Jade_Dragon

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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    EDIT: C&E, you're late. No, it hasn't been done.
    Um, yeah, an attack with no recharge and no End cost that builds Fury, I don't think the devs would do that.
  2. The simple answer is that Brawl is a special case, and it's likely, if not 100% certain, that "cut and paste" is not possible. It's a Power that is simply wired up differently from the way all other Powers are wired up. Most Powers get one animation for a given state, so for instance you've got one while standing, one while flying, one with no weapon drawn (which causes you to draw the weapon) and so on. Brawl actually has TWO animations for standing, one with no weapon drawn, and one with a weapon drawn. And it has DIFFERENT animations for each of its weapons. There's only one "weapon drawn" state, but Brawl somehow selects its animation based on which weapon is drawn.

    If this is hardcoded into the engine, then there is nothing that can be done, outside of further modifying the engine. Brawl is really the ONLY thing that can have a sequencer move that DOESN'T put you into the "weapon drawn" state, which is really what BaBs was talking about in that post. In all other cases, if you want a Power that can work compatably with a drawn weapon, it actually has to draw the weapon. So you still have the redraw problem, you've just moved it.

    To sum up, in order for Kick to be used with a drawn weapon, it would have to make you draw the weapon when you used it.

    It's also highly likely that to make a Power able to select from a larger selection of animations like Brawl would also make it impossible for it to have Power Customization. Although I do find myself wondering if this could be used as a workaround. (For instance, allow weapon users to select a custom animation that has their weapon out)
  3. Well, I suppose they could lower the recharge to 1.5 seconds. That would be the same as Neutrino Bolt, and it would get it down within the recharge time of most melee attacks with a single Recharge Enhancement.

    I think if you reduced its Recharge to only 1 second, though, that would be too low. Even though technically speaking with its damage scale its recharge time should be about 1 second. (0.36 compared to 0.6 for Neutrino Bolt or 0.7 for Barb Swipe)

    Then again, another consideration is that it now costs no Endurance.
  4. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    I'm not far off level 8, so I was thinking I might revisit this mission as a level 9 or maybe even 10 and then I should hopefully steamroll the snakes.
    Also not a bad idea. You can look at the map to find a "Fateweaver", (In Mercy there's one in the clock tower building in the middle of the upper portion of the map) and then you can adjust your level compared to your foes. For instance, you might select -1 level instead of +0 levels. That would be the same thing as levelling to do the mission. You will need to deselect the mission to cause it to reset, though, so you can either take a second mission if one is available, or log out and back in.

    Later on this can be done to do the opposite, if you found you've outlevelled a mission by one or two levels, you can set your difficultly to +1 or +2 to compensate. Although discarding a mission and then reselecting it from the Contact will reset it to your current level as well.

    I'll also add to the last post that doing the Mayhem Mission to get your Jet Pack before level 10 is a good idea. If you level to 10 before doing your first one you'll miss the Jet Pack and just get the Jump Pack. Plus, the other missions will be that much easier with more powers under your belt, even above and beyond the benefit of levelling with respect to the mission.

    Also, if you're on Pinnacle I've got a level 11 SoA I will probably be levelling this evening, but I'm sure you'll get plenty of other offers if you just ask around.

    Oh, and actually when it comes to Dominators, while you want to be cautious in melee, you shouldn't be AFRAID of it, either. A good 50% of your damage on a Dom comes from melee. You would logically expect that the idea is that before closing to melee to pound on a foe, you should make sure he can't do anything to fight back; i.e., you've hit him with a hold. That's good strategy, but it can't always be that way, so just be aware that sometimes you'll have to take hits to do your best damage. Definately don't just stand at range and try to pick away at the target. For that you should be a Corruptor or Mastermind. (Or go to the hero side for Blaster)
  5. There's been plenty of other advice in the thread, so I'll basically just second the advice on pulling, and keeping your foes away from you by judicious use of your control powers. A Dominator is a hard AT to start off with, while a Blaster is equally as squishy, it will also do a little bit more damage. (More due to selection of attacks than AT at that low a level) Fortunately you should have enough hit points to take SOME melee damage. That will get even harder as you level.

    Fortunately, as mentioned, you don't need to be that worried about death. Yes, a trip back from the hospital is annoying. An alternative is to get or buy an Awaken Inspiration, and then when you see you're getting in trouble, run around a corner. When the foes kill you, they will try and return to where they came from, and you can use the Awaken.

    The main thing is, don't let yourself get overwhelmed. Even on a Brute or Tanker at that level, you want to take on two or three foes at a time, and lead them away from any others that might be attracted by the noise. If the mission is the one I think it is, with the big eggs in the final room, it's a hard one to get through without alerting the whole room. You need to take those eggs out first, as each will spawn a Boss if you don't, making for a harder fight. But it's tough to run in and take out the eggs without either being taken out by their two guards, or even worse drawing Snakes from the rest of the room.

    Just stick with it, and it should get easier by the time you get to level 10. You'll hopefully have a large enough selection of attacks that you can keep the foes off of you.
  6. Quote:
    Originally Posted by Afterimage View Post
    I don't think any game is really going to let you take on 100 bad guys at once, win, and gain rewards. Not on purpose, anyway. There is no risk/reward in such a thing, only reward. Closest you can get to it is to enhance your character with expensive inventions, and run missions at the +4/x8 difficulty setting.
    Actually, I suspect that that was what "Underlings" were intended for. It can actually be fun to take on a horde of Rikti Monkeys. Unfortunately, that's really the only example of Underlings that show up in those kind of numbers. (Gears are Underlings, but only show up when a Boss is defeated. And most villain groups don't have an Underling rank at all)

    I was just thinking, it might be a nice feature to add a "I would like to have additional Underlings" option in the difficulty setting. This will cause Underlings to spawn, much like Void Hunters for Kheldians, as additional foes in the mission. (That is, they won't need to be set to spawn in the mission the difficulty level will throw them in) The devs will need to provide an Underling class for the villain groups that don't have them, but I think that'll satisfy those "I want to take on 100s of foes at once" folks, as long as they're not just saying that because they want the XP for 100s of foes at once.

    I mean, even greys don't spawn in the numbers that I think are wanted here. There is always the option to go -1/x8 if you're solo, though.

    I think I'll also have to check and see if the MA allows you to create an Underling class. (I don't think it does...)
  7. Quote:
    Originally Posted by StarGeek View Post
    I have to strongly disagree with that last bit. I soloed my Empath Defender quite a bit back then. The only thing that held me up was the AVs and the multi-click glowie missions. At no time was certain builds ever required.
    It may not have been required, but you had to be EXTREMELY creative to solo certain ATs. Controllers, Defenders and Tankers all had problems back then. My own personal experience was that my Tankers had problems overcoming the regeneration of foes that were resistant to his attacks, like CoT Ghosts. I could count on a fight with a Spectral Demon Lord taking a full tray of Inspirations. FOR EACH ONE. Likewise, my meleeing Controller could mow down Minions like there was no tomorrow, but the only way I had to overcome Bosses was to Decieve his Minion and wait for HIM to kill him.

    Defenders were probably the best option of the three, but Force Field was no better at damage dealing than it is now, and I often ran into the same problem I had with Tankers. That problem was actually never really solved until Inventions were introduced to the game, and I was able to slot IOs to add on about +15% damage. At least Tankers got a 14% damage boost with Gauntlet, and Controllers got Containment. My soloing problems pretty much ended with both ATs with that. (In fact, my Controller turned into a monster who could take down EBs with ease )
  8. Quote:
    Originally Posted by ChaosExMachina View Post
    Why not change it to give you a 1.6% buff per point of fury instead of 2, and multiply the amount you get from anything by 1.25? Then 80% or whatever becomes 100%, the bar works, and it properly reports 100%. Brute power would be exactly what it is now (non-Frenzy) and it just takes multiplying a number.
    The problem as I see it is that we are thinking of "100%" as something that means "the maximum", but it's actually just a number. It goes from 1 to 100 and that's then multiplied by 2 to give the damage boost.

    I think what most people want to see is the minimum at +0% to be 0%, and the maximum at +150% to be 100%, but that makes each point of % be like +1.5% to your damage. There's no reason that wouldn't work, but it would make the Fury to damage boost conversion that much more complicated.

    I think another issue is that originally the devs envisioned situations in which perhaps Brutes WOULD have +200% damage. It might last only a few seconds, and the normal maximum was about +170%, but they didn't realize how hard it would be to fight uphill against that spike. +200% is a nice round number, though, +150%, not quite so much.
  9. Quote:
    Originally Posted by Gilia View Post
    Sets that won't be include Empathy (and therefore, probably Pain Domination), Dark Miasma, and Ice/Ice to Brutes.
    Pain Domination was intended to be the villain version of Empathy, so that suggests that Brutes could get something which is intended to be their version of Ice Melee/Ice Armor, but lacks the -recharge which supposedly causes trouble for Fury.

    Personally, I think that just replacing Chilling Embrace with something like Artic Fog, which provides the Brute with Stealth (like Cloak of Shadows and Energy Cloak) and applies a -Dam debuff to all foes in range would solve the problem. It could be called Cold Armor. I actually suspect it could be left alone, with the new Fury, but I think the variation would still be, if you'll pardon the pun, cool.

    Likewise, Dark Miasma could be adapted into something with less control powers, while those powers could be ported to their own Dark Control set. The dividing line is really whether you consider that "Proliferation", or if it's the development of a new set.
  10. Jade_Dragon

    Blappers

    My Blaster is Electric/Fire, and while I wouldn't call her a Blapper, she is very much built around Fire Sword. It can do significant damage, and Fire Sword Circle is quite powerful as well.

    Personally, I would guess the biggest advantage Energy and Electric have over Fire as a Blapper secondary is that they don't have as much of an AoE focus. Fire, I would guess, tends to draw a lot more aggro. OTOH, if you can handle it, the AoEs will do more damage if you have more targets to damage. So it's probably a non-traditional Blapper strategy, but it outta work.
  11. Heh. It's not like I have a lot of characters that I IO out, but it's nice to know, for the ones I do, that I'm not over obsessing about watching out for the Rule of 5. It apparently trips up everyone.
  12. Quote:
    Originally Posted by Nalrok_AthZim View Post
    .... Dude.

    That's beautiful.
    My favorite suggestion back in Beta was for the bar to go to 75%, but if it exceeds that, it begins flashing. Every time you hit someone during this period, the word "SMASH!" appears over the target's head.

    I also suggested an Inspiration that does the same thing as that Frenzy power, so other Alignments than Villains would have access to its effect.

    And the truth is, since I don't ever think I heard tell of old Fury exceeding 90% (I'm not sure it ever exceeded 85%) there has always been that empty space on the bar. It's just a lot bigger, now.
  13. Quote:
    Originally Posted by NordBlast View Post
    There is also a submarine between Sharks and IP
    I'm actually guessing that will not be part of the merger. While you will be able to move between zones in Paragon City and the Rogue Isles freely, I suspect that there will still be limited "portals" for Vigilantes and Rogues moving between the two.

    You still have to lock Heroes from being able to go to the Rogue Isles, and warn Vigilantes and Rogues of the side effects of passing through the portal. You couldn't do that from a single all-inclusive menu.

    Then again, maybe that's a technical issue the devs have resolved.

    Quote:
    Originally Posted by Patteroast View Post
    I wonder if you'd be able to take the train from say Steel South to Steel North.
    I'm actually hoping that if the zones that have two trams/ferries get to keep them, a second tram will be added at the north end of IP.
  14. The Arachnos NPCs are sometimes seen with their helmets off. Player Wolf Spiders, unfortunately, do not have this option.

    What you MIGHT have seen is a screenshot that I doctored, showing a Wolf Spider with her helmet off, for a post in the costume requests thread. (I was asking for that capability)
  15. I think really it comes down to, you should have TT:M on a Spider, but anything you have after that is a bonus. For a Widow, Mind Link seems to take the priority, but you can take TT:M after that. Outside of that, it's up to the build.

    I suppose you COULD choose something else with a Spider that would be as useful, but really your only comparitive choice defensively is Manuevers itself, and that's clearly going to use more End and have less Defense. You'd honestly be better off skipping something like Combat Training: Defense or the second Spider armor.

    With a Fort or a Night Widow, though, well, obviously a Fortunata's control powers will provide damage mitigation a Spider wouldn't. A Night Widow is going to be more of a damage dealing orientation, and Elude is going to provide WAY more personal Defense than TT:M would.
  16. And now, a serious answer:

    Weapon Customization and Power Customization are mutually exclusive. You can't have both at the same time. So if the bullets and muzzle flashes could be colored, you'd be stuck with the Super Soaker.

    Honestly, I'm hoping this is something that can be fixed/resolved some day.
  17. You know, on the subject of Skull face masks, when I decided to have my Warshade go Nictus, I gave him the backstory that he combined with a Skulls gangster. So this is his costume:



    The mask may only be the standard skull mask, and I chose the purple color scheme to reflect his embracing the Nictus powers, but I don't think anyone's been confused about what he's supposed to be.

    Personally, when I think about signature NPC costume elements, I think about the signature NPCs. Obviously, posing as one of them is a potential problem. But I think just trying to recreate the costume of a typical low-rank thug in some villain group, sure, that can cause some momentary confusion, but I've never had more than just a "Whoops! Forgot about you for a second there, and almost tried to target you!" kind of joking reaction from other players. I mean, I had that happen in a pitched battle with Arachnos when I happened to be playing an SoA.
  18. Hm. I will have to look into this. I don't think I have any I haven't logged into since the game came out, but there have been some I haven't changed since early on. For instance, I still have an Energy/Energy version of my Blaster that has a darker tan toned costume, and some costume elements I haven't changed for sentimental reasons.

    Also, thinking this might go better in the "For Fun" section than Player Questions, since it's not really a question about game mechanics.
  19. Jade_Dragon

    Group Fly idea

    Quote:
    Originally Posted by Auroxis View Post
    I've been waiting for a long while to be able to right click a buff icon and have the option to discard the buff. Maybe it's about time they implement it.
    That would be another way around it.

    Of course, there are some "buffs" the devs would not want you to be able to discard, like the Vahzilok Wasting Disease, or the negative "cards" from Mystic Fortune.

    Besides, just discarding a buff would not help with Group Fly, as it is a toggle, that "pulses" with every tick. You would discard the buff, only to have it immediately renewed. A better way to do it would be to "suppress" a buff. You could, say, right click on it and suppress it, and a red circle and slash would appear around it. Then, as long as the buff keeps being renewed, the system will know to suppress it.

    This could even help with current travel power suppression, since the same symbol could appear to indicate when suppression is active. Maybe you could even manually suppress those powers on top of the automatic suppression. (So for instance if you wanted to use Super Speed or Flying in combat you could manually suppress it so it would at least be consistent)
  20. Quote:
    Originally Posted by blueruckus View Post
    If you're a Spider, please, for the love of God, PLEASE, take TT:M TT:A, TT:L, Maneuvers, Assault. You'll be providing %20 Def and %30 buff to all teammates within a 60' radius.
    Now, that, I think is a little excessive. Yeah, you're providing +20% Def and +30% damage, but 16% of that Defense is from TT:M. You're paying three times as much Endurance for that extra 4% (and that's assuming you don't slot it, or just 1 slot it for Def in that default slot) and need to come up with two more power pics for the second Assault and TT:Leadership. And you'll certainly need Stamina to support all those toggles.

    That, personally, is what I would consider a Huntsman build. You'll have to make some sacrifices in offensive and defensive power choices in order to fit in all those support powers. Not that there's anything wrong with support, but the SoA is not a Defender unless you choose to build him that way. I think the team that is a combination of support SoA and a few more standard AoE Crab builds will do way damage than just straight support.

    Of course, with Stamina becoming Inherent, I admit this will become more of an option in the future. I can certainly see myself picking up TT:Assault as I did previously prior to Stamina, since I won't need to be making other power picks to get Stamina at 20. And I should have room for TT:Leadership as well. And I can see even Crabs going for the Pool Leadership instead of that just being a Huntsman thing. Doesn't mean that I will be likely to do that with my Crab, though, or my Widow. (I'm not sure if Mind Link applies to the whole team or just the +Acc is applied to the team. If it does, you're talking about around +28% Def, but if it doesn't, the 3.5% from Manuevers is less significant)
  21. All of my SoA get TT:Manuevers at level 10. No exceptions. Sure, the Widow version isn't actually as good as the Soldier version, it's only 5% compared to 10%. But both are better than 3.5%, and the End cost is about half of the Pool version as well. You might as well play a Scrapper and not take any of your defenses.

    Seriously, what have you got at low level without Manuevers? You've got the Soldier armor. Something like 3% Res to Smashing and Lethal there. You've got Combat Training: Defensive. That's 7.5% Defense to either Ranged or Melee, depending on whether you're a Soldier or Widow. And you've got Indomitable Will which, you know, helps a little if you're being attacked by a Fortunata. You expect to survive on that?

    Now, most of my characters will either take TT:Assault or TT:Leadership, but not both. And they aren't as much of a priority, I have one SoA where on one of my dual builds I took Assault, but on the other I took STAMINA. Seriously, it was just to get a little bit of a damage boost out of my slots so I could make it to 20 and take Stamina, once I got to 20 it because an unused build. I will probably work Assault back in, but it's no so important it can't wait until higher level, at least after the 24 respec.

    In fact, the main reason I'm taking Leadership is conceptual, my character is a investigative type and very observant, so I want him to have Perception. I'm also giving him CT: Offensive, as I want him to have as high a to hit as possible with Sands of Mu, as I intend to make him a melee Bane.
  22. Quote:
    Originally Posted by EtherealStar View Post
    Such as, "Fortunata Mary", or "Huntsman Larry", these would basically either force you into certain specs you may not end up liking in the end, or force you to be playing a character that makes no sense. Would Huntsman Larry make a lot of sense in massive Crab Spider armor? Would Fortunata Mary make a lot of sense stabbing people with claws (and essentially using no psychic powers whatsoever)? Probably not.
    While I understand where you're coming from, it's easy enough to make alts in this game that I wouldn't worry about that. First of all, if you're going to be a Crab Spider AT ALL, you're going to be a Crab Spider. There is no switching builds and becoming a Bane or Huntsman. You may pick those powers, but you'll still be stuck with the crab legs, and now they'll sit on your back and be dead weight.

    It's far easier to go with a Crab concept, and then start a different character for your Wolf or Bane concept. If you like one, or the other, you can discard the one you don't like, and don't have to worry about respecs or whatever to get rid of your crab legs. And a Huntsman is a Huntsman, if you're planning on creating a character based on that concept, you've probably already tried out the Crab and Bane alternatives.

    It's a lot easier to switch between Fortunata and Night Widow, and you might choose a name that's more neutral in that case. My Night Widow is staying a Night Widow, though, it wouldn't fit her concept to have Fortunata as a secondary build. (She will probably go for a with stealth/without stealth combo instead)
  23. Being as all of my accounts are on the same "master" account, I always assumed I should list the same email. I mean, the second one is officially for my sister. If I can ever get her to play. I'm sure she doesn't want emails, though.
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    FF is certainly not the best offender primary, but you can still try to build one to contribute damage. Mine's got something like +20% damage from set bonuses, and with i19 I'll have room to add in assault. It also has an extra AoE attack and, as you mentioned, you do get plenty of time to blast.
    Yeah, as I said before, it's not than an FF cannot be built to an Offender strategy. It's just it's more of a defensive balance as a Power Set, and thus is more defensive overall.

    Personally, I feel it is a mistake for a Buff/Debuff set to have NO offensive buffing or debuffing capability at all. Empathy at least has Fortitude, which is a damage boost to a single ally. Cold and Thermal also have to wait for their Tier 9 to get a Res debuff. Still, either Empathy or FF could stand to get more offensive boosting capabilities.

    (Also, I find the argument "I have nothing to do so I can blast more!" to be a little silly. If you had something to do, especially offensively, you wouldn't need to be blasting more. And besides, that implies using your knockback powers is more problematic than "doing nothing", which is a whole other can of worms)
  25. Jade_Dragon

    Group Fly idea

    Quote:
    Originally Posted by Stone Daemon View Post
    This could work for most people, but it wouldn't work so well on Khelds. IIRC, sprint isn't usable in Dwarf mode, so you would force them to shift forms to deny flight.
    You're making me want to find someone with Group Fly just so I can see my Dwarf flying.