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Well it is true that it was not explicitly stated. However my understanding was he thought that despite Gravity underperforming, it is a fun set and so nothing should be done in regards to its problems. Having read some of his other posts, he doesn't strike me as someone who plays an underpowered set just because he finds it fun, so thats why I spoke out about his TA secondary.
This brings about a question though, can an underpowered set be 'fun' in some peoples opinions?
If the answer is yes, then surely whether a powerset is fun or not is completely irrelevant to whether the set is overpowered/underpowered. It might influence people on whether they are more or less likely to complain about though. A fun, yet underpowered set might find it more difficult to find a voice. Perhaps Gravity falls under this category?
If the answer is no, that underpowered sets are never considered 'fun', then I maintain my original opinion which is that Trick Arrow is a very control heavy secondary for controllers, is would be quite effective in masking any problems Gravity has. The result could be someone who plays Grav/TA or possibly Grav/Storm doesn't find the set so lacking.
Personally, I find 'fun' to be a very subjective term that doesn't really add anything to a discussion on whether a set needs dev attention or not. People can have fun doing some pretty silly and bizarre things, that is very evident ;-)
If you have a read about you will find the general consensus on gravity is that it is a late bloomer, and has at best only average control.
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What I find "fun" about Gravity is to pull most of the enemies with Wormhole to a corner and then start slaughtering them. That's very unique to Gravity experience.
If Wormhole has 20' radius = more fun!!! -
Another problem I have with Gravity is on Dominator. Propel is an ok attack for Controller because troller lacks attacks early on. Proper with Containment is decent dmg but Dominator already has secondary devoted to damage. Propel seems out-of-place on Dominator. Maybe Dom's Propel can deal more damage? I might consider taking it. I took it early it 'cause it looks cool!
I say lower the activation time on Propel. Increase Lift's radius to 4' radius and switch Wormhole and DS. Bingo. -
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I play my Fort for at least a few missions whenever I log in on Triumph. The mix of control and damage is amazing and the team buffs really help whenever I form one. Her second build is a Night Widow but the "Kill it! Kill it! MOAR DAMAGE!" style isn't really my thing. I like having some other forms of mitigation.
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I can't get over how much better Veats are than Heats.
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Personal opinion, I'm sure, 'cause I'll run my Peacebringer or Warshade over my Widow or Soldier any day of the week.
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You are not serious right? I've tried HEAT 3 times and they couldn't get past lvl 14... T_T
I feel HEAT is kinda weak. I've teamed with a few of them at lvl 50 and they all seem kinda weak but hey, I am sure some people like them a lot. I can't get into shape shifting especially I have to individually slot each power/attack. -
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I really want to play gravity but I'm just not hardcore enough to play a dominator that has such limited control powers. I'd really like to see an overhaul of this set.
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Ouch. You missed your chance to power level your Grav Dom to over lvl 26 (Wormhole) during Farming Madness? -
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You don't want to skip Foresight, Mind Link, Maneuver. If you are taking Mask, then take Aim. If you don't plan on having stealth, then I would try Follow Up.
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I through on fortuna you was able to take follow up AND aim ?
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You can if you want to. I always forget about this. But I probably will just go with one and take one extra attack/control. There are so many good powers to pick from. -
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I'm jsut saying without using any IO sets or anything, and it takes some decent global recharge to get mind link perma. It'd be better to rotate mind links between the widow and forts on top of the Maneuvers. At this point its all just icing on that cake, but the more the better I always say.
Also, as an afterthought to putting icing on the cake, may as well ahve everyone take darkest night from the Soul mastery Set. If they can take it that is.
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Oh speaking about Darkest Night, Hero Builder doesn't show that VEAT can take the "new" patron power. I know Brute can take Darkest Night. Can VEAT take it? I have not checked in-game yet. -
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and for the ones that are making some melee fortuna (team / solo oriented), may you post your power selection at least ?
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You can do so much with Fortunata. Fort is just so good.
My first Fort is mostly IOed with expensive sets and her attack chain is: Dominate, Gloom, Subdue and TK blast. I have double assaults. This is a good damage, VERY SAFE build. I have two aoe too and mini-nuke.
I thought about a melee-hybrid. I'll take Dominate (this power is just too good to skip) and Strike, Swipe and Lunge for claw. And I think I'll try Follow Up this time. The two aoe are Spin and Psi Tornado since I am going to get close anyway. I'll take two Assault and two Maneuver. :P
Basically, my little hybrid should perform better than all my Dominators because while my control is not as good as Dom, I have so much other tools to rely on. I am trying to reduce weapon draw.
But you can go with even more hybrid-melee with more control powers or replacing Swipe with Subdue. Subdue's dmg is quite high and it's all psi dmg.
You don't want to skip Foresight, Mind Link, Maneuver. If you are taking Mask, then take Aim. If you don't plan on having stealth, then I would try Follow Up.
I really don't think you can do something wrong with Fortunata.
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Almost a team with several VEAT is a "super" team!
Just don't skip Maneuver and Assault. Yeah, Maneuver can easily push you over the cap but there are times when you guys are out of the radius and having one Maneuver for yourself is always a good idea.
As for AoE, I think even Night Widow and Bane can do it. Bane can still Venom Grenade too. NW has Scream, Dart Burst and Spin.
I would definitely take Stamina. If you are thinking about Double Assault, you may want either Numina or Miracle.
-recharge in attacks isn't that a big deal since you have Mental Training. You can save the last spot for -end if you are not going for sets. -
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Bab mentioned recently that Confuse would have its activation/animation trimmed to 2.0 seconds.
While I'm here, a related question:
Does Aura of Confusion drop you out of Hidden status?
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I am pretty sure it does. I haven't tried but I've tried some aoe toggles with my stalker and they reveal me (Oppressive Gloom, Fear toggle, and EA's repel toggle)
I can't see why aoe confuse won't reveal you. And also, you have to get close to use aoe confuse since it's pbaoe and you will be seen?
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Aura of Confusion, like ALMOST all confuse powers, does not reveal you, but as the poster above mentions, you do have to get close to use it. If you want to use it while remaining hidden I suggest putting a stealth IO in sprint and toggling both sprint and mask presence on and then going in and using aura of confusion.
AoC with the contagious confusion purple proc (which is relatively cheap) has a decent chance of one shot confusing boss types, and even a small chance of cofusing EBs on one application, if you do it in a nice bunched up group of baddies.
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Interesting. Is it because Confuse causes no aggro? I actually never really test to see if aoe confuse causes aggro or not because as soon as I go in, I get seen. My Fortunata doesn't use stealth.
I think if you super speed inside and use aoe confuse, you should be able to do it before they see you. -
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Bab mentioned recently that Confuse would have its activation/animation trimmed to 2.0 seconds.
While I'm here, a related question:
Does Aura of Confusion drop you out of Hidden status?
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I am pretty sure it does. I haven't tried but I've tried some aoe toggles with my stalker and they reveal me (Oppressive Gloom, Fear toggle, and EA's repel toggle)
I can't see why aoe confuse won't reveal you. And also, you have to get close to use aoe confuse since it's pbaoe and you will be seen? -
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All I did in the respec was swap Follow Up with Build Up and Foresight with Mask Presence.
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Foresight > Mask presence. That's your problem 1.
Problem 2 is you need Mink Link to push your defense to almost god-mode and then some set bonuses.
NW has the burst dmg to take out some mobs very quick which means you take less damage in the long run.
Are you fighting more mobs with -defese like Longbow? Longbow has a lot of defense debuff.
And I assume you took Maneuver and Combat Defensive right? -
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Ok,
So I tried making a corrupter and couldn't find one to my suiting. So now I'm going back to masterminds. I'm a mastermind at heart.
Which do you think is better for pvp: merc/pain or merc/dark. I haven't tried mercs in a while and I want to try them. I'm trying to decide between these two secondaries.
Thanks.
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I think Merc/Storm is a better combo for pvp but if you only want either /pain or /dark, I probably go with /dark. -
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Hello all jsut hit 50 on my ar/dark cor and now get to make a VEAT.
Question what should I choose? Are any pretty much crap?
I tend to enjoy more melee based toons, but at teh same time those spider arms appeal... :P
does one tend to outshine another?
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Honestly, if you put some decent sets in any of the VEAT, none of them are even close to "crappy".
I put some expensive sets in Fortunata and Night Widow and both of them PWZ so hard. Crazy damage output, defense, team buffs (I have two Assault) and full of fun! They are extremely solo friendly and team friendly.
Lower level VEATS may suck a bit but now you have AE farms... hehe
If you want more melee, go with either NW or Bane. If you like fast action, NW or hard hitting, Bane. Bane is on the "slow" side. Almost every attack takes 2s but Bane is the only melee with two resistance debuffs which can be very beneficial on a large team (against AV for example).
NW has god-mode defense but quite squishy. If you get two unlucky hits by boss, you are dead. Bane at least has two reliable knockdowns which are surprisingly useful when you solo.
Crab can be all range with 1-2 melee mixed in for theme. Crab's aoe is probably the best of all 4. Crab is actually more "tankerish" than Bane.
Fort is the most versatile of the four. You can make her control-heavy, melee/range hybird or all range attacks with some controls (I skipped confuse/aoe hold and took one more Assault and Gloom instead).
Bane can be all melee or a mix of range and one Single Hold, two resistance debuffs. If you want to be an ultimate team-character, take two resistance debuffs (Venom and Surveillance, two Assault, two Maneuver). -
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I've always enjoyed playing rare, but effective builds, i just like being unique.
That being said what are the main reasons that i dont see melee crab builds and or ranged bane builds? Does it just not suit them? It looks like crabs have a few melee powers and banes have a few ranged ones. Does it just suck that bad?
Sorry if its a newbie question.
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Actually, I thought about Melee Crab before. I just don't have the time to "invest" in one yet.
I think it's highly doable to make a decent melee Crab. You've got 2 melee and 1 pbaoe and who says you can't use range at melee range? Crab has the defense and resistance to be in melee.
I would take Channelgun to diversify your damage type a bit. And then take Arm Slash, Frenzy and either Slice or Air Sup.
As for all range Bane, it is even easier. Venom, mace beam attacks, poison ray. You may be "slower" but still effective. You can try to be a controllish Bane with single hold, two resistance debuffs and lots of aoe. -
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Robotic Ninja Zombies different enough?
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Yup.
But not Undead/Demon
or Thug/Merc
So what is your point?? -
JUST NOT ANOTHER LETHAL DAMAGE SET please!!!
That's all I ask.
Demon is cool but I think it's similar to Undead (magical).
Merc and Thug are kind similar too.
We need something really different. Robot is on its own.
Pirates (or Water Creatures) would be nice. A mix of Smashing and Cold damage.
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The redraw is ok. The only problem on Bane is that Bane is already so slow. It just feels even more slower when you shoot and then switch to mace. Venom Grenade is definitely worth it.
My Crab took Burst from Wolf line and it doesn't bother me at all since it shoots faster than Long Fang I think. Both deal the same lethal damage.
I guess you can try taking Bayonet if you want or even Pummel. Pummel has good stun in it and it's only 4s recharge. -
How come I15 looks more like an update than an actual "issue"? Yes, I know an "issue" is also an update but still....
It would be nice to see a few proliferations. -
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I know this seems odd, but since I rarely play Villians I was wondering if someone could tell me how bad it would be to make a Petless Mastermind. I would of course use pets until level 50, but at level 50 I just want to run around as a support character not an army general. So if I went Ninjas/Poison would I be completely worthless or would I be close to a Defender?
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Would you be close to a "Defender" for supporting ability? The answer is NOT EVEN CLOSE.
To give you an example: Defender's Darkest Night has 37.5% debuff on Damage. MM's version is only 22.5%. This may seem that much but when you throw in Twlight Grasp' damage debuff. Defender is 6.25% and MM's 3.75%..The difference gets bigger and bigger if you can enhance the debuff values.
What MM has an advantage is using "pet" debuffs like Freezing Rain and Tar Patch. Those use pet values so it's the same value on every AT.
If you want to support and blast yourself most of the time, pick a secondary that has more "pet" debuffs. I would say /storm is a good choice and /trap. -
On the side note, there are quite a few changes on secondary defensive sets in customized mobs. I didn't read the whole thing but I think mez protection is now only available to "extreme" bosses/lieuts? That will be a good help.
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We don't know if it is truly a "buff" or a "change". Castle's first idea was to make that we can choose to have more control or more damage during Domination, which means Doms will always lose out on one aspect of Domination.
It will be tough to "buff" Dom while keeping the "thrill" of this AT. Some of my friends like Dominator specifically they hate the "easy-mode". They hate 'scrappers' with a passion. -
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Gravity seems to be perceived as one of the more underperforming sets when it comes to control. Some people like it, most people don't. I had an idea and I wanted to share it, granted I'm not a specialist on powers in this game and the idea may not be balanced, but perhaps with some suggestions it could be made that way.
Basically my idea is to drop Dimension shift from the set (now I know some of you like this power, but in my opinion the majority of gravity users don't touch this power and I can't think of a power gravity could realistically drop in favor of this one) and add in Gravity Well. Gravity Well would basically function like a reverse telekinesis from mind control. It could be a fire and forget power, or a toggle where you create basically, a miniature black hole that "pulls" everything near it towards it, until they're trapped in its center. If it was a fire and forget power, there would most likely need to be an accuracy check to see what targets it grabs in its radius, and if it "misses" some of the mobs you had targetted, you could potentially use Wormhole to snag them and place them in the gravity well, or another knockback power of some sort (with the proper placing). Some people also consider Gravity to be one of the control sets lacking in damage in comparison to the others, so potentially a dot effect and/or a slow effect could be added to this as well, to simulate the crushing, pulling power of the well you've created to trap your targets.
Anyway, that's the idea I had. I personally think it would be a sweet addition to the set in favor of dimension shift...dimension shift just doesn't feel very "gravity" to me but that's my own personal opinion. Maybe some would consider it overpowered but that would depend entirely how it potentially could be implemented. It would probably have to be fairly high up on the power selection choices in terms of what level you could get it for balance reasons. In my mind at least, it would make Gravity a more attractive set for people to use and make it wicked fun to play. Let me know what you think!
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The set has been made for a very long time. I don't think the dev would take out Dimension Shift (even though I dislike the power).
The dev can, however, improve certain powers to make the set more appealing. Gravity is actually not that bad. It just needs some minor improvements and I believe they are quite easy to make:
1. Wormhole and Dimension Shift switch order.
2. Wormhole's radius increases from 15' to 20'.
Bigger changes:
3. Make Lift a 4' radius Group Lift.
Done. That will be a perfect Gravity set for me (I still will skip Dimension Shift!) -
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Did I only see them in abundance because they were leveling up to move to PVP? I couldn't tell you the last time I saw a pure fort in PVE.
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You mean Forts having no aoe for pve purposes or??
Mine is for pve I guess. I have two aoe, two assaults, maneuver and tactics too. -
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If you really want to experience low level endurance frustrations, try running a Fire/Kin Controller that is not Tech Origin (meaning the ability to slot Yin Talisman Endurance Reduction SOs starting at level 10).
My FIre/Kin is Magic Origin and she has been sitting at 15 for the past couple months. Even with an endurance reduction enhancement in each of her powers, she still runs out of endurance nearly every fight or every other fight.
I'm surprised anyone has ever managed to get a Fire/Kin up high enough to actually be viable without giving up in frustration due to endurance usage.
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Do you run Hot Feet all the time? -
Inspiration management is also a "skill" in itself. Newbie players probably just carry "greens" when "blues" and "purples" probably matter more than green.
You can rest more or you can carry more blues at the expensive of less red/yellow.
Or you can carry more yellows because you'll be hitting more often against early CoT ghosts.
CoX is already a very fast pace game.
Some characters suffer from "resting" too much? Exactly which sets are you talking about? Radiation?
Like I've said, you need to watch your endurance bar. It's part of the game. Some sets' secondary effect (like Claw) is costing less endurance. And endurance is not that big of a deal once your character grows higher lvl.
And some fights are tougher because you start with less endurance than before (Rest is still recharging). Do you go in or do you wait or do you share blues with teammates? That's all part of the strategy.