Miladys_Knight

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  1. One other thing that is very useful that isn't mentioned in the wiki is that you can also monitor your threat level using the real numbers display (provided you have a power that reduces threat level like super speed).

    Your threat level goes to normal during supression. When supression ends it returns to the lower number. You can use this to monitor exactly when stealth (and other types of) supression end.
  2. Quote:
    Originally Posted by StrykerX View Post
    Even with incendiary rounds it's one of the worst. The fact that Psychic Blast deals significantly more single target DPS than DP (regardless of ammo type) should tell you something...
    Well that's not entirely accurate. The numbers from closed beta show incendiary rounds as a solid below average. It comes in under energy blast but above the next lowest.
  3. Miladys_Knight

    My first Dom?

    Plant/Thorns is good all around and it is good very early.

    A nice Melee-ish combination is Ice/Earth.
  4. Combat Jumping.

    1) +1.75% defense to all.
    2) mag -8.3 immob protection.
    3) unsupressed movement.

    all at the low low cost of .07 end/sec



    No other power does so much for so little.
  5. Radiation Emission paired with Dark Blast is the best of both worlds and I would reccomend it to you for either a defender or corruptor.

    Edit - Ah, didn't see the dual pistols part. I would say that you'll be much happier with the safety of dark.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    No matter how you slice it, SOMETHING is going to be the worst.

    It got unique animations, and people complain that they're too long.

    It's damage sucks! I don't like the gun-fu! Different ammo types don't do anything! And so on and so on.
    You are of course right on all counts which is also where the problem lies.

    I think many more people would be happy if the animations had been unique yet middle of the road for animation time. It shows that the devs haven't really learned their history lessons from Archery and Assault Rifle.

    In regards to blast sets the devs have, with defiance 2.0, demonstrated that a blaster's survival is intended to be by defeating enemies quickly. Long animations reduce DPA and therefore run counter to that assertion. The only case that animations have been left slow have been in the case of powerful debuffs as secondary effects such as sonic. In the case of Dual Pistols the secondary effects were purposely reduced to offset the ability to change ammo types. Changing ammo types simply doesn't cut the mustard in comparison to what it costs in effectiveness. It's a double ding for the set.

    I play City of Heroes because I like more choices. IO sets were a stroke of genius because it means that no 2 Fire/Energy/Force blasters need be identical ever again. IO sets give us the same choices with our powers that the costume creator does with our appearance. This is where the problems with the Gun Fu animations arise. The only choice for character concept is gun fu. This is a restriction not a benefit.

    Quote:
    Not every set is going to be better than anything else they've ever done, or it will get ridiculous pretty quickly.
    True again but every set should be good in some unique way. Dual Pistols isn't. The good thing about dual pistols is the shiney animations for a portion of the player base that likes such things. Animations are only cool for so long you have to have something under the hood for perfomance to fall back on. Dual Pistols doesn't do this.

    Quote:
    Willpower came out and it was the best set for a while, then Shields came out and IT was the best set. Mental Manipulation, same thing. Seriously, does every set HAVE to be absolutely OMG awesome?
    A better question might be, "should any set HAVE to be dog?" I notice that you glossed over a recently proliferated set that many consider a dog. Psi blast. Poor performance and quickly forgotten. Is Dual Pistols destined to be the same? It would not surprise me at all.

    Quote:
    I guess people are just more interested in being powerful than in having a well crafted character who is fun to play.
    There are some that are interested in just power. For some Power is fun. For some lower than average performance is not fun. For many low performance, especially in a well thought out concept, becomes a toon that is never deleted but also is never played because failure isn't fun.

    The devs had the opportunity to make the thing that was unique about the set (swap ammo) the thing that it did well. That isn't the path they tread. They went in the opposite direction and made the unique thing about the set a power that is easily skipped. That's the same mistake they made with Grant Cover for Shields.

    Quote:
    Originally Posted by ClawsandEffect View Post
    Did it occur to anyone that they may have released it underpowered on purpose so they can datamine it's performance compared to other sets in order to balance it where it should be?
    Isn't that what a beta test is for? Shouldn't it all ready BE balanced on release? Or did marketing have the devs rush it to put it out as a new shiney to draw in pre-release dollars? I know where I would place my bets.

    Quote:
    I mean, when it was in beta testing, was anyone really playing any other set to compare it too? Or was everyone checking out the new shiny?
    Why yes that's exactly what many of us were doing. I was comparing it to Energy/Energy which is pretty much middle of the road for performace. There isn't a single thing about Dual Pistols that is better, or equal, when compared to Energy.... Except the shiney animations, the excessive length of which, takes the shine right off of them.

    Quote:
    They may have done it like this so when it's adjusted based on their datamining they can buff it, rather than releasing it too strong and having to nerf it. If they give it a buff, most of the people I have seen commenting on it would be pleased, while if they found themselves having to nerf it, a lot of people would be pissed.

    It makes sense to have people underwhelmed now and happy later, as opposed to happy now and pissed later.
    Yes and it could also be a terrible mistake as a pre-release move on marketing's part. Is all the rest of GR going to be underpowered because they burned themselves on Mission Architect?

    My wife and I were both going to pre-order GR. We were invited to the beta for DP. DP's condition is the main reason we decided not to pre-order GR (separate markets is the secondary reason) and are taking a wait and see attitude.
  7. Quote:
    Originally Posted by Jeava View Post
    LOL! Well Harvey Wallbanger was taken but Wallbanger wasn't! Thanks! Spent a moment to write a preliminary story for the inept hero/villain

    "Harvey Rusco was an amateur spelunker who reveled in exploring the hidden caves around his home in Mercy Islands. When he was clued into a cavern that reportedly went over a mile deep, his sense of adventure was to much to resist, and set out straight from the bar he had been holed up in. Upon entering the cavern he noticed the strange reddish glow of the crystals that surrounded him and naively turned his lamp off in order to use the natural light. Only a few hundred feet into the cave his feet came up from under him and he started to slide faster then he could correct for, and began ricocheting off of the walls around him. Unknown to him, these same caverns had been visited many times before by heroes and villains alike, and they too had fallen and bounced off these same walls, however the crystals had absorbed the powers of these meta humans, and now gave Harvey a portion of them even if he didn't want them..."

    Still don't know what his AT or primary or secondary is..but it's getting closer hehe
    Sounds like you might want to roll him up on Pinnacle...........
  8. Miladys_Knight

    My Big Mistake

    Radiation Emission is exactly what I mean when I say Rad. The combinations that you mention are all good, play style is the deciding factor for me when choosing a combination.

    Also you may not want to give up on your Earth/Kin just yet as level 39 and 40 is where you get slotted up fulcrum shift. Teaming will speed the process there.
  9. hmm boucing to me suggests rubber balls. The power sets that have sphere's in them are Defenders Forcefields, Defender or Corruptor Sonic Resonance. If your concept doesn't call for the ball early you could also go with a power set (or Epic) that has World of Confusion.

    Radiation comes to mind as a power set for absorbing other hero/villian powers.

    With the above in mind I'd say FF/Rad Defender, Sonic/Rad Defender, or (possibly the best choice) Rad/Sonic Corruptor.
  10. Dual pistols/Anything or Anything/Dual Pistols won't be a good farmer. The damage output, especially the AoE output is just too low.

    That said your best choice will be a Blaster with a Corruptor as a close second.

    To survive as a blaster you'll need a mitigation heavy secondary which means /Ice or /Dev. Dev is not good for farming as it's quite slow and lacks Build up. Ice is going to be the best choice.

    You could also go with /Energy for Boost range which will help with survival but will be fairly expensive since most of your mitigation will have to come from defense set bonuses.
  11. Miladys_Knight

    My Big Mistake

    I wouldn't reccomend Ill/Rad unless you like that particular play style. (I don't really care for it)

    For soloing my prefered primary is Fire or Plant. Fire if you are patient and can wait, Plant if you are impatient.

    For secondaries for soloing, Storm, Rad, or Kinetics.

    Anything that can solo will also be fine on a team.

    Edit - Also if you need a team mate on protector you can just give me a shout. I'm on most evenings US Central Time. I've got a level 34 Ice/Fire Blaster on Protector. Global is @Grandpa Squeak. I'm usually playing on Justice but I can switch over no problem.
  12. Quote:
    Originally Posted by Vitality View Post
    Is it the worst blast set, numbers wise?
    With non-incendiary rounds it's the worst DPA for AoE and 2nd worst for single target.
  13. Quote:
    Originally Posted by Vicar View Post
    My amusement comes from my sick mind however in response to your post I dont think the set is as bad as some say. I think its a solid pve set that allows for some concepts people have wanted for a long time.

    Having said that though I do think the gun fu moves can be a bit over the top (really dont like empty clips) and the bullet rain i think it is. The targeted aoe anyway is more than a little silly looking with the arcing bullets. I think they should have just stuck with cones. A longer range narrow one and a short range wide one would have been fine. I do like the tier 9 though it does seem to have too long of a recharge when compared to Archery and AR.
    It's not as solid as it "should" have been and it really is as bad as most people (not the haters, the number crunchers) make it out to be. Out side of incendiary rounds it's has the worst AoE DPA and 2nd worst single target DPA. The nuke is little more than a tool to get your self killed and violates the dam/rech rule especially when compared to the other weapon set nukes.

    It should have allowed players to build all the broad range of concepts that they had in mind instead of the very narrow Gun Fu ones. I know none of my Dual pistols concepts fit the animations and so I'll be waiting until the set is both buffed to at least a mid tier of performance and given alternate "power customization" animations. Past dev track records demonstrate this to be in the 1-3 year range for buffs so for me it won't be any time "soon" (TM).
  14. Quote:
    Originally Posted by Quantumizer View Post
    I'm trying to make a dark/DP soloist offender, and I need some advice. I know, I know... dark/DP is not the best offender material, but it's a concept character.

    First problem - hold resistance... basically, should I take Acrobatics, or should I just carry a bunch of "break free" insps with me? Or is there another way of getting this resistance I should look at (IO's?).
    Since you'll be getting nothing from vigilence solo, the toon will be a total end hog, any expensive toggles you can avoid you should avoid. So I'd focus on -KB IOs, forget about the Acrobatics and just pack/combine break frees. Slotting up the Acc debuff in Darkest Night, slotting Shadow Fall for defense and getting a few ranged defense set bonuses will keep much of the holds off of you.

    Quote:
    Next problem... damage. Dark doesn't have any damage-dealing powers. In regards to DP, there aren't any real hard-hitters there, either. Pistols is your typical minor damage attack, Dual Wield is okay, Empty Clips does crummy damage in a cone. Switch Ammo is not an attack, and Bullet Rain is ok, but its end cost is too high. You don't get into High damage until level 28, with Executioner's Shot.
    You are combining defenders (who have horrid DPE especially while solo) with a secondary that has the worst DPA for AoE damage and second worst for single target DPA.

    Quote:
    Here are some ideas I have for improving my damage... does anyone have any thoughts on these tactics, or other ideas?

    1. Hasten... allows me to fire off my two mediocre attacks more frequently, giving me close to a continuous attack chain. This also has the side effect of more quickly recharging other powers that are key to my build, like Tar Patch and Howling Twilight.
    Definately. With enough +rech you can have Tar Patch perma, and can double stack Fearsome Stare. Petrifying Gaze can also be combined with Suppressive Fire (using any non-standard rounds) to quickly hold a boss or you can use Suppressive Fire with standard rounds and Howling Twilight to stun a boss and the minions in a spawn (use Acc/Mez Hami enhancers in Suppressive Fire)

    Then Proc out your blasts. Use as many damage procs as you can squeeze in especially on your fast recharging, fast animating attacks (total rech + animation time <10 seconds)

    Quote:
    2. Speaking of Tar Patch... it has a 30% RES debuff, which is essentially a damage buff for me, as long as I can keep the bad guys in the patch.
    Yep perma this and 4 slot it with the End/Slow/Rech IO from each of the slow sets. Then use corners strategically to keep the spawn in the Patch and grouped together for Darkest Night.

    Quote:
    3. Incendiary ammo - this ammo type is supposed to add some extra DoT, and it removes the sometimes problematic knockback effect of my pistol shots (which can knock mobs out of the Patch). I just don't know how much extra damage we're talking about here... does anyone know?
    Incendiary brings the DPA of the set up to just under average in comparison to the rest of the defender blast sets. Tar Patch is your slow, Darkest Night, Shadow Fall, and Twilight Grasp will provide most of your mitigation. You'll probably want to keep the pistols dialed to incendiary most of the time for the damage boost since your primary will do you much better than the secondary effects from Cryo or Toxic.

    Quote:
    4. Punch, Kick, or Jump Kick (not AS because I won't be a flyer) - I could trade Empty Clips for one of these power pool melee attacks. That would give me some extra single-target damage, which is what I really need for knocking down a couple bad guys before Fearsome Stare or Howling Twilight wears off. Punch or Kick would also open up Tough for me, which I can use to mule in some Steadfast Protection IO's for the +3% def and KB prot.
    Jump Kick as you'll want to avoid the end heavy toggles from the fighting pool and you'll want to take combat jumping for a second set of Zephyr, the LotG +7.5 and the defense boost as well as the immob protection and even an extra Karma -KB.

    Quote:
    5. Temp powers - I have Sands of Mu, and I'm wondering if temp powers like "revolver" or "gabriel's hammer" will help me out to any significant degree? Unfortunately, none of these can be enhanced with Accuracy, so they miss a bunch.
    Slot sets that give global bonuses to accuracy as these will affect your vet powers. Also slot Combat Jumping or Shadow Fall with a Kismet +acc enhancer. The rest of the temp powers cost too much for too little results to be really effective. Getting a seemless procc'd out attack chain is a better way to go.

    Quote:
    6. Assault - this enhances damage, but only by about +20%. Darkest Night gives me enough endurance trouble as it is... I'm not sure if +20% damage warrants another end-hogging toggle.
    Not really worth the end cost since DP's AoE damage isn't very good to start with.

    Quote:
    Any thoughts on these few strategies? Any other ideas?

    Thanks!
    Set bonuses. Concentrate on +recovery, +recharge, +acc, and enough ranged defense bonuses to give you about an extra 10% ranged defense. (That will soft cap you against even cons with Darkest Night, Shadow Fall, and Combat Jumping.)
  15. Let me chime in for Rad/Fire for sick amounts of PBAoE (and AoE) damage. Not a combination for the feint of heart however.
  16. I find DP anything in broadcast amusing but mainly because the devs have pulled the, "look how shiney on the out side, no need to look under the hood" car salesman trick on the unsuspecting casual player.
  17. The Notorious Fence Sitter badge. For those that can't make up their minds.
  18. Miladys_Knight

    Blaster Idea?

    Most anything that is /Mental or /Energy is going to be a FotM or a former FotM that is still a solid performer.

    For mitigation /Ice or /Dev are going to be your go to secondaries.

    For massive AoE you'll want Fire/, Archery/, or Assault Rifle.

    If you wan't massive PBaoE Damage then /Fire will be your secondary and the best Primary will be Radiation/. In this case you'll want enough defense bonuses from sets (both ranged and melee) to survive the alpha. Soft capping isn't required as once you have absorbed the Alpha and lived your damage out put will eliminate the spawn before they can finish you. 25% defense to both ranged and melee are adequate (with inspiration use) if you plan your attacks and attack chain properly. You should be able to do +1 or +2/x8/no bosses/no Avs easily with that set up. You'll want aid self the medicine pool both for the stun resistance and so that you can move on to the next spawn with out having to rest.

    If you take Force Mastery as your Epic and get the important accolades (Like Eye of the Magus) You'll be able to handle bosses included with the above settings or you can go to +3 or +4/x8/no bosses/no Avs.

    It will take some practice and patience to develop the skills required though.
  19. Well without knowing what your inteded use for the toon is it's hard to tell.

    Somethings that jump out are:

    You are way over slotted on ranged defense and on endurance recovery.

    With Sirens you can put the spawn to sleep and waltz in and position yourself perfectly for Drain Psyche. With all the regeneration that grants you you don't need so much defense unless your only intended purpose is to farm.

    End recovery is the same deal. Drain Psyche is enough with the end red slotting that you have especially when paired with the Sonic primary. Most of Sonic's animations are painfully slow ostensibly to compensate for the resistance debuff in the primary.

    My Sonic/Mental has a seemless AoE attack chain and I rarely run out of end with Drain Psyche alone. (My Sonic/Mental doesn't even have the fitness pool.)
  20. Quote:
    Originally Posted by Dante View Post
    Fixed.
    Indeed. I get the 2 names mixed up all the time.
  21. Quote:
    Originally Posted by JuliusSeizure View Post
    There are also resistance bonuses in the IO system. But they are rather rare and have less than half the value of the defense bonuses.
    • Sonics has resistance shields and an AoE resistance bubble.
    • Thermal Radiation has resistance shields.
    • Pain Domination has an AoE resistance buff.

    The -damage debuff also functions like resistance to all, and can boost the value of you resistance. Brutes that run Darkest Night will effectively receive a resistance boost through this skill's -damage. There are also plenty of skills for Defenders/Corrs/MMs/Controllers that offer -damage as well.
    Steamy Mist, Darkest Night, Deflection Shield, and Increase Density also add resistances.

    There are other powers that some sets have that also add resistances like:

    Force of Nature, One With the Shield, Surge of Power, etc. These are not "reliable" though as they are only useable part of the time.

    The Eye of the Magus accolade (which is available to all players) also gives a large amount of resistance and defense but only for a short amount of time on a very long recharge

    PFF gives the user extra resistance while it's active.
  22. Quote:
    Originally Posted by DrMike2000 View Post
    My experimental tank (a FF Defender) almost fulfilled all your criteria.

    I could survive pretty much anything (without PFF, I was softcapped to almost everything), and allow the AoE blasters to shoot with impunity due to the 45% Defence and mez protection they were packing thanks to me.

    But I couldn't keep the enemy tightly in one place that easily.

    If they were melee types and I took the alpha, I'd be fine, they bunch around me, but I couldnt stop CoT mages or Council running off and attacking from range. Repulsion Bomb was the best I had for that - mass knockdown every 15 seconds or so.

    Was I tanking?
    Go with /Dark for your secondary. T_T lets you keep them in place.
  23. I tank consistantly with my Energy/Energy/Force Blapper, my FF/Dark/Dark defender, my Fire/FF/Ice controller, my Fire/Storm/Stone controller, and my Ice/Rad/Ice controller.

    I'm in he process of leveling a Rad/Fire/Force blapper that will be tanking also.
  24. I've avoided the issue by avoiding the set.

    To answer your question though figure out about how much damage over survival level you are taking and eat enough purple and/or orange insps BEFORE you use the nuke.

    You still won't kill the spawn but you might survive long enough to get Empty Clips and Bullet Rain off again.
  25. You could also get a second account and dual box the transfer.