being harped on.

    Pay-to-win classically implies getting character power that can't be obtained by playing the game from a real-money market. Unless you consider going from being able to stomp all over low-level TFs on your 50s to rolling your face over your keyboard and winning them a huge boost in character power, this does not meet that definition.
  7. Personally, I really don't mind IOs - any of them - going for sale on the Paragon Market.

    Sure, they may reduce the demand in the auction house a bit, but... whatever. I'd rather see real money in Paragon's pockets than fake money in my characters' (as I stand to gain a lot more from the developers getting more funding than I do by having another billion influence chilling out on my account).

    Also, as a note, I'd probably be willing to pay $5 apiece for the PVP uniques, like the Gladiator's +3%. That's relatively competitive with the RMT spammers' rates, too, I think, and might do some good in putting them out of business (and believe me... nothing would make me happier in this game than seeing the death of the RMT spammer market).
  8. Quote:
    Originally Posted by Taterrex View Post
    The closest I have come to really would be my Bots/Traps MM but I have found she is utterly useless in trials, and seems to quite a bit less powerful since incarnates.
    ...what?

    I think you need to elaborate before anyone is going to be able to help you. Bots/Traps is one of the most versatile builds in the game.
  9. Quote:
    Originally Posted by McNum View Post
    I do know how it is to want to get rid of some part of the game, as I was one of those guys when it came to Sonic Resonance back when it had the headsplitting animation. But medical reasons is a fair excuse in my book. DPS and scatter? Not so much.
    I doubt most people are thinking about DPS when they're talking about not liking to play knockback heavy sets. I, personally, am thinking about how annoying it is to chase every single enemy I have to fight down, in a different direction, when playing a Peacebringer.

    Being frustrated by a game is not a good thing.
  10. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    So, has anyone worked out the Kinetics timing to get a self-heal from Transfusion while Repel is on?
    Considering that you need to stand in melee range to benefit from about half your powers as a Kinetics user, Repel is one of the worst offenders in the game of powers that hurt you much more than they help you.
  11. Quote:
    Originally Posted by boppaholic View Post
    What do you mean though by, "Katana could go either way". Any suggestions for highest possible ST DPS?
    I meant that the mechanics of Katana don't particularly favor either archetype, which is not true for every set.

    If all you care about is single target DPS, a scrapper is going to be better in basically every case, but if so I would recommend against ELA in favor of something that suits a Scrapper a bit better.
  12. Katana could go either way. Electric Armor is going to be better on a Brute, because damage auras play nicely with Fury and resistance based armor sets function better with the Brute's larger HP pool.
  13. Quote:
    Originally Posted by PleaseRecycle View Post
    They will attack you for it? Who are you playing with and why are they so awful?
    I could not even begin to list the number of people I have personally been harassed by for this very subject, let alone the number of people I have seen harass others over it. Also, this is, once again, an unnecessarily disingenuous response.

    Quote:
    Originally Posted by PleaseRecycle View Post
    That's just false? Tornado is an autohit scale 4ish attack. If the only situation where that sounds handy to you is an AV or GM, you're not being very imaginative.
    The only situation where it can actually be used to deal damage is against an AV or GM if you don't have a reliable way to prevent it from immediately launching your target(s) to the four winds (pardon the pun) on contact.

    Quote:
    Originally Posted by PleaseRecycle View Post
    So you require a minimum of three knockback-free aoes for a combination to be viable or what? That severely limits the archetypes you can play, to say nothing of the power sets.
    No, I require my power combinations to work together, not against each other. For a Blaster, that means I need my attacks to not prevent me from using each other effectively, since, you know, the entire purpose of being a Blaster is... to have access to potent attacks.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Maybe I don't think many players feel that way because I see many players playing these sets that you seem to consider completely beyond the pale with no complaint. You know, it's perverse but they even seem to be enjoying themselves. What's wrong with these people? God they're as rude as I am, aren't they. Persistently interfering with the consistency of your reality with their incessant fun-having. Something must be done!
    Once again, your attitude is excruciatingly tiring. That aside, in the realm of the hundreds of thousands of players who play this game, there are inevitably going to be people who enjoy every possible combination of powers. There are people who love Knockback. I never even began to claim that there weren't. The fact that there are is inherently obvious to this conversation or we wouldn't be having it.
    That has absolutely nothing to do with the fact that there are also many people who absolutely loathe knockback in all its forms and would never touch a set with heavy knockback presence even if paid. There many more players, like myself, who think knockback has a tendency to become more of a liability than a useful tool with a great enough frequency that it isn't worth the frustration it causes when that happens.

    In what way would it hurt you for the game to allow an optional removal of knockback?

    P.S. Kindly do me the favor of responding to me with the respect I have shown you if you bother to do so at all, again. I do not appreciate being talked down to and I have been nothing but polite to you and everyone else in this conversation. Additionally, I can only assume you're intentionally misinterpreting what I have posted to respond to it in turn as you did in the last section of your post. All you are doing by employing a tactic like that is discrediting your own argument.
  14. Draeth Darkstar

    And why?

    Quote:
    Originally Posted by SinisterDirge View Post
    I haven't had tons of time to ponder, but i would probably go with a bots/ff mm

    No need to invest heavily in either the primary or secondary to be pretty effective at what it does leaving you to dip in power pools to your heart's content.
    Without question, this.

    My Bots/Force Mastermind has 5 Primary and 5 Secondary powers in his current build. That is about as primary/secondary light as you'll find (and not suck).
  15. Quote:
    Originally Posted by PleaseRecycle View Post
    In that light, my question is why any of the self-professed min-maxers in this thread care. Socorro cares because his PB has been spurned for normal play. Fair enough, I'd be annoyed too. Everyone else seems to care because of this vague notion that the existence of KB is interfering with the optimization of their general play experience.
    Despite how absolutely, atrociously rude and condescending your post is (careful when you call other people conceited in a wall of text like that, by the way, it awfully much resembles a certain pot and kettle we've all heard of), I'm going to answer your stated question.

    The reason that I care about having options to remove Knockback effects from powers is because I find them frequently to be frustrating to deal with in action.
    I gave up on my original main, an En/En Blaster, because the pervasive knockbacks were so counterproductive for actually killing anything and because I enjoy teaming, where it doesn't matter how careful you are, you will still mess up someone's plans and they will attack you for it.
    I gave up on my Peacebringer because it was, surprise, even worse than an Energy Blaster for knocking things around, because unlike the Blaster, a PB needs to be in melee to use all of their heavy hitters... and their PBAOE also has a huge knockback on it.
    I hate playing Storm Summoning on anything that isn't a Fire/ Earth/ or Ice/ Controller because there is no practical way to make Tornado useful on anything save AV/GM class enemies without those -KB immobilizes, and Hurricane can be heinously annoying without one.
    I gave up on my Dark/Mental Blaster after waiting years for Dark/ to come out, because unlike the classic Dark Blast, I can't just skip Torrent and be happy with my other two AoEs, because they merged two of them together, so now I either have to mess up my targeting for Tentacles and Psychic Scream or skip most of the area damage potential the set has to offer.

    I really should not look at a power set and think, "Yeah, that'd be cool, but I'd just get tired of chasing things around or herding all the time to be effective." Many players feel this way. That is a flawed design, and if you can't see that, there is no point in continuing this discussion, because your bias is beyond reason.
  16. Quote:
    Originally Posted by Arcanaville View Post
    ...The current generation of devs wish all attacks were autohitting and defense was some bad nightmare they could wake up from and I was famous for writing a guide to hat options.
    Speaking of which, will there ever be another edition of your Guide to Defense (or any of the others)? Your guides are so well written, they are a pleasure to read.
  17. Quote:
    Originally Posted by Tenzhi View Post
    The game working like it's supposed to is an odd scenario? Hilarious in the implications.
    About as odd as the game not working like it's supposed to. Glad to hear your play experience has been forever unmarred by emergent behavior, but it happens.
  18. Quote:
    Originally Posted by Broken_Wings View Post
    Thanks for more answers

    The Fortunata/Crab option is an interesting one, but I feel I will save that for later as they don't quite fit the concepts I had in mind.

    Having looked at the powers and done some research, I'm pretty set on a fire/dark corruptor.

    The Peacebringer option has me interested though as I have zero experience with Kheldians, if I wanted to try a human form peacebringer for a hover-blaster role, how much knockback are we talking about?
    Hoverblasting as a Peacebringer in human form isn't going to be exceedingly effective as most of their decent human form powers are melee, but to answer your question, most of their attacks do have a chance to knockback. Their two human form AoEs are 50% and 80%, the single targets are a bit lower IIRC.

    The nova form powers all have high chance to knock back.
  19. Quote:
    Originally Posted by Tenzhi View Post
    It is always true in practice. The only time it isn't true is with click-and-stick AoEs that summon pets/pseudopets that originate the knockback, as I mentioned before. But targeted AoEs always knock enemies away from user - whether you target the enemy on the near edge, the middle, or the far edge. The only thing that factors in is the position of the target relative to the source of the knockback, which is the player in the case of targeted AoEs.
    Yes, that is an accurate description of how targeted AoE knockback works in theory, but no, in practice, that does not always happen. Latency, moving targets, ragdoll, and presumably other factors that I can't even guess at, for all the years I have played this game, caused some goofy things to happen, not infrequently, when using a targeted AoE knockback power, such as mobs shooting upwards/downwards/sideways/forwards instead of away from me.
    I played an E/E/F Blaster as a main from "issue 0" until issue 9 and never did notice a pattern to the nature of that particular phenomenon, but it happens often enough that it made me finally give up on the character I got so frustrated with dealing with it all the time.
  20. Quote:
    Originally Posted by Tenzhi View Post
    Targeted AoEs knock a group of enemies away from the user, not the target.
    This is not always true in practice.
  21. Quote:
    Originally Posted by Tenzhi View Post
    Yes. And still, Knockback only knocks enemies directly away from them. It only becomes "radial" if they stand in the middle of a group of enemies and use AoE knockback. It's a matter of positioning rather than being incumbent to the power.
    It's also "radial" if you fire a targetted AoE at a group and hit anywhere other than the most exterior row, which can be exceedingly difficult to do if the mobs are moving. I have seen people misuse Solar Flare, for example, much less frequently than the Nova Form blasts, which can easily scatter a group six ways from Sunday in a matter of seconds.
  22. Draeth Darkstar

    Maneuvers FX?

    Quote:
    Originally Posted by Tenzhi View Post
    It gives a nearly the same (or better) Defense bonus as well as Immobilize protection and greater maneuverability. I'll generally only look at Maneuvers if I'm trying to stack Team Defense.
    Maneuvers is a larger Defense bonus on every Archetype except for Tankers, and aside that, benefits your team regardless of whether you've got other +team defense or not. It also stacks with Combat Jumping, and is the largest pool +defense option available except for Weave, which requires two other power picks to get to.

    In most situations where you're going to be trying to stack defense from sources other than your primary/secondary, you're going to need more than one pool power to reach the soft cap anyway. Maneuvers is one of the last ones that it makes logical sense to skip for mechanical reasons.
  23. Quote:
    Originally Posted by Tenzhi View Post
    They don't really exist, isn't that good enough?
    Really?

    Have you ever played or teamed with a Peacebringer?
  24. My main problem with this complaint is that, as far as completely natural, 100% ordinary, non-chi/ninjutsu/spiritual powers of whatever variety (which could be argued not to be natural, as an aside) humans go, there really... just aren't that many things people can do that could qualify for super heroic. In the game, we have pistols and machine guns, bows, melee weapons of several varieties (and more on the way), two different unarmed fighting sets, two different "cool gadgets" based sets, and even two pet class sets that are (arguably) totally mundane. There honestly isn't that much more room for lateral expansion on the "totally normal guy" theme.

    About the most I could really see adding at this point would be some kind of Traps-esque Control set, maybe some kind of Leadership-y Support set, and melee/unarmed themed Blaster and Dominator secondaries.