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Quote:Yeah, especially LT's that love to mez.While solo, definitely make use of your mitigation powers. There is a dramatic difference on my Blasters when I just try to kill everything quickly, and when I take a couple of seconds to take the lieutenant out of the fight and drop everything else quickly. My health doesn't get dinged so much, etc. Even with good defense numbers, it's wise to use them.
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Quote:Except Hail of Bullets does have the capability to apply debuffs.It's important to note that the DPS numbers don't tell the entire story. The crashless nukes (RoA, FA and HoB) are up often enough that you can use them on almost every spawn. The downside is that they have lower absolute damage and don't apply any sort of debuff. In general the crashless nukes are better but the other ones do give you more ability to front load damage when required.
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Quote:You obviously didn't read my post closely. I wrote the breakdown WHILE STILL READING THE TEN PAGES OF THREAD.Obviously you didn't read the entirety of this thread. Otherwise you would have seen this thread which quite obviously point out that, even using existing precedents for powers of a kind, HoB is drastically underpowered.
Quote:Except that it's not. You're using the wrong value for Rain of Arrows. 3 ticks of 75.07 damage does not equal 150.15 damage. Simple math tells you that it's equal to 225.21 damage (rounding errors account for small indiscrepancies). Ask anyone that uses archery: you'll get 3 ticks of damage virtually every time.
Quote:And this is where you fail. "Heavily resisted" in CoX refers, in a vast majority of situations, to roughly 25-30% resistance to a specific damage type is "heavy resistance", and, even then, only if you assume that the damage resistance isn't general resistance for the target. 50% resistance without similar levels of resistance to all damage types is virtually unheard of.
Quote:If you actually applied a realistic level of "heavy resistance", you'd see that the damage is actually still under par by a significant degree.
Quote:What you don't seem to realize about Rain of Arrows is that the ticks of damage don't take as long to apply as a normal rain.
Come to think of it, I'm starting to think that Hail of Bullets should be compared to something like Rain of Fire more so then mini-nukes. Once I get it I'll have a better idea of the power. On paper though it is NOT inferior to other sets. It's average damage listed is about the same as the other 'mini-nuke' powers.
Quote:Yet the secondary effects alone don't make up for the fact that it takes twice as long to recharge, deals less damage than it should considering it's a melee PbAoE rather than a ranged AoE (of which there is strong precedent that it should deal more damage to account for the added level of danger), and doesn't have properly accounted for variable damage. The secondary effects provide some functionality, but they don't make up for all of the other problems with HoB. -
Quote:By level 8 I had two cone/aoe attacks. Archery has to wait longer to get a second area attack. I should be getting Pen Shots soon too. And I don't know about you guys, but I am skilled at lining up narrow cones. Playing a dark/dark scrapper taught me how. Open up with Pen Shots, then unleash my other aoe and cone attacks. Already with just the first two area attacks I can nearly drop even con minions, and seriously hurt LT's. I'm thinking with pen shot I can drop the minions easily.Eh? It's got Empty Clips (short cone), Bullet Rain (targetted AoE), and Hail of Bullets (PBAoE). Hardly a 'large amount of aoe and cone attacks'.
In that respect, it's the same as Archery: Fistful of Arrows (short cone), Explosive Arrow (targetted AoE), Rain of Arrows (location AoE).
Assault Rifle wins as far as the 3 mostly-Lethal sets go: Shotgun (short cone), M30 Grenade (targetted AoE), Flamethrower (short cone), Ignite (small location AoE), and Full Auto (long and narrow cone). -
Yeah, my Pistols/Devices blaster is seriously considering taking tazer to stack with standard ammo Supressive Shot. Since I am devices, I'm planning on (with IO's) 3 disorient and 3 Hold enhancements. Might take/slot Tactics too.
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Possibly due to their lack of endurance crash, and shorter recharge? Hail of Bullets may benefit more then Rain of Arrows from recharge slotting though.
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Quote:Actually, quite a few stalkers I find subscribe to the "AS then flee" mindset. Once they get placate it goes "AS, placate, use strongest non-AS attack, THEN flee if the targeted enemy didn't die". Something to do with the idea a stalker can't survive in melee due to low health.I don't know who you're playing with but I wish I could smack them around some. Everyone plays differently but that's not how one should...that's not how I play a stalker at least.
I love pets, actually your pet distracting the baddie is even better. While he's fighting your pets I can dig my pointy razor sharp katana up his @$$. The only way the stalker would lose stealth from a pet attacking is if the mob dishes out an Aoe at the pet and the stalkers gets hit then it will break his stealth. He should know by a certain level what enemies can and cannot do.
If the team is steamrolling I change my style to scrapper/stalker. Using big attacks then Placate then using the big attacks again....then scrapping it out.
On team it's suicidal and dumb to go ahead of the group and AS the biggest dude in the room unless you can do it unseen which is rare, Or if you have some tasty defense.
Once the brute on the team or MM get's the mobs attention I dodge and weave past the alpha AOE's and then Stab the boss in the fase :3. Also why would they need to re stealth when they could just hit placate?
Maybe I'm crazy but you've been teaming up with some "special" stalkers hehe,. -
How many people do you have so far? And what server? I'm mainly on Protector and Liberty for heroes, but can branch out. It'd have to be a new char on other servers though. If on Protector, my newest char would work well. Hadn't written a backstory yet. However High Volocity has commented that the 'costume' she wears was all she could afford. My level 20 costume slot could easily be a police uniform type one.
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Quote:I can. Ranged attacks tend to hit for less then melee ones. With whip attacks, you gotta get right in the face of that 400 damage meleer. You sure they wont take pets so they can put them in bodyguard mode and have really good damage reduction?I really can't imagine the segment of players that've been wanting a whip-based set, NOT making petless Demons summoning MMs, just like people did with thugs back in the day for the dual pistols, though they STILL might do that.
EDIT: On a side note, I'm not too keen on the new forum setup. It's harder to tell what threads have new posts. -
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Quote:You know, even in jest that isn't funny. Say, I was wondering. Why did you stop going by Hobo_Fruitsalad?They should either remove TA from the game or give it a healing arrow. As it stands it is useless to teams.
And yes Bio the defender inherent should be a side-kick they just runs Healing Aura on auto. Then defenders other than Empathy would be useful. I knew you would see it my way. -
Because it's not being invilsible that gives him crit. It's him using Hide, or you hitting him with Smoke Bomb to put him in Hide, or him placating the enemy. The jounin are mini-stalkers. And stalkers don't get crit damage just from using Invisibility.
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Sorry if it bothered you. I have been told time and again by stalkers not to summon my pets, because they couldn't AS anything. Stuff died too fast. They also didn't like that on MY teams there is no "kill one foe with AS then run away to restealth". Instead it's "AS if possible, then beat things down with the team." I boot people who flee after one attack just so they can restealth.
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Quote:You'll never find my henchmen blocking doors. Why? Because I'm frequently the one who initiated combat, so my henchmen are busy slaughtering things.Oh I know how effective they are. I just don't like how bleeding massive and noisy they are. One of the most common reasons people give for not letting MMs on a team is that they can be a nightmare in tight maps and Bots are probably the worst offenders since they're both big and ranged (so they'll just stand in one spot firing). Can be a pain to get past.
Removing the collision detection between all pets and players would be a great move IMO.
Ok, maybe my TA/Thug. But they tend to spread out anyway. -
Quote:When I'm playing my high level ninja/poison mastermind I will admit. I spend more time healing my pets then the team. I do heal the team however. It's just that it might take all my attention to keep those ninja tier 1's from going SPLAT. And even then on large teams I'm resummoning a lot. If I didn't spend so much time healing them, everything would be dead in seconds.On top of the pets taking up space, there's also a mentality of many Masterminds that buffs are for pets only. Sometimes when I add a Mastermind to a team what I see is teammates getting slaughtered while the MM is busily healing his zombies. It's one thing to concentrate on your pets while the team is doing ok, but really poor style when the team is about to wipe. I suspect a lot of Masterminds don't even look at the team window to see how things are going, based on the number of times I've been killed.
That said, not everything about Masterminds is bad. Having those extra bodies around as potential aggro targets does make my squishies feel safer. -
Quote:So, a brute taunts the enemy hit with each punch. So, does every brute spend the entire fight switching targets after each attack? No, they focus on one enemy at a time usually. Many brutes have a damage aura, true. But they do not have a tank's punchvoke. Actually, unless someone can point it out in patch notes, I'm not sure if brutes do taunt with each attack.Sorry, but brutes are not like scrappers. The only thing the two have in common is that they are melee combatants with a few shared powersets. When was the last time you played a brute and followed someone's pets around? I guess you like doing sub par damage then. Avoiding aggro is probably one of the last things you want to do when playing a brute. If you want to skulk around and not draw aggro while playing melee, a stalker is much more fitting.
Also, the intention of MMs to be the sole aggro takers of Villains was abandoned years ago when the devs realized that brutes performed the function much more efficiently than expected. Don't forget that many people who play MMs seem to forget that pets can be resummoned and that bodyguard mode even exists. To add to that thought, a brute generates 400% taunt with each attack he lands. With effects like that, please don't tell me that a brute is not supposed to aggro things.
Brutes are intended as a hard hitting melee type. Sure they have defenses, but at base I believe it's closer to scrapper defenses. I could easily be wrong though. Going into the game to check however, it proves to me that brutes have SCRAPPER levels of defenses. They 'can' tank to some degree. But then so can scrappers with the same sets. Honestly, no villain AT is built to tank. They are all built to be fairly self sufficient. Thus making the need for tanking redundant. -
Quote:A overview of the persepctives I have encountered:Reading through this.. Why do people getting annoyed about pets getting in their way? Personally I love MM's cause their pets can draw aggro while I blast foes to bits. Even playing with a melee character I've never had any problems with 3-4 MMs on the team with bots. It's nice to have a wall of meat which you can Ninja Run Backflip over when you're getting low on hp
Brute: Oh noes! The pets are stealing my precious agro! How can i keep fury maxed out 100% of the time if not everything is hitting me?! And they dare to claim they can tank! But I'm the villain tank, everyone says so on the brute forum, and I have the same powersets as heroside tanks. I must be the tank. RAAAAAAR!
Stalker: I don't like masterminds. They kill things fast, and always shoot first. I can never use my precious assassin strike. And they don't let me run away right after I kill one enemy.
Corrupter: You mean I have to heal THEM too?!
Dominator: But I can't keep my domination bar filled. I don't have enough time to do more then throw out a control or two!
All of the Above: GET YOUR PETS OUT OF THE DOORWAY!
Note I didn't include the villain Epics. Haven't teamed with enough of them on a MM to find out. Although, as an MM I love teaming with them.
Nevermind that the devs changed it so that players aren't blocked by henchmen. We can push them out of the way, or walk through them. Can't remember which it is. Nevermind that masterminds get some very effective buff/debuff sets. Nevermind that they do really good damage, as well as provide damage mitigation just for having pets out.
Of course the hate stems originally from badly played Masterminds. Someone encounters two or three poorly controlled masterminds, and assumes all masterminds are like that. I noticed teaming dried up in the 20's on my first one. And now teaming dries up around level 10. -
Last time I checked was a few years back. At that point in time it was still 0.65. My ice/mace tanker still feels like he hits things with a heavy feather. One which he can barely lift but doesn't do much damage.
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Quote:Even the primaries that don't help soloing don't hinder it THAT much. What does hurt soloing for defenders IMO? The "healer" mentality that says your secondary should be avoided or barely slotted. An empath who doesn't neglect their secondary can still solo. Maybe not fast, but they don't suck at it either.Yes, some defenders can solo moderately well, no one has ever denied that. The problem is that not all defenders can solo well. The primaries that are mostly focused on debuffs do solo reasonably well, but other primaries provide very little advantage to a soloing Defender.
The fact is that Defender soloing ability does suck compared to other ATs, primarily Blasters and Scrappers obviously but Tankers also have better damage and Controllers have moire capability to prevent damage to themselves when soloing. The game was designed around the idea that team support ATs (Defenders, Controllers and Tankers) should have poor soloing capability (a hold over from older MMOs). Since then the devs have made changes to both Tankers and Controllers to increase their damage and make them solo better. Now it's the Defender's turn.
By the way, saying it can't solo well implies frequent deaths. If your dying that often, maybe your secondary is underslotted. Maybe you need more attacks. Or maybe you need to rethink tactics. -
Quote:I don't solo slowly. However unlike in most teams if I need to use Rest, I can when solo. When solo I chew through most mobs fast.So your argument that you're not bad solo is that you can solo so slowly that you don't need stam? Really? That's the comment you want to make?
Group 1: OSA>Disruption>Ignite> Fistfull of Arrows (to finish off any LT left standing)
Group 2: PGA>Glue>Disruption> AOE minions to death>blazing to finish off LT
Group 3: OSA>Disruption>Ignite>imob melee boss that's still alive and any LT>snipe boss>aoe remaining foes
The only time I have any trouble is vs high damage mobs that heavily resist lethal damage and imobilize, such as warwolves. -
Quote:Last I checked, defenders already have the same damage mod as tankers. Namely 0.65, so what are you wanting exactly here?I am very excited about a rework of Vigilance, but am in the "wait and see" mode for certain. A lot of what is being said is complete speculation, so again, we dont have enough info to even worry about it yet.
I have noticed alot of folks seem to have it in their mind that the damage boost will somehow scale down once you get in a group. Honestly, that would be really sad if that turns out to be true. Scaling anything by group size would just be another form of the current vigilance.
My hope is that they simply raise the defender DMG MOD to close to Tanker dmg base
...AND raise Corruptor DMG MOD to keep them ahead of us and behind Blasters.
That would take care of the Solo issues most of us have.
Then maybe have a scaling global Recharge boost based on number of team-mates, with a full team of 8 granting about 1 SO of recharge. So maybe 5% per added team-member. There would be no need to reduce the damage output, because simply joining a team and using your primary powers will reduce the overall time you can spend blasting. In essence, your DPS will suffer simply by doing your duty for the team.
Global recharge fits the spirit of "Vigilance" and doesnt reward the defender for poor team play.
Whatever it (Vigilance 2.0) turns out to be, I know it will make me happy.