MajorDecoy

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  1. Would it be entirely broken if the interrupt-able portion worked differently? If used when not hidden and not interrupted, it would critical, but if interrupted, it would just deal normal damage?
  2. Quote:
    Originally Posted by Syntax42 View Post
    Foes of higher ranks get accuracy bonuses, not to-hit bonuses. This means that no amount of to-hit debuff will decrease their chance to hit you if you are at the defense soft-cap.
    If you look at the build, he's not at the soft-cap. Also, Darkest Night debuffs damage as well.

    Quote:
    Shadow Maul has an annoyingly long animation and root time, as well as low single-target DPS and a difficult cone to hit multiple enemies with.
    I do not have that much trouble hitting multiple enemies with Shadow Maul, I think you're exaggerating things.
  3. He says it's a level 50 character already, so I'm guessing he's going Cardiac, which will deal with the endurance issues. I'm absolutely positive that he's got the 60 month badge.

    I figured that he only slotted 4 apocalypse because he also wanted to 4 slot Darkest night.
  4. Still better than Sonic/Sonic stalkers.
  5. Quote:
    Originally Posted by SilverAgeFan View Post
    ...that music is SOOOOOOoooooooo not of that era. Closest to jazz you could get away with would be a rag. But that era was vaudeville and popular opera. Not jazz. And that's clearly 1930's upriver flavor jazz too. That sounds like a NOLA style stomp that's already had ten years of iterative play to take the edge off it coming from somewhere around Kansas City I'd say.
    The music is appropriate to the style of the film. This is a Newsreel style presentation, and the music doesn't sound out of place for that.
  6. The boards have a long and esteemed tradition of purposefully reading too much into things.

    But really, what reason does a tanker or brute have to be sneaking up on someone? It's far too subtle for either of those archetypes. Subtle War Mace user implies War Mace stalker.
  7. Quote:
    Originally Posted by Angelxman81 View Post
    I dont see a War Mace "Assassin striker" or nothing that indicate that is Stalker version of War Mace.
    How did you get to that conclussion?
    Well, you have someone sneaking up on another player and attacking them with a War Mace costume skin. From there, using huge leaps of wishful thinking, War Mace Stalkers become self-evident.
  8. Emp Merit breaks down into 20 threads.

    Notice breaks down into 4-6 Shards.

    Except for the fact that you can't use shards for anything but the alpha slot, 4 shards ~ 20 threads, being as you need 20 threads to create a common component and you need 4 shards to create a common component.
  9. Quote:
    Originally Posted by Arcanaville View Post
    That would be the corruptor version: Pain Archery. The good news is that it has a heal arrow that targets allies. The bad news is that its modeled after Life Drain. But technically, it is a heal that targets allies.
    That would be an interesting power on a stalker.

    Put it in a set that also gives the stalker bodyguard, so that any damage the stalker takes is distributed around the team. Make the rest of the powers defense and resistance... It would probably make the character the least popular power set to team with.
  10. The new steampunk video clearly demonstrates Stalker War Mace, so we must be getting it in issue 21.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    How do you measure the amount of good someone does for the world? When the USA dropped two atomic bombs on Japan, making major strides to end a worldwide war, the US were heroes.
    Um... I don't think that example is as clear cut as you want it to be.
  12. Quote:
    Originally Posted by Lazarillo View Post
    Wish I coulda seen that Mace (axe?) a little closer, though.
    It's a wrench, and I've decided to take this as a hint that War Mace Stalkers are on the way.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Defenders were going to get Empathic Archery. It would have heal arrows, adrenalin arrows, clarity arrows, fortification arrows, rain of healing arrows...
    From what I understand, it's just the archery power set but you can target allies with it. Well, that and every animation causes you to yell out "I'm helping, I'm helping!"
  14. Well, if it follows pseudo pet rules, as I expect it does, then the damage cap is 400% and tankers have higher base damage for it.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    I wonder if we can get a Baby Mastery Epic so that I can finally make my Ice/Ice/Baby...
    ... Well, given what Baby New Year looks like, every power in the set would cause fear.
  16. MajorDecoy

    In-N-Out Burger

    I am thoroughly unimpressed with both Steak and Shake and In and Out. If I had to choose one to eat at, I'd go to Steak and Shake, because they at least have options.

    I understand the idea of "We do one thing but we do it well," and I'm fine with that, but I just don't feel like In and Out does it well. From what I understand about their business practices and the ingredients they use, they do the types of things I'd like to support, but I can't. I have never been anything but disappointed with a hamburger from In and Out, and they have no other options. Sure, you can order "grilled cheese" but that's just american cheese on a bun. I can't say that sounds the least bit appetizing.
  17. Quote:
    Originally Posted by Leo_G View Post
    Are we expecting players to keep kid gloves on 90% of the time to police their own power levels?
    Well, actually, that is workable. Stances have been thrown around forever. If you had one that dramatically increased damage and secondary effects while entirely negating recovery and having an endurance cost to boot, it would reduce the amount of time players used it.
  18. MajorDecoy

    Tough hide..?

    Quote:
    Originally Posted by Fireheart View Post
    Um, Tough Hide has Not been changed in the revamps of Invulnerability
    Yes it has. It originally provided 7.5% defense to smashing/lethal/energy/negative energy/fire/cold. With the Global Defense Reduction, that dropped to 5%.

    Aside from that, it also gained 25% Defense Debuff Resistance.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    You're speaking from the context of the City of Heroes character building system, which is not a very open-ended one. You get two powersets and a host of moderately-useful pools to choose from. Once you have a pack of powers and you're more or less expected to take them all, it makes no difference what any of the powers do and what any of the powers cost, because the utility and cost is that of the package as a whole.

    When this becomes meaningful is when you start trying to develop a more open system where powers ARE judged against each other, rather than sets judged against sets.
    Even in a more open system, you need to balance a power around what powers a player already has.

    Quote:
    Originally Posted by Samuel_Tow View Post
    However, even in City of Heroes, I don't want to ignore power-to-power balance, because I still ask these questions: If my passives give me most of my resistances, why would I bother with my toggles at all? And even if I bother with my toggles, I'm still going to feel like a fool for draining so much endurance and hurting my offence for what amounts to bupkis in the long run. I dislike splitting powers into "good" and "bad" with the only reason existing to take the bad powers being that they stack with the good.
    Then you take the toggles and don't run them when you don't need them. That's what I do. For a long time, Major Decoy only used his invulnerability toggles when teaming. Using all my powers for running missions set at Unyielding was overkill, and kind of dull. But sometimes I need that extra performance, I need to run Tough even. If you find that you never need the extra survivability offered by the toggles, you can respecify out of them.

    I don't agree that there are good and bad powers. I will agree that some powers are more effective than others, that some powers are only rarely useful. But unless a power is actually counter-productive in every instance of it's use, I couldn't say that it's a bad power.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Bitter Freeze Ray. This has got to be one of the DUMBEST powers in the entire game, yet every time I bring up its horrible balance, people tell me "Well, it stacks with Freeze Ray, so it's good!" So? It's still a crappy power on absolutely every front. I feel like a slobbering idiot every time I use that, and I feel even worse when I remember that I took and slotted that abomination. I want a power to be good worth taking ON ITS OWN before it even factors into your build. That's what it comes down to.
    I don't know if Bitter Freeze Ray is poorly balanced. I have never played a character with Ice Blast. I suppose I could compare it to Knock-out Blow pre-Issue 2, which was one of the three powers most likely to be skipped.

    That could just be a difference in opinion in set design. I have no problem with powers people want to skip. I think that Armour sets should have three or four core powers that are really hard to tank without and everything else in the set would be optional.

    I think it's okay if you decide that you don't want Bitter Freeze Ray; skip it. If someone else wants it because they're happy to use it, I don't see a problem. As long as the power is useful and the power set it's in is not under performing, everything's good.

    Now, if Ice Blast was not soloing at roughly the same rate as other sets, then you'd look at the set, see what powers people were skipping, and see what could be done to improve them, if that would help the set.

    But there is no Power vs. Power comparison without knowing what other powers a character has.

    What's a better power? Tough Hide or Phalanx Fighting? In order to know which one is better, you need to know how much Defense the person has already and if it's positional or typed, how much DDR the person has, etc.

    Invincibility or Phalanx Fighting? That's an easier choice. How much defense does the person have already, and is it positional or typed?
  20. MajorDecoy

    Energy/Regen

    There's a lot of powers and enhancements you probably don't want if you're not going to be doing PVP.

    For PvE, there's no need for stealth, Invisibility, or phase shift. You also won't need Celerity: +Stealth.

    You'll probably also want to pick Melee, Ranged, or Smashing/Lethal and get your build some more defense.

    Also, I didn't think about this last night, but you could get more recharge and heal slotting on Dull Pain and Instant Healing by slotting: Doctored Wounds: Heal/Rech, Numina's Heal/Rech, Numina's Heal/End/Rech, and Harmonized Healing: Heal/Rech.
  21. MajorDecoy

    Energy/Regen

    Are you planning on PVP with this build?

    Well, either way, this build doesn't remove any powers:

    Villain Plan by Mids' Villain Designer 1,94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hidden Nightmares: Level 50 Mutation Stalker
    Primary Power Set: Energy Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5)
    Level 1: Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), LkGmblr-Def(7)
    Level 2: Fast Healing -- Mrcl-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9)
    Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17)
    Level 6: Assassin's Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), T'Death-Dam%(23)
    Level 8: Boxing -- Empty(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25), Clrty-Stlth(27)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(50)
    Level 18: Integration -- Numna-Heal(A), Numna-Heal/Rchg(27), Numna-Heal/EndRdx(29), Numna-EndRdx/Rchg(29)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), RedFtn-Def/EndRdx(31)
    Level 22: Dull Pain -- RechRdx-I(A), RechRdx-I(31), Heal-I(33), Heal-I(33)
    Level 24: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(34), ToHit-I(36)
    Level 26: Energy Transfer -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(37)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(39), Heal-I(39), Heal-I(39)
    Level 30: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(40), LkGmblr-Def(40), Ksmt-ToHit+(40)
    Level 32: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), T'Death-Dam%(43)
    Level 35: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(43), Winter-ResSlow(45)
    Level 38: Placate -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Spirit Shark -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(46), Decim-Build%(46), Apoc-Dam%(48)
    Level 44: Moment of Glory -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), DefBuff-I(50), DefBuff-I(50)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    I feel that the basic notion is as you describe it. If it costs more, it should do more. What you're suggesting strikes me as Bitter Freeze Ray's balance. It does little damage, it costs a lot of endurance and it's very slow to come out. I'm really not interested what kind of synergy it has with its set at this point, it's just a bad, bad power. This is how toggles will be viewed. And I can guarantee you without without a shadow of a doubt that you WILL get the obvious question - "so if a toggle costs more and does less, why should I take it?" That's not a good question to ask about game balance, in my opinion.
    But you have to consider what other powers a character has when considering balance. Resilience on a Regeneration scrapper is something you can take or leave. Resilience on an Invulnerability Tanker? If I had that, I could consider skipping Tough (unless it was a very strict concept build, I'd probably still want Weave).

    Rage is awesome for a Super Strength tanker, but would you call it a good power for a Master Mind?

    In isolation, no power is good or bad.
  23. Quote:
    Originally Posted by Neuronia View Post
    Would have to think a lot more about other changes but off the top of my head:

    -Universal naming of Single Origins
    -Make status protection toggles/clickys for melee auto selections.
    -Make epic powers redside available at 41, instead of having to grind through patron arcs. Do the arc for the badge.
    -At level 24, have a contact pop-up that leads you to Respecetriel or Jane Hallaway, explaining Respecs. Dump the missions that lead you to PvP zone contacts completely and replace them with this.
    -Nuke from orbit any escort mission in Oranbega or any rescue mission with more than three or four hostages. If those are in Oranbega too, flog the mission designer.
    -Clean out IOs. We don't REALLY need three different uncommon Immob sets do we? And how about making them by "fives" instead of every level?
    -Pop-up for capes and aura missions once you hit the levels.
    That's it off the top of my head...
    These are fine suggestions for patching City of Heroes, but not necessarily good suggestions for City of Heroes II.
  24. MajorDecoy

    NW Build?

    Quote:
    Originally Posted by Linea_Alba View Post
    You can easily un-purple my builds, with little loss.
    You may want to change the end procs in the AoEs, if those are still bugged. I've not double checked that yet on my live build.

    Standard Softcap Version (Purples Removed):

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1484;723;1446;HEX;|
    |78DA6593CB4F135114C6EFB4C5D20742A558102A535ADE74A05117BA31044141CA4|
    |31A301A5387F64A476A4BA64574E7DFA0896E34D1A80BD76A74ED7FE30374A951C4|
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    |42B35F1D59AF85A4DFC29E4B485F81FB9F7F960|
    |-------------------------------------------------------------------|
    From what I understand, slotting Performance Shifter: Chance for +End in a power that targets an enemy will give the enemy endurance when it procs.
  25. MajorDecoy

    NW Build?

    Villain Plan by Mids' Villain Designer 1,94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Poison Dart -- Empty(A)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
    Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 6: Boxing -- Empty(A)
    Level 8: Follow Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(17)
    Level 10: Indomitable Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-Psi/Status(39), Aegis-ResDam/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40)
    Level 12: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dam%(40)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
    Level 18: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Mental Training -- Empty(A)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(42)
    Level 28: Mind Link -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(29), S'dpty-Def/Rchg(29), S'dpty-EndRdx/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43)
    Level 30: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Psychic Scream -- Empty(A)
    Level 35: Combat Training: Offensive -- Acc-I(A)
    Level 38: Tactical Training: Assault -- Empty(A)
    Level 41: Gloom -- Empty(A)
    Level 44: Darkest Night -- Empty(A)
    Level 47: Dark Obliteration -- Empty(A)
    Level 49: Soul Tentacles -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    ------------