Miladys_Knight

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  1. I would tend to agree with StrykerX with a few caveats.

    Rad is a good AOE primary as well especially if you don't mind being in close/melee range. It also accepts the achilles heel proc which can greatly boost your damage.

    Fire/ is the undisputed king of AoE for 2 reasons. It has fast activations and it's secondary effect is more damage. The problem is mitigation since it has nothing that provides any hard control and it's only soft control is the unenhanceable slow in RoF.

    Archery is good since it has a non-TAoE, a TAoE, and a cone. All with fast to medium animation times. It has a hard control in Stunning Shot and a soft control in the KB of Explosive.

    AR is good because it has a TAoE and 3 cones plus a patch power than can affect multiple targets. It has a hard control in Bean Bag, 2 AoE KB powers, and an avoid in the patch power. The down side is that it lacks AIM and it has medium to long activations.

    For secondaries, /Ice and /Devices are mitigation heavy.

    On the other end of the spectrum you have Mental which has a grab bag of utility powers including a potent regen/recovery tool and an extra damage cone.

    /Fire is going to have the highest AoE damage output of secondaries which it does by having more damage as it's secondary effect and giving up mitigation. The only mitigation that /Fire has is the slow and avoid in Hot Feet. The down side is that the animations are dangerously long especially since the mitigation is low.

    To survive with a Fire/Fire you need a lot of skill or a good tank/support teammates. Taking Force Mastery as an epic power pool is also a good idea.
  2. Quote:
    Originally Posted by Nethergoat View Post
    Sweet, I'll keep that in mind!

    Thanks Cat. =D
    I have a squid and a couple other Posi level toons on Triumph. You can send me a tell too Goat.
  3. Quote:
    Originally Posted by Arondell View Post
    Quite true. Can this be said for most defender builds though? Force Field is known for being the best at stopping damage before it happens. What about sonic or empathy? How about trick arrow? This is part of the problem with just about all the proposed ideas for a defender inherent. How to have one that doesn't have variable utility depending on which power set you use. Lets face it the defender power sets as a group boost pretty much every attribute in the game. So what do you have an inherent do that gives all the power sets an equal advantage?
    No, which is the problem. Rad/, Dark/, and FF/ are the primaries which can do this. Just about anything paired with /Dark has the potential. To be honest defenders should have been buffers and debuffers should probably have been split into a different AT.

    That said, yes there is a way to normalize vigilance across the ATs. You decouple it from team health first off. Then you grant a global +rech and global -end cost (a vigilance buff) each time a defender activates a primary or secondary power. Each buff lasts for a set amount of time and there would need to be a maximum amount of allowed buffs to stack.

    In this way it would be up to the defender which way they want to emphazise their inherent. A toggle heavy defender could empahsize end red, while a long term buff toon like FF or sonic could focus on recharge or some combination of both. It would be decoupled from team size, composition and skill and would be entirely in the defender's hands. In this way it would reward the skillful player and the benefit would be transparent and consistant.
  4. Arch/energy is the combination that is best suited to what you want to do, as Archery has aim (which AR lacks). I'd reccomend dealing with the "Ugly bow" until 35.

    Psi/EM was mentioned and it is good at single target ranged damage but when you hit things the resist psi damage in the mid to late game you'll most likely hate it.
  5. Quote:
    Originally Posted by DarkInvado View Post
    My first toon ever was a Fire/Energy Blaster. Needless to say he wasn't my first ever to 50. After about a dozen 50s I am looking to roll a new blaster. I tend to either solo or run TFs and I will look to IO Set him out starting early. I would love to be able to solo AVs and perhaps GMs with her but its not a total req since I realize blasters are not so durable...

    What would you roll and why? Since she is a blaster I am looking for DPS and sets that have good synergy. I don't tend to run into melee range and play blapper with my current blaster but perhaps there is a better way? Pros, cons?

    I am thinking perhaps a combination of any of the following could be interesting?

    Sonic
    Rad
    Mental
    Fire
    Cold

    Thoughts?
    Depends on what you want to do. Mitigation is what you need while soloing. For primary sets that means Sonic or Ice is best. For secondaries, Ice or Devices. Another potential primary choice would be energy and slotting FOR KB. This isn't every one's cup of tea though.

    Good choices for solo is Ice/Ice, Sonic/Ice, Fire/Ice, Ice/Fire, Sonic/Energy, Ice/Dev, Arch/Dev, and Ar/Dev.

    For teaming raw damage output is always nice, Fire/Energy, Fire/Fire, Rad/Fire, Fire/Mental are all excellent choices.
  6. You can use the VG base +rech empowerment as a stop gap.....
  7. Quote:
    Originally Posted by Biospark View Post
    Just thinking out loud here and wondering if anyone has ever tried this;

    What if your team build excluded stamina ? You could still build your powers to be endurance efficient, but would you be capable enough using just the inherent in group ?

    I agree that some defenders would be less able to leverage the inherent.
    Point of fact: The three primaries that I have the MOST experience on teams are --> Empathy, Forcefields and Kinetic.

    Of the three, Forcefields is the only one that ever seemed to have endurance problems in groups, but I always attributed this to the fact that my FF characters were able to spend ALOT more time blasting away. Well that and, Empathy and Kinetics have powers to replenish endurance in massive ways.

    Any thoughts ?
    If Dual builds had been introduced in the days of SOs only, yes this would be the way to leverage it. It was, however, released in the post IO set days. This means that to leverage vigilance you must create 2 builds, a large teams build and a solo/small teams build, especially in the case of a buffing primary.

    Most other ATs can leverage their powers and abilities without taking this step. The solo build works fine for team play and vice versa.

    In the days of IOs this is a double $$$ ding for the defender.

    EDIT - If dual builds had been set up in such a way that IOs slotted in Build #1 were also available for use in build #2 without buying them again this would not be an issue.
  8. Miladys_Knight

    More Defense

    Quote:
    Originally Posted by Linea_Alba View Post
    It will increase your personal defense, but not defense of others.
    It will also die when something so much as frowns in it's direction. Don't depend on it, it'll be dead anytime you actually "need" it.
    My FF defender's Light Fairy survives quite well. Since, just like the rest of the team, it's defense is soft capped with Manuvers, Dispersion, and the grantable shields. One hit is usually all it takes to knock it out but it's usually not targetted by the mobs and is only killed by collateral damage from AoEs which only a relatively small number of PVE mobs have access to.

    AoEs tend to do less damage than single target attacks and I've had the fairy survive single AoE hits and live long enough to regen all it's health.
  9. Quote:
    Originally Posted by StormyDarkness View Post
    *shrugs*

    It honestly means little to me. If I were playing an AT for the Inherit only, I'd not be playing the AT how I'd play it. My characters always have lots of different sides to it, not just a 1 dimensional being. I don't play Corruptors for Scourge only, nor Stalkers/Scrappers for Critical hits. It's a nice extra, but never *the* reason I choose the AT.

    If Controllers had Domination, I'd be in love, but that's because I like how Domination works (even old Dom) more than Containment and Overpower. Tanker inherit... I've not really looked at what it does... I think taunt more? *shrugs* Blasters is alright, but nothing I'd focus around. VEAT inherit seems to not be special at all (to me) and HEATs seem like to degree you have to plan your teams around it (but overall I don't play HEATs anyhow). Brutes have a nifty inherit but it's nothing I'd be planning around. MMs make sense and add a bit of a bonus if their minions are around them.

    If I were that miffed at Defender inherit versus it's benefit regardless of inherit, I'd not picked up Defenders after the first one I played.
    Some of us try to get the most out of everything an AT offers. We may not have selected the AT for the inherent but we leverage it all the same. (I'd venture to say that there are some that do select a particular AT for the inherent and it will become an even larger reason once GR comes out. I forsee more people creating blue brutes than red scrappers and more blue corruptors than red defenders). You are right that it is a nice extra and I would say that is the case with every AT save HEATS, Defenders, and, marginally, Tankers.

    There are some players that do plan around their inherent. I tend to optimize my blaster's attack chains for defiance buffing. I get anywhere from 12-25% more damage output compared to my non-optimized chain. Perma Doms are built with IO sets with priority focus on their inherent power.

    Odd that you should mention not playing defenders after the first one. When GR comes out all my new buff focused toons will be redeemed corruptors or controllers unless neither AT offers the primary and secondary set combination that I want.

    Quote:
    Originally Posted by Garent View Post
    I agree with you on that. As has been shown in a lot of threads, there is no single "job" that all defenders do, so that's out. That just leaves the passive option.

    In my opinion the biggest problem with it is that it's uninteresting, and there are a couple ways that it could be made more interesting without making the archetype much more powerful than it already is.
    Uninteresting is probably one of the biggest problems. The devs are "happy" with the balance of the defender AT. The players for the most part are not (just take a look at population numbers if you think that's not the case). The dev insistance puts me in mind of a vintage collector totally pleased with the perfection of his highly polished, mint condition, black and white console television with it's built in mono-channel speaker. Blindly insisting that it is perfect as it is and completely ignoring the 72" Hi Def, LCD, color, flat screen, with surround sound, state of the art set that the non-vintage collector is wanting.

    Quote:
    Originally Posted by Arondell View Post
    The only way for a defender to get no benefit from vigilance is to absolutely and utterly stop a team from taking any damage. I have never seen any single defender, no matter how well played, do this. I have seen a combination of defenders effectively do this but usually such circumstances end up meaning that almost any inherent would be superfluous.(e.g. Stick a force field, sonic, and kinetic on the same team and you'll steamroll almost anything.)

    I have on a couple of occasions seen the "death slave" used and heard it joked about quite a bit on the forums. On the couple of occasions I have personally seen it the obvious reason was to use the huge endurance discount that is given when a team mate drops. On one occasion the guy doing it was dual boxing on the other it was only done for a brief time and both occasions was more to make the point that it *could* be done.
    No that's not the only way. All you have to do is take powers and slot them as if you were going to play solo so that you have enough end red and recovery to keep your blue bar topped off. Then no matter how much damage your team takes you still aren't using more end than you recover.

    Also I'm not saying no benefit I'm saying no useful/measurable benefit. My FF/Dark/Dark is a perfect example. I can keep the entire team at (or above) the soft cap. That means that a mere 5% of incoming damage (less than that if they've selected any powers that give them resistances) is being applied to the team. The base amount of regeneration (no health from the fitness pool, no set bonuses, no other outside powers to provide regen) is almost enough to totally eliminate what little benefit is gained from vigilance. My personal end red and recovery slotting DO eliminate what little benefit I receive even if I am the only buffer on the team.
  10. Quote:
    Originally Posted by DoctorWhat View Post
    I have to side with Garent on this one.

    Your supposed to keep your team buffed and healed while debuffing mobs, and Vig is there when things go wrong, not to be abused.

    Defenders who are seeking the end discount by not healing/buffing/debuffing aren't doing their job right.
    Which is exactly why I think that it is broken and needs a rework. Your inherent should reward you for doing your job well or at least be transparent and funtion all the time like scourge and scrapper criticals.

    It shouldn't work better the worse you play.
  11. Quote:
    Originally Posted by Garent View Post
    So all you've really told us is that bad players are using vigilance in weird ways, just like they do with all sorts of powers and inherents.
    Yes all the tiny bit of the post that you clipped does is that. Try reading the rest of the post.
  12. Quote:
    Originally Posted by Arondell View Post
    The "reward" poor play argument is excellent hyperbole though. I have yet to see anyone actually *try* to play poorly just to take advantage of vigilance. Given that the amount of damage the team needs to have suffered for vigilance to start providing significant benefits even extremely well played defenders get some benefit from it. In some cases poor play actually reduces the benefits. (e.g. heal aura on auto)
    Hyperbole eh? Your own post proves you know that it's not and that you agree at least to some extent.

    Quote:
    even extremely well played defenders get some benefit from it
    You obviously realize that a well played defender gets little to no benefit from it especially if they have slotted for end red. ie: rewards poorly played defenders. It certainly doesn't reward well played defenders which is exactly opposite of what it should be doing.

    You should get out more, try a few PUGS from time to time. Simply because you have never seen a million dollars doesn't mean that it doesn't exist.

    I have seen defenders dragging a corpse around simply for the endurance discount.

    I have seen Defenders that should be buffing their team neglecting to do so for the express purpose of gaining an endurance discount, and then when a team mate dies using that teammate for vengance.

    All you have to do to make vigilance redundant on a team is slot for the amount of end red and recovery that you need while solo.
  13. Quote:
    Originally Posted by DoctorWhat View Post
    I always figured it wasn't so much a 'reward' for poor play, but allowed the defender to pull the team out of a bad spot, or keep them alive when something goes wrong.
    While that can true for an empath played as a h34l0r, it's not so true for any other set, especially debuff sets. (Think TA)
  14. I'm still of the same opinion as before. Yes the damage is nice solo and duo but the end saving mechanic on medium to large teams is still very broken since it rewards poor play and comparatively punishes good play.

    My opinion remains the same. The inherent needs a total rework not a kludge fix to attempt to make them competative with corruptors in a narrow band of circumstances.
  15. I would go with a D3 customized to your liking. It covers all the ghostly aspects you are looking for.
  16. Quote:
    Originally Posted by Briarpatch View Post
    Hi,

    Was playing an Illusion/TA controller today and 1 out of 10 (being generous here) of my oil slicks (OS) actually lit. This happened over the course of 2 1/2 hours on a multitude of different maps (several indoor office buildings, new style caves, warehouses, ect.).

    I know OS used to frequently fail to light on uneven ground, but the vast majority of fails I got today were on flat surfaces.

    Can a powers person take a look at this?
    I've had that happen too. Once the slick failed to burn (it always lit just didn't do damage) it never burned for the rest of my play session. Restarting the client seemed to help as the oil slick would light and burn for a while and then would fail and not burn consistantly until I restarted again.

    So far every time I've been on a Numina TF, OSA won't burn in Boomtown, and I have to log off, restart, and return for it to work again.
  17. My level 30 locked Plant/Thorns runs at -1/x8, no bosses, no AVs for AE missions. I have 2% defense to all and with inspiration use can clear entire maps without the worry of defeat.

    If I want to take on Bosses I can handle -1/x5, without really trying too hard, -1/x6 is a sit up and pay attention type setting, -1/x7 is a challenge, and -1/x8 can be rough since you may be taking on 3-4 bosses at once each spawn. The 1/3 of the time that domination is up it's pretty easy though.
  18. It depends on your playstyle and strategy. A perma Dom can triple stack Seeds of Confusion even using a level 30 set of Malaise in Seeds.

    AA won't come close to that.
  19. Fire or ice I would say. Dispersion bubble will prevent all mezzes except sleeps which will allow you to keep Hot Feet and Artic Air (respectively) on.

    Fire and Ice primaries are also more melee oriented and the extra defense from the bubbles makes staying in melee much safer to do.

    The 2 things I would recomend against pairing with FF are Ill/ and Grav/.

    Ill/FF is a huge end hog. I deleted mine once I found that 4 slotting stamina with 3 common level 50 End Mod IOs and the Performance Shifter proc. 4 slotting health with Numina +/+, Numina Heal, Miracle +. Miracle heal. Having the Atlas Medallion and Portal Jockey accolades, AND slotting the equivalent of 2 end red SOs (or more) in every power still was not enough recovery to have a smooth attack chain for more than 3 itterations.

    Grav/FF is the combination that when poorly played can seriously greif your own team. I was once on an ITF with a grav/FF that thought he was hot stuff but he was responsible for repeated team wipes. He managed to make what should have been a 45 minute task force into a 3 hour fiasco.
  20. Quote:
    Originally Posted by MaestroMavius View Post
    One thing I like doing is racing my snipe to the target.
    I've found that if I start running the instant the animation gets done
    I generally land the Bonesmasher (or other melee attack) at the same time! Well, mostly it lands when they hit the ground/wall.

    Not exactly jousting but still fun.
    Try it with a fire controller using char. Char is so slow that you can out run it with Sprint + Swift.
  21. Go with the stealth pool and you will be much happier because you won't be limited to a petless Ill/ controller. Power customization lets you tweak your desired primary/secondary into many more options for concept giving you greater range of flexibility and possibly much more satisfaction with your chosen character.
  22. Quote:
    Originally Posted by thehallows View Post
    Sorry SwellGuy, but I don't quite get it. You seem to start out by saying that it wouldn't work as a fix, but then everything you say afterwards seems to support the idea that it would work. Wouldn't this work out then? If there is something equivalent to a Luck of the Gambler or Numina proc that you can only get redside, then you would have people going redside to get them, or buying from those who went redside to get them. In your terms, you will have buyers/sellers/drop producers moving to redside. You will also have buyers who will be forced to buy specifically from villains if they want a certain item. What am I missing here?
    What you are missing is stubborn, obstinate, developers at least where the market is concerned. We have been told by them that there is no disparity in potential earning speed because all the merit rewarding content on both sides has been balanced around a mean time/merit rate.

    Implementing your idea would first take an admission from the devs that there is a disparity in the red side ATs merit earning potential.

    What that means is that it LOOKS like there is a disparity when there is not. Virtually all villain story arcs run in the same zones they start in where as hero content can take as much or more time traveling than actually playing the mission(s). Dr. Q is notorious for spending significanly more time traveling that fighting. If you want to speed up your merit earning blue side you need to leverage the fastest travel powers; range boosted Teleport or Super Speed.

    The real disparity in the sides are:

    1) The amount of content available blue side is much greater though extremely old and in dire need of revamping. This gives more opportunity for things to do which relieves some measure of boredom.

    2) Merit rewards/time are greater for TF and SF content than for story arcs. This means that since blue side has more TF content and it is available in multiple level ranges that there is more potential opportunities to earn merits on the blue side.

    3) All villians are built to solo. Villians are all generalists. This means that common drops like salvage and junk recipes are more available on red side because many people solo their villians (soloing you get to keep all the drops from mob defeats rather than sharing them with the team). The best rewards in the game at this point in time are PvP IOs, Pool C IOs purchased with merits, purple drops, and HO/SHOs. Purple recipes are the only case where there are likely to be more drops earned on the red side than blue as that is the only thing that most villians will be able to solo rather than have a team.

    4) Heroes are specialists. That means that many AT choices on blue side need to team to perform well. This means that more team oriented content (TFs) are run on blue side. Higher population on blue side also make this more likely to occur.

    Your solution doesn't fix the root of any of the problems and won't solve the real problems on red side.

    Fixing 1 and 2 require a huge amount of development time for redside only content, an expense we have been told won't happen. New content will be co-op or mirrored on each side.

    3 and 4 can't be fixed since it's designed into the very fabric of the game. GR will fix this somewhat by allowing AT bleed through but it won't do any thing for the population disparity and most likely will increase that disparity by allowing villians to move blue side where there is more content available and more opportunity for teaming.

    A market merger however fixes or smoothes over many of the problems.

    If heroes out number villians by 3 to 1 (which at my last spot check they did) then merging the market increases villian access to goods by 300% while only boosting hero access by 33% (a win/win for both sides with the villians coming out on top by a significant margin).

    A market merger means that more purple recipes will be available to heroes which will make money flow from hero side to villian side. At the same time merit reward goods will be more available to villians (especially in the case of non-level 50 IOs) which will make the money flow back. Rare salvage, and goods like pool A and Pool B recipes, are more prevelant on red side where there is a higher preponderance of soloers, netting red siders a positive cash flow. Perhaps most importantly, since a significant portion of the toons played on red side are master minds, is what are essentially junk and fodder blue side (pet recipes) will be greatly available at much much lower prices to red side master minds.
  23. Quote:
    Originally Posted by Arcanaville View Post
    I deliberately haven't discussed this topic with Castle since this thread started, except with my public posts, so that I could continue to comment freely. So I'm saying this within the context that I haven't actually asked Castle what he thinks about the situation directly, except what's publicly in this thread. This makes the following statement pure speculation and credibly deniable by the devs.

    Having said that, I think the solution the devs will eventually converge on will be to reinstate area modifiers, so that the base damage won't have to be whacked too hard, but that damage will not be allowed to hit a massive number of targets in a huge AoE. I would also expect the cast time to increase slightly to reduce the power's gigantic DPA.

    That would allow the devs to reduce the power without a huge numerical nerf to its base damage. If it were me, I'd propose an increase in cast time to circa 1.9s, a slight to moderate reduction in base damage (probably to at least under 3.0 scale), and a reinstatement of a drastic reduction in the splash damage (to no more than half the current base value).

    I would also expect this to not happen anytime before Going Rogue goes live. You probably couldn't carve out enough time from all the stakeholders to discuss this situation. Or collect enough firewood and a strong enough stake to start the meeting.


    That's assuming the devs look for a purely numerical way out of this. There is an alternative if they decide its worth asking for tech time to add new mechanics. They could make the damage of SC scale based on the distance of the teleport. After all, its intended to be a charge: presumably its conceptually consistent for the damage to be lower if the player has less distance to build up momentum. Have a base level of damage if the teleport distance is basically zero (hitting a target right in front of them) and increase the damage to a maximum of somewhere not too far from its current value if the teleport distance is at least some distance, say 30 feet. This way, you couldn't use it as easily to min/max damage on a stationary target like an AV or a pylon.

    I'm always in favor of adding exotic and interesting new mechanics to get out of sticky numerical balance problems myself. But there's a reason why pohsyb hides in a box and the lead programmer only communicates via paranormal video.
    Isn't that a double ding, or will that really smooth things out, since doing a shield charge inside the radius of AAO has the potential to give a huge damage buff while doing so outside of AAO radius even with long distance factored in could be a huge difference in damage.
  24. Quote:
    Originally Posted by Castle View Post
    This thread makes my head ache. I *really* don't want to look at Shields, do I?
    Yes, please. It's beyond Uber with IO sets and sucks hard with SOs. I think that was all mentioned in the Beta test.
  25. Miladys_Knight

    Psychic / Mental

    Quote:
    Originally Posted by Gilia View Post
    Anyway, there's good and bad to mixing it with /mental. Mental has those two extra AoEs, which makes up for a shortage in Psychic/ and its tier 9 Shockwave would be really good to fire off before the nuke Wail. Together they have mag 5 stun, so anything that survived wouldn't be hitting back.
    Actually anything that survives probably will be fighting back. It will be bosses and lieutenants and the reason they will still be alive is that you missed them with one or both attacks. So the bosses won't be stunned and the lieutenants may be.