Grey Pilgrim

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  1. Quote:
    Originally Posted by Sailboat View Post
    70%, iirc.
    Yeah, mine will be sitting at 64%, but I didn't slot up Resist Physical damage (saved those slots to pick up some psychic damage resist).

    And Ironblade hit it on the head... Tanks should be tough, but not to the point where the whole game is easy mode... there should be some balance.

    *added*

    EBs are easier than AVs, Ultimo, but some ATs can solo easier than others. A tank should be able to solo the EBs in the level 40 story arcs, but that's going to get a lot more iffy with a Blaster, for instance (even though a Blaster can solo just fine for most things at that level). So it's kind of moot here, as Tankers will be fine solo. The Madame of Mystery might be a little rough, but she's hard for everyone.
  2. Quote:
    Originally Posted by Peterbilt View Post
    while not related to furry animals, this is a great card trick.

    (and yes, I posted this link elsewhere so I've pre-empted your whining.)
    Actually, I was going to whine that your linked video has nothing to do with the OP. So ha!

    (it is indeed a funny trick, though)
  3. Quote:
    Originally Posted by Satanic_Hamster View Post
    More of: Anyone actually going to be around? :0
    Oh, duh, it's Thanksgiving next week. Silly me, I completely forgot. My wife and I aren't planning on going anywhere out of town for Thanksgiving, so I think I will be around. I'd probably join in if anyone wanted to do Isos stuff.
  4. Yes, and I can't see how a non-IO'd tank (Invuln or otherwise) could not handle the AVs in this game, if they have team support. You don't have as much of a cushion, sure, but planning to take on AVs is part of the game. If you're running the STF, you make sure you have a way to handle the patrons and Recluse, etc.

    Also factoring in that Smash/Lethal are the most common damage types, and that you can add on to resistances to those significantly for Invuln, makes it pretty questionable that it needs even more resists elsewhere. You can get in the 60% range to Smash/Lethal for an Invuln without Tough, which is quite high with defense added in to the equation.
  5. It'd be nice and helpful, as it allows people to more easily put things in their trays as they want. I tend to use the first three trays and put my most used powers in the 1-6 slots, as those are the ones my fingers can reach most easily (even when using + alt or + ctrl). So this would be great for that. If nothing else, not having all your temp powers drop into your trays on respecing would be a great idea. Really annoying, that.

    If nothing else, Primary, Secondary, Pool, and Epic Powers should get primary placement after respecing.
  6. I'll be there... though I thought my 35ishness was on track.

    What do you mean ideas for next week? As in who will make teams?
  7. If the devs let Kheldians sideswitch. It MIGHT be that they won't let it happen, especially since Kheldians are so strongly associated with Paragon Police redside. This is just my logic... Epics might be locked in with their specific side... a member of Arachnos would be even more difficult to justify sideswitching than a Kheld, for instance.

    But who knows, they may allow it, and we have no indication to think that they won't let Kheldians sideswitch. There is some reasoning to think that they might not allow it, however, especially if there is some reluctance to let us customize our powers for roleplay reasons.

    Sorry to be so negative, I hope you can do what you want to do. Though I'd be curious how it would work with sideswitching... it would alter the bond with the human entirely for a Nictus or a PB... though I suppose you can explain that away without touching the powers. Hmmmm, interesting.
  8. Grey Pilgrim

    Fix Burn

    Quote:
    Originally Posted by SmegHead View Post
    God forbid I expect outside help in the form of a team member in a MMO...

    It seems like people look at everything that isn't great and forget about the good aspects of a power. I use burn to my advantage and make it work for me rather than cry about how a perfectly functional power is broken. If there was a power I would want looked at in FA it would be the tier 9 or a shorter recharge on FE and consume. Burn works fine for me. What you think a power should do doesn't make me or anyone else wrong. It's called opinions, we all have them.
    Bill already answered this quite well. You are very much missing the point. I'm glad you have found ways to leverage what is very much a fubared power. You can claim all you want, but Burn started out as an attack power... one that was altogether too strong. Rather than rebalancing the power via damage, recharge, how it applies the damage (as I am quite sure Castle would have done if he was given the job now, at least as I can tell from how he has adjusted other powers), the devs at the time give it a huge magnitude fear. That wasn't a good design choice, that was them flat out nerfing a power for farming too much. You can have the opinion that it was a correct decision, but I will flat out argue the bad logic you have in that opinion. Burn DID need to be adjusted, but not put to where it is. For years.

    Also, you might want to be careful of using the term "crying." I had Burn on my Fire/Fire tank back in the day, as it would have been insane not to. But I did feel it was kind of lame in some situations, and never farmed with it. Heck, I soloed much of the time because of my weird gaming hours in grad school and such. When I was on teams, I rarely used it. So, I don't miss the days of farming with Burn. What I do miss is Fiery Aura working as a set: Burn is just one of the powers in need of a tweaking. Consume and FE are the other two (as you already identified).

    Quote:
    Doesn't fire aura have fiery embrace and blazing aura as part of its offense? And FYI, burn isn't the only power that doesn't work "all the time". Take ice patch for instance. Lay that down then have a fire troller spread out some fire cages and see how useful that power is. Powers are situational, that's how it is. You use them to your benefit when the time is right. I wish we could all get the exact powers we want as well, but I'm realistic. Fire Aura could use some tweaks, but burn would be the last on my list.
    Fiery Embrace is also an issue, as it's really only beneficial to Fire Melee. Any other powerset, you'd rather have Build Up. Blazing Aura is nice, you aren't going to hear me complain about it, and that's one of the reasons Fiery Aura isn't pathetically weak. It just needs improving.

    And as Bill said, your example involves teammates working at cross purposes, not an example of a power not working. For what Ice Patch does, it works fine. Burn is an attack. It started out that way, and still IS that way: damage is its prime reason for being. It should work reliably as an attack.
  9. I keep forgetting to post or send you a tell. Thanks for the look.

    The biggest thing I'm thinking of changing is combining the third and fourth missions. I had a few people mention that going after the Family and then the Tsoo distracted from the main story too much. What do you think? I'm a little torn on it, as there are much more sprawling story arcs in the game that have good stories (in my opinion), but the MA seems to call for more focused storylines.

    Also not sure what to do with the 2nd mission ambush... guess I could have the ambush trigger on something done at the front of the mission, though I do think it's fun to put some danger at the start of a mission... usually too easy to slack off and go in however you want.

    That phrasing in Tydeus's bio is on purpose... it's evocative of epics like the Iliad, so I'm going to keep it for those that will notice it. Those other typos are maddening... I went through it like four or five times looking for those things... they're harder to find in MA than in regular writing, I think. So thanks for pointing those out.

    I like your ideas at the start... I want to get the player feeling more involved with the story (as they're supposed to think about their actions in the storyline, in addition to Bladed Justice's), so that will help there.

    Anyway, let me know what you think. I should fix it up some and get it in that MA contest.
  10. It was an extremely tiny download, so I don't know what it could have been, to be honest.
  11. Quote:
    Originally Posted by Mental_Giant View Post
    I got one!
    *shakes fist at Mental*
  12. Grey Pilgrim

    Fix Burn

    I'm glad you can grab your pocket controller and use it all the time...

    Sorry for being a bit down on that, but I hear this far too often. An attack power should not require an immobilize power. It's clunky and takes far too long. Look at other attack powers... do you see an immobilize being needed there? And especially in a similar set like Shields? No. You Shield Charge and you're done. That is good design. Requiring you to immobilize in some way just to use an attack is a terrible thing.

    I'm not sure why there are no end to justifications for keeping the power semi-useful. You are not always going to be teamed with a Controller (and a Controller that knows when to immobilize to maximize your use of Burn, too). Waiting until the 40s is rather iffy to be able to use Burn on your own, too (and only on a single target lieutenant at that, if you're a Tank).

    Instead, the power could be reworked to work ALL the time. Wow, what a concept that is. Sorry to be a little cranky about it... I've been grading too many papers lately, heh. But seriously, what design justification makes it okay for an attack power that is supposed to add to a set's offense to be so situational? There are far too many quid pro quos in using Burn. Make it so you can use it solo and team, without any other power prerequisites, and I doubt you're going to hear wailing and gnashing of teeth.

    If you're saying it's fine now, I ask you to really, really think about it. Is it okay for an attack power to require immobilization like this? Especially when there are far less clunky solutions readily available?
  13. Grey Pilgrim

    Fix Burn

    Quote:
    Originally Posted by Shinkada View Post
    ITT: People complain about a team-based power in a team-based game.

    Burn does a huge amount of damage if an enemy is Held or Immobilized, only marginally less than Incinerate, and it's an AoE. It only has a 25s recharge, even BEFORE enhancements, but the immobilize protection lasts for 100 seconds.

    Additionally it's 100% fire damage, which sits nicely with Fiercy Embrace, which btw is a great power. Enhancements + Fiery Embrace + Build Up = >400% damage. You can almost hit the damage buff cap on your own as a Scrapper which absolutely no other set can do. Additionally Fiery Embrace lasts longer than Build Up, and while it has a longer recharge time, this means +recharge buffs have a much better effect on it. It's a spazzed out version of an already useful power which can stack on that original already useful power.

    tl;dr: Both Fiery Embrace and Burn are amazing powers, even if one of them is very situational.
    Burn isn't necessarily a team based power. To get damage out of it, you need a good immobilize, AND to have that immobilize be activated when the mobs are nicely clumped around you: good luck on having that work consistently on teams. And Burn doesn't really fit the definition of a "team" powers... it's an attack. Also, it's VERY situational for a power that is supposed to be part of a set's reason for being "offensive."

    Burn should work as an attack not matter if you're on a team or solo, or if you have an immobilize. As long as it's so situational, it doesn't truly add to Fiery Aura's offense, which is purportedly why it has weaker resists, etc. Shields has the same approach, and it doesn't have powers that are wonky like this adding to its offense.

    A lot of things could be done to fix it, too. It could be made into another PbAOE of some sort (heck, it could have a big DoT upon hitting to remain more similar to the original power). The fear effect could be dropped and the recharge and damage could be adjusted to a level the devs feel is a good balance point. And so on. The power was nerfed like crazy back in the day, and done so in a bad way. Burn shouldn't still be paying for being a farming power, not when there are so many ways to make it work.

    Heck, that doesn't even bring up the Immobilize issue. I'm not sure why that was kept in Burn when the rest of the mez protection for Fiery Aura was moved from there.

    And sorry about bringing this back a bit... I saw it and wanted to get a bit more attention/discussion going, as I can't believe there was anyone saying Burn really was okay as is.
  14. Yup, cal trops are quite helpful for Blasters and Stalkers, too. Adds some nice mitigation, etc.
  15. So you went into the set, knowing you weren't going to take a few of the big powers, and you're wondering why it's "mediocre on damage?" That really doesn't follow. You probably would have been better off going Fire/SS if you didn't like the Sword attacks that much.

    Because Fire/Fire is a good tank build, both for damage and tanking. Mine does it quite well. It's not as easy street tanking as it is for WP or Invuln, but you can still main tank for your team in any content in game. The damage is good too.

    It DOES have design issues that need to be fixed up. Burn and Fiery Embrace are the biggest things, though some of of its mez protection would benefit from fixing, too. Even so, it's working pretty well as a set, hence its not being changed any more in depth than it did back in I13. Like it or not, the devs are going to the bigger problem ATs and powersets first, and Tanks and Fiery Aura just don't fit the bill well enough. Heck, Going Rogue is surely taking precedence over many things. Defenders are probably the next AT getting a look.

    Fixing Burn requires substantive work (I really don't believe that Castle or the devs think Burn is fine as is) that is on the back burner, in my opinion. Pure conjecture on my part, of course, but the issues in Fiery Aura are not just a matter of players arguing for being "more uber," either.

    A fine distinction, perhaps, but that's what it is. Fiery Aura works pretty well, and can tank just fine. Not as smoothly as it should, but it does work well.

    *added*

    I suppose I should post my IO build. It worked well for me as I was getting the cash for it, too. You can go for different types of defense as well, but it works for me.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grey Pilgrim Switchover: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-EndRdx/Rchg(19), ImpArm-ResPsi(40)
    Level 1: Scorch -- F'dSmite-Acc/Dmg(A)
    Level 2: Healing Flames -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(3), Mrcl-Heal/EndRdx/Rchg(9), H'zdH-Heal/Rchg(17), H'zdH-Heal/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(33)
    Level 4: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Dam%(42)
    Level 6: Fire Sword -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(9), Mako-Acc/EndRdx/Rchg(11), Mako-Dam%(37)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Consume -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(27), P'Shift-EndMod(34), RechRdx(45)
    Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(42)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(46), Winter-ResSlow(50)
    Level 16: Swift -- Run(A)
    Level 18: Health -- Heal(A)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 24: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Rchg(34), Sciroc-Dmg/Rchg(43), Sciroc-Dam%(46)
    Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27)
    Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31), M'Strk-Acc/EndRdx(46)
    Level 30: Boxing -- Acc(A)
    Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33), TtmC'tng-ResDam/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-EndRdx/Rchg(45)
    Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dmg/EndRdx(37), T'Death-Dam%(37)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Char -- G'Wdw-Acc/Rchg(A)
    Level 44: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(45)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
    Level 49: Rise of the Phoenix -- Heal(A)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Gauntlet



  16. Not sure how you can even see comments... the mods seem to have removed comments, as far as I can tell. Or did they get moved somewhere that I cannot see?

    Not that big a deal... most a silly way of going "go you!" or "boo you!" to a post.
  17. Well, you've run a fair amount on Mondays, so I was checking to be sure. Sometimes people say tomorrow, forgetting what day of the week it is, what time they are posting, etc.
  18. Because he wants to sell to a fellow Victoryite?

    Are the level 10 KB IOs selling for that much? Higher level ones are cheaper (even 18 or so), at least when I looked, and 18 is the lowest you need it to really be if you exemp, so... weird.
  19. Congratulations... have fun!
  20. Quote:
    Originally Posted by Satanic_Hamster View Post
    Looking to do Manticore tomorrow night.
    I'm assuming this means Tuesday night? Just wanted to be sure.
  21. I have a WP/DB at 50, and he was quite fun to play. It is technically a tighter build, but I still fitted in all of DB's attacks, Tough, Weave, and Aid Self, so it's possible and fun.

    As with many Tanks, it works quite well, but you notice whenever you get another attack. I think 28, 35, and 38 had noticeable steps up in performance (firing off the AV combo alone is great... tons of orange numbers ticking off, adding to your other attacks that are firing off). Once you get all the AOEs, you're really a monster... you pretty much want to be taking on big mobs all the time, as it feels like a waste to fire off all that AOE on just a couple mobs.

    Other people made the good point that DB is a lot of smaller numbers adding up quite well. If I switched to my Macer, he seemed like he was doing more damage just because the orange numbers were bigger. But then you remember that DB puts up a ton of small numbers, and is actually on par with it. If you want your Tanker to be a big "SMASH!" type, DB probably isn't for you, but it performs quite well just going by the numbers and play experience.
  22. Quote:
    Originally Posted by Organica View Post
    Invul tank says, "I'm gonna taunt from a distance. Then I'm gonna run around, and maybe try and pull to corner." Tight group of enemies... becomes less tight. Time is wasted. Scrapper is not happy.

    Shield tank has shield charge. Rush in! No waiting! Lock and BOOM! Scrapper swoops in, blasters blast, enemies die BEFORE they can scatter! On to the next group! Scrapper is happy!



    (Not to say that every non-shield scrapper is as inefficient as the first example... but my working theory is that a shield tanker with shield charge is never tempted to NOT charge straight in, save in situations where that might kill the entire team. And maybe not even then...)
    See, I know you're just trying to write a fun post, but... that behavior doesn't make sense for an Invuln Tanker, either. You get that nice defense boost from having enemies around you, so you should be rushing in. Heck, pulling behavior doesn't make sense for any tank, unless you're facing one of those combinations that will bring in a lot more mobs than your aggro cap will allow for. Most teams will still be able to handle them, but I've had enough teammates faceplanting happen from taking on 3+ mobs at once that I try to plan out more and call for a pull (if I can catch people in time, which we usually can, as I'm a fast Tanker that runs ahead of the team to get things set).

    But yeah, Shield Charging in is always fun. I enjoy it: more dramatic than running any day.
  23. Yeah, this is why I find suggesting anything for Kheldian issues. Rather than just looking at pure power balance, they also clearly have tech issues that would need to get worked around (a major reason they're not quite as solid of an AT as other ones). And we have no clue what has been attempted, other than something with the forms.

    It's smart not to announce a change or even propose something until you have something somewhat together, but I do wish a dev could chime in with something. Kheldians are a very cool idea (and play a lot different than other ATs) that stand out in CoX, even though they're still a bit wonky because they are more complex from the formshifting, huge amount of powers, etc.
  24. Only real power I want changed to KD rather than KB is Solar Flare for Peacebringers (can't recall if there is a WS equivalent... the one control cone that does KB is probably okay... you just have to plan for it). It really doesn't work well for human form, as you usually want things kept close... though I'll often toss it out when Photon Seekers is going off.

    I want KB for the Nova powers, though. Some mobs do resist KB, so I want that to work when I need it for a ranged form.

    Photon Seekers, I just don't know. I think lowering the recharge would be helpful (and not overpowered... they certainly don't do enough to justify their current damage), and increasing the range on their damage... all too often a random minion at the edge of a group gets most of the damage, making it less useful than it should be.

    One more random idea... I think that if they made human form powers workable in the other forms (the heals, etc., not the attacks), Dwarf would still be usable if you gave human form a little bit of mez protection. Probably a tech problem, but it's something to think about. Could toss some higher melee damage to Human form, too (scale 1, rather than .85).
  25. Quote:
    Originally Posted by Mental_Giant View Post
    Victory's pretty much a ghost town so it's usually not hard to get the name you want.
    Watch how you joke, MG, some ignorant types will think you are serious. And nice one, Viv... quite funny.

    Anyway, as the game goes on, I wonder how much you can really get out of these threads. I know I don't have any lowbie alts laying around that I'm never going to play, for instance (it's actually kind of sad... there is something fun about those first levels that I don't get to experience anymore), so I'm not going to delete them: they have a name I want. But maybe those of us with more cash to buy slots have more expendables, I don't know.

    There are also going to be plenty of people that either never check the forums, or are no longer with the game. I wonder if they're going to do a name sweep again.

    Hmmmm, this reminds me. I hope Going Rogue gives us a few more slots like CoV did... otherwise I'm not going to be able to run anyone through Going Rogue on Victory. (Though I might have a vet reward giving me another soon).