MajorDecoy

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  1. Maybe it would help if I was building for something in particular. With a goal of "soft cap defenses with four enemies in melee range" I could build towards that. But looking at my build, it seems to just be "Well, it wouldn't hurt to have this either."

    Do I really need six slots of Crushing Impact? I could probably switch those out for a different set, it doesn't hurt me much to lose 10% recharge reduction. If I did, what would I replace those sets with?
  2. Currently I've got the Pyre Mastery Pool, it's not bad. It was really something I used more when I was soloing without my toggles; stacking Char with Knock-out Blow made bosses easier.

    But with Fitness becoming inherent, I'm seriously considering picking up the fighting pool and possibly switching to Energy Mastery.

    So, this is my current build. Yes, I don't have rage. No, I have no intention of adding it. I'm happy without rage. I know it's awesome, I just don't want it.

    Hero Plan by Mids' Hero Designer 1,81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Current Decoy: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Flight
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
    Level 1: Jab -- KntkC'bat-Knock%(A), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
    Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(37), Zinger-Taunt/Rchg/Rng(39), Zinger-Taunt(39)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(19), Numna-Heal(19), Numna-Heal/EndRdx(21), Heal-I(21)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), HO:Perox(29), HO:Perox(29)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 24: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
    Level 26: Tough Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(36)
    Level 28: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), ResDam-I(36)
    Level 30: Resist Elements -- Aegis-Psi/Status(A), ResDam-I(39), ResDam-I(40)
    Level 32: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(40)
    Level 35: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 38: Foot Stomp -- Acc(A), Dmg(42), Dmg(42), Dmg(42)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Hold/Rng(43), G'Wdw-EndRdx/Hold(43), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
    Level 44: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg(46), Entrpc-Dmg/EndRdx/Rchg(46), Entrpc-Dmg/EndRdx(48)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), RechRdx-I(50), RechRdx-I(50), Acc-I(50)
    Level 49: Hurdle -- Empty(A)
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4% Enhancement(Heal)
    • 32% Enhancement(Accuracy)
    • 42,5% Enhancement(RechargeTime)
    • 372,47 HP (19,88%) HitPoints
    • MezResist(Immobilize) 7,7%
    • MezResist(Sleep) 6,6%
    • MezResist(Terrorized) 4,95%
    • 2,5% (0,042 End/sec) Recovery
    • 94% (7,355 HP/sec) Regeneration
    • 2,835% Resistance(Fire)
    • 2,835% Resistance(Cold)
    • 1,26% Resistance(Toxic)
    • 9,26% Resistance(Psionic)
    • 5% RunSpeed

    Now, if I dropped Pyre Mastery, I'd lose 24% regeneration (the loss of the 10% from Entropic Chaos in Fire Blast is offset by the 10% gain from Luck of the Gambler in Weave). I could also pick up an extra 12% if I can afford to slot Numina's Convalescence into Physical Perfection. And another 8% from slotting 2 Pounding Slugfest into Kick. Perhaps another 6% from 5 slotting Kinetic Crash into Energy Torrent. I could also grab Hurl at level 49 and get another 12% by 2 slotting it with Devastation.

    But I'd still be down ~5.5% health.

    I don't know.

    Also, I'm considering dropping the Aegis: Psi/Status. The only thing it's really helpful with while my toggles are running is Fear. Is it worth keeping?
  3. I don't stay. I quit every month and resubscribe every month. Except for the months I don't
  4. Isn't that already in the game? I was putting stuff on the market yesterday and whenever I removed something from an inventory that was in a recipe I had, a box would pop up and say "Are you sure you want to get rid of this? It's used in the following recipes you own."
  5. Thanks Shadow State. Leandro, apparently. I had all the letters right, at least.
  6. A player, Leonard, I think, designed a program that let you do that. It also allowed you to put your own images in billboards.
  7. How about turning the costumes earned by the "Defeat so many soundso" badges into recipes that are dropped whenever you've defeated so many soundsos? That way my Invulnerability/Super Strength tanker can get a costume item recipe for defeating Carnies even though he doesn't have any of the powersets that you need for those costume items. So you defeat enough Rularuu and you get a recipe that can be turned into a shield, and axe, etc.

    This has a downside that you need to a lot more Rularuu to get an axe and a shield on the same character though.


    Maybe if when you got the badge, it offered you a reward option: 1) Unlock all costume items on this character and get the badge, 2) get a costume recipe.

    Just, could they offer that choice of reward option every time you "earned" that badge?
  8. Quote:
    Originally Posted by AzureSkyCiel View Post
    Stil doesn't explain why my Roman soldier shouldn't (according you to) have his armor at level 1.
    I actually didn't make that argument, you'll find. I made one argument with regards to Vanguard.

    For the roman armour, I'd make the argument that your Roman soldier shouldn't have that particular set of armour because it's been given to you in celebration of your defeat of Imperious. Until you've defeated him, you shouldn't have it.

    Now, I have no reason why you shouldn't have a different set of Roman armour.

    That said, I really don't care if the armour is unlocked globally.
  9. Quote:
    Originally Posted by AzureSkyCiel View Post
    ARE YOU IMPLYING THE TIME PORTAL WAS SOME KIND OF STRIPPING MOLESTER OF STRAPPING, YOUNG, ROMAN MEN?!
    What time portal isn't, given the chance?

    Quote:
    Originally Posted by IanTheM1 View Post
    Do you think that each Vanguard soldier in the War Zone is actually a hero or villain hiding under that armor? Or that they had to somehow fight the good fight long enough to earn the equipment that would allow them to do so?
    Not necessarily heroes and villains, but they did need to prove their mettle somehow.

    As to the "minimum requirements to be Vanguard," What's the lowest level they spawn at?
  10. Quote:
    Originally Posted by Santorican View Post
    Gosh you guys are so lucky, I wish I could transfer my character over so I can do some testing. What a tease!
    You can create a new character (skip the tutorial) and it gets bumped to 50. Then just go to Recluse's Victory and get one of the exploration badges and you can get to Oroboros to do the first mission. You don't need enhancements for the first mission, but you definitely need them for other parts of the arc, so it's a good thing that you're also given 30 million influence or infamy.
  11. Quote:
    Originally Posted by IanTheM1 View Post
    But what if my character concept is a Vanguard soldier? Even ignoring the armor, just the lack of the Redding Rail Rifle would seriously spoil my interest in playing such a character to 35, and then be forced to grind out Vanguard merits.
    But how can you be a Vanguard Soldier if you don't meet the minimum requirements of being a Vanguard Soldier? They don't have the budget they need to give a full set of armour and a weapon to everyone who comes up to them and says "I'd like to be a Vanguard soldier."

    Your character concept would make more sense as a person in training to become a Vanguard Soldier. Something along the lines of "Susan has had enough of the damn Rikti raids, so with her assault rifle, she's going to defend the integrity of the dimensional boundaries." When her "training" is complete, she'll have a full uniform and she'll have earned the Rail Rifle she so deserves.

    However, that back story still works if it's a global unlock that you first get access to at level 35.
  12. Quote:
    Originally Posted by BenRGamer View Post
    50-60 unique powesets.
    My count was 65 (Because if Stalker Spines is counted as the "same set" as Scrapper Spines, then I don't see why I should count Ninja Blade as a different set than Katana.), but that's also saying that since Dominator secondaries are combining powers from melee sets and blast sets, and Blaster secondaries are combining powers from melee sets and control sets, we won't be counting most Dominator or Blaster secondaries as unique sets.

    Your estimate of 180 is a bit too low. I'd suggest a more reasonable estimate would be in the range of 230 new powers.

    And I'm aware that balancing would be a non-trivial issue. To take Invulnerability as an example, it might be easy enough to decide "Well, for a mutually exclusive power, we can offer the player a choice to take Dull Pain or a passive +25% health." Mutually exclusive powers are relatively easy to balance. They just need to offer similar bonuses but in different ways.

    However, while mutually exclusive powers do increase build diversity, they leave the problem of "There's no powers I want to take at this level."

    So it would be desirable to have powers that go with everything else.

    In invulnerability, the two new powers that aren't mutually exclusive to other powers should be at least as desirable as Resist Physical Damage, Resist Elements, and Resist Energy. Maybe one has +5% Resist Smashing, Fire, Energy, and Toxic, the other has +5% Resist Lethal, Cold, Negative Energy, and Psionic. Each of those provides mixed +20% different resists, like the other passives, so they're comparable. But does it increase an Invulnerability Tanker's survival rate beyond the target range if she takes all the powers available in the primary?

    You're arguing as if people are not cognizant of the amount of work entailed, and you're simply wrong.

    We're just arguing that it's worth the effort. That right now I can take all the powers from my primary and my secondary. I don't have to weigh the options and decide if I want to sacrifice offensive powers to improve my defense. I've even got room for the fighting pool.

    One of the previous "benefits" of Fiery Aura was that you really only needed to take three powers from it, your resistances are two powers, and then you have a heal. Everything else was just extra damage. It really left a lot of room in a build to take other powers you might need. Now I wonder how many people will end up taking all the powers in Fiery Aura just because there really isn't anything else to take.
  13. Yes, I'm perfectly aware that it's a lot of work, I'm not implying that it isn't. However, I don't see how "It's a lot of work" implies immediately "it's not going to happen" I'm sure someone could point out that alternative animations are a lot of work.

    But to point out the obvious, once you've got the brute primaries, you've got alternative powers for a number of tanker secondaries, a number of scrapper primaries, and maybe even some stalker primaries, blaster secondaries, and dominator secondaries.

    It would take time, it might be something they'd have to develop into another box set, but it's far from impossible. If it were a case of "But powersets can only have a maximum of 9 powers and to add more powers to a powerset would require changing the whole game engine" then you can say "No, not possible." But if that's not the case, I don't see why the developers wouldn't consider it. Because it would be a quality of life enhancement for the entire player base.
  14. Quote:
    Originally Posted by Master_Martial View Post
    if they could just make every available power semi-useful,. there would be no need for new powers..
    Right. If they cut the game down to three powers, say Fireball on a 3 second recharge, Knock-out blow on a 4 second recharge, and an auto version of moment of glory, there would be no problems.

    I like the idea of adding more powers to the primary and secondary sets, even if some of the powers are mutually exclusive. Maybe add "Muscle Density" to Super Strength that's a passive +10% to damage but you can't take Rage and Muscle Density in the same build.

    I like getting fitness for free, but it does reduce build diversity, and adding more powers to the primary and secondary would increase it.
  15. Quote:
    Originally Posted by BlueBattler View Post
    Thing is, the taunt power is in the melee set. That's why I'm wondering if I need to bug it.

    Do not like having to shriek when I taunt. >.>
    Yes, the taunt power is in the melee set, but there's all sorts of changes to the animations because you have a shield in one hand.

    Use taunt without your shield, see what the animation is.
  16. Strictly from my point of view, which is admittedly rather limited with stalkers, I only have the one, it's Energy/Regeneration, when I teamed, damage didn't seem to be the problem, and more damage wouldn't necessarily help.

    The problem for me was:
    1) if I waited for the rest of the group to attack before going in, it was hard to find a target to use the Strike on, and with everyone attacking chaotically, it's hard to know if there would be enough health on the target to make the attack worth it at the end of the animation.
    2) if I didn't wait, I went in, picked a target and queued up my attacks, I'd have to time is really well or absorb the assassin's strike. Three recharge IOs in revive does not let me take the alpha strike in every spawn.

    It's just that stalkers seem to take more tactics, and on a team, tactics aren't often that useful, they just take extra time. Sure, you could be careful and have fewer close calls, but you don't need to, and it can be fun to run ragged now and then.
  17. I don't think Scrappers need more survivability. As to stalkers, they solo well (at least I didn't have too much trouble soloing), but they seem less useful in teams. Increasing the damage modifier might make them more useful in teams, but it would also improve soloing, and that's not strictly necessary.
  18. Quote:
    Originally Posted by Captain Fabulous View Post
    And if you don't have a second hold, cause perhaps you want Laser Beam Eyes instead?
    Well, with more recharge than I've got you can double stack Knock-out blow's hold.
  19. Quote:
    Originally Posted by Captain Fabulous View Post
    Ok, let's say you're an INV/SS Tank. Or a DM/DA Brute. You maybe have one ranged attack. Maybe. And you're fighting CoT with Death Mages using their PbAoE tohit debuffs.
    Okay, I've got an Inv/SS tank. I regularly fight two Death Mages at a time without using my toggles. I don't use Rage and since I use Fire Mastery, I don't have focused accuracy.

    I stack Knock-out blow and the hold from fire mastery to drop any toggles the Death Mages might be using.

    Granted, the death mages are only level 50 because I fight them in PI, but I'm not using any of my defensive toggles and I don't use inspirations. The debuffs can be annoying, but they aren't debilitating in most cases.
  20. Congratulations. My first was on the wall, the melee proc.
  21. Quote:
    Originally Posted by Mr_Samoa View Post
    AASQ.
    I like to think that Ask A Stupid Question is still around, that it just migrated to a lot of different threads in the Suggestions forums.
  22. Quote:
    Originally Posted by ChaosExMachina View Post
    Activate power
    Detect line of sight
    Animate Power
    Blast

    The suggestion:

    Activate power
    Animate power
    Detect line of sight
    Blast

    Reprogramming AI would be silly, because it would dramatically increase the processing required if each enemy were aware of geometrics.
    This change would cause everyone to waste a good deal of endurance because we'd be activating attacks with enemies not in range. Unless you're going to have the power animate and then not cost any endurance when it discovers you're not in range.

    Currently line of sight and within power range are checked simultaneously. The game would need multiple checks.

    It would have to go

    Activate Power
    Check line of sight
    Animate power
    Check line of sight
    Damage

    Either way, I don't think it's a change that really needs to be made.
  23. Quote:
    Originally Posted by LaserJesus View Post
    In before the political debate over whether Bush was actually elected or not.
    I'm tempted to edit an earlier post just to make you wrong.
  24. Quote:
    Originally Posted by Shatterjack View Post
    And the price of quotation marks triples due to sudden massive shortages...
    I thought it was fun the way he prefaced each paragraph with "I don't know about others".
    A general disclaimer at the beginning would have sufficed.

    But I agree, while there's the promise of interesting play options with a more freestyle build, it would be very difficult to balance. It is not at all an easy change.

    Anyway, don't use Superman as an example as a character you want to be. The number of powers he has...

    Super Strength
    Flight
    Super Jump
    Super Speed
    Ice Breath
    Heat Vision
    Invulnerability
    Super Hearing
    Super Vision
    Super Friction
    Super Ventriloquism (Yes, really)
    Super Knitting
    Time Travel (Not just the movie)
  25. No one who currently speaks English was a participant in the invention of it. Spelling and word meanings change fairly often.