Jade_Dragon

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  1. It's pretty much been the one bubble as long as I've had my Bots MM.

    Still nothing to sneeze at when stacked with Dispersion Bubble or Force Field Generator.
  2. Jade_Dragon

    Tankermind

    The overall best combo for a Tankermind is usually said to be Bots/FF. This makes for a good combination of personal defenses, Dispersion Bubble stacked with a shield from the Bots, along with good aggro from all the knockback powers. PFF can also be very important in handling emergencies, although of course you can't maintain aggro with it up. You can certainly grab aggro and then use PFF to counter the alpha strike, though.

    /Dark supposedly is also a good choice, although the lack of a good mez protection would cause problems, I think. /Traps is also good for much the same reason as FF. There aren't many other Primaries other than Bots that offer you protection along with the other henchmen, although I would guess Demons is now a good additional choice here.

    I am actually using a Tankermind strategy with my Ninjas/FF MM, not because Ninjas are good for Tankerminding, but because Tankerminding is a good strategy to keep Ninjas alive. It's working pretty well so far, but I don't know if it would protect a whole team to the same extent as Bots.

    I can't really offer any build advice, as I don't work with Mids and don't have a lot of experience in that kind of min/maxing. Hopefully someone else can.

    I assume that you don't need an explanation of how the Tankermind strategy works? To me, Pain and Poison are more suited to letting the henchmen take the meatshield role.
  3. In short, in the time between when you fire an attack/mez and the effect actually takes effect, which is essentially the casting time of the power, the foe is allowed to fire back at you. This can result in a foe which has already been calculated as dead, due to damage taken, hitting you.

    Since you can do exactly the same thing to them in return, I wouldn't exactly call it unfair. We just don't have the reaction time of a computer, and can't normally react to an unexpected attack within the duration of a typical cast time. There are plenty of times, though, where you will get an attack off just before you are mezzed or killed, and I'm sure no one would want to give that up.

    I suspect the reason that you felt you could manage this in the past is that you were at a lower level. Either the foes had a lower chance of hitting you, and thus the counterfire usually missed, or the hit did such little damage that you disregarded it's effect. The game has always worked this way, since the day it was released, and in fact all MMOs that base their results on "to hit rolls" work this way.
  4. Quote:
    Originally Posted by Nyx View Post
    Plus...Tentacles! I dont even know if Tentacles is a super awesome power, but it looks awesome so it's good enough for me.
    Tentacles stacked with Night Fall is a good 90% of the AoE capability of Dark. Tentacles is an EXCELLENT power, it's only slight drawback is that as a cone you don't have as much range as a targetted AoE, but it is perfect for locking down a bunch of foes that you've herded into one spot so you can melt them.

    There's also nothing more fun than hitting a Giant Monster with Tentacles and see even bigger Giant Tentacles come up to surround it.
  5. Quote:
    Originally Posted by Jibikao View Post
    I only summon zombies to take alpha and I didn't bother to heal them. I just put one -recharge in them so I can summon for next mob sooner. It was a weird build but I kinda like the ST damage from all the Dark Blasts.
    I will typically only summon my Punks at the beginning of the mission, and not replace them unless the Arsonist dies. My build was pseudo-petless for a long time, though, I didn't get the Punks/Arsonist until just before 32. (He wouldn't have have Burn before that)

    A good rule of thumb is that each Tier does about the same damage, overall. Meleers tend to do slightly more damage, both because their attacks are better, and henchmen have a higher melee damage modifier. Tier 2 tends to do most of the damage for Ninjas, Necro, Thugs and Demons (from what I've heard) for Bots and Mercs it's the Tier 3.

    Your own attacks are always a controversial subject, but you can pump out a lot of damage just by adding Vet Rewards to your chain. (In fact, my Nin/FF doesn't even USE her bow, she uses Sands of Mu and Temp Powers like Revolver and Hand Grenades)
  6. I find multiple builds better for adapting yourself to troublesome missions. For instance, I typically combine a Tri-Form build with a more specialized build in case the Tri-Form is just TOO adaptable. Since I build a Tri-Form around the concept of "dancing", or constantly shifting, it wouldn't work to try to split it into Human/Dwarf and Human/Nova and select based on what I expected the mission to be.

    To be precise, my Warshade is a combination "dancing" Tri-Form, and a primarly Human form build, with Dwarf for when I am in danger of being mezzed. The Human form deals most of the damage, but right now it's not mature enough to keep me alive very long, so the Dwarf form is about at the same level as the Tri-Form.

    My Peacebringer is a "dancing" Tri-Form, combined with a balanced Human/Dwarf build with Nova added on for a flight mode. I also have a PB who is still pure Human form, but I haven't gotten him to 20 yet. I'm actually waiting until Kheldians get Power Customization, right now I'm not happy with the standard colors for the concept.
  7. Ahahahahahahahahahah! Yet another convert!

    Seriously, since my Warshade got to 34 and switched sides to become a Nictus, I have been unable to keep my self from yelling, "I'M THE MF'ING WARSHADE!!!!!" every time I Mire into a group, smash them to a pulp, and suck out their souls to keep the engine of death rolling. I used to think it was exaggeration too, or at least behavior unique to high levels with IO builds, but then I made it across that boundary line and found myself running at +1/x4 all the time, too.

    I honestly don't know what it is, I limped through the early 30s with exactly the same Stygian Circle, double Mire, Gravity Well, and Self Destruction just for fun. Then at 33 or 34, something... HAPPENED. Maybe it was a few more slots in Dwarf to bolster my Resistance, maybe a few more Damage Enhancements in the attacks, maybe an IO I slotted here or there. Maybe it was Fluffy. (Or whatever you 'Shades call it) That blast of his sure packs a whallop.

    No, really, it's all true.
  8. My Rad/FF Defender is going to pick up... well... Stamina.

    I'm sure I'll be able to free up some slots not working around a Staminaless build. For one thing, my team build can be more solo oriented since I won't have to rely on Vigilance for it.

    My Defenders with Stamina are still pretty low level yet. I think it will be other ATs that I will be spending time on respec'ing. Although I have a couple of Corruptors that will get some rework.
  9. /Dark does have a lot of good synergy with FF, because it helps with your personal defense, as others have mentioned, and it has a self heal. It also deals pretty impressive damage for a Defender set, although you pay for that in End cost. While it lacks the -Res of /Sonic, EVERYTHING else lacks the -Res of Sonic, and so it's probably a pretty good second choice.

    I will agree on slotting for damage instead of -Acc debuff, while those debuffs can be impressive when stacked, keep in mind it's a secondary effect of an attack, and thus won't be as powerful overall as a true debuff power. (Like in Dark Miasma) The best thing to do is keep an eye out for useful Acc debuff IOs you can use, like those which give Acc or End reduction. Then you can throw in one or two with Acc debuffs to get a good Set bonus. Make sure you three slot damage first, but you can slot out to six slots and work a Acc Debuff Set in there once you get to the high levels.
  10. I suspect VEATs did not get access to APPs to maintain some equivalence to HEATs. HEATs do not get access to either APPs OR PPPs.

    Like HEATs, VEATs also have a larger selection of Powers than other ATs, and thus still have choices past 41. I'm guessing they were given access to the PPPs in the first place because they can run the missions, and in the context of the game lore it would make sense for the Patrons to grant them some sort of power if they chose to run that mission. They always had the option to go for more powers from their base or chosen branch, though. You might consider that their version of the APPs.
  11. Quote:
    Originally Posted by PhroX View Post
    Heh, my Fort is basically a Claw/SR scrapper with nice helpings of controls and team buffs on the side. I started with the ranged attacks, but I eventually came to the conclusion that the melee ones just kill stuff faster.
    Heh, would you call that a Clawfort, like a Guncrab?

    I've often figured that would be a fun route to go, even though it's not represented in the NPC roster. (NPC Fortunatas have no melee attacks at all, and say so in their help text)
  12. Quote:
    Originally Posted by Wavicle View Post
    I think the comparison of a Taunt-less AND Taunt Aura-less Tank to a Soldier without TT:M is apt enough.
    In all fairness, skipping a Tier of pets on a Mastermind is probably an appropriate comparison, too.

    I once made an analysis that if you have three powers, the MM attack powers, that provide about 25% of your damage (more like 20% past 32, but let's not nitpick) and six powers that provide the remaining 75% of your damage, then on the average a Pet power is about the equivalent of two attack powers. Or conversely, the attack powers are about half the value of the Pet powers. Of course, this doesn't include the defensive benefits of Pets, but it's a good rule of thumb.

    For most ATs the Powers are, for the most part, weighed equally, that's the way the game is designed. When those rules are broken, that's when you get the "must have" powers. In the case of a Mastermind, it's just design that the Pets and their buffs count for more than the other three powers.

    TT:M is at least similar. A great deal of capability is built into that power that isn't redundantly available on Spiders. Likewise, it's pretty easy to make the comparison that one Spider TT:M is the equivalent of TT:M + Mind Link on Widows. One power that is the equivalent of two. If you do choose to skip it, you'll need two more powers just to take its place...

    This is not to say that you can't, or even that two powers out of nine, or eighteen, or even 24, is all that game breaking. But why beg the question, when you've got 24 choices to choose from? Then it becomes not a question of whether you pick up TT:M, but when?
  13. When I saw this thread title, my first thought was, "He's looking for the toon whose powers are all mostly bugged?"

    I definately think a Plant/Thorns Dom created using the insectoid costume elements would be awesome. The Plant connection would be because, you know, pollenation and stuff. Not to think too deeply about it...

    Also, the fireflies aura which I think is coming in I19 might help. And isn't there a flies aura, like with the Vahzilok Wasting Disease? (so as not to have to get the disease itself)
  14. Just to say it, I will often follow Cobra Strike with an AS. That way I do sustain DPS while setting up the AS.

    Of course, I have to watch and make sure the foe was really stunned...
  15. Yeah, the feel from the old, pre-GDN and ED days, is really only attainable in the current game through IOs. That's kind of the point, really, the devs could not have introduced IOs in the old game, as everyone was already "at the caps". They had to pull everyone back down so a) there was room to expand with Inventions and b) support teammates would have a bigger impact.

    This honestly may be what some people mean by "feeling like a superhero". Being so close to the caps that nothing touches you and nothing effects you. You obviously can still be challenged (at +4/x8 difficulty) but you have enough time to react that there is a sense of power and security.

    OTOH, I find it's a lot of fun to go through a mission as a Stalker, taking on foes one by one and taking them down almost casually. Some ATs lend themselves to steamrollering over crowds of foes, while others feel "super" in other ways.

    I've also posted in the past that I don't feel we, as the generation of heroes after the Rikti War, are the Superman type of heroes. We're the second stringers, the ones who might not have even KNOWN we had powers if it hadn't been for the Surviving Eight effectively begging everyone who could to join in the fight. We're the Mystery Men, as mentioned, or Matter Eater Lad or Infectious Lass. So it takes us a lot of work and training to get to the point where we're equals to Statesman and company. (from 40 to 50)
  16. Quote:
    Originally Posted by Wavicle View Post
    I WILL tell them they ought to improve their build. I'll explain how and why, as politely as I can considering that I'm telling them they did it wrong.
    Yeah, if I saw an SoA without TT:M, I certainly would point out that it would considerably help their defense. Especially prior to 24, where even a Widow needs all the defense she can get her hands on to survive in melee.

    I do think the idea that it costs too much Endurance, as well as that the Defense isn't that great, is a holdover from Leadership. They've heard talk about Manuevers being all of that, and assume it's just exactly the same power. I would say, for a Soldier, "No, it's like half the Endurance cost of Manuevers, and three times the Defense. It costs no more End than any defense used by a Scrapper or Tanker. In fact, you can think of it as your defense, and that it helps the rest of the team is a bonus." Seriously, I'd say exactly the same thing if it gave the 10% defense only to the caster, and the rest of the team only got 5%.

    Obviously, no one is going to learn that if no one tells them.
  17. Just to say, back when the game first came out this is one reason I picked up Stealth on my SR Scrapper and even used it as his in-combat defense. Of course, back then we didn't have "real numbers", so I probably wouldn't have tried it had I known there was such a huge difference in Defense. (Then again, this was pre-GDN, so it was twice what it is now)

    I personally think of SR as the "one on one" Defense. Invulnerability is about drawing crowds around you, Ninjitsu is about sneaking around and using "wonderful toys", WP is a jack of all trades and middle ground. Even though it lacks stealth, I find it easier to play SR with it, using pulling and breaking up foes so I'm not hit by lots of AoEs.

    That's not exactly Tanker strategy, though.

    Then again, it can be amazing playing a Stalker and having that 37.5% Def from Hide. It makes it a lot easier to deal with it on SR Stalkers. Maybe SR can have a similar mechanism, maybe an additional 10% AoE Def somewhere that you lose when you have someone in melee.

    Also, I believe that once upon a time my suggestion for an Evasion replacement was a scaling power that added to your End regeneration based on number of foes around you. This would compensate for SR's noted End costs, as well as that Quickness gives you a recharge boost. Of course, stacked with Elude that might make for a lot of extra End, but perhaps that could be reduced accordingly.
  18. Quote:
    Originally Posted by Adeon Hawkwood View Post
    If it's doable with Brawl it is theoretically doable with any power.
    What I suspect is Brawl is a "kludge". Although no specifics have been given, from the way BaBs and others talk about it it sounds like Brawl itself is hardcoded to skip the relevant tables and jump directly to the proper animation sequences. Of course, those sequences must be modifiable in some way, or the custom animations when Dual Pistols or other Power Sets were added could not have been linked to.

    So "theoretically doable with any power" may mean breaking into the game engine and altering the code so that other Powers besides Brawl can be redirected to these alternate sequencers.

    Granted, I could be talking out of my hat here, and it could be as easy as just copying and pasting as others have said. I would expect if that was the case it would have been done by now. Then, I suppose, the issue comes down to, "Do we do this for Punch and Kick, and have people complain that we haven't done Air Superiority or Jump Kick?"
  19. Quote:
    Originally Posted by Obscure Blade View Post
    But you'll still have Bane/Huntsman powers, so yes you will be a Bane/Huntsman on that build. And some people like the legs, you know.
    Well, I think the thing is, by the time you're worried about a character name, you're concept oriented enough that the presence of the legs will bother you.

    Although I did like the character that was posted here once who was a Crab Spider, but was "asked as a special mission by Lord Recluse himself to join the Bane Spiders". The implication is that the character is a Crab Spider at heart and likes the legs enough to keep them, even when not actually using them.

    What makes me balk is the logical inconsistency of having the Crab backpack, and not being ABLE to use it. Whether you choose to use it or not, you cannot fire blasts from the backpack if you have the Bane Mace. Then again, it bothers me that you cannot bonk people over the head with the Patron Mace. (Except with Brawl...)
  20. Quote:
    Originally Posted by blueruckus View Post
    Which is exactly why it's frustrating that a spider not take his ONE very important power.
    But an SoA is NOT a Spider. There are Widows in that category as well.

    Just to say it, I am not arguing the premise, merely trying in my own way to avoid overgeneralization of the argument. (That's actually usually why I end up dropping into a thread)
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    This isn't actually quite correct. According to BaBs the way it works is that animations are based on "combat stances" with a total of 7 different combat stances in game. Functionally this is pretty similar to what you were talking about, the main difference is that there are 6 different "weapon drawn" stances depending on what weapon type is being used. So Brawl actually has 7 different animations, although several of them use the same visuals (for example it uses a "kick" animation for people dual wielding or carrying shields despite those being different stances).
    http://boards.cityofheroes.com/showp...0&postcount=26
    Well, I thought that the separate stances only counted with Brawl, but I guess you're right. Again, though, I think the issue is that Brawl is the one Power that's allowed to perform a non-weapon animation without drawing the weapon. That's why Brawl can do one thing if you have a weapon out, but another if you don't. The other Powers don't have the capability of doing that, even if you COULD assign them an animation for each weapon.

    Best case scenario would be that you would Kick with your weapon out, the weapon would stay out -- and then it would go away. (Because Kick has a Combat stance)

    Note, BTW, Dual Blades, I believe, kicks with the Brawl, but Dual Pistols is the "pistol whip" animation. So Brawl has an animation that DOESN'T map to those 7 stances.
  22. Quote:
    Originally Posted by Hart View Post
    Widows lack Assassinate, Placate, and random criticals, but do good base damage and have quick attack chains that consist of a handful of powers.
    Night Widows do get Placate. They also get Assassinate Criticals, although they do not get Assassin Strike. Also, the SoA Critical is only about +50% damage, not double damage.
  23. Quote:
    Originally Posted by Wavicle View Post
    I don't support people making petless MMs, I don't support people making Auraless Tanks, and I don't support people making TT:Mless Soldiers.
    Okay, this has come up twice, and I feel the need to address it.

    First of all, a petless Mastermind is skipping FIVE POWERS from his Primary. Likely, he is skipping a sixth as well, as it only effects pets. Thugs would be an exception, but then one might argue Gang War is itself a pet and thus off limits in a "petless" build as well. The point is, this is a huge chunk of the Mastermind's available Powers, and not in any way comparable to the choice to take or not to take ONE power from the Secondary.

    A Tanker not taking any of his defenses is, again, dropping a good 33%-50% of his Powers. It's not like the Tanker has anything in his Primary other than defenses, at skipping them both reduce his contribution to the team, and lessen his ability to deal damage, since he won't be able to survive to finish anything off at his Tanker level of damage.

    A Tanker skipping his Taunt aura, however, is again not the same thing. Sure, in most cases he can't Taunt as well with it as he can without it, but you might as well say that all Tankers should take Taunt. One or the other should be adequate to do the job, both is just ensuring good aggro handling. The bigger issue to me would be whether the Taunt aura itself was integral to the Tanker's defense, like with Invincibility or RttC. (And RttC is going to be far more useful for its survivability than for its Taunt aura, leading to the likely need to take Taunt on TOP of that)

    Tactical Training: Manuevers is ONE POWER. Yes, it's a good 75% of his defense on a Spider. It is not on a Widow. And even a Spider doesn't have a Secondary devoted entirely to defense. There's a reason TT:M is so important, it's because a Wolf Spider has 3 defensive powers in his whole Secondary, a Crab has 6, and a Bane has 5. (If you count Cloaking Device as a defense, it's primarily an offensive boost)

    TT:M is valuable, yes, but it's a long way from a petless Mastermind.
  24. Quote:
    Originally Posted by Big_Soto View Post
    1. I would like to see new graphics for Granite. They should be able to add Stone shoulder pads, Stone helmet, Stone gloves, Stone Belt, etc... to make your granite look different than the rest.
    This has been discussed many times before, but I'd still like to see this readdressed, and Kheldian Nova/Dwarf forms as well.

    If we can't customize the model that we turn into, is there some way to add something we CAN customize? Again, shoulders, head, gloves, on the Granite. Or as I suggested, "eddies" of colored energy flowing in the Nova/Dwarf form. That way the base model always looks the same but we can make our forms look a little different.

    There's still the old suggestion BaBs made about "put together the Granite form from parts fitted over the (invisible) human model". I don't know if that was discarded because it wouldn't work, or enough people said that they didn't want it.
  25. I honestly don't think the OP was really wanting to eliminate Brawl's recharge completely, just get it under the animation time of a second attack, so they can be alternated.

    Anyway, that's enough for me, I'm hogging the thread.