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Posts
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Quote:My unscientific impression is that many new stone tankers seem to have been stone brute players before, and are used to a more brutish play style. They are also quite accustomed to having kinetics being the most widely played buff set, and tend to be lost without one.I have to agree with Kruunch, most of the stoners I see are terrible tanks. My stoner was my 3rd tank, I only got him to 50 because i was tired of lookin at him at level 42 for 2 years, as I quit playing him after ED hit and it became a sloth.
I made my stone/axe tanker in i5 and levelled that tanker to 50 shortly afterwards, but hardly play her any more. Granite is very tough. It is also very annoying - the speed debuff in itself is not so bad, but the inability to jump over common obstacles in the game is. And granite just doesn't mesh well with many concepts, and without a concept I cannot enjoy a character. -
Cimeroran costumes do need to be bought with tickets.
There are absolutely no possible trademark or copyright issues with this, regardless of what the censor thinks. Anyone can make an original interpretation of Hercules, an Achilles, or a Colossus, even if those names have been given to Marvel or DC characters. Elements from their mythological origins, like Hercules' club, are also fair game.
I would be quite interested in playing an arc based on this. My only regret would be that it is currently impossible to populate a Cyclops cave with sheep. -
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Quote:I cheerfully disabled mine, because I shall continue to post what I actually think, without regard to whether my opinion is disliked or not.When I get insulted by someone who can't spell properly and uses homosexuality as a perjorative, it pushes me ever-harder into the assumption that I'm pissing off the right people.
No 'r' in 'pejorative', BTW. -
Re-trying the build post, just for format purposes.
FWIW, I take Fly at level 14 because I'm an old fogey, and level 14 is for travel power.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Courtney: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Shadow Punch -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(3), Acc-I(13), Acc-I(15), Dmg-I(39), DarkWD-Slow%(40)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(5), Heal-I(15)
Level 2: Smite -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(25)
Level 4: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(7)
Level 6: Air Superiority -- Acc-I(A), Acc-I(7), EndRdx-I(11), EndRdx-I(17), RechRdx-I(29), RechRdx-I(37)
Level 8: Swift -- Run-I(A)
Level 10: Indomitable Will -- EndRdx-I(A), DefBuff-I(46), DefBuff-I(48), DefBuff-I(50)
Level 12: Siphon Life -- Acc-I(A), Acc-I(13), DarkWD-ToHitDeb/Rchg(34), DarkWD-Rchg/EndRdx(34), Heal-I(43), Heal-I(48)
Level 14: Fly -- Flight-I(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), H'zdH-Heal/EndRdx(17), Taunt-I(36), Taunt-I(39), Dct'dW-Heal/EndRdx(40), Numna-Heal/EndRdx/Rchg(40)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(19)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Mind Over Body -- EndRdx-I(A), ResDam-I(25), ResDam-I(37), ResDam-I(37)
Level 26: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(34), Acc-I(46)
Level 28: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(42), Abys-Acc/Fear/Rchg(43), Abys-Dam%(46)
Level 30: Heightened Senses -- EndRdx-I(A), DefBuff-I(31), DefBuff-I(31), DefBuff-I(48)
Level 32: Midnight Grasp -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(33), TotHntr-Acc/Immob/Rchg(33), TotHntr-EndRdx/Immob(33), Dmg-I(43), Dmg-I(45)
Level 35: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(36), Stpfy-Acc/Stun/Rchg(36)
Level 38: Strength of Will -- ResDam-I(A), ResDam-I(39)
Level 41: Tough -- EndRdx-I(A), ResDam-I(42), ResDam-I(42)
Level 44: Weave -- EndRdx-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury -
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Quote:I gather what you're saying is that, whether I had slotted the attacks in my level 14 tanker for endurance reduction instead of damage, it still would have cost the same amount of endurance to have taken down those two skulls. Regardless of which way I slotted, I'd only have 1/3 of the bar left. Slotting endurance reduction instead of damage would have yielded identical results.Have not been following this thread but was gazing through and this note caught my eye.
Enhancing attacks for endurance cost or for damage are both exactly equivalent as far as endurance efficiency goes.
Take an attack that does 1ds of damage and has 3 slots. Use the slots for damage. You do 1.25 damage. That's 4.158 end per DS.
My first instinct is to slot up accuracy; this is a habit from earlier issues, from before Beginner's Luck, but it's a habit I keep. Once accuracy has been added, I put a couple damage in, because damage powers are there for damage.
There is something seriously wrong with the endurance mechanic at lower levels if a single heroic spawn leaves the player unable to move on to the next. Again, I'm thinking especially of the new player who has read nothing here, rolls up a new character, and after a few hours of play decides whether she is having fun or not. That player may have played other games, where all melee characters need to concern themselves with is recharge, not with managing a mana bar. -
The greatest portion of mine are literary, mythological, or historical allusions. Some are rather obscure, others less so.
I managed to snag Betsy Ross as a name for one of my scrappers, mostly for a costume design made for the Fourth of July.
My 2XP Weekend character projects included Omphale, a tanker, and Giulia Tofana, a stalker. Madame Nhu is my Arachnos Night Widow. Grignr is a broadsword scrapper. Witchfinder General is a defender, and so is William Shakespeare. -
Quote:That's one of the few good powers to use that slot in. (The only other character I have that button slotted in is an Arch/Dev blaster, in her Targetting Drone.)I slotted a [Gaussian's Synchronized Fire Control: Chance for Build Up] IO in Invincibility
Was that dumb?
I haven't noticed it going off, yet. Does the proc have a chance to go off periodically, or only when I first fire up the toggle?
Having a chance for build up in a toggle you'll be running anyways is better than having one in a Build Up power that's only going to be active for ten seconds every minute or so. -
Quote:I don't like Stone Armor nearly as much as I like Willpower. It isn't the debuffs in Granite that annoys me; they could be worked around, if I were motivated to. It's mostly the aesthetic annoyance of the set. Customization is one of the chief glories of this game. -Movement, I can live with; -recharge and -damage, I could live with; but I just really can't enjoy a character that looks like any other Granite tanker, without a personality. So my level 50 Stone tanker is still mostly using the same IOs she had when she hit level 50 in i6.Not exactly...
I simply wanted opinions on whether or not the weaknesses of Granite are worth its super-buff versus WP's lack of weaknesses but less overall defense.
Perhaps that could've been explained better, sorry.
Stone is also not a whole lot of fun to play before Granite, either. This is Willpower's great advantage, for me. It lacks aesthetic annoyances and is a lot of fun to play. I don't find the Granite tradeoff worth it, for reasons unrelated to Granite's toughness. -
Here is an example of the problem.
Omphale is an Inv/DM tanker, rolled as one of my 2XP weekend lowbies. At the time of these screenshots, she was 14. (15 now. Synapse planned later today on Victory, if you are interested.)
In this screenshot, she has only 1/3 of her endurance bar left after having soloed 2 even level level 14 Skulls, one a minion, the other a lieutenant. I did not need to use the self-heal, which as you can see is charged. These were the first two spawns in the instance;
This screenshot shows the character's current slotting, which is probably unusually good for a level 14 character; she's been twinked by my craft-badger. I have neglected neither accuracy nor endurance reduction. A character without those resources would probably still be mostly slotted with TOs.
After defeating two even level Skulls, she's in no shape to move on to the next spawn, where she will run out of endurance, fight very slowly while waiting for it to recover, or drop toggles and lose as much health or more as she's lost endurance. On a team, facing larger spawns, and where the character needs to attack to hold aggro (Inv has no aura until level 18) she will be even less ready for the next spawn after fighting a regular spawn on Heroic.
I do not believe that my slotting is unreasonable, and my pace of play would be reasonable elsewhere in the game. I was not taking on unreasonable challenges. After a single normal fight 2/3 of my endurance is gone.
This is not the game showing its best face to the new player. Opinions may vary on what to do about the endurance issue. But those who deny that it is a problem that needs solving are simply talking nonsense. -
Quote:Historically, that had been the case. It really only started to change for me come i13, though, when the changes to SG bases made it possible and desirable to create salvage storerooms and to add more storage. This allowed common SOs dropped for high level characters to be passed off to lowbies, who could vendor them and afford DOs. (SOs still seem to have no value in the AH.)Out of curiosity Hereclea, how is it that you cannot afford DOs at 12? I remember back in I6/I7 that I had to pick and choose what to slot with DOs because I couldn't afford more thant two or three powers slotted. I even jumped level 12 when they opened and only slotted at 17, cash was just that bad.
A new player character without an old and established SG is still going to be faced with the old economy, especially if the AH is going through one of its semi-random fluctuations. Generally, now, my levelling characters have common lowbie IOs made for them by badging characters, so I don't slot many DOs any more either. -
Quote:You realize that if end mod enhancement is improved, your end drain powers will become more effective if you slot them for end mod as well?Hmm, interesting, but I can see a potential problem with that. If you move End Mod enhancement to Schedule B, that'd be a nerf to all other end modifying powers. For example, it would be a nerf to end drain / recovery debuff powers. The last thing my /Elec Defender needs is a downgrade to her secondary effect.
Not sure how much this helps the pre-Stamina game,though. -
But now, I find myself possessed of an uncontrollable urge to roll an Entwicklung.
I have no idea what it is, perhaps some kind of tree form critter, a combination tank/healer. Whatever it is, I want one.
On a somewhat more serious note, the guide to guides and the class guide sections now are full of broken links. The guides themselves seem to have made it. My "Guides" signature link now goes to a Ouroboros Portal user page where all my guides are listed, and I updated them. But the links in the message no longer work. -
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On a point for non-tanks, my recent experience with some of my lowbie alts with this issue on my mind has shown me that for a lot of my non-tank low levels, health is the bigger bottleneck than endurance (they simply don't have the mitigation to survive a fight long enough to use up their endurance), which might be why non-tanks don't notice the issue as much. Once these characters hit their teens and start getting some of their more staple attacks, this changes, and the 12-20 game become endurance again.
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This, too, would also be helped by making Rest recharge in a much shorter time than three minutes. -
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The devs set the average time to obtain powerful items higher than less powerful ones, in an effort to give inclined players something to strive towards. The price is high because it is an alternative to grinding the item out yourself - you have to grind out the price instead.
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I don't see how it's ever going to be possible, within the time for actual play that I get, to ever acquire the 200M+ price tags on the most expensive IO recipes on a single character. As you note, all the Devs can do is set an average drop rate for those items. Who actually gets rich from them is a function of pure, dumb luck --- the same way it works in the "real world".
Over the course of play, I have sold exactly one purple recipe: a Fortunata Hypnosis, I think it was --- whatever it was, it was something that no level character I'm that interested in IOing up could ever use. This did not command that high of a price, either; and my ability to set its price higher was limited by an inability to pay a higher listing fee. I have received several other purple recipes; but all were crafted and handed off to characters that could actually equip them. -
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The Golden Rule forbids prices from rising or falling based on supply and demand.
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In a battle between theology and market forces, I am afraid market forces will win as not everyone shares that outlook.
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Not in the last analysis. -
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My lowest level toon is 18 and he has 40ish mil on him atm from drops.
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Good lord! I don't think I've ever had more than 35M on a level 50 character, ever.
Then again, I hoard drops and set recipes. I only sell what I am certain no character of mine will ever use, which means that most set recipes get saved and stored for the future. -
I do the same thing. I keep an occasional orange I know I will need. But I no longer stock up on them for the future while vendoring at least the tech white stuff, which usually was not worth the trip to put up for sale.
And, the ability to acquire them at will has exerted a calming value on prices. Prices on some oranges used to range from 1.5M and higher; it's rare to see them selling for more than 800K blue side now. This experience suggests that making white salvage purchasable to order will also help calm the AH markets. Knowing there's another way to get specific pieces you need will lead to more reasonable prices being set, and temporary peaks will be undercut. -
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You don't have to list your items for high prices. If you really want to follow the golden rule, list all your salvage for what it'd sell for at a store.
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Yes, that's what I usually do. -
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I don't PvP more because I don't feel like I'm doing anything with my time, at least in this game. The IO drops might change that, but I'd still need that push to get into it in the first place.
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That's part of it, for me. The absence of meaningful team play is annoying. I've joined some of the Fight Night events and been assigned to a team, only to have everyone scatter and go bouncing around. The most organized team I was on, someone was calling a different target every three or four seconds, and even if I managed to get close enough to attack one, a new one was announced.
The detoggling is a deal breaker also. It's no fun to have most of your time occupied by waiting for toggles to recharge, only to have them knocked off once more by a very brief mez.
If they fix detoggling and allow cage matches, I might try it again. A stand-up duel might be enjoyable. But trying to fight people with 70' range attacks with 7' range attacks is no fun. -
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Mainly I've gone for bronze rolls. I might think I must have gotten lucky except for the fact that we're talking over a dozen characters.
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I do not make a habit of wasting tickets on recipe rolls. Every time I've done that, I've gotten burned. It is vexing that I have to waste tickets to acquire white salvage also.
The Golden Rule forbids prices from rising or falling based on supply and demand. Even if I could make enough inf selling the junk I get for more than it's worth to buy it at auction for more than it's worth, that only compounds the evil. Better to have even common salvage purchasable for a fixed and known quantity of tickets. -
That assumes that the chances for any one item dropping are equal, and after several tries I am not convinced that is the case.