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Quote:Good point... Yet another, "It seems obvious, but..."Also, you must have upgraded to GR before a morality mission will drop. If you haven't upgraded you will continue to get alignment missions after the first 10 tips are completed. I ran through 10 alignment missions with my wife over the course of two days. We expected her next tip to be a morality mission but she got an alignment mission instead. As soon as we upgraded her account the very next tip was her morality.
It's simple enough to check, though, if you cannot create a new character in Praetoria, you cannot switch sides. -
Quote:Walk could be that, IF it allowed you to use powers while it is running. My understanding is that the reason it turns off all powers is not for any balance reason, but because BaBs didn't want to delay releasing the Power until they had rewritten the animation for every single attack to mesh with it.Maybe a generic "move normally" toggle with zero end cost is the ideal?
(The other toggle we all have is Walk. I've got to see what Group Fly does to a Walk-ing character, and what happens if you speed boost a walker. Could be funny, if not enlightnening.)
The possibility still exists, though slim, that eventually animations will work their way into the other Powers, and Walk will become a toggle that can be used in combat. Sticking a -Fly in there probably wouldn't be any extra effort at all.
BTW, all Walk really does is lower the cap on your run speed. I'm guessing Speed Boost will not counteract it, but Group Fly should. You can't fight or anything with Walk on, but you'd be able to run at normal speed. In fact, you can presently jump at normal speeds with Walk, you can move a little faster that way. -
I recently saw a post in which a End Draining Kin/Elec Defender had used Invoke Panic to keep foes busy while he used his non-attack powers to drain their End. It was supposedly quite successful.
My MA/SR Scrapper built his concept around the use of Fear, although had I been going for uberness I would have gone Dark. As a concept, though, it works, and now with the Vigilante version the two can stack, plus I have a -Acc on top of that. It's also been great for slotting Fear IOs, which are usually pretty cheap.
Aett_Thorn is absolutely right when he says that if you want performance out of it similar to other Fear powers you need to slot it. OTOH, I feel the same is true of the rest of Presense as well, if you wish to use Provoke to be a Scrapper or Mastermind tank, IMHO it needs to be six slotted to get similar results to Taunt. That's the price you pay for going to the Pool for a power that's so integral to your concept. -
I'm not sure I understand how this works. Even though Regeneration speeds up the tics, instead of increasing the magnitude of the gain per tic, I'm pretty sure the two powers still stack directly, and are then applied according to the reduction formula. You still get diminishing results from higher numbers, but Fast Healing would still have the higher overall value.
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I would guess it isn't worth slotting before Fast Healing if you've got it, but it seems to me if that power is already slotted, then there's no reason not to put 6 more slots in Health if you've got the Set IOs for it.
For any character that doesn't have any regeneration powers, much less one that has no healing at all, it can certainly cut your down time between spawns. By comparison, Health is a +40% boost to regeneration, while Fast Healing is +75%.
I'll also add that Rise to the Challenge requires foes around you to operate, and it gives you nothing while you are between spawns. So there's a definate advantage to slotting the passive. (Whether it be Health or Fast Healing) It's not like the Invulnerability or Super Reflexes passives, that are not gaining you anything when you are not being attacked. Passive regeneration is always healing you, unless you are already at full HP. -
Personally, I don't know why Ouroboros simply doesn't send you back to the Zone that you came from. This is the way base portals work, so the mechanic exists. The only thing I can think of is that in some way the Task Forces or the Flashbacks overwrite the info about where you entered Ouroboros from, and thus the devs had to provide multiple exits. But bases can have a Pillar of Ice and Fire for Flashbacks, and AFAIK that doesn't effect anything. So I don't really know.
When the Hero and Villain Lounges came out, I thought it would be a good idea to replace Ouroboros's travel capability with that. Then add a Rogue/Vigilante Lounge that didn't have a Merit Vendor or anything, but would exit to the same basic zones as Ouroboros. The Lounges would definately be more useful if you could teleport to them as with Ouroboros. -
Domination takes a very long time to build, you might build it as few as two or three times during a short mission. It's not like Fury which goes up and down constantly.
Perma-domination essentially cuts out the time needed to build it back up again, allowing you to just go on the first time you build it when you enter the mission and then keep it up until you complete it. It does take a lot of recharge, Hasten is really necessary, and from there you need IO Sets that give recharge. AFAIK, it is not really possible to achieve perma-dom until your 30s, and it only really comes into its own (with double or triple Dom) at 50 with purple Sets. -
Also, this may be self evident, but make sure you have been doing the Vigilante tips. If you have 10/10 Alignment Points in the Hero bar, you will not be able to switch to Vigilante. You will get a Hero Morality Mission which will reaffirm your Alignment as Hero.
The lower bar of the two, with the vigilante symbol next to it, is the one that should be at 10/10. -
Quote:I like this idea for increasing the utility of the power, although that would counter any suggestion to "turn it off" by using -Fly. (Unless you turned off all other Fly powers by the same method)*edit*
That brings up another idea: what if the power granted an incredibly high flight mag and high resistance to -fly effects? As such the highest tier flight power would ensure those effected could resist grounding powers almost completely, where normal flight and raptor packs would be normally invalidated.
Basically, the problem with Group Fly is three-fold:
1) It does not travel suppress, so the devs implemented the -Acc to keep it from being used in combat. But of course this makes it less useful for Masterminds, who might otherwise use it as a "flying platform" for their pets' attacks.
2) It provides different rates of speed for different targets of the effect, requiring concious effort to stay within the radius of the effect. Travel suppression, if it were implemented, would make this even worse.
3) Failure is immediate upon leaving the radius of the effect. The only way to counter this is to make the duration of the effect continue after the power is toggled off, which is unacceptable.
There really isn't a good solution. If you make it a long duration AoE, like Group Invisibility, it can't suppress, and so you're stuck with a -Acc even if you counter the Fly with Sprint. If you try to increase the range, you're processing more potential targets in the radius to determine if they are friend or foe. And if you make it single target, you lose most of its usefulness, especially to a Mastermind. -
Quote:This is a problem for many people with Speed Boost, too. I really doubt the Speed Boost "solution" would work here.The problem with a Grant Flight power is that it doesn't provide the target with the means to turn off their own flight.
Unless you make the flight granted incompatible with Sprints.
(BTW, originally Telekinesis in Mind Control was just that. You targetted an ally, turned on a toggle, and he could fly. Until he got out of range of you, at which time he dropped like a stone. Yeah, stupid power, quickly changed to the current version)
Anyway, my thought has always been to have a "bubble" around the caster of the Group Fly effect. Anyone who gets outside of the "bubble" immediately is pulled (via Knockback or Repel) back into it. To prevent griefing, you are asked to confirm that you want the effect, as with teleport. A player might be able to trick you into accepting a Group Fly, flying high into the air, and switching to Hover/Fly, but the same thing can be done with Teleport.
I can see being able to turn it off or "block" it by turning on any travel power, though, including Sprint. I'm not sure there's a viable implementation for either that or my idea above, though. The -Fly magnitude on Sprint would have to include a corresponding increase in -Fly in every -Fly power in the game, including those on Critters, to counter the increase in magnitude of the "normal" Fly powers. Plus, Kheldian Nova form is not supposed to be knocked out of Fly by -Fly powers, so it may have to be raised as well.
Plus, there's the fact that you've got to make players aware that turning ON Sprint will make them NOT fly. That seems counter intuitive. It seems to me a simpler, and easier to implement solution would be to have Group Fly supply 0.9 magnitude Fly, and give Sprint a 0.1 magnitude Fly. Now you have to turn Sprint ON to accept the Group Fly effect. If I understand the system, 0.1 or 0.9 Fly should not be enough to make you fly, but stacked together they would. The problem is making players understand that they should turn on Sprint to be able to accept Group Fly. It's not intuitive.
That does suggest a minor fix to the -Fly solution, though. Instead of raising all powers to 2.2 and giving Sprint a -Fly of 1.0, give it a -Fly of 0.1. Then raise the "normal" Fly powers to 1.1. Either that or just make Sprint toggle Fly off and vice versa, after all, Sprint is totally useless while Fly is running. (Swift adds to Fly speed, but I don't believe Sprint does, or at least City of Data says it doesn't) -
What could be happening is that the time is recorded as actual time, but only checked as Arcanatime. So by the time the check happens for the recharge time to begin, a fraction of the cycle time has elapsed. But if the actual time of the activation is recorded, then the code know that cast time has ended, and the fraction of the time in the past that it expired.
It may STILL be a factor of Arcanatime when the power recharges, though, because it may still need to poll to find that out. But it rounds off the cast time plus the recharge time to Arcanatime, not the cast time to Arcanatime, and THEN the recharge time to Arcanatime again.
I expect 90% of the time the result would be the same. But it might offset the recharge by a cycle in some cases. -
Quote:I can agree with the original sentiment here. The issue is not "I have characters whose concept calls for them to be overweight and unfit" (although they certainly could be, if we had models that matched that) but "I have characters that ARE physically fit, and devote time and effort to it". It concerns me to have a character whose concept revolves around him being at the peak of human physical condition, and have him be able to run, jump, heal and recover his "second wind" no faster than my "ordinary" characters.Your character concept is "grossly overweight and unfit superhero" on every single character?
Your character concept involves not being able to sustain an attack for more than a minute?
Seriously?
On the other hand, it is no big leap for me to turn this from, "I take this power for my physically fit characters" to "I three slot this power for my physically fit characters". My fit characters are the ones that MAKE USE of Fitness, the others just stick with the default slot and put the slots in something else.
And I have to admit that when I take Fitness, I DO use it. I never take Stamina without intending to at least two slot it. I have a character that has three slotted Hurdle. (As well as Health and Stamina. That to me is the "peak of human condition", 3 slots in each) So it's no real stretch to me to say my characters that don't have Stamina will just have 1 slotted Stamina. They are superheroes, after all, their "fitness" can come from their powers if not from training.
I suppose what I'm saying is that I'm fine with this if I can still slot it. There's still enough differentiation in the number of slots I put in a power, and I can choose NOT to slot it, although I doubt I ever will. (I find it hard not to slot Brawl, even when I don't use it. I suppose I can do like I usually do with Brawl, and drop a level 5 or 10 IO in it and forget about it...) -
I created my Night Widow as an evil version of my Claws/Inv Scrapper. There are already some major differences, I've switched to Dart Burst instead of Spin as my major AoE attack because it's advantageous to dart in and out of melee. She certainly doesn't have the defense, although I'm expecting with Foresight and Mind Link it will get a lot better. I already rely mostly on Invincibility with my Scrapper, not the resistances, so I'm already used to that.
I definately feel it's more like a Claws/SR Stalker, though, with less damage from Assassination, and more buffs for the team. I'm definately planning on playing her with a team, although I've had to take her Rogue for that. (my SG on that server isn't really interested in villains...)
Fortunatas I can't comment on, although I'm guessing they're somewhat similar to Psi Defenders or Corruptors with some melee attacks. I would kind of guess that unless you intended to go with a conceptual thing, you'd probably want to respec out of the melee and just go with ranged. -
Quote:Giving them another ranged attack is even odder...MM with melee isnt that odd.. tankminders do sometimes go for melee def/AoE and stay in melee so Using melee isnt that odd.
No, what I meant though is that since MMs get KO Blow and Thunder Strike, NOT getting Mace Bash or the like is really silly. -
Quote:To be precise, it is an Arachnos Mace firing Beams of Pure Evil.Mace Mastery is the Patron Power Pool.
War Mace is the Brute Primary/Tanker Secondary.
You cannot actually conk someone on the head with it.
And yeah, that's what I thought, too, when the Patron Pools first came out.Now that Masterminds get melee attacks in their Patron Pools, it's even sillier.
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Well, this was guaranteed to stir up a debate. There are obviously those who believe that a Defender's job is to support the team, and anything he does that distracts from that, like soloing, using his blasts, or picking any powers but those in his Primary, Leadership, and Recall Friend, is a waste of slots. There are also those who are insulted by such talk, and insist that a Defender as a whole should take advantage of all his capabilities, from buff and debuff powers to blasts and controls.
To me, an Offender is a Defender that takes and slots his blasts AND ALSO CHOOSES A PRIMARY AND POWERS TO SUPPORT THAT. The latter is important, because the Defender's Primary is just as important to his damage dealing capability as his Secondary. It's also an answer to those who say a Defender who specializes with damage dealing is weaker than one who doesn't. That's not true, particularly when you can demonstrate that the Resistance debuffing and Damage buffing powers in the Rad/Sonic combination can actually deal more damage than the Corruptor version under certain circumstances.
Now, I have heard the term Offender used in regards to a Force Field Defender, and I've even used it myself. Then again, my FF is heavily IOed out for damage. In general, though, I use the term in reference to a Primary like Rad, Kinetics, Trick Arrow, or Storm, which have a strong offensive balance in contrast to a defensive one. You might use an Offender strategy to build a Dark for soloing, but if you wanted to build an Offender, I'd recommend the above. That's just me, though, others may disagree, on the argument that if you survive to do more damage you can do more damage.
The basic concept is simple, you figure out what boosts your offense (Enervating Field, Fulcrum Shift, Acid/Disruption Arrow, Freezing Rain) and pick it up as soon as you can and slot it so it's up all the time. Your attacks then take second priority. Third priority are the powers to keep yourself and your teammates alive. You still make a huge contribution to the team, as they benefit from your offensive buffs just like you do. In fact, it can be argued that it's impossible to make a Kinetic that isn't an Offender, since Speed Boost/Siphon Speed and Transference let you and your allies attack longer and more often, and even Transfusion speeds your kill rate by putting a -regen on the target. (Only Repel and Increase Density are purely defensive in nature)
As I said, all of the above is my own take on the matter, and in general the term is used very flexibly, sometimes even with a negative connotation. -
The damage cap was lowered when Fury was changed.
As it stands now, the Brute will do SLIGHTLY more damage than the Scrapper at the cap, but not once you factor in Criticals:
Scrapper = 1.125*500% = 5.625
with Critical = 1.125*500%*2 = 11.25
with 5% chance of Critical = 5.625+5.625*0.05 = 5.90625
with 10% chance of Critical = 5.625+5.625*0.1 = 6.1875
Brute = 0.75*775% = 5.8125
And remember that 100% of that 775% is base damage, and another 150% is Fury. So you really only have about a 525% damage boost to hit the cap, compared to 400% for the Scrapper. The Brute will be falling behind until you hit the 400% mark, at which time the Brute will merely catch up.
(In fact, looking at it further, it seems like the Scrapper is catching up, until he hits +200%, at which time he pulls ahead of the Brute with max Fury. Then at +400% the Brute begins to catch up again. Honestly, Fury itself has a bigger effect than that, since it's more likely you will maintain Fury between 65% and 75% rather than keep it at max) -
Get a family member into the game.
(I still wish I could get my sister to stick with it more than a couple of days at a time.)
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Overpower is actually a mechanic that Controllers always had, but it was "hidden", the random chance of extra magnitude was tacked on there, but you never knew when it activated. Except when a hold that normally wouldn't mez a Boss suddenly did.
The text floating above the target was added after "Domination" and other Inherents (such as Assassin Strike) were given floating text to indicate when they activated. It was pointed out that Controllers had an aspect to their Inherent that they had no way of knowing it had activated, and the devs gave it the name "Overpower".
There's been talk of, with the new Fury, having the word "Smash" appear above a foe's head if your Fury goes above 75%.(Since that is so unlikely now)
(Note that Criticals such as Scourge and Containment typically don't have a text float since the duplicate damage number float indicates the critical went off. Also, Bruising doesn't have a text since it has a 100% chance of occuring, but it occurs to me it might be a good idea to add it anyway so the Tanker's target can be picked out and targetted in a pitched battle) -
Also, if you liked Defenders but felt the damage was too low, you can check out Corruptors since you have CoV. You'd probably want to start it in Praetoria once you get the expansion, but you can try it redside to get the feel for it. Scourge definately helps the damage once you get a foe down to low HP. Although ultimately the damage is not THAT much greater. (If you have lots of damage buffs/res debuffs, the Defender can end up doing the same damage)
The main advantage of a Corruptor is that it's a lot easier to build around its offense, concentrating on the attacks, and picking up the offense boosts when they open up, without feeling guilty about putting off the more team-oriented powers. -
May I suggest a name somewhat along the lines of "Shock and Awe"?
Quote:Dark's Touch of Fear, Cloak of Fear, and Fearsome Stare have -Acc, but this seems to be more from Dark's ability to blind/shadow than fear. By comparison, Terrify and Scare do not.P.S. Was hoping I could slot some ToHiff Debuff into Invoke Panic as well but I can't. I had some memory from ages ago that there was a ToHit Debuff associated with Fear but I was wrong or at least... if there is one... you can't slot enhancements for it.
I know, though. This irritates me, as my Scrapper uses Invoke Panic as his "scary vigilante" power, and I was hoping it had -Acc. The actual Alignment power for Vigilantes DOES have -Acc though, so that's cool... -
Do keep in mind that back in Beta, Blaster Secondaries WERE Melee. That's essentially how we ended up with today's Manipulation sets, they are the old Melee sets with most of the melee attacks removed, and replaced with some control powers.
Trick Arrow looks very much like it was originally designed to be a Blaster set, based on Devices. The first three powers, Entangling Arrow, Flash Arrow, and Glue Arrow, are almost identical in purpose to Web Grenade, Smoke Grenade, and Caltrops. The only difference is Glue Arrow doesn't do damage, and Smoke Grenade actually has a BETTER to hit debuff, relative to a Blaster's AT modifier than Flash Arrow. Then again, it does come much sooner.
Blaster Secondaries are not meant to debuff, though, Smoke Grenade, Chilling Embrace (with its -Dam) and Drain Psyche (-recharge and recovery) are the only exceptions. (You could consider any of Ice's -speed and recharge to be a debuff as well, but I consider that more a Slow) As I said above, the other powers seem to be mostly control powers.
Ice Arrow and even Oil Slick Arrow seem right in there, but I think melee attacks mixing in the bow as a striking weapon, or even kicks with the bow out, would work perfectly. I would move the melee attacks down as je_saist suggested, but leave in Ice Arrow, possibly moving it up to Tier 8 or 9. Fire Arrow is already an attack in Archery anyway. -
Axe - Lethal damage, most attacks do Knockback. Has a high damage control power with a high chance of Knockback. Tier 9 cone attack doing high damage.
Mace - Smashing damage, most attacks do Stun. Has a high damage control power with a high chance of Stun. Tier 9 cone attack doing high damage.
Broadsword - Lethal damage, most attacks do Def Debuff. Has a low damage buff power which raises the caster's Defense. Tier 3 cone attack doing moderate damage.
Katana/Ninja Blade - Lethal damage, most attacks do Def Debuff. Same basic attacks as Broadsword, but with lower damage and faster recharge and animation.
Dual Blades - Lethal damage, combo system. Has a moderate damage debuff attack with -Dam, and a "Feint" power that buffs +Dam. (Like Claws) Lacks a knockup attack. Has two cone attacks at Tier 8 and 9 with high damage.
That's my take on it.
(Also, Headsplitter, Golden Dragonfly, Cleave and Shatter are all fairly narrow cones which are really intended to "hit the target behind" your target. Shatter is wider, but shorter. Dual Blades' two cones seem to be a compromise between this and the wide cones of Pendulum and Crowd Control. It also gets Mace's 10 targets on One Thousand Cuts) -
Quote:Heh. And you could drop that Inferno on a single foe, whereas you wouldn't get as much of a buff out of Fulcrum Shift on only one foe. Kind of silly to do that to one foe, but there you go.Could I specifically *build* a blaster optimized for damage strength that could close that gap solo? Yeah, I'm pretty sure I could.
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Being as the intention behind A-Merits was to balance the choice between switching alignments and staying true to an alignment, this does kind of make sense to me. I mean, you CAN'T switch alignment and gain the benefits of that without GR. But there is an incentive to remain your currently alignment, and you don't have to buy GR to stay at your current alignment.
Being as you have to invest 20 million in the Merit (40 million to be assured of the value of what you're going to be selling) I wouldn't say it's all that surprising. You can't earn the A-Merits directly without GR, which I think is what is intended.