Luminara

Renowned
  • Posts

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  1. [ QUOTE ]
    The recharge cap is 400%.

    [/ QUOTE ]

    +400%. +.
  2. [ QUOTE ]
    I've been playing my Archery/Energy Blaster lately and picked up Rain of Arrows... I'm really liking it but I noticed a couple of odd things I wanted to ask about.

    - Does Rain of Arrows hit the targets that are actually in range when it goes off? Most AoEs hit whatever was in range when you activated them, even if they run off while the power is animating, but RoA seems to check targets when it actually goes off.

    [/ QUOTE ]

    At the end of the "leaning back and shooting arrows at the sky" animation, RoA spawns a pet. That pet then makes three hit rolls for its PBAoE attack. Each hit roll is performed "on the fly", at 0.0s (the instant the pet is spawned), 0.4s and 0.8s. The pet is then despawned at 1.0s. Targets can move out of or into range of the pet's PBAoE during that 0.8s period. Latency between server and client, or lag on the client's end, or heavy server load, can result in the pet "missing" due to the server thinking the target was at one place and the client thinking the target was somewhere else (and in a client-server dispute, server always wins).

    [ QUOTE ]
    - Does each of the three damage ticks have a separate attack roll?

    [/ QUOTE ]

    Yes.
  3. [ QUOTE ]
    First off why would you even report someone who did nothing to you.

    [/ QUOTE ]

    Wrong is wrong. It doesn't matter whether I'm personally affected, someone is affected and wrong is wrong. In this case, NCSoft, Paragon Studios and every other player are the ones affected. Including you. That's 125,000+ players, an entire development studio and a huge publishing company, all heavily invested (in far more ways than just money) in seeing this game continue to grow and progress, and you think we should all just quietly walk away when some stupid little maggot blatantly violates copyright law, because you decided that losing everything Co* related isn't quite as bad as being a "tattletale"?

    Get real.

    [ QUOTE ]
    Obviously mommy and daddy never told you being a tattletale is wrong unless you have been hurt in some manner.

    [/ QUOTE ]

    Oh, my, kindergarten playground insults. How shocking. How traumatic.

    How pathetic.

    Let me tell you what my mother and father taught me. They taught me to be a responsible person. They taught me to take action when I see something wrong happening. They taught me to be an adult.

    Apparently your parents haven't taught you anything, except how to ignore wrongs and talk down to your betters.

    Grow the [censored] up.
  4. Luminara

    TF "Must Haves"?

    [ QUOTE ]
    It's becoming increasingly more aggravating to get into a TF PUG lately. Seems there are becomine more and more "must have" builds - and if you dont have that build - no need to apply. Is this game turning into Guild Wars?

    [/ QUOTE ]

    If it were, I wouldn't have Task Force Commander on my TA/Dark.

    For that matter, I wouldn't have completed the Posi TF with that TA/Dark on a team with zero characters with any healing capabilities, at all.

    [ QUOTE ]
    As far as I'm concerned, the only must haves are a good tank and a decent healer

    [/ QUOTE ]

    Irony. You has it.
  5. [ QUOTE ]
    How do you complement a well played Trick Arrow Defender?

    [/ QUOTE ]

    Same thing you'd say to any other competent player. "Good job". "Well done". "Great work".

    Or just invite the player on your next team. Being remembered is as much a compliment as anything you could say.
  6. Luminara

    Food for thought

    [ QUOTE ]
    Does -res have a diminishing return? (As in, there's not much of a noticeable difference between -60% res and -110% res?)

    [/ QUOTE ]

    -Res doesn't diminish. The more you have, the more damage you deal, up to 300% (the maximum -Res you can apply to any target).

    [ QUOTE ]
    How exactly does -res work? If a mob has 75% damres and you apply 110% -res to it, will the mob's res fall to 0% (making the extra -35% res worthless) or will the mob's res be divided in two for every -100% res applied to it (kind of like the way recharge reduction bonuses work for powers)?

    [/ QUOTE ]

    Resistance can go below 0%, to -300%.

    Resistance resists -Resistance.

    If your target has 0% Resistance and you apply 80% -Res, then your target now has -80% Resistance and you deal Damage * 1.8.

    If your target has 75% Resistance and you apply 110% -Resistance, the target will resist that 110% -Res by 75%, giving a final applied -Res of 27.5%, reducing the resistance of the target to 47.5% and you deal Damage * 0.525.
  7. Just missing or corrupted textures. Defrag and verify files.
  8. Female swimming animation resets too soon. At the end of the animation, when the legs are coming back together, the animation snaps back to the first frame before the sequence completes. The animation might be incomplete or it might be skipping the last few frames, either way, it's noticeable.

    After accepting a scanner/paper mission, or closing the window without accepting a scanner/paper mission, the "standing with fists on hips" animation plays and completely overrides all other animations. You can leap/run/fly quite a distance with your character stuck in the "fists on hips" stance before the leaping/running/flying animation finally starts.
  9. [ QUOTE ]
    I'd disagree that the same can be said for every powerset, Luminara.

    [/ QUOTE ]

    Well, if I have a concept that calls for shooting fire from my hands, Ice Blast isn't going to fit, is it. Nor would Elec, or Energy, or Sonic, or Psi...

    What if I want to shoot glass from my hands? Is Rad Blast going to fit? Or Dark Blast? No? Well, I guess I'm limited to Ice Blast, then.

    I can come to this game, fresh and new, and have to deal with limitations imposed by different powerset graphical effects, a situation not exclusive to TA or Archery (or any other weapon set). Right?

    [ QUOTE ]
    Trick Archery looks like you are unequivocally using a Bow and Arrow to fire arrows with unusual devices attached.

    [/ QUOTE ]

    Um... yeah, that was the point. It's the option for those who do have a concept that calls for a bow and arrows.

    You said, "If anyone comes to the game with a pre-existing character idea that they want to fit into the game as closely as possible, chances are Trick Arrow wont be it.", and I disagree with that assessment because you base it on your lack of concepts for TA or Archery characters, not on data mining, polling other players, simple observation of new players or anything else.

    Seriously, I'm not trying to get under your skin or be a jerk, but whether or not you've been able to come up with a TA or Archery concept has no bearing, at all, on whether or not other players (new or old) have, can or will. As many players as there are who start playing because they want to shoot fire, or electricity, or "frozen time shards", or pretend to be constipated old men who emanate green gas from their nether regions, or whatever, there are just as many who start playing because they're excited about being able to make a character with a bow and arrows, or an assault rifle, or a shield, or a sword, or any other weapon-based set. For goodness' sake, five years on we've still got people, including brand new players, asking for wands and staves and whips and chains and... all kinds of conceptually limited powersets which use specific graphical effects!

    Concept limitation is something that we, human beings, impose. Not the game. And for every player with a specific concept that doesn't fit a weapon-based set, there's another player with a specific concept that won't be met by anything but a weapon-based set. That includes TA and Archery. The fact that they use bows and arrows for graphics doesn't make then any more or less popular than any other powerset, or any more or less likely to be selected for concepts. Truth is, you don't know what Random Player 164,330's concept is, so how can you postulate that TA or Archery won't fit it?
  10. Luminara

    MoSTF

    I had my fingers crossed all day for you boys and girls. Sorry to hear you didn't win, but you'll get it next time.
  11. [ QUOTE ]
    Talionis, Milady's Knight, and Local Man - those are cool backstories.

    However, if I may ask, did you come up with the backstories first, or decide that you wanted to create a Trick Archer of a certain kind and then fit the backstory to it?

    I'm not trying to knock this powerset in anyway, just pointing out one of the reasons people may not play it.

    [/ QUOTE ]

    Prehistory, ancient history, medieval history, Native American history and comic history all have extremely fertile ground for TA character conceptualization. I have two ancient Grecian characters, one ancient Egyptian, two Native American, two classic comic book...

    [ QUOTE ]
    If anyone comes to the game with a pre-existing character idea that they want to fit into the game as closely as possible, chances are Trick Arrow wont be it.

    [/ QUOTE ]

    The same could be said about every powerset. That's one of the things that makes this game so fantastic, there are actually options for almost anything anyone can imagine. Including bows and arrows.
  12. [ QUOTE ]
    Let me reinstate my premise. I would like to see more powers in the pool powers.

    [/ QUOTE ]

    Those restrictions that you're chafing against are there for your own protection, both from making mistakes yourself and from having to deal with the mistakes of others (like some numbtard who decided to take 19 pool powers and three primary/secondary powers).

    There is precedent for adding one more power to each pool, as they did with the recent changes to the APPs/PPPs, but even if they do decide to go that route, don't expect more, you'll be sorely disappointed. It's far, far more likely that they'll add more pools than expand the existing pools.
  13. [ QUOTE ]
    Use this thread to report any issues with visual effeccts (VFX) in CoH. This would include everything from effects from player powers, enemies, or sound effects. Please give us as much detail as you think we might need to replicate the bug.

    [/ QUOTE ]

    Flash Arrow "sparkle" graphic fades at 30s, and the -ToHit graphic (black-tinted yellow circular reticules) is very difficult to see. Duration of "sparkle" graphic should be 60s, the duration of the power.

    Poison Gas Arrow has no -Damage graphic.

    Poison Gas Arrow has a faint purple graphic to indicate that enemies have been debuffed, it's very difficult to see, needs to be more visible.

    Acid Arrow has no -Res graphic.

    Ice Arrow graphic appears before power affects target if target is already Held.

    Ice Arrow graphic appears 1-2 seconds after arrow hits target if target is not currently Held.

    Disruption Arrow graphic is still the old "white rings" style of the previous Sonic animations, may be difficult for some players to see (but does not appear to cause physical problems).

    Aid Other/Aid Self "tricorder" device appears to the side of a character or critter, not in the character/critter hand.

    Assault is not using the same sound as other Leadership powers (it's missing the "trumpets").

    The "choking" animation (used for Char and Poison Gas Arrow's Sleep) will often fail to animate if the target was performing another animation when the effect attached to the "choking" animation was applied.
  14. [ QUOTE ]
    Things have gotten a bit hectic lately and I no longer have the same luxury of combing through various sections here on the forums looking for bugs to fix. So I'd ask that you guys use this thread to report any issues with animations in CoH.

    [/ QUOTE ]

    All critters are cycling through the standard "punch palm in fist", "cup hands over mouth" and "raise fist threateningly" emotes too rapidly. They're starting one emote, then switching to the next one second later, then switching back one second after that, etc.

    Doing the /e flex emote with a bow drawn results in the character performing the "firing bow" animation, then putting away the bow and returning to the default stance (female, haven't tested male or huge).

    With a Blackwand drawn, jumping straight up then pressing a key to move forward results in a second "jump grunt" (female, haven't tested male or huge).

    With a bow drawn, jumping straight up will use a different animation than jumping in any direction (female, haven't tested male or huge).

    Some bows are not flexing properly, resulting in the bow appearing to flex much more at the bottom or the arrow to point upward at a 10 degree angle instead of straight ahead.

    Rularuu's Gaze is missing an eye.

    Projectile speeds on Ice Arrow and Entangling Arrow are not set to correct times.

    Aimed Shot has a pause after it fires. Animation time needs to be properly synchronized to activation/root time.

    If a TA power is queued while another TA power is animating, the second TA power will frequently fail to animate the action of firing the arrow, the character instead stands with the bow in one hand and the arrow in the other while the power activates.

    If a character is affected by Sleep while in the process of activating a TA or Archery power, the Sleep animation, the character goes into the Sleep animation, then an arrow goes zooming away from the character several seconds later. This also happens with some Sleeps when a blaster is attacking while Slept (but not all Sleeps. i believe the Tesla Cage animation doesn't cause this behavior).

    More when I remember where I put the list.
  15. [ QUOTE ]
    As it stands I MIGHT take it on an MM - but only if you could convince me to play a /TA MM, which is unlikely as the set stands.

    [/ QUOTE ]

    You're arguing about TA as it pertains to masterminds, and you haven't played a TA mastermind?

    ...

    [ QUOTE ]
    Ice Arrow: how the heck are you chain holding bosses with a hold that has a 9.5 second druation and an 18 second recharge? I don't stack up enough recharge on my MM's to get something like this to stack - you would need over 100% recharge to get it to stack even for a few seconds.

    [/ QUOTE ]

    Slot... Hold... enhancements...

    ...

    *shakes head and walks away*
  16. [ QUOTE ]
    Flash Arrow - only usefull if you are fighting AV's. Folks love to trot this out as if this where a huge part of the game - it isn't.

    [/ QUOTE ]

    How many masterminds run Maneuvers? More than a few? A significant percentage of the players? Makes sense, doesn't it, to pick up a toggle that gives all of your henchmen some additional Defense.

    How many masterminds spend inf or merits, or gamble with tickets, on those 5% +Def unique IOs? In my experience, reading this forum, playing my own masterminds and talking to other masterminds, essentially anyone who can get them does.

    And Flash Arrow is stronger than Maneuvers, slot for slot, and can be slotted up to be as good as a 5% +Def unique (better, because it reduces hit chances from special damage types, like Toxic, Psi, Special, Unique, whereas the IOs don't), but it's only useful against AVs?

    What, like every mastermind with Maneuvers or a 5% +Def unique only uses that when facing an AV? Seriously?

    [ QUOTE ]
    Poison gas arrow - totally skippable, a 15% damage debuff along with an unreliable sleep is almost useless without something to complement it.

    [/ QUOTE ]

    15% -Damage is 5% higher than the 10% unique +Res IOs, and it applies to damage types which the IOs don't resist, but getting 1.5x the value of that multi-million inf IO for free is "totally skippable"?

    Someone should tell the thousands of masterminds snatching up those 10% +Res uniques that they're "totally skippable", so they stop wasting their inf/merits/tickets.

    [ QUOTE ]
    Two single target controls (ice+entangling arrow): These are nice powers but with the low duration and high end cost that MM's pay and the fact that they generally have nothing to stack with them,

    [/ QUOTE ]

    It sure would be nice if Entangling had a really low recharge time, relatively long duration and could stack the Immobilize. Or if there were another Immobilize available, like, say, in the PPPs...

    HAAAAAAAAAAAAAAAAAAAAAAAY!

    And it would be nifty if TA had another Hold, or there were Holds available in the PPPs...

    WHOAHOLDDAFONE!

    [ QUOTE ]
    so they are useless on anything higher than an LT, makes them questionable for an MM.

    [/ QUOTE ]

    Both of those powers also apply -KB, -Jump, -RunSpeed and -Recharge. And Entangling drops Fliers instantly.

    But, yeah, who needs something like a cheap, fast Immobilize when playing as a villain, when you're only facing AV/Hero level foes every other level or so. Or a way to take nasty Longbow lieutenants out of a fight while your henchmen focus on the boss/EB/AV.

    WATEAMINIT!

    [ QUOTE ]
    Glue Arrow - Only really good defensive power in the set,

    [/ QUOTE ]

    Actually, it's the least defensive power in TA. All it does is keep enemies bunched up or away from you and apply a small Recharge debuff. Does diddly squat for the alpha, does less than diddly squat if your enemy has multiple ranged attacks.

    [ QUOTE ]
    however it is hard to place because it is a targetting AOE rather than a location AOE,

    [/ QUOTE ]

    Targeting one enemy is hard?

    Really?

    [ QUOTE ]
    does almost no recharge debuff (20% again, isn't much)

    [/ QUOTE ]

    But that's the only defensive thing it does, so if the debuff is weak, how is it also the best?

    [ QUOTE ]
    and frequently won't last through a fight.

    [/ QUOTE ]

    Why does a fight take you longer than 60 seconds? You've got henchmen, Resistance debuffs, what could you possibly be doing to drag fights out for that long?

    [ QUOTE ]
    Once you get oil slick arrow the set does improve quite a bit as the knockdown is a nice defense, but you have to deal with the pet bug if it happens to ignite (or if you want to ignite it).

    [/ QUOTE ]

    Or you could use the other debuffs and controls and not wait until level 35+... like everyone else does.

    [ QUOTE ]
    Please note - I have several /TA controller and I LOVE it as a controller set. The longer control times and slightly higher values for everything make it just good enough when your primary compliments it so well but for an MM I just can see it standing up to the utility of dark and traps or the healing and buffing of pain domination.

    [/ QUOTE ]

    Whereas I don't see any other secondary being as versatile and effective as TA, because they tend to be overspecialized in one area or another. I also see TA masterminds playing very much like defenders, focusing on supporting the strengths of the team, which is the henchmen in the case of masterminds, and shoring up the weaknesses, and after leveling one TA mastermind to 50 and another to 30, I see it doing those things extremely well.

    Without the need for a crutch, like a spammable heal or 50,000% -ToHit.

    [ QUOTE ]
    1) Poison gas arrow is a joke

    [/ QUOTE ]

    No, but that was a funny one.

    [ QUOTE ]
    2) Add some recharge reduction to entangling arrow - 10% isn't noticeable, even when stacked with glue arrows 20%. I think it would be better to increase it here rather than in glue arrow so that it doesn't get overpowering - this way to get a lot of -recharge you would have to put down glue arrow then entangle each mob individually.

    [/ QUOTE ]

    Or you could... learn to use the other debuffs... instead of trying to leverage -Recharge as the end-all and be-all of debuffs...

    [ QUOTE ]
    3) Make glue arrow a location AE

    [/ QUOTE ]

    Nope. Glue was changed to a critter-targeted AoE before I5 went live, it's not going to be changed back.

    [ QUOTE ]
    so you can set up glue 'traps'

    [/ QUOTE ]

    Teleport Foe on one enemy, Glue enemy, wait for enemy's friends to come run into Glue.

    OSA, Glue OSTarget.

    [ QUOTE ]
    give it more range

    [/ QUOTE ]

    Range enhancements are currently available in the game.

    [ QUOTE ]
    so you don't have to close to aggro distance to fire it off.

    [/ QUOTE ]

    60' is 15' outside of standard critter perception range.
  17. Luminara

    MoSTF

    [ QUOTE ]
    Okay from the responses I have received so far it is looking to be a no go for the 2 am on Saturday (at least not this Sat.)....sorry Luminara

    [/ QUOTE ]

    That's fine. The needs of the many et cetera.
  18. [ QUOTE ]
    Comparing TA to another powerset can make for a very compelling arguement.

    [/ QUOTE ]

    Comparing TA to other powersets doesn't make interesting debates, it makes threads get locked. Every "TA versus *" thread starts the same way, with some idiot yammering broad generalizations, ignorant conclusions and outright lies, then a demand for a "heal arrow", followed by a few days of me and the other well-informed TA players correcting the ridiculous disinformation, which eventually leads to pointless bickering and meandering side topics about fruit and/or cars, and finally a big, fat lock.

    Then we get blessed peace for a few weeks, until the next clueless underwear stain picks up a bow, plays for fifteen minutes and comes to the forum to scream about how TA "is supposed to be better than X" and starts the cycle all over again.

    Lord Nemesis could design an automaton with the schematics for these "debates". Steam, clockwork-like precision, it's all there.

    *yawn*
  19. [ QUOTE ]
    [ QUOTE ]


    How much -ToHit does Darkest Night apply to an AV?

    I'll give you a hint: less than Flash Arrow.

    How much -ToHit does Flash Arrow apply to an AV?

    Here's another hint: more than all of Dark's -ToHit combined.


    [/ QUOTE ]
    I'd like to see the math on that if you have it lying around,

    [/ QUOTE ]

    Flash Arrow: 3.75%

    Twilight Grasp - 3.75%
    Fearsome Stare - 11.25%
    Darkest Night - 11.25%

    TG and FS have hit checks, so their final value has to be modified to 95% of the total to account for the 5% enforced miss rate. Additionally, I can't imagine anyone slotting TG for -ToHit instead of Heal, so my calculations don't include slotting TG for -ToHit.

    TG + FS: ((3.75 + (11.25 * 1.56)) * 0.15) * 0.95 = 3.03525%

    DN: (11.25 * 1.56) * 0.15 = 2.6325%

    TG + FS + DN: 3.3345 + 2.6325 = 5.66775%

    Flash Arrow: 3.75 * 1.56 = 5.85%

    [ QUOTE ]
    because even though an AV's tohit debuff resistance is massive, if you can get the fluffy sitting on an AV and stack fearsome stares, you can get a -lot- of tohit debuff down.

    [/ QUOTE ]

    I did not account for Dark Servant, because I don't have enough experience to know how reliable the pet is in combat, or how well it can survive inside melee range of an AV. Chill of the Night has a 10' radius, and Dark Servant is flagged to stay at range, so you first have to get it into the appropriate range for Chill to be applied (potentially easy, if you summon it at the feet of the AV), then keep it in that range (which means keeping the pet and the AV from moving), then keep it alive in the event that the AV uses PBAoEs or directly attacks the pet. Too many variables to properly account for, so I didn't include it.

    Stacking FS, I also didn't include because it would expose variables which would alter the overall calculation, primarily slotting. It needs to be slotted for Accuracy, but beyond that, if you're slotting for -ToHit, then you're sacrificing +Recharge, or if you slot for +Recharge, you sacrifice -ToHit, and in either case, you still haven't slotted it for Endurance Reduction. It's no longer a simple 1+1 equation, the whole thing changes. Frankly, I don't know what the optimal slotting of FS would be, whether the character in question would have Hasten and/or Tactics (which would alleviate the slotting issue, but add the issue of even more rapid endurance consumption, which in and of itself affects the average -ToHit a Dark can apply)... too much recalculating for too many different variations for me to make any kind of accurate estimation of the contribution of double-stacked FS.

    [ QUOTE ]
    None of which matters anyways because flash arrow is a 3.75% non resistable debuff (for MMs) which is still lowered by enemies being higher level than you, and dark has a 3.75% defense aura (among other things) which does literally the same thing, only enemy level doesn't scale it. So it evens out before dark's other tohit debuffs.

    [/ QUOTE ]

    But adds another toggle to the total. In the short term, having a +Def buff toggle may make it appear that Dark has an edge, but in the long term (and AV fights do tend to be long), I expect the blue bar to be the limiting factor on how much -ToHit/+Def a Dark can sustainably apply.

    But this was about -ToHit, not the total mitigation that can be cobbled together, so, I kept my response limited to -ToHit.
  20. [ QUOTE ]
    I'll start off by saying this, if /TA is supposed to be better at debuffing than /Dark the devs have failed miserably,

    [/ QUOTE ]

    Where did you read a developer statement indicating that TA was intended to surpass Dark in debuffing capabilities?

    TA does, in fact, have several debuffs that are unavailable to Dark, and against AVs, Flash Arrow alone is superior to the entirety of Dark's -ToHit, but after playing TAs since the set was released, and talking to Castle extensively about TA, I have yet to be told, read or conclude that TA was intended to be "better" than Dark, at anything.

    [ QUOTE ]
    and considering /ta doesn't do anything but debuff

    [/ QUOTE ]

    Perhaps you mean, "TA doesn't buff"? Because it does have four controls (two Holds, one Immobilize, one Sleep).

    [ QUOTE ]
    Then I got to thinking how our secondaries compared...well needless to say /dark overtakes /ta by a landslide. Here's my evidence.

    [/ QUOTE ]

    Lube up.

    [ QUOTE ]
    Tar patch does -30% res while acid arrow does -15% res and -15% defense. Along with disruption arrow that does another -15% res I'll get the equal amount of -res that tar patch has gotten in less time

    [/ QUOTE ]

    Acid Arrow - 1.83s
    Disruption Arrow - 1.17s
    Total animation time - 3s

    Tar Patch - 3.1s

    You were saying something about Tar Patch being faster?

    [ QUOTE ]
    and with less risk simply because of the slow.

    [/ QUOTE ]

    That Slow has no -Recharge and does absolutely nothing to prevent the enemies from firing back. So no, you're not experiencing a reduction in risk. If anything, your risk is greater with Tar Patch (unless you're casting around a corner) because you're exposed for that extra 0.1s.

    [ QUOTE ]
    Not to mention that acid arrow needs to be fired off repeatedly just to keep that -res up.

    [/ QUOTE ]

    Once every 20s is "constantly"? Most fights shouldn't take you more than 20-30s to complete, so what's going on that's forcing you to reapply Acid "constantly"?

    [ QUOTE ]
    It's slightly equal simply because acid arrow being capable of recharging faster than the -res wears off, causing stacking.

    [/ QUOTE ]

    Acid doesn't stack with itself when fired by the same caster.

    [ QUOTE ]
    BUT disruption arrow wears off before it recharges usually keeping me at -15% res.

    [/ QUOTE ]

    Try using enhancements. The duration is 35s, the animation time is 1.17s, you can have it recharged in ~32s with three Recharge SOs.

    [ QUOTE ]
    Sure you can say the -15% def is the balance but what's that going to do when you're enemies are already running at you.

    [/ QUOTE ]

    If you can't keep your enemies inside your debuff AoE, change your tactics.

    [ QUOTE ]
    Even if you do go glue arrow-acid arrow-disruption arrow you still have wasted drastic amounts of time compared to dark with it's ONE power.

    [/ QUOTE ]

    Glue Arrow - 1.17s animation time.

    Not drastic. Not even close to drastic.

    [ QUOTE ]
    That's three powers from /ta just to try and compete with one from dark.

    [/ QUOTE ]

    Okay, now how many powers will the Dark player have to add to match the -Recharge and -Def you added with TA?

    Oh, Dark doesn't have any -Def? And its only source of -Recharge is in one power with a 3 minute base recharge time and a 3.17s animation time?

    Hm...

    Starting to see why your imaginary competition is ridiculous?

    [ QUOTE ]
    Next comes the -tohit. Flash arrow does -3.75% tohit, it's recharge is relatively low, but the debuff itself is almost usless.

    [/ QUOTE ]

    Do you have Maneuvers on your Merc/TA? Do you have the 5% +Def unique? Are those powers useless?

    Flash Arrow is equal to those, when slotted for -ToHit. In fact, it's better, because it has no continuing toggle cost or "Psi hole".

    Flash Arrow isn't meant to be an IWIN button. If that's what you want or need, you're playing the wrong powerset. Stop, delete the character and start over with something else.

    [ QUOTE ]
    Even with the -90% perc, simply because perc isn't what i'm worried about when I'm attacking and the enemy can obviously see me. Compare this to darkest night and it's no contest. DN has -11.3% tohit AND -22.5% dmg debuff, so now not only does DN outshine flash arrow by a drastic amounts, it outshines acid arrow with it's -15% dmg debuff. Once again two of my powers don't even equal one toggle power which may take more end, but when you're an MM end isn't really an issue.

    [/ QUOTE ]

    How much -ToHit does Darkest Night apply to an AV?

    I'll give you a hint: less than Flash Arrow.

    How much -ToHit does Flash Arrow apply to an AV?

    Here's another hint: more than all of Dark's -ToHit combined.

    [ QUOTE ]
    All of this doesn't even take into account Fearsome Stare which is another -11.3% tohit taking it to a total -22.6% tohit whenever FS is up, and the enemy in question is feared. Oh yeah lets not forget the good old dark servant as well, which basically doubles all these numbers once again.

    [/ QUOTE ]

    You seem to be focused on one specific way to mitigate damage, to the point of ignoring every other option at your disposal. TA doesn't play that way. TA wasn't designed that way. TA doesn't support your need for it be that way, nor will it ever.

    TA gives you multiple methods of mitigation. You use as many or as few as each individual combat situation dictates. You choose your own level of safety with TA. If you choose to sit in a corner, moaning over your "little" -ToHit value and ignoring the rest of your options, or complaining about having to use more than one power in a fight, then that's your own fault.

    Either play it, or don't. Don't come here and complain because it's not Dark 2.0.

    [ QUOTE ]
    Healing is another thing lacking majorly in /ta,

    [/ QUOTE ]

    Bull crap. That statement is so wrong that it's not even worth addressing with anything more polite or reasoned. It's just plain bull crap.

    [ QUOTE ]
    The total numbers of all the debuffs if you got them stacked in dark WITHOUT the dark servant are: -26.35% tohit, -30% dmg, -30% res. Compared to /ta which is as follows: -3.75% tohit, -30% res, -45% def, -15% dmg.

    [/ QUOTE ]

    You conveniently left out TA's 40% -Recharge, 200% -RunSpeed, 8.5 -MaxRunSpeed, 100,000% -JumpHeight, 20 -Fly, 200 -KB/KU, 5% chance for Knockdown every 0.2s, 50 -End, 50 Avoid, mag 2 AoE Sleep, two Holds (one AoE) and 90% -Perception, all of which assist in mitigating, alleviating or removing incoming damage.

    And you want to complain because your -ToHit or -Damage isn't as "big" as Dark's? Or because you don't have a heal?

    Someone shoot me. Please.

    [ QUOTE ]
    Now yes the -def looks good but it doesn't help as much as -tohit would considering /ta has no heals. Not to mention the fact you're still taking more dmg than the /dark on top of it all.

    [/ QUOTE ]

    Making enemies easier to hit, thereby defeating them sooner, which in turn leads to fewer chances to be hit overall, isn't as helpful as making enemies hit less frequently?

    Think about it.

    [ QUOTE ]
    You're probably wondering why I didn't take into account oil slick arrow as much

    [/ QUOTE ]

    I thought it was because you don't have it at level 32, so you couldn't make an accurate judgment on how well or poorly it worked for you.

    [ QUOTE ]
    well it's simply because the recharge is 2min.

    [/ QUOTE ]

    3 minutes base, can be reduced to ~91s with enhancements, lower (as low as 36s at the recharge cap) with +Recharge from additional sources.

    But, hey, what would I know about TA. Or how it plays. Or how game mechanics work. *shrug*

    [ QUOTE ]
    That's up maybe every second group.

    [/ QUOTE ]

    For someone who has to "constantly" reapply Acid, I'd think it should be up twice per spawn.

    Yeah, I went there.

    [ QUOTE ]
    Emp arrow is practically useless unless you stumble across an AV but even then you risk losing ALL of your other debuffs simply because lack of end.

    [/ QUOTE ]

    ...

    EMP Arrow doesn't bottom out your endurance. It applies a -Recovery that prevents you from recovering endurance for 15s. Every TA player I've ever spoken with, every single one, has been capable of continuing to debuff and attack while that -Recovery is on them. I have used EMP Arrow and continued to debuff and attack.

    Stop making melodramatic complaints about powers you haven't even used yet.

    [ QUOTE ]
    What I'd really truly love is some risk for reward type attitude for /ta. It simply doesn't compete in real situations compared to dark.

    [/ QUOTE ]

    It's not a competition. It's not an e-peen measuring contest. If that's what you think, you're playing the wrong way.

    [ QUOTE ]
    Not only am I in the mix of everything and constantly shooting, I have to try and heal each of my pets with aid other?

    [/ QUOTE ]

    Or you could slot Flash Arrow for -ToHit, pick up Maneuvers or Grant Invis slotted for +Def, possibly toss a 5% +Def unique in the mix, use your TA powers more intelligently and let the Medic heal.

    Nah. That might actually work, and we wouldn't want a TA to seem... capable.

    Carry on with the cluelessness!

    [ QUOTE ]
    I bet anyone in there right mind would trade flash arrow of uselessness for a heal arrow or something.

    [/ QUOTE ]

    You lost that bet.

    [ QUOTE ]
    I'm asking to reconsider /ta as a set to buff, or just simply change.

    [/ QUOTE ]

    If you really want to "help" TA, shut up. Arguments like yours are so transparent, so poorly constructed, so lacking in anything even resembling fact, research or intelligently derived conclusions that they assure that TA would be thrust to the bottom of the heap and never be reviewed again if the developers actually paid any attention to them.

    [ QUOTE ]
    If it doesn't get any sort of attention well literally all /ta's should just re-roll as a /dark,

    [/ QUOTE ]

    You go do that. You go do that right away. That'll solve all of your problems, and ours. The rest of us in the TA community will be busy playing our TAs.

    [ QUOTE ]
    What might work is taking away some of the -def for some more -res or more -dmg, and get rid of the pointless -tohit for something that might actually help. Emp arrow needs to re-considered simply because without endurance I'm not doing anything else, so why not cut the -regen/-recovery in half and take away the horrible crash. That way it'd be useful without commiting suicide. If you're going to get rid of an arrow make sure it's flash and not ice, ice can actually help offer some tiny amounts of control, flash does literally nothing when it comes down to it.

    [/ QUOTE ]

    No.

    [ QUOTE ]
    I just think something that's supposed to focus on debuffs should debuff better...

    [/ QUOTE ]

    TA has the widest variety of debuffs, plus multiple control options. It mitigates damage, it increases combat speed, it works very well at almost everything it was designed to do and be. If you can't play it, stop trying, and stop trying to get it changed to meet your desires, it's not going to happen.
  21. [ QUOTE ]
    [ QUOTE ]
    Immobilize, Sleep, Stun, Hold, Fear and Intangibility. Those are the control effects in this game.

    [/ QUOTE ]

    You aren't counting Confuse as a control? Or was that an oversight?

    [/ QUOTE ]

    And Confuse.

    And bold tag fixed. >.<
  22. [ QUOTE ]
    Now, here's the real question: Am I doing it right?

    [/ QUOTE ]

    I can't even begin to tell you how right you're doing it.

    And that was a wonderful first post. Please don't allow it to be your last!
  23. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Slow
    Knockback
    -recharge

    [/ QUOTE ]

    Are not controls.

    [/ QUOTE ]

    Slows are controls.

    [/ QUOTE ]

    No, they aren't.

    [ QUOTE ]
    Back in the day, controllers got higher -slow numbers than defenders did, because the devs classibfied it as control. Now defenders and controllers get even numebrs.

    [/ QUOTE ]

    The only part of that paragraph which was correct was the last sentence.

    The Ranged Slow modifier had been unintentionally swapped for defenders and controllers. Defenders were supposed to have the 1.25 modifier, controllers were supposed to have the 1.0 modifier. That had been stated by the developers. Controllers had the defender mod, defenders had the controller mod.

    And controllers weren't permitted to keep the 1.25 mod because the developers classify Slow as a control, they were allowed to remain at 1.25 because the developers didn't think it was a significant enough difference to warrant changing it to 1.0, partially because Slow doesn't grant any "real" protection and partially because they expected a tar and feathering party if they did change it.

    Slow is a debuff. If you have any doubt, you know how to PM Castle and ask for verification.

    [ QUOTE ]
    -kb can be a control. It is mob placement, thus controlling where they are.

    [/ QUOTE ]

    I can "control" critters by defeating them, but that doesn't make damage a control.

    You can use Teleport Foe to "control" where a critter is placed, but that doesn't make TP Foe a control.

    One could also refer to knocking a critter back/up as "debuffing its vertical status", but that'd be just as silly as what you just tried to argue.

    Immobilize, Sleep, Stun, Hold, Fear and Intangibility. Those are the control effects in this game.

    The only reasonable argument for KB/KU being a control is the fact that it's expressed as a magnitude (all controls use magnitude, whereas all debuffs use percentages), but that's not necessarily proof that it's a control, only that it shares a similar measurement with control. So unless you have a developer statement saying that KB/KU is control, it isn't.
  24. Luminara

    MoSTF

    [ QUOTE ]
    <QR>

    Okay so Luminara, should we shoot for a 2am MoSTF or do you know/not know if you'll be able to do it with us this coming up Saturday (the 20th)?

    [/ QUOTE ]

    Oh, I'll definitely be logged in then. I work evenings and sleep days, and I can't go "out" to do "things", so I'm almost always logged in and playing in the middle of the night.

    But I don't think you should focus on setting a time specifically to include me. If you've got seven other people who can make the attempt at an earlier time/day, then you should go for it. If I get in on it, great. If I don't, it's not the end of the world.