Jibikao

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  1. Interruptable powers will no longer consume a charge if they are interrupted.

    This will be a good small buff for Assassin Strike as the endurance cost is high if you get interrupted and use it again. That's like double the endurance cost.
  2. Quote:
    Originally Posted by Nyx View Post
    Ok. Update on the funness of poison.

    So I took poison trap. Poison trap was unfun! I know it was doing something. I mean...swirling toxic vapour! Neat little gadet thing! 2-6 damage over time per tick...
    When I tested /Poison, I suggested making Poison Trap do much large Toxic Damage in the beginning and leave the DoT out because the tiny dot damage will 1. draw unnecessary aggro you (since Poison Trap can't be target, the mobs target YOU!) 2. interfere with Sleep powers.

    I guess you can proc the hell of Poison Trap with hold set and pbaoe sets.

    /Poison has no acid mortar or seekers to help you with aggro issue when you run in with Venomous Gas. I guess they can make Poison Trap a "targetable" pet with health? Who knows. The whole /Poison set is lacking for Corr. /Poison is better on Controller.
  3. If the endurance cost is a lot lower, I may consider it and even that is a stretch.

    That's the same thing with the pbaoe knockback in Force Field. The endurance cost is just way too high for the effect.
  4. I think I will eventually prefer /Ice over /Ninjitsu but I have too many projects going on now that a Stalker/icy will need to wait. :P
  5. Quote:
    Originally Posted by Kodoku View Post
    These same percentage-based damage buffs are further enhanced for Scrappers because they multiply the damage of crits (not unlike how Fury multiplies the damage of SJ's combo bonuses).

    Brutes' benefiting from Fury's effect on combo bonus damage in Street Justice is just the flipside of this scaling disparity. Where Brutes get shafted by sets with %dmg buffs because their base damage scaling is cripple to balance Fury, Scrappers (and Stalkers) get "cheated" on sets with raw bonus damage effects (i.e. Street Justice combo damage, Fiery Embrace in /FA, etc.).

    Scaling disparity is a two-way street.
    Stalker gets screwed even more by not having 1. Shield and 2. Fiery Aura.

    I can sort of see the argument between Scrapper VS Brute but Stalker's inferior "raw" damage is balanced by having more Critical chance with more teammates so attacks that cannot score critical are imbalanced for Stalker (hint hint!!! 3 out of 4 Epic sets cannot critical).

    I am not too sure if the argument that Brute should benefit from Fury buff even from secondary attacks (that cannot critical for Scrapper/Stalker) is valid enough because Brute should never out-damage Scrapper and Stalker to begin with. Brute has more HP Cap and Resistance Cap than those two. And Fury buffs Brute's damage way more efficient than the typical Build Up buff. Brute can increase Fury ratio on his own, while a soloing Stalker can never increase team-critical buff.

    With SJ, Brute's fury buffs combo finisher base damage and then gets amplified again with 3 combo points.

    So Brute fans asking to deal same damage as Scrapper (or Stalker) is just not going to work. And they shouldn't be surprised that Kinetic Melee works better on Scrapper because Scrapper should deal more damage than Brute, period. I never understand why Brute players think they "should" out-damage Scrapper and Stalker. They want higher survival, higher damage and better aggro management. The damage scaling disparity shouldn't be a two-way street. It should ONLY be one-way street that favors Stalker/Scrapper.

    Sadly, Kinetic Melee is really the ONLY melee set that the dev paid more attention to the Stalker needs. They added build up refresh.
  6. Quote:
    Originally Posted by Arcanaville View Post

    For example, if I say "increase crit damage to 150%" that's going to look *huge*. Its not. Its equivalent to about a three percent increase in damage across the board. But its occasional burst damage will increase dramatically.
    One advantage of Increased Critical Damage is that when it happens, it may be good enough to one-shot or two-shot a minion, which provides more safety. Ninja Blade, on the other hand, may need 3-4 fast hits to kill a minion but does more dps in the long run due to much faster animation.

    By the way, Increased Critical Damage could be a good idea for Stalkers. :P

    Broadsword just needs something more unique.
  7. Quote:
    Originally Posted by Moonlighter View Post
    Thoughts:

    Brutes: Increased Fury generation from attacks.

    Scrappers: Increased *damage* from criticals, as opposed to increased critical chance.

    Tanks: Bruising effect increased.
    Of course Stalker is always left out. :P

    A lot of melee set discussions always leave out Stalker's existence....


    PS: But I agree Broadsword is quite boring. Ninja Blade has better animations and the mechanism works better. Broadsword is just another copy of Ninja Blade but slower. It really has next to no advantage or uniqueness. And I would think you need two-hand for a large sword? One-hand sword and mace just look very weak.
  8. Quote:
    Originally Posted by Zem View Post
    I'm beginning to wonder if this was actually an oversight. I'm not sure how they can justify not giving a full critical to Scrappers and Stalkers (but especially to Stalkers who rely on their criticals more) when Brutes get the full benefit of their Fury added to whatever combo level damage they are doing. Same for Tanker bruising really.
    I PM Synapse about this issue when I tested SJ. He is worried that a full critical from a combo 3 is going to do too much damage (especially at early levels), which I kinda agree.

    I also agree that Brute gets more benefit from SJ due to Fury increasing combo damage.

    I guess the more logical way is to not allow Fury increase every damage! It's ridiculous that they allow Fury to increase Burn damage too. If they get rid of that, then everything else seems to be more balanced. :P


    I think most people are happy with current SJ damage output so adding more critical damage seems to be too much. A full critical combo 3 Uppercut does more than a critical Assassin Strike.

    The only problem I have with Stalker SJ is the loss of Rib Cracker. That attack just looks cool and the debuffs are useful. I really hope Synapse can increase Shin Breaker's damage a bit more to make up for the loss of resistance debuff. He said he may look into Shin Breaker later. I left this game right when VIP freedom came out and I haven't really followed up on new stuff.
  9. Quote:
    Originally Posted by Vauluur View Post
    The strength of Stalkers seems to be taking down hard targets quickly, but what's the "Stalker experience" like?
    This part is only half-true. That's what the dev wants people to believe by giving Stalker a 10/10 Melee Damage Rating.

    If it's just against regular bosses, Stalker can kill him pretty fast but so is Brute/Scrapper/Blaster and even high level Dominator/SoA. Stalker can deliver pretty high raw "critical" damage but other ATs like SoA/Corr can buff team's damage or debuff mobs' resistance. Other AT's raw damage may not be as high but on average it's more useful than a Stalker with Assassin Strike.

    And if you are fighting AVs, Stalker doesn't kill AVs faster than most counterparts. In fact, Stalker ranks the worst in high-level performances. When I say high-level, I mean when you have whole bunch of set bonuses, etc. Other ATs have set combinations that allow them to solo AV. Not all set combinations can do it but at least they have the great potential. High-level performances are probably "broken" because AV encounter is designed for teams, not soloing.

    Stalker is the most "restricted" AT IMO. You can say Stalker's performance is probably the most "balanced" of all ATs because the only thing that really separates from this Stalker and that Stalker is ST damage VS AoE damage. Other ATs have huge gaps in damage performances, survival performances or all of above.

    I would say if your goal is to perform well on a larger team, I would go with sets that have more AoE. Electricity Melee, Kinetic and Spines are great choices. I like Claw but your teammates may not like it. :P Dual Blade has a really good mix of ST and AoE too.

    Edit: Stalker's performance is NOT weak. It's just not as "broken" as other AT's. If your goal is to solo things that are not designed for soloing, then Stalker will disappoint you.
  10. I actually think Judgment and Destiny need to have longer recharge. Judgment's up-time is way too fast for such powerful nuke.

    I know people will cry but I prefer Judgment and maybe Destiny having longer recharge like 300s and you can take Spiritual to reduce that recharge or you can choose Musculature to make it hurt more.

    I can see the problem in balancing with Spiritual. It's tough to balance "nukes" with different recharge timer. Maybe the secondary effects from Spiritual is very good? I haven't taken Spiritual at all because I find Cardiac and Musculature better.
  11. I heard that Defender's Rain of Fire is a watered down version. It's based on "pet" damage and only Corr's version can scourge. I believe even Blaster's Rain of Fire does the same damage as Corr's?

    I have to say Fire/Dark is better than Dark/Fire. Defender version will have better tohit debuffs and a bit longer fear/hold duration but Tar Patch is a pet so both Corr and Defender debuff resistance the same.

    I think Dark support is another support set like Kinetic that just works a bit better on Corruptor who has Scourge and higher damage cap.
  12. Leave secondary aside, Beam Rifle is at its best if you focus on the same target to trigger Disintegration.

    This means if you switch between primary/secondary powers often, you may delay the chance to trigger Spread. That same target may die by the time you use your secondary powers.

    /Trap seems better than /Poison for Beam Rifle because after the traps are set, you are pretty much free to focus on the target for Disintegration; whereas for /Poison, you may need to keep using Envenom/Weaken to get the best out of the set. And /Poison has a hold and Beam Rifle has a stun. They don't stack. The synergy is just not there.

    Yes, /Trap does have long set-up time but once the traps are set, you can focus on firing. /Poison is too active and Venomous Gas doesn't fit well with a set that ONLY has a cone attack for aoe.

    If I am looking for a debuffer, I would take /Trap and /Rad over /Poison. But if I am going for PvP, I would take /Poison because once you hit the target, he can't run outside of anchor range. The debuff stays on the target for 30s. And of course the con is that you may miss to start the fight. :P
  13. Do regular taunt keep GM in place? I tried to solo GMs but they just run like a little girl most of the time.
  14. Your biggest concern should be big-body Demons blocking each other's path. Most Demon pets have AI to run in.

    Thug, at least, have decent range attacks and they tend to stay at range. Only Bruiser would try to go in.
  15. If you guys are mostly duoing, then I would suggest just another Stalker. If you play a squishy, you are going to get a lot of aggro. Stalker is not good at holding aggro. Stalker can take hits but not holding aggro for teammates.

    I used to duo Stalker with my twin brother. He is Claw/Will and I am Spines/Nin. He would start the battle with Shockwave and I follow up with Throw Spines. His Claw attacks provided us a lot of safety.

    If you don't mind making a Stalker, give him a try. :P

    With two Stalkers, you guys can pick your fight and if there is one boss, you two can handle him/her very quickly.
  16. Jibikao

    Dark/MM viable?

    My main focus right now is a Dark/MM Blaster. She is Pam from True Blood!! Love the Vampire theme. Dark blast with the ability to do mind controls.

    I am only lvl 21 and so far, soloing has been quite easy. I always start with knock back and then kill one by one. I can't wait until I have Life Drain. I've tried many Dark Blast in Corr and Mastermind and I like Blaster's version the best because I have Aim. The knock back can be annoying if I team with melee friends. Oh well, sucks to be them! :P


    On a larger team, I may start with torrent, run in to use Drained Psyche and run back.

    Kioshi, we seem to have similar taste in powerset combinations!
  17. /Poison in general is not a good set. I was one of the ones in beta testing for /Poison Corr and I already knew the set won't do well. It is really "average" at best.

    /Poison is a very busy set. The splash effect is nice addition but the area is still not large. You'll be using Envenom a lot and maybe even Weaken.

    The biggest problem with /Poison is activation time. You may need to use Envenom 3-4 times (1.33s) against a large spawn and use Weaken 2-3 times (over 2s!!). And Breath takes 2.67s and poison hold takes 2s. You really spend a lot of time on /Poison.

    And Beam Rifle isn't exactly a "fast activating" set to begin with. Beam Rifle gets most benefit when you keep on using beam attacks. This is one of the reason why I chose Blaster over Corr because 1. I hate redraws. 2. Beam Rifle is a lot better when you can focus on disintegration mechanism. And also, /Poison's signature power Venomous Gas is a pbaoe and Beam has no pbaoe attack or even target aoe. It serves very little purpose for you to get close to the mob.

    You probably picked one of the worst secondaries for Beam Rifle. I hate to say it. Trick Arrow could be another bad one but at least TA has aoe debuffs that you don't need to use all the time.

    Edit: /Poison is probably at best if you team with a Brute or MM who can take aggro for you. You don't have /Trap's defense/mez protection and alpha taker like Seekers. Oh and you can't heal yourself with /Poison too.
  18. Some +4x8 mobs are much easier to solo than others. CoT and Council are probably the two easiest groups at lvl 50.

    Longbows can be very tricky because their rifle attacks reduce your defense greatly and if you get one of the more annoying Wardens, you are screwed. And you have to constantly move around to get away from sonic grenades to avoid huge resistance debuffs.

    +4x8 Carnies is really really tough. They may not do huge damage at first but with their tohit debuffs and constantly phasing out, you'll eventually die or get bored killing them. The time spent on killing +4x8 Carnies is just not worth it.

    Arachnos at +4x8 is tough too. They have so many variety in damage type.


    I am going to assume the standard mobs to solo +4x8 is going to be either CoT or Councils.
  19. Quote:
    Originally Posted by Grey Pilgrim View Post
    I did not think I would like Beam until I played it on beta, actually. Disintegration did not seem like the best mechanic for a Blaster when I heard about it on paper, but it works well enough in practice on hard targets. I drop bosses and EBs faster with my Beamer than any other Blaster, and I have played a lot of them.
    This raises a question that I've wanted to ask. How does Beam compare with Fire Blast?

    I mean I haven't played a Blaster for a long time and I am amazed by Beam's damage when Disintegration happens. Things just melt so fast at lvl 18.

    Maybe the raw damage number for Beam is less but if you include -regen component, Beam can very well compete with Fire Blast?

    (I, too, wasn't too impressed with Beam when it first came out on beta. I didn't even bother testing for it, but I think I really like Beam Rifle on Blaster. It does great damage at range and I like seeing Disintegrated text, much like I love seeing Stalker's Critical text)
  20. Quote:
    Originally Posted by Winterminal View Post
    There is a set Chance to Spread percentage attached to each of the powers. If memory serves:
    Single Shot: 20% Chance to spread Disintegration
    Charged Shot: 30%
    Lancer Shot: 50%
    Penetrating Ray: 100%

    Personally, I am loving my Beam/Energy Blaster. I threw a Range IO in Disintegration as soon as I could afford the slot, so firing off Disintegration from 96 ft, then using Penetrating Ray (with an interrupt redux) has been a very effective opening combo. I expect it to only get better once I have Boost Range at near-permanent activity. Mobs melt a lot quicker that way, and the extreme distance becomes your defense.
    Doh! I wish I knew about the spread chance before I chose /Fire! I can see a very good synergy between Beam/Energy. I chose /Fire only because I heard that Beam has bad aoe and I thought maybe I'll only use some fire aoe when I need to.

    The in-game description does not explain how Disintegration spreads.
  21. Jibikao

    No Headsplitter?

    Doesn't Headsplitter have a high chance to knock down too? That alone, I would take it even if DPA is average at best or a bit less than Slash.

    The only high tier attack that makes little sense is Greater Ice Sword on Tanker. That attack is just overall bad.
  22. Quote:
    Originally Posted by MajorTractor View Post
    A thugs/sonic MM using burnout for double gang war. 26 pets is probably going to be pretty hard to beat.
    Oh..the 2nd gang war won't over-write the first? Good to know!
  23. Quote:
    Originally Posted by Arcanaville View Post
    In all those games, weapon draw delay would be meaningless anyway, because only City of Heroes specifically allows we players to leverage activation time as thoroughly: not even CO allows it to the same degree.

    But if you want to ask the devs for global cooldown to replace weapon redraw, I'm curious to know how far that would go.
    I actually enjoy the various "activation time" we have here instead of global cool down time because with activation time, we actually have very cool looking attacks rather than everything coming out in 1s. You can't create cool looking animations if you are tied with just 1s. Some attacks just look cooler with longer animation (IE: 1K Cuts).

    Redraw penalty has different degree. Like I said, on a melee toon, you mostly won't be using your secondary powers much so once the weapon is drawn, you are not going to notice much of the delay.

    However, the degree of penalty goes up if you are Corr/Defender who switch between primary/secondary often. And it gets even more worse if you have a weapon primary and a weapon secondary (trick arrow).

    We do know that they made specific animations to bypass redraw for stone, fiery and ice swords. I wonder if they can do the same for Trick Arrow at least? So at most, you are only going to suffer one type of redraw from either primary/secondary.

    And of course there are more redraw from Patron/Epic but that will just be too much to fix.
  24. Quote:
    Originally Posted by Arcanaville View Post
    I

    What's more, the changes were a major buff across the board for all weapon sets affected, and people still complain about them. When the players complain about a buff, that does not encourage the devs to reexamine the situation as a priority.
    Some of the weapon sets were really bad before the changes. IE: Assault Rifle and Broadsword. After the changes, those weapon sets seem to be more "balanced". If they were merely buffed from "below average" to "average" that doesn't really seem like weapon sets were buffed to have an "advantage", does it?

    Weapon redraw is ok on most melee toons but I find it quite annoying on Corr/Defender who use secondary/primary powers all the time.

    And I wonder how much delay a Beam Rifle / Trick Arrow would suffer? hehe

    I've played other games like Guild Wars, Champions, WAR, Rift, Allods and WoW and as far as I know, they don't have weapon draw delay. It's nice that this game wants to preserve some "realism" by "drawing the weapon" out but sometimes a game is just a game. Too much realism becomes hard to balance. It's like the dev have a problem with Stalker and a Shield (since you can't hide with a shield there, can you?) but in reality, Shield set can help out Stalker so much in aoe damage department and there is really only one power that needs to be modified.


    I just find the delay annoying that's all. People have done a test with Night Widow using all claws VS claw with Gloom attack (since Gloom is one of the better dps powers) and throwing Gloom in the attack chain seems to slow down considerably.
  25. Having one weapon redraw is mildly annoying.

    But having TWO weapon redraw is just borderline unbearable: Beam Rifle / Trick Arrow, Dual Pistol / Trick Arrow or Assault Rifle/TA.

    I can't imagine myself playing one of those, no matter how good the theme is.

    I've noticed that there are some inconsistencies in Mace Mastery and Bane's Mace. I can't remember which attack but I recall shatter armor not causing weapon redraw??


    So what we are saying here is that Stone Melee, Ice and even Fiery Melee sword attacks don't suffer from redraw because they made animation specifically to bypass the weapon draw? I just don't know why stone melee can bypass redraw whereas other weapon sets can't.


    And about /Thorn Assault, I felt there is redraw delay when I level my Fire/Thorn to 50. I felt that whenever I use Char and then jump back to use Impale, there's always a delay and impale won't go out until I land. Visually there is just a delay there and it's an eye sore.

    And I know there is definitely a redraw penalty in Claw because my stalker would use patron Dark Blast and then Focus and there is a minor delay but not the other way around.