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One important thing to remember when using any Vet Reward is that your Streakbreaker Code is based on the WORST to hit rating you've recieved in the last couple of minutes. If you have a lot of unslotted (for Accuracy) attacks or use a lot of Vet Rewards, the number of misses you have to get before a Streakbreaker kicks in increases. So your overall hit ratio decreases as you use inaccurate attacks.
For this reason, the BEST time to use Sands of Mu, or any Vet Reward, is right after you've missed two or three times in a row. The Streakbreaker should kick in and force the attack to hit. If you use Vet Rewards a lot, or attacks that aren't slotted for Accuracy, then you'll want to wait until the third time you miss before you try Sands. If you have all your Powers (attacks AND any other power that takes a to hit roll to hit a foe) and you're sure your to hit is always 95%, then you can probably go ahead and try it after only one miss.
Likewise, this should be obvious, but if you always use Sands of Mu after Aim or Build Up, not only will you have the best chance of hitting (since it will boost your to hit) but this will keep the Streakbreaker up and you won't miss as often.
Honestly, the Temp Powers are designed to scale with level in the damage they do, so they don't NEED to be slotted, but the fact that they lose accuracy as you go up in level (because the beginner bonus for accuracy goes away) is the main factor that makes them less useful at high levels. Likewise, they can't be slotted for Endurance, so they are most costly compared to standard attacks, too. They are useful to Defenders, Controllers, Masterminds, or even Brutes, as they are "immune" to damage modifiers and always do the same damage no matter your AT or Inherents. But at best they are "as good" as a regular attack, and they are best used sparingly, when you have a to hit buff up.
Finally, I'll add that as noted, if Sands of Mu was a normal attack (needing to be slotted) it would do the same damage as Shadow Maul. (It IS Shadow Maul, even down to the ability to hit two targets if positioned carefully) Flurry overall does about half the damage. I've often said Flurry needs to have its damage set the same as Shadow Maul, or within about 75% of it, and hit targets in a shallow cone like Shadow Maul does. It would make the power considerably more attractive.
Ironically, Flurry has a very low End cost and Recharge time for the damage it does, when what it really needs is MORE End cost and recharge so it can deal more damage in the given cast time. Jump Kick used to have the same problem, was given the ability to be interrupted halfway through, but actually still retains the End cost and Recharge given to try and get more players to use it.
I also have a number of animations I'd like to see for Sands of Mu in place of the current one, including the old Storm Kick animation, which did a Flurry-like kick where the character struck several times while standing on one foot. -
Quote:To me, a petless Mastermind is along the same lines as a "pure" Empath who takes only the first attack from his Secondary, and no others. Or a Blapper who only takes Secondary powers and skips the majority of his ranged attacks. Or a "MAN" build. Or, if you want to go with some examples that really work, a Human form Kheldian, or an Arachnos Huntsman. There are drawbacks to all those builds, that's what makes them a challenge, that's why some people seek them out, but it's really just a conceptual limitation.So what is the point? Will you guys seriously make Tankers with no toggles next? Why does only this come up? It's not the same as a kin never speed boosting. That's someone who takes a power and doesn't know how to use it (or doesn't care)... You're knowingly avoiding the best powers of an AT. You're the kin that doesn't even take speed boost or fulcrum shift.
The honest truth is, it should not mean that much to skip the pets. We're talking about just three Powers here, out of eighteeen. So what if a Kin doesn't take Speed Boost? So what if that Stone Tanker doesn't take Granite Armor? So what if that Warshade doesn't take Dark Nova? It doesn't cripple the build just to skip ONE POWER. Even three Powers, if you look at any given Set carefully, you can find three you can skip.
Of course, you're not really talking about three powers. If you skip the pets, then you have no use for Upgrade or Equip, either. And likely Serum or Hell on Earth is useless, too. (Gang War wouldn't be, but technically speaking if you're not taking pets you shouldn't take Gang War either) But the bigger issue is, while the attacks deal damage, the pets deal damage AND draw aggro AND have defense/control powers AND give you Bodyguard as well. On damage alone, an attack power is only about 1/2 as effective as a pet power, and when it comes to survivability it's even less than that.
So it's not really like skipping a Sniper Attack or one of your AoEs or even your Ultimate. It's like rolling up two of your character's attacks into one Power and then skipping THAT. It's actually much more effective, overall, to skip TWO or THREE of your pet and pet buff powers, and then use that to pick up the attacks. What I call the "partially petless" build. I would much more recommend that over going totally petless.
OTOH, all of this makes me think that I would like to see someone try an experiment. Call it the "petless Corruptor". Take a Corruptor, choose the first three attacks from the Primary, but ONLY the first three attacks from the Primary. Then you can choose any Power from your Secondary or the Power Pool. I would like to see how that compares to a petless Mastermind, whether it would be more acceptable on a team, and whether it would be capable of soloing to 50.
After all the argument, "a Corruptor is going to have better stats" won't apply if you are playing a Corruptor. You have the exact same attacks as the petless Mastermind, and the same powers. (Not the same APP, but you could just choose only those that are in common) You would have Scourge, albeit with your three weakest attacks, and lower Endurance costs. But except for the slightly higher stats, it would be the same concept, and probably just as much of a challenge. -
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Quote:Heh, yeah, I've seen early images where Iceman wore a top hat and a carrot for a nose. That's right, he INTENTIONALLY made himself look like a snowman.Though I agree having more armor choices would be nice, Iceman is a bad example.
Bottom right corner, the one that looks like a giant snow cone.
http://en.wikipedia.org/wiki/File:Magnetodebut.png
It wasn't until later that he learned to create more solid ice, and eventually turn into ice himself. -
My personal recommendation is to go with Blazing Bolt, particularly if you're not having any trouble with End. You've got Domination to refill the End bar if it comes to that, and that makes Consume nice, but only as a filler while you're waiting for Domination to come up again.
Sniper attacks on Dominators recently got a huge boost, so they do almost as much damage as a Blaster's Sniper, even with the Dominator's lower ranged damage mod. You don't have Aim + Build Up to go along with it, but IMHO it makes for a good opener.
OTOH, there are Dominator players who insist that Sniper powers are useless on a Dom, and would never think of taking it. Either way, it's a situational power you'll only get use out of every once in a while. The only reason I'd go with Consume is if conceptually you wanted more of a melee-oriented, AoE damage Dom, and wanted it for a little additional damage on top of Combustion. -
The attacks should not have been changed to knockback. Make sure that you weren't fighting against greys, that should make even knockdown turn to knockback.
I didn't notice any knockback on my SS/Inv Brute last night. I wouldn't trust the tooltips, they have always been erratic. -
Quote:Well, "Lethal" in the CoH sense seems to be what in D&D is called "Piercing" or "Slashing". "Smashing" is the remaining type, "Bludgeoning".Nick some of Dark Melees moves but just add a fire graphic and dont worry about the lethal side as fire is lethal anyway.
"Lethal" does not mean "it'll kill ya". Fire, being frozen, or having your life force sucked out of you will kill you, but that's not called Lethal, that's called Fire, Cold, and Negative Energy respectively. Lethal, like Smashing, is a purely physical type of damage.
Most armors resist both equally, which kind of misses the point. However, Clockworks are vulnerable to Smashing but not Lethal. The idea is pinpoint damage can't hurt anything significant, but smashing them breaks them apart. Zombies, on the other hand, tend to be vulnerable to lethal and fire. (Vahzilok zombies are actually resistant to smashing, while Banished Pantheon zombies are not resistant, but vulnerable to lethal and fire as noted)
I suppose the argument can be made that you are "burning through" armor instead of smashing it, and so Fire would work as Lethal. It is interesting that zombies would be vulnerable to both. However, Ice makes more sense as Lethal to me, as icicles clearly are capable of piercing. I could see fire as slashing or leaving a "fire trail" to indicate the Lethal damage, though.
If you hit with your fists, though, as with Cremate, that is Smashing damage. I would expect a Lethal fire attack to somehow inject into the foe, like jets of flame or something. Like with Incinerate. -
I've noticed Protector Bots don't take any Defense IO Sets. I'm guessing the reason is that there is something in the set, like Recharge, that would not have the expected result. So the devs disallowed that combination.
Of course, there are plenty of pets that take Sets that include Recharge, or even Recharge Intensive Pet sets, so that's just an example. It's probably not Recharge that is causing the problem with Gremlins. (Although it could be with Protector Bots) -
Quote:I find scaring robots just a tad more believable than scaring ghosts.Fear powers that work on (some) robots, which led to this exchange at one point:
"How did you just terrify those things?"
"Two words: Windows. Vista."
Of course, in most cases I explain it as my frightening vigilante knowing some things about computer programming, and uploading a virus into the robots. The same with Taunting robots, on my character that is a robot herself. I actually have unique binds she uses specifically for robots, in which she connects to them through the network and reprograms them to attack her. -
Quote:Three words: Adamantium Laser BladeFocus and Shockwave. I have no idea how my claws character can knock people over from 40 feet away using his claws. They're great powers, but why this set gets ranged attacks is beyond me. This bugged me enough to start a thread on it once.
Quote:Kinetics - I still don't know what this powerset is meant to represent. Its partly power absorption (Siphons and Fulcrum Shift), partly superspeed (the only way to get unsupressed speed in combat), allows you to increase ally's density and heal them?
Transfusion's enemy-based AoE heal that can miss is probably the most mysterious. No idea what's going on when I use that.
Radiation Emission is kind of similar. Very useful set, but I've never explained it as a character using radioactivity to do all that. Reality altering like the Scarlet Witch of Mad Jim Jaspers maybe, but not radiation. This set also fits Element Lad style transmutation quite nicely if paired with Ice or Earth control.
Kinetics' feel as a "jack of all trades" set, though, I used as a Gadgets set before Traps came out. I explained all of my Illusion/Kinetics Controller's powers as either devices he carried around with him to produce the given effects, to his understanding of human nature allowing him to throw people off guard. So Siphon Power, for instance, was his ability to make his foes confused about who was friend or foe and thus not hit as hard, or keep their guard up. Transfusion was just a medical healing device, like the one in Medicine.
And my Illusion/Rad Controller, Genie Gold, does not control radiation, she has the ability to merge her body with the air around her, and shapeshift her environment into different forms. It's her own shapeshifting power expanded to the air around her. So she can turn the air into smoke or a choking gas, or even extend her power into someone's body and either heal them, or weaken their armor. In keeping with the concept, when Power Customization came out I turned all her powers into a bright, golden light, and it actually made her powers feel like it was all light and air based, unifying it with her Illusions. -
Well, when it comes to damage, the truth is Super Strength is not all that different from the way Claws used to be. Super Strength is NOT balanced around Rage, the devs designed the set with low damage, fast recharging attacks, and because of the way chaining effects DPS, this made for a low damage set. Claws was exactly the same. SS lucked out with Rage, the power was not meant to balance it, but turned out to be so powerful that it did.
The difference is, Claws did not have a sustainable damage buff like Rage, in fact their buff is about half of that. And so Claws got a rebalance, with the damage and recharge times rebalanced for their animation times. Brutes even got a modified version of Claws, with a lower damage potential. So the precendent is there, although it is rare, for a Set to be modified for a particular AT.
What I suspect is that Super Strength and Martial Arts are meant to be the counterpart to each other. The custom animations that were added for both sets have brought them closer together, visually, with some shared animations, and a lot more punches for Martial Arts. So if Super Strength WERE rebalanced for Stalkers, I would expect it to end up a lot like Martial Arts. More that than Energy Melee, at any rate.
I must say that a long time ago, though, I wanted to see a version of Super Strength for Scrappers that was more about snaring foes and throwing them around. Like, drop the Hand Clap, Foot Stomp and Rage for some sort of lasso or rope that can pull someone towards you and punch them, or swing them around. Sort of the way Spiderman or Wonder Woman uses their strength. Then again, I discarded the idea when I realized there really isn't a mechanism to let you knock or pull someone TOWARDS you. -
Quote:Tankers are better at tanking than any other AT. Brutes are also very good at it, but not as good as Tankers. However, the idea that Scrappers are not as good at tanking as Brutes does not make them incapable of tanking altogether.There is also this prevailing thought that scrappers can tank. And the reality is IN MY OPINION they dont make mini tanks. Tanking is not running into a mob and taking the alpha strike. ANYONE can do that. I have blasters that can do that..
Tanking is that and also CONTROLLING the aggro of mobs and keeping it focused on you and off your team and Tanks are better at that than any other AT.
It depends a great deal on the build. Invulnerability Scrappers likely make the best tanks as they have Invincibility to draw aggro. Willpower will not be as good, although it will be better than a Scrapper with no taunt aura. Scrappers with damage auras, like Blazing Aura, or Dark Armors many auras, will probably draw some aggro even though it's not a taunt aura. The Scrapper most certainly will need to take Provoke, too.
That being said, I have a Scrapper whose entire concept is that she is a back up tank. She is intended to draw fire for her partner (who is a Blaster) and can tank for her team as well, if my usual SG happens to put together a group with no Tanker. She needs a buffer to back her up, but that's usual with a tanking Scrapper. I've often also jumped into a spawn when things were about to go bad, and relied in Invincibility and some inspirations to keep me alive until the team could recover and pull them back off of me. (Back in the days before she had Unstoppable)
Somewhat along the same line, the popular "Tankermind" build goes on much the same principles. You pick a Secondary that has good defense and aggro drawing capabilities (like Force Field), pick up Provoke, and rely on Bodyguard to allow you to draw fire for your henchmen and the whole team. Masterminds certainly aren't as good as tanking as Brutes, they don't apply Taunt automatically with their punches like Brutes do, but they complement a Brute's abilities in much the same way Scrapper complements a Tanker. Even better, in fact, since the Mastermind gets the survivability of a Tanker, and the Brute gets the aggro holding capability of a Tanker.
Personally, I feel that if you hold aggro for a team, for however short a time, and your team survives when they wouldn't because of that, then you have been a tank. That doesn't matter if you're a Tanker, a Scrapper, a Mastermind or a Blaster. Tanking is not a class in this game, it is an action you can take. And just about any AT can do it with varying levels of success, just like everything else. -
Quote:Well, I thought of procs, but discarded that because a) you have to get the proc and b) unless the attack itself is minor damage, the percentage value of the proc is low compared to a "true" elemental attack. Fire Sword and Ice Sword are MORE than 50% elemental damage. And I would personally expect the damage to be at least 33% elemental before I called it a "fire sword".MY dual blade/fire armor character would like to disagree with you. Read the changes on fiery embrace. Also, check the Armageddon Proc.
The basic idea is that the base damage of the Power Set does not include Fire Damage. Assuming you could put a Chance to Energy Damage Proc in Fire Melee, that wouldn't make it Energy Melee. It still does primarily Fire and Lethal damage.
Now, it is certainly a good conceptual idea to combine a fire aura on a weapon with a fire Proc (or Fiery Embrace) and call that a fire sword, though. Except that as far as I know, it is not currently possible to put an aura on a Broadsword or any other weapon model. Some of the weapon models have auras, but a "fire sword" would have to be a selectable option. I don't believe Fiery Embrace gives any kind of visual cue that it adds fire damage to attacks, either. (There are the typical red icons around your character, but your sword or fists don't burst into flame, do they?) -
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Quote:Yeah, that was going to be my reply. Fire Sword would still have to be LETHAL, although it doesn't necessarily have to be a sword. Slashing or firing "fire bullets" into a foe, though, might be an alternate possibility.The difference there is that stomping the ground with your foot and punching the ground will both deal smashing damage. Both animations make sense for the type of damage dealt by the power.
Quote:Also, the name of the power changes when you choose the alternate animation for it, so you're not using a power called Foot Stomp and not actually stomping.
Quote:We didn't get any kind of kali sticks or twin clubs for dual blades for the reason that the weapons used wouldn't match the damage type, so any alternate animation for the elemental sword powers would have to make sense for the damage type dealt or we won't get it.
The above suggests the "other side" of the argument, though. If you want to have a flaming sword, or an ice sword, what do you do, go to Broadsword? But a Broadsword attack HAS NO FIRE COMPONENT. Even if you put a fiery aura around it or make it out of fire, it will still do only lethal damage. It will not do DoT, either. It will be a "fire sword" in appearance only.
This was decided back in Beta. The Fire, Ice and Stone sets were given a selection of "pure" powers, in which you just used the element directly, and then some "weapon" powers, so you could have a weapon of that element. Honestly, I don't think there was enough variety in the selection, Fire has a sword and Stone a hammer (mace) but Ice also used a sword. I thought perhaps Ice should be a spear or a spiked mace. (i.e., icicles)
I'm hoping with customizable animations that can change. Fire Sword and Ice Sword can provide an axe, spear or other type of lethal weapon, while Stone Mallet can be more mace-like, or a rough-hewn club. And if you can customize the type of weapon, perhaps you can remove it altogether, or make it something more subtle. (like Fire Claws or Ice Spines)
I'd also like to see Shadow Maul replaced with a club option (the DoT can be you drawing life force out of the foe to make the club to hit him with) and Firey Assault given back its sword, even if the animation time has to be changed to fit one of the other attacks.
I'd also like an Energy Sword, although none of the attacks in Energy Melee or Kinetic Melee would work since none of them are lethal. My Blaster's Fire Sword, though, was in her original concept supposed to be an energy sword. (I kind of got around that by claiming the Fire Sword is an energy field containing plasma) -
1) You have Rage WAY too early. Rage comes as late as it does in the set because it is such a good overall power.
2) I see what you did there, choosing Foot Stomp over Hand Clap. Given that Stalkers get Repulse, which is also an AoE knockback, I would call it likely you would get Hand Clap instead.
In short, yeah, if you set it up that way, it's going to sound fantastic. But the devs are more likely to set it up in a way that is not so fantastic. On the good side, it's at least possible that a little bit of the damage from Foot Stomp might be moved into Hand Clap to compensate. -
Quote:No.Fury is a percentage damage buff. So, if you slot your attacks to do double damage then fury at 200% buff will double that double damage to 400% instead of unslotted doubling up to 200%.
That's how percentages work.
Damage buffs stack. If you have a +200% damage buff, and a +50% damage buff, and a +25% damage buff, you have a 275% damage buff. That is applied to your base damage, which is the damage you would do with the attack if it was unslotted.
Slotting an attack for Damage counts as a damage buff, up to ~95% maximum for ED. So a 3 slotted attack is +95% damage.
If you have +200% Fury damage on a 3 slotted attack, you are doing +295% damage. Sorry, but that's the way the game works.
Now, if a Scrapper or Stalker Criticals, or a Corruptor Scourges, that IS double damage. So if you slot for +95% Enhanced damage, that +95% damage will be doubled, along with the base damage. That is because a Critical doesn't add a percentage onto the base damage, it adds on an additional amount of damage, equal to the base damage, which occurs according to the rules of the Critical.
In other words, if a Scrapper Criticals on a 100 damage attack, he does 100 damage, then another 100 damage. 3 slotted that would be 195 damage + another 195 damage. That's kind of a drawback to a Brute's Fury compared to a Scrapper's Critical. (On the other hand, full Fury is 300% damage, not 200%. Base damage + 200%, as opposed to base damage + 100%. And it's constant, not a chance of crit. And the max is really more like +150% nowadays)
[edit] BillZ beat me to it. -
Quote:It's also important to note that if you Taunt, and then hit the foe with an attack while the Taunt is still in effect, you will draw even MORE aggro.A taunt can pull aggro even if something else has done more damage. The goal isn't just to get the initial aggro, but to be able to yank aggro off the pets (however briefly) later.
I've never played a Tankermind before, but I've been using the strategy with my Ninjas/FF, and found that until you start slotting out the Provoke, it works for a few seconds at most. You may take the alpha, but your pets quickly draw it back off of you. Once I got to level 22 and could slot SOs, though, I found layering Provoke with my Vet attacks held aggro pretty strongly.
A bit more clarification, a Mastermind has a Threat rating of 2, that means he generates about twice as much threat as a more damaging squishy. The two sort of balance out, the lower damage and higher threat rating. Henchmen have a Threat rating of 3, and although they also do less damage comparatively than a player, there may be other factors involve that get "critters" a little more attention from other "critters". So when it comes to drawing aggro from damage, henchmen are just a little better, enough to draw aggro, but not so much that a foe can't turn around and take a pot shot at someone else out of spite.
Taunt pretty much makes sure nothing can pull aggro off of you except another Taunt. It's sort of like a Threat modifier of about 1,000.Unless someone is doing 1000 times as much damage as you, you've got it, at least until the Taunt runs out. (And you want to reapply it before that happens)
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Actually, that would be a good option for a stealth/martial artist kind of Dominator Secondary. Gun Fu with a stealth cloak...
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Every single character I have, my first stat in the box is Base Defense, the second is To Hit. That way I can tell if I have had my Defense debuffed by a foe (like a machine gunner) or if my To Hit is debuffed by Spectral Daemons.
I like to have damage boost for my third stat, particularly on Brutes, but really with any character that has Aim or Build Up or the like. It's particularly useful for attributes that scale, such as Invincibility, which is based on the number of foes in melee, or the Warshade or Dark damage boost powers. -
The only think to make sure is that the /e message is not the same as an emote. But that's simple enough.
In short, if you type in something /emote doesn't understand, it makes it a thought bubble. And it is logged to the chat log as "<playername> [your text here]". So you might want to make it something like "/e thinks about [whatever]". -
Quote:I'm guessing you mean this overrides the behavior that once you start an arc, the Contact will continue to talk to you.HEAT contacts will only talk to heroes or vigilantes, VEAT contacts will only talk to villains or rogues.
Either that or EAT Contact missions are not "arcs". (I haven't checked if the little book symbol is next to them)
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To be more precise, Tankers got Bruising in I19, as well as a max HP buff so their cap is higher than Brutes, now.
Brutes got a nerf to Fury, so that their Fury maxes out at about 75%, instead of the 85% that was common previously. However, it rises much faster, and can be maintained in combat a lot better. They also have a lower cap to how much damage they can do when buffed by things like Fulcrum Shift.
Scrappers were uneffected, but in general they will do more consistent damage than a Brute, while not taking as much damage. Brutes can still do more damage than a Scrapper under special circumstances, but it takes a lot more work to get there.
When it comes to tanking, a tank is never really needed, but the Tanker will still do the best job at it. A Brute will be better at it than a Scrapper. If it's not really needed, though, the question becomes if you want to specialize with damage, with defense, or somewhere in the middle. Personally, I like my Tankers, even solo. I like being that tough, and can get irritated with the micromanagement Fury requires. (Although that's really gotten a lot better with the new Fury) -
Actually, I've noticed the same thing, but in Cap Au Diable they seem OVER crowded.
Maybe Dr. Aeon kidnapped them all... -
Quote:The whole Thermal set.... I can't believe I'm the first person to mention Healing Flames.
I'm going to heal you... BY SETTING YOU ON FIRE! And then protect you from further damage. BY SETTING YOU ON FIRE! I can make you deal more damage. BY SETTING YOU ON FIRE! (Well, actually that might work...)
Or, my Cold Domination friend can protect you by freezing you solid.