EvilGeko

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    Illusion won't work very well for Dominators for the simple reason that it only gets 3 powers in the entire set that get any benefit at all from Domination, and most Illusion players I've seen skip one of them (Flash)
    How Illusion works with Domination is probably irrelevant to Castle. I suspect that the reason that Illusion hasn't been proliferated is because it's likely to be the most stupidly overpowered set for Dominators.

    Dominator players tend to slot very heavily for recharge in order to fuel a perma or near perma Domination. Now consider an invisible high damaging character who can summon three indestructible taunting pets on an permanent or almost permanent basis, a fear patch and an energy blaster that can summon its own taunting decoy.

    There's a reason people are salivating and Castle is trying to dodge this bullet.

    But the next round is the time. He's ran out of choices. BWA HA HA HA HA!!!
  2. Already answered, but I too believe that Soul Mastery is the best you can do for Brutes.
  3. Anything with layered protection like Willpower is going to feel more sturdy than the click heavy Regen. When you start adding +def, and +resist (from IOs or otherwise), Regen gets real sturdy, real quick.
  4. Quote:
    Originally Posted by Da_Captain View Post
    That is a pointless argument that can be said to make any AT look horrid
    Blasters have better ranged damage than Scrappers and Tanks have better resistances than Scrappers does that mean Scrappers suck?
    See, what you keep getting hung up on is this idea that I think Banes suck. I don't and have said that they're cool and good at what they do. It's just that among the VEATs I think they're the least among equals. By that I mean that while they're a tank mage like the other three branches, the Banes really have very little specifically to speak for them.

    I really don't see how that's controversial. But in any event, I'm not saying Banes suck or that they aren't fun to play. They don't suck and they are fun to play.

    Quote:
    You can't use the strengths of two different ATs and compare it to another, that's why there are different ATs.
    Hmm... I thought this was the Soldiers of Arachnos forum. The SoA are one AT. This is like comparing Nin/Regen Stalkers to DM/EA Stalkers. Same AT, different abilities.
  5. Quote:
    Originally Posted by Da_Captain View Post
    You missed the whole point, still trying to compare a Bane to a Widow. They are just about better at everything?

    So Widows can summon more pets? Widows get better resistances? Widows get more HP? Widow can do more -res? The only thing Widows have over Banes are independent Damage and Defense.
    Really helps if you don't ignore the parts that don't support your point. What I said was:

    Quote:
    But NWs are better at just about everything Banes do. And for what they aren't, it's better to switch to a Crab build.
    So no, Widows can't summon more pets, but Crabs can.
    Widows don't have better res, but Crabs do.
    Banes have more ST -res than even Crabs so you're right there.

    And Widows have independent damage, more defense, significant psi resists, -regen, significant -recharge/slow, significantly more mez protection and -to-hit debuffs.

    Quote:
    P.S. IOs go both way, Widows need it for perma Mind Link, Banes need it for Pets, while one is easier than the other, if you are going to include it for one you must include for both, without perma Mind Link Widows fall a long way shy of reaching a Banes defense as Banes have higher Defense in TT:M and Higher unsuppressed defense in Cloaking Device.

    I believe Cloaking device keeps 3.75% and Mask Presense only keeps 2.5%, So in a Base SO build Banes would have an upper hand in resistances and defenses.
    It's times like this where I really wonder if you actually have played a NW at all since you ignore one of the best passives in the game.

    Night Widow

    CT: D - 7.5% melee
    TT:M - 5% to positions
    FORESIGHT - 7.5% to positions
    Unsuppressed Mask Presence - 2.5%

    Totals: 22.5% Melee; 15% ranged, AoE

    Bane Spider

    CT: D - 7.5% ranged
    TT:M - 10% to positions
    Unsuppressed Cloak - 3.75%

    Totals: 13.75% Melee; 21.25% Ranged, 13.75% AoE

    So with SOs, Banes lose in the most important position for their playstyle melee, lose in AoE, and get smoked when Elude is up. Even when Mind Link is up they only retain a tiny advantage in ranged, while getting mauled in melee and AoE.
  6. Quote:
    Originally Posted by Thinkso View Post
    Just realized that you guys don't use your pets.
    I do use the pets in fact. Still not seeing this exponential jump where you're going from doing about 20% less DPS to significantly more. But please share a build, because I might be missing something.
  7. Quote:
    Originally Posted by Lord_Thanatos View Post
    Um, your incorrect, NWs have the highest ST DPS, Banes have the highest burst with stacking -res and stealth strikes.
    What attack chain are you using for the NW and Bane to come to that conclusion? I'm not saying you're wrong. Just curious.
  8. Quote:
    Originally Posted by Thinkso View Post
    Why do you keep saying this when it isn't true? My bane can kill single targets faster than your NW. In a team where aoe makes more of an impact the team with my bane can kill things faster than the team with your NW.

    How is that significantly less damage?



    Banes have the highest st damage output and they are the best -res debuffers. There is no perhaps about it.

    The actual truth is that NW's are the ones that don't dominate at any single category. Crabs have the highest aoe and are the tankiest. Bane's have the highest st damage and the best -res. Fort's have the highest team mitigation.

    NW's are really good at a lot of things, but I'd say Forts win at being the most flexible.
    I'm sorry, not going to go through the math with you. But a NW's damage exceed a Banes by a significant margin. You're free to believe whatever you wish though, but the numbers are there.
  9. I just wanted to note, that I like Banes a lot too. I'm not saying they're weak. In fact, they're probably the most balanced of the VEATs. But they aren't the best at anything other than perhaps ST resist debuffing. There no bias in that, it's simply the truth.
  10. Quote:
    Originally Posted by Steampunkette View Post
    Yaaaaaaaay!

    Also the whole "Incestual Family Ties" thing was retconned out, so the girlfriend/granddaughter doesn't apply.
    So long as my characters who did the arc remember being told about Tyrant's and Dominatrix's extracurricular activities, it's there. There's no retconning. That's just more of Cole's massaging of the history! (Also, have you done the Power arc where you confront Duncan? Seriously, they don't say it directly, but she's in an inappropriate relationship with Cole and probably Anti-Matter too.)

    Your hero is into some kinky stuff with his granddaughter.

    Quote:
    But yeah... I honestly wish there were two more paths for the Responsibles and Wardens.... Take out the worst of the Praetors. Not Cole (Since he needs to be in place for future content) and not KILLING them (since they need to be around for future content) but beating the living snot out of them and having them hospitalized for the remainder of your time in Praetoria if you're a Responsible, or getting them into BIG trouble with Cole if you're a Warden.
    Honestly, I think the Power Path, where you take all the "heroic" options is a significantly more ethical path than the Responsibility path. You get to confront Duncan and while she talks (or more likely sleeps) her way out of trouble with Cole, you get to make dialogue choices where you disavow being in it for fame and power.
  11. Quote:
    Originally Posted by Quinz View Post
    Technically, Heroes are all a part of 'Hero Corps' an organization that legalized Super Powered Beings for using their powers. They are under the same logo as Longbow, if I remember correctly. Heroes have to get registered with Hero Corps and have their progress monitored by various well-known heroes in order to keep their registry. That is why you have a 'card' (Your I.D., where you have powers, Bio, Security Level, etc. is listed).
    Hero Corps is a for-profit superhero service. Neither the Freedom Phalanx (and their auxiliary Longbow) or our heroes are members of Hero Corps.

    http://wiki.cohtitan.com/wiki/Hero_Corps

    Quote:
    All Heroes in Paragon (Or even the whole US, not even sure), are required to be registered or else they're 'vigilantes' which could go to jail for vigilanteism, as the real world. Essencially you're deputized by the city under the name of Hero Corps.
    Except for being members of Hero Corps, this is correct.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, the more I go about the game, the more I realise what bothers me in Praetoria - it's not actually a middle ground, not in the way I expected it to be. Not in the way a middle ground should be. Let me explain:

    Ever since City of Villains rolled around, the game has been mired in this concept of "belonging." In City of Villains, you "belong" to Arachnos, or so the storyline insists. Then I10 rolled out, and you got to "belong" to Vanguard, too. Then I11 rolled out, and you got to "belong" to the Midnight Club, as well. And now that I18 rolled out, you get to belong either to the resistance or the loyalists. All of the game's "moral" choices are, as a point of fact, political choices of support and membership. The very few actually moral choices there are - i.e. the ones that don't change your alignment - happen in-missions and don't seem to be treated as such.

    The more I play, the more I realise there is a path squarely missing, and it's the path I've been ranting about not having pretty much since Launch of I6 - it's the path of NOT siding with anyone by means of allegiance. This simply isn't there in the way it exists in City of Heroes. In City of Heroes, at least in the older content, you are a hero, and that's pretty much the extent of the story written for you. You find random people who need help, work with them to do good, and then move on your way. You're not a member of the Avengers, you're not a member of the Justice League, you're not a member of the police force. You are just a hero travelling the city, doing good. No more, no less.

    Recently, I've found myself wanting a third option, and being frustrated at the game's obsession with duality and only ever offering me two. I am in the process of designing a character who is neither good nor evil, but is more an elemental force which exists to preserve balance. However, the game only ever offers me choices between good and evil, even if sometimes which is which is subject to interpretation. What the game does not offer me, however, is the option to be neutral. I don't want to save people or punish the wicked, I don't want to kill people or make money. I just want to be left alone. Or alternately, I may just want to find ever more glorious fights to take part in, I may want to bide my time until I achieve my perfect form, I may want to build a stargate and escape to another world...

    The moral and ethical choice that I want to make but am never given is to not side with anyone and be neutral. If that makes me everybody's enemy, then so be it. I thought this is what Praetoria would be. Instead it ended up once again mired in the ethics of good and evil, just twisted around and around. Why are neutral characters always so shafted?
    GOOD POST!

    I agree with you Sam, and I think you hit the nail on the head. This has much to do with my general discomfort with CoV and why you wind up feeling much like a lackey there.

    The only thing about Praetoria is that I don't think in the world, as written, you have much choice but to 'belong'. The only thing you can really do is go AWOL, skip all the missions and fight everyone on you way to 20.
  13. Quote:
    Originally Posted by Steampunkette View Post
    Hah! He would find me wary prey! XD

    'Cause... Y'know... I'd still tear apart the Resistance (mostly the Crusaders, but lots of the Wardens) for what they've done to the innocent citizens.

    Maybe not put to death (Except the Crusader Contacts who would be put to death almost to the last) but definitely imprisonment or banishment for their crimes.

    -Rachel-
    You may not be as bad as Tilman or Cole's girlfriend/granddaughter, but you're still the oppressor! You'll get to Hatchet, Wardog or especially my old school bro Vagabond only if you can get through me!
  14. Quote:
    Originally Posted by Lord_Thanatos View Post
    My Bane provides more AoE damage then NWs with Crowd Control and Venom Nade. Provide more force multiplication with surveillance, venom nade and shatter armor (its a PPP, but what VEAT other then Bane is going to use it reguarly) Also the stacking res provides so much more burst damage for killing things like bosses during teaming compared to my NW.
    Well, I take issue with the AoE thing. Spin, Eviscerate, Dart Burst, and Psy Scream give you some very good AoE, more than a Bane who's switching between his mace and gun trying to keep up. And if you're going to add in PPPs, then Widows can take their boss's lovely Dark Obliteration for even more AoE with none of the annoying scatter that Banes have to deal with in Frag and the Mace AoEs.

    As for the -res provided by Banes, I have no quarrel with that. You all are right. In a team that certainly provides a great advantage to Banes. Whether is worth doing significantly less damage and having significantly less mitigation is up to the player.
  15. Quote:
    Originally Posted by Steampunkette View Post
    Well let's see...

    I'd have attacked and likely killed Praetor Tilman and Praetor Duncan... Freed the Seers, and hunted the Resistance to near extinction? Freed Penny Yin after I took down her father and his criminal friends...

    That's about it. The only things my Loyalist Responsible regrets. Being unable to take out those two monsters.... Mayyyyyybe Praetor Barry, too.

    -Rachel-
    My man Hatchet would celebrate your victory over Tilman and Duncan as he's preparing you for Marty's lunch!
  16. Quote:
    Originally Posted by Shadows Strike View Post
    Sorry i am asking so many questions.
    Can i skip some of the defensive powers if i get perma mind link
    and does having perma mind link's defence make up for not having a pet?
    The pets are nice, but it's not mind link that makes up for them, it's the substantially better damage.

    As for skipping defense powers, take them all. What are you going to take in their place that's worth more to you?
  17. Quote:
    Originally Posted by Da_Captain View Post
    Well put, like I say in most Bane vs Widow Comparisons, they really shouldn't be compared to each other, as they do have some similarities they are overall different.
    That, and any reasonable analysis shows that Night Widows do more damage and are substantially more survivable than Banes.

    Thankfully if Banes use their Huntsman powers they do provide some decent debuffing and AoE damage, so it's not all bad. It's just that they'll never be as good at NW in melee or as good at AoE as Crabs. Nice path, taken in isolation Banes are fine. But NWs are better at just about everything Banes do. And for what they aren't, it's better to switch to a Crab build.
  18. Quote:
    Originally Posted by Jibikao View Post
    Did you post in the Improve Bane thread that I created? :P
    Yes. I believe that if you simply create Mace versions of the signature Huntsman AoE powers, you fix any real problem for Banes. That or upping the damage on the ranged Mace attacks considerably.
  19. Quote:
    Originally Posted by Shadows Strike View Post
    How is the AoE on them i like to solo in huge mobs( i dont farm)
    Banes who take the Huntsman powers do EXTREMELY well in AoE damage. Not as well as Crabs, but I'm not sure anything does as well as Crabs. Pure Mace Banes are lol in AoE sadly.

    Night Widows are solid in AoE, but nothing like what Huntsman/Crabs/Fortunatas can put out. They have two very respectable cones, and one of the best PBAoEs in the game in Spin.
  20. Quote:
    Originally Posted by Jibikao View Post
    This I agree. I put a few good sets in my Blood Widow and her damage is amazing! But she is not a Stalker because she doesn't use "Hidden".

    I think if the OP wants a Stalker, I would suggest Bane just because Bane's range attacks suck so hard that it is always better to open with mace attacks.
    Slash is better than Shatter;
    Lunge is A LOT better than Pulverize;
    Strike is better than Bash.

    Night Widows better than Banes. The only downside being that you do have to go buy a Stealth IO, but that's hardly a deal breaker. The DPA on Night Widow claw attacks is out of this world. Their sky-high recharge and endurance costs are the only limiters. However, in a stalking situation, these drawbacks are much less important.
  21. Night Widows have higher DPS and Burst damage than Banes and are generally better than most Stalkers besides. Banes have little advantages over Night Widows and what advantages they do have are easily mitigated by easily obtainable IOs.
  22. Quote:
    Originally Posted by GuyPerfect View Post
    The Random Number God and I aren't exactly on speaking terms. My first thought was to go pick off Prisoner bosses in Brickstown, and my chat log later showed that it took 37 of those before I got a tip. So I went to Dark Astoria and started killing zombies, but for all my trouble and, again according to the chat log, 184 random minions later, I didn't think that was my cup of tea either.

    I wound up in Moth Cemetery due to the abundance of bosses, and the big, tightly-packed groups are always nice for a well placed Tip Mine. Nowadays, tips take in the order of 30 seconds each.

    Meanwhile, in Sharkhead Isle, it's not unusual for me to get tips off of three consecutive enemies:

    Prisoners reward one rank less than their display. That's your problem. Prisoner bosses are Lts. for all intents and purposes. Had you been fighting real bosses, I doubt you would have needed to fight so many.

    As you show in your image, fighting real bosses is like magic for tips.
  23. Quote:
    Originally Posted by Zombie Man View Post
    Funny, I was thinking about posting a thread saying that the drop table for (S)HOs needs to be re-weighted.

    We've been down this road with the C & D Rare Recipe tables... after a lot of time spent doing a TF or earning the Merits, we get Recipes in very low demand. We can't use it and hardly anyone else can... so, they get deleted -- something that's supposed to be very valuable gets deleted!

    And the same is happening with some of the HOs. I've got a ton of Centrioles in my base and they only sell for a few thousand inf. on the markets... which basically means they don't sell much at all, so, I delete it -- something that's supposed to be very valuable gets deleted!

    So, I say re-weight the HO drop table like the Rare recipes were. This will stop the price disparity which can be 1,000 to 300,000,000 between a Centriole and Microfilament.

    Everyone has travel powers, why they decided to make the travel HO the rarest is beyond me.
    The weighting can't be done like the Pool C/D was though. There are a LOT of ranged attack powers in the game so Centrioles would still be as annoyingly common as they are now.

    But I have a couple of characters who need Membranes. Not many 1-2 total since I had a few stored away. And it's a PITA to get those.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'm still debating if I'd waste far less time farming inf and placing a 2billion bid on the +def pvp unique I need rather than going the HV merit route...
    Let me know what you come up with on that. I'm wondering the same thing. I'm also wondering, if it's worth it either way since the character in question only needs it to cap ranged defense (melee/AoE are already soft-capped).
  25. Quote:
    Originally Posted by Lothic View Post
    Well based on what I know you can get INF-wise from converting A-merits into recipes I probably wouldn't make SHOs cost more than 5 A-merits, maybe even less.

    But to address the concern Ang_Rui_Shen came up with the Devs would probably peg them at your original 10 A-merits just to keep these from ruining the existing methods to get them.

    The net effect is that yes, we'd have a new way to get them, but that way would be grossly overpriced and semi-pointless to anyone who considers the existing options.
    Again, there's a couple of the HO/SHOs that are not as easy to obtain. But then adding a few items to a store hurts no one.