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Posts
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But a very real problem. Especially if you need fine control for lining up narrow cones such as Shadow Maul. Yes, my dm/da (when teamed) likes speed boost for the +recovery. I like recovery aura or adrenaline boost more cause they don't make lining up my cones hard.
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I like devices. Granted, caltrops and taser weren't in my initial Arch/Dev build. And I don't use caltrops often. Still a nice set.
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Quote:yeah, it's great. ALthough it does take full saturation to equal a /regen scrapper running their mez protection in regen rate. The lack of self-heal is also painful. I'm guessing getting the +def power eliminates much of the pain though.High Pain Tolerance- 3 heal Enhancements first because that will help your hit points and help you live better than the 3 resist Damage, but if you have slots later you can put them in.
Mind Over Body- One Endurance Reduction and 2 to 3 Resist Damage
Fast Healing- right now I would only slot 1 heal enhancements but you can go up to 3.
Indomitable Will-One Endurance Reduction is really all I put in it, you can also but in up to 3 Defense enhancements.
Also a power you should take as soon as you can with Willpower is Rise to the Challenge it is one of the best powers for Willpower and you will want to take it as soon as you can. -
Quote:The fact is that at the end of the day, sure you got a big heavy piece of metal/wood/bone/tech/whatever on your arm, and sure you can hit people with it... but it's still big and heavy. Let's say you have a bronze age style shield. It's big, almost as big as you. It's heavy, probably as heavy as you. And your carrying it into battle.If we don't get Shield Offence this would be a perfect alternitive.
But the fact is at the end of the day you have a big heavy peice of metal (Wood/Bone/Tech/Whatever) on your arm, you may as well hit people with it.
Yeah, there's a reason why so many Heroic Age stories involve the main proagonist and the main villain standing there taunting each other on the battle field. It was a contest of wills and endurance as much as a fight. Who ever got tired first lowered their big, heavy, cumbersome shield. And they thus created an opening.
Then we move into the time of the roman legions. Those shields were big, heavy, and not suited for swinging as a blunt object. European shields are smaller and lighter, but there's only so many ways you can bash someone with a shield and still defend yourself. Zulu shields are light too, and big. But they aren't suitable for bashing someone with. Although sometimes they did put blades on the ends. -
Quote:But it's not really the best buff a kin has. It's a buff which while good, can be negated in usefulness by a good build. Do you need the recharge from SB? You can build your character to the point where you have recharge oozing out of your ears. Do you have endurance issues? You can build to fix them. And that doesn't even require a ton of IO's. Just slotting an end redux or two in the biggest offenders.Defender doesn't mean healer.
You mentioned lots of buff/debuff sets there, would it be okay for a TA Fender to not take Acid/Distruption/Oil Slick, a FF Fender to ignore the single target and group bubbles, or an Empath to ditch fortitude, auras and adrenaline boost?
No. Much the same as it's a stupid idea for a Kinetic to miss out one of their best buffs, Speed Boost.
Yes, SB is nice. Being able to use powers like Omega Maneuver more often is always fun. But it's not the best power of a kinetics. What it is, is the most overvalued power in kinetics. People who were doing great without speed boost suddenly think their gimped without it.
Your attitude of "you must have this power or this type of power" is foolish IMO.
And actually, my TA/A defender has been chewed out many a time for USING disruption arrow (they claim it's useless), Acid Arrow (again claimed to be useless), and Oil Slick Arrow (blasters complaining I do more damage then them).
When on my sonic/sonic defender, I actually have been chewed out for putting my res shields on the team and NOT healing them. Even though I don't have a heal. Same on FF/A defender. I got chewed out for bubbling people. They actually wanted me to have the med pool instead of the bubbles. You know, cause that would be "a really useful change in powers" according to the team leader. -
Quote:Well, another option is to put end mod with a +end proc in there. If it's 6 slotted, 3 dam resist/2 end mod/performance shifter +end proc sounds good to me.To the best of my knowledge (and I have been gone for several months) Endurance reduction used in the dwarf form and squid toggles only reduces the cost of running the toggle itself not the powers contained within the dwarf and squid forms.
since the toggles run cost is extreamly low the -70% endurance reduction is maybe at best saving you .5 endurance per second (and i doubt its that much).
If your looking to save endurance I suggest capping your dwarf ressitance and using a single extra slot to put in a Performance Shifter +chance for endurance, and then slot your dwarf powers for endurance reduction.
While trying to get all your powers costs reduced through slotting just one toggle would be cool I'm pretty certain it simply doesnt work that way and shouldnt as that would be more than slightly broken in the players favor (welcome to the Kheldian slot crunch).
As for the winters gift proc its always on so using it in teleport is probably the best place for it, as it simply works reguardless whether you ever teleport or not. -
Quote:True, but remember that they always would move into melee. Maybe not often, but it happened. Oh god, I remember trying to fight them originally with Madam Enigma. Especially when my ranged defense was lower then melee defense. They were the pits. Almost as bad as Nemesis before I got the aoe toggle.I'm the player of the Brute in the picture. I have a deep, abiding, longstanding familiarity with Drone behavior, and it is my personal opinion that their behavior has changed significantly as of Issue 17. And it's not just Drones - they're just a handy example, because they are well known for having no melee attacks whatsoever.
Of course we can go back and forth on this all day, but I'd call the subjective evidence strong enough to make this worth some developer attention. -
Quote:Which I say is a foolish attitude. It's the same attitude that says "Trick Arrow can't defend a team, because it doesn't have a heal". Sadly, I see this type of thing a lot hero side. Villains, not so much really. But for heroes, there's the perceived notion that you 'must' have the same powers as everyone else with the powerset, and that all powersets must have the same type of power.Thats his point.
If a Kin doesn't have SB then he auto-magically assumes they are
"Terrible"
He doesn't want to find out if he's wrong and you know what. He's not.
It's his choice.
Personally, I find it very... limiting, but thats how he chooses to play.
He's not alone, sad to say.
I see sonic defenders getting booted from teams because they can't heal, but the leader doesn't notice the blasters are *not* dying. Just the sonic defender who has the lowest damage resistance on the team.
I see force field defenders getting booted because they can't heal, nevermind the enemy can't actually hit the team.
I see Trick Arrow defenders who get booted for being 'useless'. Heck, in some teams I got told flat out to stop using the following powers due to them being 'useless: Poison Gas Arrow, Flash Arrow (ok this is close to true), Entangle Arrow, and Disruption Arrow.
I see empathy defenders getting booted cause they dare to attack when no one needs healing.
I see dark defenders getting booted sometimes for not using the single target heal to heal them from across the room. You know, the heal that doesn't exist. Or worse, because they use those 'useless' aoe to-hit debuffs instead of just spamming heals. Once I got booted from a team cause I used all my tools to try saving the team in a nasty fight, even howling twilight. They booted me cause I was the sole survivor, and had to wait for the rez to recharge. -
Quote:Or... "I'm a Shield/Shield tanker! See, on my left arm I have a shield I use to defend myself. I carry a shield used to attack with on my right arm. I... don't have any idea how I manage to put my offensive shield away when not using it. That takes two hands to sling one across one's back or retrieve it."The explanation of Shield Offense being patently stupid makes sense to me.
Especially when you think of combinations like SO/Invuln.....you bash them with your shield and then just.....let them hit you back?
Or Shield Offense/Fiery Aura? You use a shield to attack and ignore it when it comes time to defend yourself....instead relying on the worst mitigation set in the game?
And as far as locking you into Shield Defense as your secondary....um sure. How about we lock all thematic pairings as the ONLY option when you choose a primary? Fire has to be paired with Fire, Ice with Ice, and so on.
See how it gets kind of silly? If I were the devs I wouldn't allow it either.
Now, there is one shield I could see with shield offense. That's the lantern shield. Which was a buckler style shield with the following offensive attachments:
1. spike in the center of the shield
2. attached gauntlet which contains two sererated spikes for disarming one's foe
3. attached sword blade which extends to short sword length in the front, with the back extending to the elbow to protect your arm
4. attachments to mount a lantern (used to try dazzling your opponant, effectivness is questionable)
Now, attacks for this shield set I could see are Shield Rush (short distance charge+damage), Shield Bash (gives a def debuff to self for about 5 seconds), Stab (gives a def debuff to self for 5 seconds), Slice (again, def debuff to self for 5 seconds), and Disarm (damage debuff on foe, 5 second def debuff to self since your shield is again out of position)... Of course it would only really work if you made it a highly offensive defense set. The rest of the set would be defensive powers. The tier 9 could be "With your shield or on it", giving you moderate defense and resistance buffs and a slight recharge buff as you fight with more desperation. They were typically used for duals in France during the 16th century, and dualists using them would be armed with long swords.
But devs wont do that. -
Quote:OOOR they may just not view speed boost as the 'must have' power others do. Maybe they had to make a build sacrifice, and speed boost is what got cut. Maybe they got tired of all the SB NAO attitude and respeced out of it. You don't know, and if you just yell at them then boot them as 'useless'... you'll never find out. Heck, you may have kicked from your team someone who would have been extremely useful just cause they lack one power.I'd honestly love to, but thankfully I'm not on the American servers and useless players aren't too common on the EU.
While SB isn't my favourite buff around, it's certainly damn good enough for every Kinetics character around to grab and if they don't, then they're either not team-players, are in a solo build or are simply just terrible people. -
Quote:I know. It feels really low when compared to nova form though. It seems on par with my plant/fire dominator on the other hand. Fun character, sometimes takes a while to beat enemies. Now my illusion/ta controller... THAT is low damage. I'd dread trying it without containment.To be honest, I dont really find the damage 'low' on Kheldians or VEATs. Again, because its balanced. I might not be as fast as a Fire/Fire blaster, but I dont die as much either
I'd be one of the ones to call foul if an Assault-Ranged/Armour AT was made and it DID have Blaster level damage. It'd be cool, yeah...but way overpowered. Balance is as Balance Does. Etc. -
Quote:Unslotted super speed is 52 mph or so in run speed. And originally I avoided it because I couldn't control my character with that much speed. Over the years I've learned to control high speed characters. Mostly due to having a hero main with a run speed of 36 mph JUST using slotted passives, and a run speed of 48 mph with sprint turned on. Never being able to slow down teaches you to control such speed. And yet, getting slapped with speed boost when not expecting it will still mess me up. Especially on a char who runs super fast normally.Of the people who don't like Speed Boost . . . how many of you never take Super Speed as a travel power? It seems to me that there are two complaints; (a) casting SB is too much of a pain in the tail, mostly because it only has a 2 minute duration, and (b) receiving Speed Boost makes your character too fast to handle, or if you have a low-end computer, can cause lag.
Probably about 40% of my characters have Super Speed. I have had plenty of practice handling my characters with fast run speed. Especially with Flying characters, I appreciate the opportunity to run fast when my usual travel power is so slow. Plus, I get around in missions much faster. And why would anyone complain about buffs in Recovery or Recharge?
As for whether the buff is needed, a few people have said, "Just use Transference!" . . . Transference is not a good substitue for ranged characters. Staying out of the fray protects me from melee and AoE attacks centered on the melee characters. Getting close enough for Transference will expose my ranged characters to danger when Speed Boost would let them say at range. Kinetics is a great set for buffing melee characters, but characters who prefer to stay at range can only get SB and ID (and maybe Siphon Power if near the caster).
I do have characters who honestly don't need the other aspects either. Claws/SR for example doesn't really get much from the +recharge part. Especially when you already have 5 different seamless attack chains possible with any given attack used first. People that build for perma hasten without SB, probably don't need it either. They already got their character to have such high recharge bonuses they can have their heavy hitters up pretty much whenever they want them.
And the +recovery isn't always needed either. Why isn't it needed? Well, if you build your character to be able to fight for 3 hours strait without running out of endurance, you don't really need more +recovery. Some power sets can use it, but not everyone needs it.
It's funny, some people like SiGGy will boot a kin for not taking it. Others boot team members who dare not want speed boost. One group that booted Madam Enigma for not wanting it, then were amazed to see me speed off without even turning on sprint... as fast as they were moving with speed boost. I then later teamed with others from that group, and they were amazed to see me fight non-stop without ever having to wait around for something to charge... without speed boost. Actually, they wanted it for themselves just to keep up with me. -
Quote:Oh yes, because speed boost is clearly the only useful power in kinetics. Never mind fulcrum shift, transference, increased density, or anything else it has. Only speed boost is useful.No, I'm hardly the lrn2ply type, silly Yank. I simply kick useless players, if you don't take Speed Boost, then I count you as useless.
Do me a favor SiGGy, add @Poison Bloom to your global ignore list. Please? -
Quote:That, and if you look you can see that the defenses are all through the roof. I think I can icons for nearly every single +def pool power except stealth. And the engineers are using the burn patches I see. It's just that the patch seems to not spawn in the air.While the video might seem impressive to someone unfamiliar with game mechanics, it's plain obvious the aggro cap is 17, and sure enough if you take a look romans keep "forgetting" the player as FB aggroes new targets. Not only that but at some point the player targets a roman and it's an even con (+0). Romans aren't terribly threatening at range as they just use one weak S/L attack, except for the engineers throwing a burn patch (which they don't seem to use on flying targets, or maybe this is because the player is moving ? I don't use fly much). Despite all that, the bubbler is taking a significant amount of damage and you can see his life bar goes down to 60-70% at one point. That's only in the first minute, after that his team comes in.
In one minute, taking significant damage on +0/x8 at range against a faction without ranged debuffs using S/L damage is what I'd call squishie, indeed. -
Quote:No disadvantage? Uhm... yeah... Tell that to Mister Regen Scrapper who's getting whacked around for 400 damage per hit by eight rikti. Melee combat is far more dangerous then ranged combat in CoH.I agree range is intended to be amazing. But melee has almost no disadvantage in this game.
One major issue with CO is that range has no disadvantage and melee actually does, here it is pretty much opposite.
edit: I disagree with your math, but it is not really important for the purpose of this point. -
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I had made it my mission with Madam Enigma to fully map out the sewers. Only took 25 levels.
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Ok, some of my really braindead things... Mind you, I started playing back in the dark days of issue 4. I started just in time to get the 1st anniversary badge on my first char (Madam Enigma if you must know). Back before defense scaling. Before the animation tweaks to claws. Before ED even. But you all want to know what I did that was so bad?
I made a scrapper.
No wait, it gets better. I made a claw/super reflexes scrapper.
No, don't go away. It gets better still. I made a claw/sr scrapper with only Swipe and Slash for attacks until level 30, who was 3 slotting defenses at the time to intentionally challenge myself. The intitial build of Madam Enigma had Swipe and Strike for the only attacks until level 30. That's when I got Spin. I had every power from my secondary so far. I had stamina. I had Super Jump. I had Teleport, I had put slots into swift, sprint, and quickness for runspeed.
Ok, that last one isn't really stupid. But because of how fast I ran with just sprint on, I never actually used my real travel powers anymore.
Another tale of the dim bulb involves the first New Years I spent in game. I was with a friend, and we were running the Atta mission. On the highest difficulty settings. Just the two of us. We saw a HUGE group of enemies up ahead, and knew it'd be suicide to charge them. Still, we were both scrappers. And scrappers as you all know are crazy. At the stroke of midnight we charged the group. And aggroed five huge groups of trolls all at once. We never got into melee range. -
Quote:For years now I've seen drones charge into melee range. They still sometimes hang back too.Here's an example of enemy mob AI doing the same thing the MM pets are doing -- gleefully running into melee range where before I17, they certainly did not. In this case, Rikti Drones, which would stand and plink away before unless line of sight is broken.
In this case, a brute with a damage aura is able to easily dispatch them, whereas before they'd stand outside and fire, which increased the risk of large group herding.
(Brute in question's my friend and I'm not calling it a ZOMG EXPLOIT, but it certainly lowers the challenge overall, which even my friend admitted.)
Mercs prefering to brawl had long been an issue. For a while brawl was removed from them to try fixing it. It didn't that I recall. Bots charge into melee when they run out of ranged attacks and nothing but brawl is charged. A frequent occurrence I find. -
Destructable objects in a mayhem have set levels, which are low. The highest level for any car/truck/van/anything is 15. So if your a high level and worried about them point blank shooting the car... why? It's only a danger at low levels. Now generators, THOSE are a threat.
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I would think it does. I know that targeting drone helps the to-hit of trip mine.
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Quote:That's cause the single target heal has a 30 second recharge. I looked.Having /poison as a secondary on my DS MM I can say that the Ember's heal has in fact saved my little demonlings (at least a couple of times). I'm only lvl 27 but a few times when I have fought some tough(er) EBs with AoE attacks the Ember has healed one of the other pets and after that I'm 'on my own' to heal the pets. Seems like he uses the heal only every 30 secs or so (maybe 15 secs)...But yes the heal is nice
Can't wait for lvl 38 and Noxious Gas.... -
Quote:Kelds do rather low damage with their human form attacks and dwarf form attacks. Their nova form attacks do really good damage, BUT lack damage mitigation. Gimme a sec to pull up some (enhanced) numbers.I would imagine a ranged / armor AT would have Corruptor level damage, with Scrapper level armor. I fail to see how that would be unbalanced. As far as contributing to teams, they would contribute just as much as any Kheldian. Yes, Kheldians have their specific weakness, but it's been watered down so much over time that it's practically pointless.
Dark Detonation does 62.02 damage at level 33 (after a +96.5 enhancement bonus). It's a targeted AOE so I'm gonna compare it to one from a set with high damage. Mind you, this is a warshade, which is classified as a medium damage AT.
Defenders are also classified as a medium damage AT, so let's look at a targeted aoe power for them too. At level 33 Explosive Arrow does 52.98 or so damage with the same enhancement value. This is on a defender though. Seems pretty close however. But what about blasters, a high damage AT?
Same power as the defender, same enhancement value. 97.70 damage. Mind you, this is before the stacking damage buffs gained from simply attacking.
Scrappers get damage on par with blasters, and armors. True enough, but they also must be in melee. Which is where most enemies hit the hardest. And kelds too get damage resistance powers, BUT if played well can spend a large portion of the time in melee range too. Something tells me we'll never get a pure ranged blast AT with access to armors in their secondary. -
Quote:In addition to the ranged advantage, in my opinion the most fundamental obstacle to overcome with such an AT is this: Why the heck would you bother inviting one to a team?
Corrupters/Defenders have powerful buffs and debuffs to enhance their contribution. Blasters have high damage. VEATs bring the sweet, sweet team defense buffs that people love so much. HEATS... uh... hmm... well, actually I've been in several teams that will run with 6 people over invite a Kheld (side note: Peacebringer is one of my favorite ATs. Don't accuse me of being racist.). Dominators bring heavy control with their high damage.
What would corrupter damage/scrapper defenses actually contribute to a team to seperate it from one of the existing ranged ATs?
Dominators, high damage? Uhhhhhh, news to me. I love my dominator, but it's only 'high damage' when compared to my controller. They are medium damage.