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Posts
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Quote:Well, not that I changed tunes, but on my DP/Fire blaster, those 2 auras (blazing aura and hot feet) add up when I'm in the center of foes using Hail of Bullets. I think that thing take 4 seconds (!) to animate so more likely than not, I've spent at least 1 and a half seconds getting in then getting out of that spawn, so I'll probably have at least 5 or more seconds of the damage auras going off.For squishies... Well, put it this way - I've yet to see a Blaster damage aura that's worth using for its damage.
HoB itself adds a damage bonus and the time it takes to use gives Blazing Aura and Hot Feet 3 tics of damage and HoB has been known to sometimes barely kill minions. The auras make those dead minions more a certainty.
Now I want to play my DP blaster some more -
Quote:And I wouldn't be surprised if many of them used recovery serums or something.While I do have a couple of TW characters, I have none anywhere close to be twinked out yet. I only kinda really grok how to maximize with momentum, so I am likely missing something. I did just hop over to the pylon thread to see what TW could do, and it does appear I'm wrong. The twinked builds really do some sick DPS. Of course I didn't see how much recharge was required for those. I have to imagine it was plenty high.
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Quote:To add to what Nihilii is saying, I ask you how many sets have a 2 second or more attack they fit into their rotation? Kinetic Melee has Concentrated Strike, Fire Melee has Greater Fire Sword, War Mace has Shatter, Claws has Eviscerate...Titan Weapons' momentum is the equivalent of using one of those longer casting powers every 5 seconds in exchange for every attack potentially being among the faster casting attacks.I find it interesting how many people say the set is overpowered. I really don't agree. Yes, in Momentum, it's extremely powerful. However you can't be in momentum all the time.
Build Momentum is a 10 second duration power with a 90 second recharge. At the recharge cap it can be up for 10 seconds and down for 8. Of course I don't really know that a player can get to that kind of recharge without outside buffs (maybe with a proc, but that's a short duration thing). Even if they did the sacrifice in focusing solely on recharge will have its own costs.
A more realistic amount of recharge is around +200 global (and that sure doesn't come cheap). With that you can have the power at 10 seconds up, 12 seconds down. Now granted, you can spend the downtime hopping spawn to spawn in ideal conditions, but if you're focused on a hard target, you're going to have breaks in momentum, and obviously the set is by no means overpowered outside of momentum.
Maybe I don't know the twinking of the set well enough to get how to break the game with it, but I think that while it is a high end set, broken is overstating the case. I actually find war mace to be somewhat comparable without the off and on gimmicky nature.
I say it's kinda-overpowered because, if you consider some that you're not going to escape slow animating attacks no matter what set you go to unless you build for hyper-recharge and only cycle the best and fastest, Momentum is practically ignorable. Every now and then, one swing will just be slower than the rest...it's not a big deal. It's only a big deal if you're inclined to move a lot in combat and from another thread I read on the boards, many players avoid excess movement in combat anyway. Beside that, there is very little downfall to TW's strengths. The thing keeping TW where it's at is the prospect that slow animations = weak and obnoxious. If no one minded TW losing momentum every now and again, I'd bet the non-momentum animations would be stretched to 3 or more seconds or the momentum animations lengthened slightly to bring it more in-line with the other sets.
As is, the animations seem to be barely on the edge of "OMG This set is crappy and slow!" Looking past that, it's actually very powerful. -
I just checked my character list and it turns out that my guy that's running the Wards is now lvl 38. Should I still bother waiting and run the Night Ward arcs level locked? Or would he miss out on the first handful of contacts?
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Quote:Right, I mentioned Tankers (and Brutes) and ST focused tactics. It can contribute greatly but it's more circumstantial than standard AoE attacks, especially on a Scrapper which doesn't have a taunt wrapped up in that aura.Using the attacks in your primary (or secondary in Tanker's case) uses more endurance than running Death Shroud.
If running Death Shroud means you can defeat the same group of enemies using fewer attacks, you save endurance in the long run.
If you're running a ST focused character, you can focus your attacks on LTs and bosses and let AoE splash damage and your damage aura take out the minions. That's how I use it on my BS/DA scrapper at least. I frequently don't even have to target the minions because Death Shroud kills them while I'm hitting any bosses in the spawn.
Quote:It shouldn't take a giant amount of reflection to see why this is wrong. In general the more granular the damage you can do, the better. Bigger chunks more often lead to overkill. As Claws said there's also the fact that while you're beating on the boss, the aura is killing everything else. There remains the fact that the aura costs what a single target attack would cost so anything it hits past the first target is pure gravy. If you're somehow not yet swayed, take note of how many farmers choose non-aura sets.
My point was, damage auras aren't as huge a contender as many make it out to be. That isn't to say damage aura's aren't great, but if they were as huge as being made out to be, sets without damage auras or ATs that exclude them would be at a serious disadvantage and that just isn't the case. -
Quote:*shrugs* When the complaint is the set not 'flowing' or feeling choppy/jumpy, I'd say it was a decision of theme as well.
I strongly dislike "balance by inconvenience" in video games, but to be fair to the devs I suspect it's more the powerset *wasn't* balanced at all...
Honestly, what giant weapon would be wielded all smooth and flowing-like? That doesn't sound like rocket hammer or railroad crossing sign at all... -
Tangent: I'd recommend Inv or WP too. Neither really has clicks to worry about, which just made my time with Titan Weapons(/WP) more enjoyable. Energy Aura is good too but it has a lot more clickyness as I've learned more and more with my Claws/EA/Soul brute.
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Quote:I won't bemoan others for advancing slotting in damage auras, but I tend to agree on the premise thatThing to consider:
On a tank, when solo, you will probably spend quite some time standing in the middle of a big group of mobs whilst you wear them down.
On a Scrapper, you will probably kill the mobs quickly, or they will kill you first.
I guess I'm saying: probably not.
I know some people go Spines/Dark for the damage auras, but I would consider this a very specialised build.
-If it's a Tanker, damage aura's are critical because the foe will be around long enough for more than 6 tics to go off, which will be equivalent to a tier 1 attack on everything.
-If it's a Brute, damage auras are magnified by Fury, also for both Tankers and Brutes, these taunt.
-If it's a Scrapper, and the focus is primarily ST.
I'd tend to go by feel though. If you feel damage aura's doing a lot for you, then slot and use them more and if you don't, don't. I don't feel they do as much on Scrappers so it depends.
Quote:Yes.
City of Data has proven that a damage aura is a huge chunk of your total damage output.
Quote:This is what I did, and it solved all of the endurance problems my Dark/Dark Scrapper was facing. I know some feel it's a great power for the defence debuff, but it's RIDICULOUSLY expensive and the "fear" part in Cloak of Fear ain't worth a crap - low inherent accuracy, low magnitude, short duration.
And the fear is certainly worthwhile. It's my mitigation and 'stay where you are while I line up my AoEs' offense on my Stalker. It's just like Death Shroud in that, if you want to get good returns from it, you have to slot it. And with temps, pools or hybrid, I'm sure there's something you can use to stack magnitude as well. Beside that, it has a nice little ToHit debuff for those that aren't capped for defense like the rest of us. -
Quote:I think both you and Kitsune Knight are badly hyberboling how 'villainous' Primal Earth is. Probably for rebellious reasons. Maybe you simply think Praetoria is utterly and ultimately innocent and should be the 'true heroes' of the game. Or maybe you're just both really, really poor heroes.
Believing the later, personally.Quote:Eh, this is the "Longbow is evil" argument all over again. People with an axe to grind will paint Primal Earth as the aggressor in everything it's involved in, despite the fact that Tyrant is revealed to be very much a card-carrying villain and horrible, oppressive ruler.
But that's more taking things to the extreme. Not going quite that far, seeing things from the perspective of others should help guide your actions and it very often seems they don't for heroes in CoX. -
To me, the idea behind Mystic Fortune and Secondary Mutation is a type of 'gamble' game. Some times you 'win' and sometimes you 'lose'. I personally like all the Mystic Fortune buffs (especially the Fool) but some buffs are very good while some buffs are meh. Getting 'meh' is losing. That's your Tough Hide, or Heightened Speed. Getting Quick Reflexes or Pain Tolerance is 'winning'. Getting Devolution is pretty much busting.
If everything were great, there'd be no 'losing'. If everything was 'meh' there'd be no winning. -
You should probably join some forum RP if you haven't already. I find the acute control with other players to be just as your expectations describe.
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All I know is the escapees' running animation disrupts KB a lot. Kind of annoying seeing a pair get hurled by Tornado but land on their feet without skipping a beat. Lightning Storm is pretty amazing in that instance though...Hurricane certainly pushes them but they'll still move around you.
I bet Dimension Shift would be pretty handy though. -
You worried I'd do naughty things to your characters? Because you should be
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Quote:The way I see it, good things have to have some kind of drawback. The set has practically 1sec cast times for half the powers in it, it has lots of Knockdown, some stun and a +def attack for high mitigation. It has hard hitting powers and like 3 cones and a PBAoE power, all doing decent to amazing damage.
The only potential issue with the set is Momentum. You can mitigate the endurance consumption, but Momentum is there to stay. If you can't stand it, it's not the set for you. If you can, it's bloody awesome.
If it didn't have momentum, it wouldn't be able to have all that stuff. If it had a toned down version, it'd have to have toned down powers. Basically, you'd have to come up with some other type of detrimental effect or drawback besides just endurance to make the set even *somewhat* balanced (frankly, the set is in the Overpowered territory, IMO).
Having higher recharge can be easily countered (see Granite Armor + IOs), lower base accuracy can be countered, yeah, there's not much else you can do to keep what it has and not be unfair.
So to those that can't stand momentum, I'm curious what alternative would work for you? To me, I *LUV* give and take like momentum, gaining advantages but disadvantages along with them. I don't even try to compensate for the extra endurance on my TW/WP scrapper...he runs out of endurance because the sword is frikken heavy...but he'll get it back really fast if you give him a second to stop swinging. Momentum itself gives the set a feel of being heavier and it truly makes the set enjoyable for me because of it. I often get antsy because I want to lvl the character more but I'm was waiting for the next part in Praetoria to do so. I guess I don't have to keep putting him aside and waiting then...
But yeah, momentum is a deal-with-it or hate it type of thing. I'd say it's easier to deal with if you understand all the extras you get for dealing with it. You truly do get a lot for that little roadblock. -
Well that's probably why. My main (or an alt of my main) is from Primal Earth and he's the only one to ran First Ward and he stuck pretty close to just the stories. I think he got up to lvl 36 and has been waiting for the next 'part' to come out before leveling him anymore.
What level is the Night ward thingy? I hope I didn't outlevel it without knowing... -
Quote:Hmm, it might work like Energy Aura...Energy Cloak was changed too since toggling that power made you perpetually invisible (like...totally unseeable...no aura or anything). Now, you're fully visible after initiating combat but your stealth is still there. What I'm saying is, perhaps you have to start combat and you'll be visible?Ehhh, I can verify that it's a big black fuzzball. I started a Dark/Staff Tanker last night because I just have to see Claws' build in action. Now admittedly, my character costume is nearly pure black, but from what I could see the fuzzball pretty much just replaced my model entirely. Even the staff was hidden.
It looks kind of cool, though. The staff is invisible but the motion effects aren't, so it looks kind of like the fuzzball itself is lashing out with long strikes. -
Quote:With standard builds (of just basic IOs or SOs) I find a 2nd accuracy slot in attacks to be a waste since such builds, even on teams, will at most face +2 foes. Anything higher and you're better off just frankenslotting to get around 60% Acc or so.Heh, probably not enough, I'm thinking.
He's only level 27, and the slotting order doesn't reflect current slotting, but this is his Final SO/Vanilla IO build;
Also, the standard +res toggles are cheapest when compared to any other powerset's toggle armors (Dark Embrace/Murky Cloud/Obsidian Shield cost 0.104 END and toggles like Focused Fighting or Temporary Invul cost 0.13). In short, you're wasting slots on a 2nd END redux on those armors...1 works dandy. Slot for 3 resist though.
Unless you absolutely need it, 1 -KB IO is sufficient if you're trying to save slots.
You've got Dark Regeneration underslotted. Healing slotting is absolutely last thing you'd slot in the power after getting some Acc, max END redux slotting and some rech slotting. This power costs 33 END, and every % of reduction will more likely help you than any other redux in the build. Soul will also reduce it further.
But the main goal to reducing DA's endurance woes is to build so you don't need to click Dark Regen every time it's up. You'll run dry no matter how you slot your attacks in that instance. Maximize your resistance, add some defense, use control effects to your advantage, whatever you do, just make it less frequent to use.
Lastly, if you're aiming for light IO bonuses like the -KB, use a Blessing of the Z as you get KB protection from just choosing a travel power. 2 slot Super Jump and/or Combat Jumping and you can get some +def along with that. Other IOs you should aim for are Performance shifter to replace 1 END mod IO in Stamina, one or both +recovery uniques for Health, Theft of Essence +END proc for Dark Regen. That set of 3(4) IOs will be all you need to cover Dark Armor's endurance. Then the rest (your primary) can be build around for its own function, not to make DA function better...although that could be an option... -
Runesoldiers...that's a pretty cool name. Do they use any special powers? Maybe a sneak peek at the new Sorcery power pool?
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Quote:Doesn't portal corp have some sort of policy? For any new portal opened, empty about 50 clips into it before sending anything through. Could have sworn that was written down somewhere...Okay, how did Primal Earth shoot first?
By making contact with the resistance first? Opening the portal to Praetorian earth? Sending in probes as they discovered things? Getting kidnapped by praetorians and needed to send heroes through to recover them?
Discovering that there had been established various cells of Praetorians on Primal earth and sent them packing back to where they came from?
I tried looking it up, but I could not find anything (so either my search fu is weak at this moment) or a "revised history" from Devs have not gotten out to the public. -
Or maybe he just doesn't want to roll another /Fiery Aura character?
That said, I dunno.../thorns isn't the highest powered assault set but it's pretty decent and what it loses in -rech and -movement, it gains in -def (in the realm of +15% defense debuffs...Thorn Burst and Ripper have -30% defense in it!) Yeah, you might need it, but all those foes with 50% chance to hit you need a better chance of killing each other after you toss out Seeds of Confusion.
I honestly wouldn't know if Scrapper Spines would be better than Dom Thorns but for AoE, one would consider both their options, huh?
For Scrapper AoE:
-Can't use Shield Charge but Spring Attack is an option.
-Lightning Field, Death Shroud, Blazing Aura and Burn from Secondaries.
-Energy Torrent
-Torrent, Tenebrous Tentacles
-Exploding Shuriken
-Fire Ball
-Disruptor Blast
-Ball Lightning
For Dom AoE:
-Anything from your primary so AoE immobilizes, pets
-Also got Spring Attack as an option
-Bile Spray
-Disruptor Blast
-Ball Lightning
-Dark Obiteration, Dark Consumption, Soul Drain (!)
-Fire Ball, Rain of Fire
-Sleet, Ice Storm
-Energy Torrent, Explosive Blast
-Psionic Tornado, World of Confusion
IMO, I think Scrapper will kill the few foes closest faster, but a Dom will kill more foes at once due to larger AoE options along with pets and debuffs. If you want a damage aura to match the Scrapper, World of Confusion.
For secondaries, I'd say it's honestly up to you. Dark is great, Electric is nice, if you want to try Ice you have to go Stalker (the only AT thus far with the Spines/Ice combo). I'd bet Stone Armor would be a good choice too if you simply want indestructability. I'm a fan of Invulnerability, it's hard to take down but probably better on a Tanker or Brute (which don't have Spines) so you can aim to cap smashing/lethal.
But my honest suggestion: Plant/Thorns. You won't be disappointed. You'll be soloing mission team spawns in the teens. It only gets better when you get Carrion Creepers, pets to add damage for you, epic pool attacks, alpha slot for recharge (possibly perma-domination), judgement, interface proccing with pets, creepers, epic AoEs, any survival from Lore, Destiny, Hybrid...the sum of it all will outpace a Scrapper, in my humble opinion. -
Quote:And on a Wednesday during a solar eclipse on a leap year during a rainstorm that *isn't* on the only CoX map with rain conditions?...in space?Ok. In hindsight, I should've restated my question.
Name one dimension in the lore with all Heroes and no Villains which has not attacked or been attacked by someone from Primal Earth... -
Quote:Critical Dark....I hate you for having a cool yet simple name that I now want!
You suck!! -
Quote:I would have sworn, but could be wrong, that Hurricane's full debuff range is 25ft but it's repel/KB range is shorter than that. Redtomax says the PvP outer range of it is 15ft...but yeah, you *can* keep some foes within the range of it without repelling them.Hurricane really annoys me, as well. There are two things in this game that I will never get, and they're PBAoE knockback and PBAoE repel. Hurricane has a very nice debuff, which I would really like to apply to my enemies, only I can't because the power keeps pushing them out of range. Yes, I guess I could corner enemies with it, but this is rarely reliable even with the much broader front of Force Bubble, let alone the much more curved front of the considerably smaller Hurricane.
As for keeping foes in corners, Gale helps too as does Lightning Storm as does Freezing Rain/Snow Storm. If you position Lightning Storm right, it's your goalie, Gale is the power shot, then your slow powers make them less likely to run past your Hurricane and your goalie.
And Thunder Clap doesn't knockback. It's just a plain vanilla (slooow!) mag 2 stun...but at least it's also in a wide range. Frankenslot the mess out of it or put a juicy stun set in there and you can have it's duration up to 25+ seconds and it's recharge below 30 seconds. Stack it with a ST stun to get a Lt+minions or boss+minions or other optional AoE stuns or combine it with Power Boost to lock down more stuff.
The beauty of powers like Hurricane and the set it's in is the variable options available. -
I'd agree if only so the heroes would eventually get bored of seeing the same dozen villains pop up again and again...while over on villain side, I'd be dropping new player characters every run and in as embarrassing a way I could manage then take pictures to rub it in.
I do that all the time on teams when the leader has a doppleganger. -
Quote:Dang, when I read the title, I opened the thread hoping no one would make the comment so I couldAm I the only one who giggled childishly at 'CoX everywhere'?
...and then again at 'where do you see CoX'?
But to answer the question...when I go to the bathroom and unzip...2nd answer, the locker room?