Muon_Neutrino

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  1. Quote:
    Originally Posted by Silencer7 View Post
    elec/ control is kind of a special case because you don't really have very much hard control. The confuse is great but unreliable in terms of locking down a large spawn, your sleep patch is awesome but it's still a sleep, and your ability to sap is great but won't keep a spawn from killing you with it's alpha.

    Other flavors of dominator can rely on mez to be their primary mitigation; elec/ has to mix it with soft control from the secondary and with defense. Fortunately conductive aura lets you offset the cost of running defensive toggles, and earth's large number of melee attacks makes it relatively easy (if somewhat expensive) to build for permadom and the s/l softcap.
    The same is often true of ice control, as well. I know if I wanted to increase the survivability of my ice/ice, I'd go for S/L defense over permadom in a heartbeat. When I don't have any alpha strike mez in the first place, dom doesn't help much.
  2. CPU:
    AMD Phenom II X4 945 3.0 GHz quad core

    Memory:
    4 GB A-DATA DDR3 1333

    Hard Drive:
    Western Digital Caviar Black WD7501AALS 750GB 7200 RPM

    Power Supply:
    Corsair CMPSU-650TX 650W

    Video Card:
    Radeon HD 5850

    Monitor:
    ASUS VH236H 23" 16:9 Widescreen (1920x1080)

    Speakers:
    Creative Inspire T3130 2.1

    Case:
    Antec Three Hundred Illusion

    Operating System:
    Windows 7 Home 64 bit

    Connection:
    Incredibly slow and unreliable wireless (which went out twice while I was trying to type this), but my landlord lets me use it for free.

    Total cost of system:
    About $1200, last summer

    Graphics settings in CoX:
    Most settings maxed, some that aren't:
    AA is only 4x
    Aisotropic filtering at 4x
    Ambient Occlusion is off
    Advanced shadows are on, but at minimum quality on all three sliders
    Depth of field and bloom are both off cause I hate how they look
    World detail is at the normal 200% max, not the 400% that you can get with /view_scale

    The game runs quite well overall, with only a few minor complaints. For some reason neither ambient occlusion or the advanced shadows play nice with my system at all - ambient occlusion is all weird and messed up looking when I turn it on, and shadows utterly destroy me down to single-digit FPS in any outdoor area at anything above the minimum settings. I'm not sure why those are such hits, given that my system seems to be fairly good with running nearly everything else maxed at a high resolution.

    Everything else works pretty well - even in large outdoor areas, my FPS tends to stay in the 40-50 range. About the only time I ever get noticeable choppiness (which, for me, is below about 30) is in stuff like mothership raids, larger than usual rikti invasions, some very large scale TF battles in outdoor maps, etc - i.e. very effect- and explosion-heavy battles - and even then it stays above 20, which is still quite playable.

    I didn't splurge on peripherals. THe keyboard is a generic beater that I swiped from a dead computer we had at home, the mouse is the same microsoft intellimouse 5 button I've been using for years (and is still one of the best mice I've ever seen, especially for the extremely cheap price). It's got a cheap generic CD-RW/DVD drive (*not* a DVD burner). The speakers are also cheap but decent. The monitor was about the only peripheral I actually spent a chunk of change on, but it was definitely worth it to finally have a decent size screen. It's not the most uber top-end system, but for what I paid for it, I'm pretty happy (at least, once I RMA'd the dead video card and got one that actually worked).
  3. Regarding power boost and the armor, since frozen armor has an enhanceable resistance effect, it's therefore flagged as 'not affected by buffs' - including power boost. Mids' unfortunately doesn't show this. So if you want S/L cap you'll have to build for it without power boost. That said, that's still a very good idea, especially with how melee-based, soft control heavy, and unaffected by domination ice/'s mitigation is. You'll be getting shot at more often than a lot of doms, especially solo, so defense is a very good idea.

    Second, do *not* play ice/ice in particular, or doms in general, as a ranged character. We have a higher melee damage modifer than ranged, and a lot of our good attacks are melee. For ice/ice, for example, ice sword and ice sword circle are both key parts of your offense. Also, a huge chunk of ice/'s mitigation comes from being in melee range with arctic air running. While I wouldn't go quite so far as to say that you'd be gimping yourself by playing at range, it's definitely not playing to the AT's strengths.

    End use - my ice/ice never had cardiac. End usage definitely was quite high, but managable if you slot well for endurance reduction and get some of the recovery uniques or a performance shifter proc. While cardiac would definitely be quite helpful, I don't think it'd be mandatory. Now, mind you, it wasn't a high recharge build, so I don't have any experience with how much faster you could drain your end bar if you go for permahasten levels of rech. But on the other hand that will be bringing up dom faster, so it might be a wash.
  4. Muon_Neutrino

    Glad to be back!

    Yeah, regarding /psi, I'd definitely suggest picking up a goodly chunk of the set. At the very least, you'll probably want TK blast, will dom, and one of the AoEs.

    The AoEs in particular bring something that, as an empathy defender, you don't otherwise have - some offensive mitigation. Specifically, psi tornado has a hefty recharge debuff and also inflicts knockup on some of the foes, while psi scream has no knock effects but has *twice* the recharge debuff. Toss out one of those at the beginning of a fight and you've mitigated a decent chunk of damage for your team.

    Will dom and TK, meanwhile, are just nice, solid ST blasts. TK has knockback and isn't all psi damage (nice for robots) and will dom carries a good chance to sleep, and they both have reasonably quick casting times and do nice chunks of damage.

    And since you can't increase -recharge by slotting, there's no competition for damage slots. While as a defender you don't have a *huge* damage scale, and /psi lacks aim, that doesn't mean that you shouldn't contribute what you can. You can still lay out enough AoE to save the blasters/scrappers a hit, or eliminate a troublesome LT or two (and keep him relatively harmless while doing so), and you should.
  5. Quote:
    Originally Posted by Organica View Post
    Did an ITF last night with friends from a task force channel I was on. No tank, no brute... no problem! We had four scrappers, a crab, and I was on my night widow that I'm leveling up, plus two support.

    ...It was that kind of team. ^_^
    4 scrappers in the same place isn't a team, it's a psychotic blender. Hooked up to an entire power plant's worth of juice. With 4 sets of blades. Made of chainsaws.

  6. I've known for a long time how the market works, and how to make money on it. I had just never bothered to actually make more than the few tens of millions I needed to outfit my few characters above 30 (altaholism FTW! ) with the cheap frankenslotting builds that were all I ever bothered with.

    A month or so ago, however, I decided that I wanted a slightly more expensive build for my up-and-coming traps defender, so I priced out a few posi sets, a basilisk's, and whatnot, and decided it would be fairly easy to make the couple hundred million I'd need to cover patient bids on everything.

    Of course, it *was* easy. So much so that, after I made 200 million in a few days with almost no effort, I decided to see just how long I could keep it up while logging on only a single character twice a day. And so, after about a month of *very* lazy and low-key crafting and selling (and despite one week where I was looking for a new niche and *every single one* I tried collapsed and burned after I sold one or two enh), here I am:


    (Big image link)

    It still boggles my mind that a) this is so amazingly easy (seriously, 10 minutes of work per day, tops), and b) people somehow think it's hard. Ah, well, all the more for me (and I certainly won't need to make any money now for a year or so! )!
  7. Just putting this out there.... roasted garlic triscuits + folded-up slices of bacon + slices of extra sharp cheddar cheese = heaven on a cracker. Tried this yesterday - yum!
  8. Across the powersets, the snipes themselves are indeed more or less the same. Additionally, secondary effects are not too important, especially on the sets that actually have snipes. For example, rad blast's defense, while useful at early levels, offers no actual benefit once you become able to cap your tohit chance at 95% out of your own resources (which isn't very hard). The real question is 'what does the rest of the set offer to support an extreme-range style?' As such, let's break down the sets with snipes:

    Archery:
    Three ranged blasts (not counting the snipe) with 80 foot range, including the second-strongest non-snipe blaster ST ranged attack (blazing arrow). A targeted AoE with 80 foot range, and a ranged AoE crashless nuke with 90 foot range. Also has an 60 foot range ST stun. The set's secondary effect is 15% extra accuracy, which is actually one of the better secondary effects out there.

    Assault rifle:
    No 3rd single target blast (which is pretty sad), but the first two blasts are the two longest range normal blasts available, with 90 and 100 foot ranges. Has a targeted AoE with an 80 foot range, and it also has a long range crashless nuke. This one is only 80 foot, and only 10 max targets, but unlike archery you don't need to place a targeting circle, so it should be much easier to actually *use* at very long ranges. Also has an 60 foot range ST stun. Also thematically meshes with the munitions mastery epic pool, which has another long range option. However, the set lacks aim. Secondary effect is 5% boosted accuracy, along with minor knockback or -def on a couple powers.

    Electric blast:
    Like AR, no third blast, but unlike AR, not much to really make up for that lack. Has an 80 foot range on its first two blasts, at least, along with the standard targeted AoE with 80 foot range. Does, however, have the only ranged true nuke - only 60 foot range, but with boost range it'd still reach out a fair distance. The secondary effect is endurance drain, which is utterly useless at range with the only exception being if you power boost the nuke.

    Energy blast:
    Has a third blast, but it's of the short ranged variety. Has the standard targeted AoE with 80 foot range. Has a 70 foot range guaranteed KB mitigation attack, which might be useful. Secondary effect is knockback, which could come in handy to keep foes at range.

    Fire blast:
    Again, has a short ranged 3rd blast, however the first two blasts are both 80 foot range. Has a good 80 foot range targeted AOE. Rain of fire only has a 60 foot range, but does offer a bit of mitigation through avoid AI. Secondary effect is MOAR DAMAGE, which gives the snipe, TAoE, and first two blasts all better damage than other sets. Light on mitigation, however.

    Ice blast:
    Again, 3rd blast is short ranged. First two are standard 80 foot range, also has two ST holds - 60 and 80 foot range, although the better of the two is the 60 foot one. Ranged rain nuke and ice storm gives the possibility of wiping an entire spawn from 100+ feet while around a corner - if you can accurately place the targeting rings that far. Secondary effect is movement and recharge slows, which, while nice, aren't especially spectacular.

    Psi blast:
    Has *4* 80 foot range blasts (not counting the snipe), although blaster will domination quite frankly sucks. Has the usual 80 foot range targeted AoE, with a 5 foot wider effect and knockup, but a slower recharge. Has a glacially slow-animating 80 foot range ST stun. Secondary effect is recharge slow, which again is nice but not overwhelming.

    Rad blast:
    First two blasts are 80 foot, but 3rd is short ranged. Has the standard 80 foot range targeted AoE. Rest of the set is short ranged. Secondary effect is -def, which is nice at low levels, but almost entirely useless later on. Honestly not that impressive for a long ranged style.

    Now, after loading all that info on you, which do *I* think is best? It depends somewhat on what you're looking for.

    If you want to do the most single-target damage from very long range, I'd go archery. While psi blast has one more 80 foot range ST attack than archery, AR's first two blasts have slightly more range, and fire's first two blasts and snipe do slightly more damage, AR and fire's lack of a 3rd attack, and the fact that psi's 4th long range blast sucks (*especially* compared to blazing arrow - that power does almost as much damage as your snipe!) puts them behind archery in my opinion.

    The lethal damage issue is highly overrated, in my opinion. Yes, some mobs are pretty resistant to lethal. However, while it's often not mentioned, there are also mobs which are *extremely* resistant to psi (most mechanical mobs - who are also often the ones resistant to lethal - also carnies are highly resistant to psi but *vulnerable* to lethal). Fire doesn't face much in the way of resistance, it's true, but you also do have the energy melee attacks (which deal smashing/energy damage) if something does prove annoyingly resistant. Yeah, it does involve closing to melee, but occasionally sacrifices must be made. And honestly, you're *still* a blaster. You *still* have buildup, probably aim, and the highest ranged damage scalar in the game outside a nova form kheld. Give minions and LTs some resistance, they're still going down. Bosses, possibly not so easily, but you do have mezzes, KB, and insps if you need them.

    If you're looking for long ranged AoE damage, I'd try archery, AR, or maybe ice or fire. Archery has rain of arrows and explosive arrow, AR has m30 and full auto, ice has the dual rains, and fire has fireball and rain of fire. AR's long range firepower is probably the easiest to use since full auto doesn't involve placing a targeting circle. Ice is probably the safest since they both can be cast from around a corner. Archery is somewhere in the middle, however rain of arrows is a *very* nice attack. Of special note, if you're willing to close to somewhat closer range (about 90 feet instead of 180, assuming 3 dam/range hamis and boost range) there is very nice synergy between boost range and the other cones in AR - since cones are arc based, making them longer also makes them wider at their ends, so it becomes quite easy to hit lots of targets with flamethrower and buckshot.

    If you want a *mix* of ST and AoE long ranged damage, it's honestly hard to beat archery. It's got top ST damage *and* very good AoE. Don't forget that munitions mastery has what is effectively an AoE snipe in the (redundantly named) LRM rocket, which further adds to the AoE of whatever set you use.
  9. Archery/energy will also work well - like the psi blasts, the three main archery blasts are also 80 foot base range. Archery also has a 90 foot range crashless nuke - as a matter of fact, that nuke almost certainly will have a longer range than you can see. Once you reach 50, hami dam/ranges will also be your friend.

    For ranged defense, go thunderstrikes in all your single target blasts and red fortunes in anything that you slot up for defense (like weave). Plus combat jumping and the 3%, that'll give you a good solid base to build on. Also, strongly consider fighting from hover - that'll give you a bit more def, and let you leverage that ranged defense better.
  10. Quote:
    Originally Posted by Nyx View Post
    However I hate empaths who only buff tanks. The Tanks get the Adren boost, the other melee get my fortitude (Not always that way but a usual rule of thumb. Tankier types can get by without fort while fort gives other melee toons more oomph.
    I'm curious, why make the tank the default recipient of AB? Especially if you're there to patch them up on occasion, it hardly seems like they'd need the regen buff, and I'd think that almost any other AT would probably make better use of the recharge buff either offensively or defensively. I don't have any personal experience with it, though, so is there something I'm missing?

    Quote:
    Originally Posted by Sprite Fire View Post
    That triggers me soloing more then anything else. If the tanker is staying until the very last member of the mob is dead, then he's not doing his job.

    His job is to gather agro, suck alpha, and possibly herd the mob into a tight group for mass aoe death. once the team has wiped out 50%-70% of the mob (depending on how the team is built, and the level of difficulty) the tanker should be jumping on to the next mob to set them up for the team.

    If the tanker can't grasp this or survive agro of a mob for a minute with no support, he shouldn't be tanking.

    When a tanker is taking forever, depending on the character i have i'll start to charge ahead. I like to make a joke about it if i faceplant. i like to say "something was wrong, i wasn't dying enough." I never expect the team to save me.

    My patience for a slow tank is zero when i'm playing my brute. i'll just charge ahead if he's dinking around. Same for my fire/kin and plant/kin trollers. All of my scrappers will charge ahead as well, though i am much more patient with them. I will randomly go off on my own with my blasters all the time. especially if the team is, in addition to going too slow, are doing a poor job condensing the mobs for my aoe attacks.

    Of course my tanks never move too slow =D
    Yeah, cowardly and/or slow tanks annoy me too. I don't mind if he stops for a second or two to look over the spawn before jumping in, but if you're ever standing still outside of a mob for longer than those 1 or 2 seconds, you're definitely doing it wrong.

    Plus it's just such a rush. It could almost be described as a relative of scrapperlock - a sort of 'tankerlock', the incurable compulsion to be surrounded by at least the aggro cap's worth of mobs at all times. 'Oh, you tossed a nova and wiped out all the LTs and minions? MUST GET MORE MOBS!'

    It's only happened a few times, but I absolutely love it when I can get on a team with both another competent tanker and a competent team who understand the 'move fast' philosophy. When there are *two* tanks leapfrogging each other to gather up alternating spawns as fast as the team can wipe them out of existence, it's a beautiful thing.
  11. Quote:
    Originally Posted by PapaSlade View Post
    Not too bad GG. Only did a quick look at the other responses so this might have been asked already but...where the heck does GG keep those fancy proto steel hand cuffs while wearing that outfit??
    Hammerspace, same place all our characters pull their weapons and other assorted gadgets from. I'm quite certain that was intentional.
  12. I really like it, especially how you managed to work in a few of the sillier elements of our beloved game (like all the stuff 'natural' characters are capable of, or near-identical buildings ). I think it captures the 'feel' of the game very well. I thought you might work in a few more gameplay hints, but going for more of an 'adventure' feel certainly works as well.

    The models didn't give any 'uncanny valley' vibe to me, but then again that never really happens for me with stills (more with animation), so I'm not exactly the best judge of that. However, I did like the style a lot, and the models are quite well done. About the only thing that looked a bit off was the energy blasts... I'm not sure exactly what it is that looks weird, but I think it's that they're so opaque and hard-edged. That, combined with how it doesn't feel like they're luminous in any way, makes them look sorta like... I dunno, water or opaque foam? I'm not sure what program you use to make these, but I'm sure there are some options that you could mess with.

    The costumes are pretty nice - the newbie's is of course quite basic, but that's to be expected at that point. And I have to ask what shirt Golden Girl is wearing - I figured out what almost all the rest of those costume pieces are, but the shirt is eluding me (does it actually exist in game?). And, yeah, Golden Girl is... erm... big. I'm sure you've put tons of thought into that particular model (after all, not like it has much competition ), just putting that out there.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    MA yes, KM no way.

    No more long animating secondaries for blasters please.
    Um, wat?

    Kinetic melee animation times:

    Code:
    Power			Animation Time
    
    Quick strike		 .83
    Body Blow			1.07
    Smashing Blow		1.20
    Power Siphon		1.93
    Repulsing Torrent	2.00
    Burst				2.67
    Focused Burst		2.00
    Concentrated Strike	2.83
    Quick strike, body blow, and smashing blow are all quite fast. Blasters likely wouldn't get repulsing torrent or focused burst in a secondary. Burst is 2.67s, but it's a PBAoE, which are almost always slow (see FSC, combustion). And concentrated strike is actually ~.5s *faster* than total focus and friends. And even assuming they got power siphon instead of a standard buildup (I have a feeling power siphon might be a bit tricky to figure out how to implement, as blasters have that entire other attack set), I don't see any reason to complain about the extra ~.5s given how awesome it is.

    Honestly, it's really weird how universally KM seems to be regarded as a 'slow' set when the animation numbers are generally no worse than most sets.
  14. Muon_Neutrino

    FF/DP viable?

    Quote:
    Originally Posted by Syntax42 View Post
    Force Field is great for low levels and exemplaring, but not so great at level 50 content. Most players who want good builds aim to soft cap themselves (with IO sets), thus making it almost pointless to bring a FF along. The biggest demand for Defenders is resistance debuffs, which FF lacks. You may team with people who don't have the best builds or may not be fully soft-capped, so it depends on who you plan on teaming with.

    Might I suggest making a Cold Domination Defender instead? It has "bubbles" similar to FF, but not quite as good. It also has some great debuffs, which last long enough to get plenty of attacks in between the cooldowns. It is fairly easy to soft cap to S/L and E with Cold Domination and Mace Mastery's defense toggle.
    One thing about force field is that in incarnate content the softcap seems to be a lot higher than it used to be. While that softcapped SR scrapper doesn't need your bubbles in normal content, he'll certainly appreciate the extra ~23% def when facing enemies with tohit 19% higher than usual!

    As well, it allows players who are normally only softcapped to one position and/or a pair of types to get some defense to everything else - not a bad idea when you have stuff like massive nrg+aoe attacks from clockwork and other things that aren't covered by S/L, melee, or ranged.

    Finally, and probably most importantly, I seriously disagree with the assumption that a significant fraction of people are softcapped, especially non-melees. I don't know what it's like on other servers, but at least on Guardian my estimate is that perhaps 25% of the people I team with have any set bonuses at all, let alone a huge list that might indicate an extensive IO investment. Perhaps if you tend to play with a fairly small circle of more dedicated players, but if you pug I doubt you'll be seeing very many.

    Now, I do agree in the long run that cold is probably a more well-rounded overall set than FF. But that's nowhere near the same thing as FF being almost pointless to bring.
  15. Hm. The first two characters I ever made were on my brother's account, when he was convincing me to try the game. First was a BS/SR scrapper 'homage' to a certain sci-fi franchise signature order, second was a mad science themed grav/storm controller. The scrapper never got remade when I got my own account, the controller did but I never really played him much (I think he's sitting at around 20 on a server I don't play on anymore - I'll get back to him someday, though, I swear!).

    I don't think the controller was the first character I made once I got this account, but I don't really remember who was. It could have been my storm/dark defender, or possibly a (both since deleted) ice/ice blaster or ice/ice tank.
  16. I envy you your apparent ability to put things up for sale (large stacks, to boot!) within 10% of the going rate and still sell them. I've been trying to get into this myself lately (albeit on a smaller scale), and ever since the first niche I was working dried up, the new ones I find keep having the bottom fall out of the prices as soon as I've sold a couple enhancements. At the moment I've got enhancements listed from 3 different sets (9 in all) that are currently 5-10 million above the going rate, but were 5-10 million *below* the going rate when I posted them.

    Since I'm only doing this on one character, I hardly think I'm posting enough to crash the niche, but I can't think of any other reason. Is it just bad luck, or am I doing something wrong?
  17. I think claws and SR are a good combo - claws' slight end discount helps partially offset the expense of the fighting pool toggles you'll be running, and the slight recharge discount, combined with quickness, means you don't need to worry about slotting for it as much.

    In terms of slotting, of course the first priority is to softcap your positional defenses. Tough with the 3%, weave, and combat jumping get you started, set bonuses will have to cover the rest. After that, I'd actually go for HP and regen first - softcapped defenses are very nice, but without something to layer with them they're still vulnerable to bad luck. You want recharge too, of course, but especially HP is probably at least as high a priority.

    Cheap options for +def bonuses include smashing haymaker in ST attacks and multistrike in PBAoEs. As a bonus, smashing haymaker also includes a HP boost. Red fortune in toggles can help cover ranged defense as well as providing a bit of recharge. Of course, there are also the usual more expensive options like obliteration, mako's, touch of death, etc.

    Fair warning: you'll probably feel a bit squishy before you get your defenses squared away, especially if teams are expecting you to 'tank'. Purple insps are your friend - if need be, make a macro to convert stuff you don't need (like reds) into purples.
  18. That tech actually already exists. We know they can already have two powers open up in the same set at the same level - there are a number of examples in the primary sets of both peacebringers and warshades. The only really interesting bit is the part that would make the two powers mutually exclusive, but that tech also already exists - crab spider venom and frag grenades are mutually exclusive with the wolf spider gun versions.
  19. Blasters have a 1.125 ranged damage modifier, while corruptors have 0.75 and defenders have 0.65. So, a corruptor is 66.7% of a blaster's damage, while a defender is 57.8%. Of course, that is ignoring the effects of the various inherents, which are difficult to quantify.

    The buff/debuff/etc modifiers vary, for specifics look here. That said, in general corruptor effects are perhaps 75%-80% as strong as defender effects - though a lot of pseudopet effects are actually idential between the two ATs (such as tar patch).
  20. Quote:
    Originally Posted by Another_Fan View Post
    Quote:
    Originally Posted by Muon_Neutrino View Post
    Up FA target cap to 16 to match other nukes, widen cone to 30 degrees. Add a minor fire DoT to m30 grenade. The set still would suck for ST, but I can't think of an easy way to fix that without breaking either the cottage or power balance rules.
    Decrease the recharge on burst and slug.
    Problem is, that breaks those power balance rules, unless you want to lower the damage at the same time. FA gets away with it because nukes and crashless nukes don't seem to abide by those rules in the first place, and a fire DoT would be a secondary effect and thus exempt, but for something that's just a bog standard straight-up attack it's hard to get around the rules.

    Now, the *devs* could decide to just toss out those rules, but *I'm* not going to suggest it.
  21. Quote:
    Originally Posted by Last Post View Post
    Well not to be a negative nelly but if you improve nukes that much without looking at a set like AR first is gonna have the AR blasters crying foul considering how "underperforming" that set is considered. I would even be willing to say that FA being "crashless" is one of the few saving graces of that set.
    Up FA target cap to 16 to match other nukes, widen cone to 30 degrees. Add a minor fire DoT to m30 grenade. The set still would suck for ST, but I can't think of an easy way to fix that without breaking either the cottage or power balance rules.
  22. Balance-wise, crashless nukes are pretty obviously better. However, you can have my earth-shattering kabooms when you pry them from my cold, dead fingers (in the middle of the burning wasteland I just created with my nuke ). Crashy nukes are just so much FUN, *especially* nova and the kheld nukes thanks to the KB. So I'm definitely opposed to simply turning the crashy nukes into clones of the existing crashless ones.

    However, that doesn't mean that the crashing nukes couldn't use some love. I would definitely be on board with removing the -end crash but leaving the -recov. The -recovery requires you to be careful to avoid bottoming out, but it doesn't completely stop you like the -end (and it doesn't drop toggles). Given how much risk you have to go through to use them (and the long recharge times), they really ought to nuke (hehe) the crash, or else significantly buff the damage.
  23. Regarding toggle/patch phase powers - there's a technical issue with making a phase power anything other than a click. Specifically, a toggle or patch power works by pulsing a short duration effect repeatedly while it's active (generally, the effect lasts slightly longer than the pulse time to ensure that it stays perma). That works fine for a debuff or whatnot, but what happens when the effect is a phase?

    Say you had a toggle or patch that applied a 0.75s phase every 0.5 seconds. The first tick will phase the targets just fine. But when 0.5s rolls around and it tries to apply the second tick of phase.... all the targets are phased, and so can't be targeted! If it's a toggle, it will detoggle at this point, since its anchor is no longer a legal target. But even if it's a patch (or if it somehow didn't detoggle), the phase will expire at 0.75s, and the enemies will be unphased for 0.25s until tick 3 rolls around.

    The only way to prevent this is to make the phase last less time than the pulse, but then you have the same problem of the enemies being periodically unphased before the next pulse arrives. So in general, phase powers can't be anything but clicks or *self* affecting toggles.
  24. He also liked Painkiller, and I believe I've heard him express liking for one or another of the Prince of Persia games (one of the older ones, I think). He also didn't seem too down on minecraft recently.
  25. Quote:
    Originally Posted by Carnifax_NA View Post
    Oh gods, Nightfail

    I'd really HATE nightfail in a Domi set. The to-ing and fro-ing is bad enough on normal cones in Domi sets. Giving Dark Assault Nightfail would be horrendous (because the cone is so narrow)

    I'd personally switch it for a ranged chained power which would suit a Domis playstyle better.

    Moonbeam and Torrent are also poor choices for a Domi IMO. I'd switch Torrent for a PBAOE along the lines of Tremor (bear with me) which also works like a short duration, lower strength Soul Drain (something like Warshade Dwarfs get)

    Something like :

    1: Dark blast
    2: Shadow punch
    4: Shadow maul
    10: Gloom
    16: "Soul Mire"
    20: "Crawling Dark"
    28: Smite
    35: Midnight Grasp
    38: Life drain
    Well, I did specify that this would be the version that uses only existing powers. I don't like nightfall, torrent, or moonbeam very much either, but if I didn't have any other choices, I'd use them.

    And there's no reason why the stats couldn't be tweaked, too. If I did have to make a dark assault set along the lines I listed above, I would definitely make some changes. Something like:

    Shadow punch: Becomes 6s recharge, with appropriate increase in damage
    Smite: Becomes 8s recharge, appropriate increase in damage
    Nightfall: ... crud. I've lost the AoE formula. Oh well, I can't give an exact number, but I'd turn it into a 45 degree 40 foot cone, with whatever tweak in damage and/or recharge is given by the AoE balance formula.
    Torrent: Also becomes a shorter, wider cone
    Life Drain: Damage becomes scale 1.32, recharge decreases to 10s, end decreases to 10.192.

    (By the way, anyone have the AoE balance formula and damage/recharge formula handy? My calculator seems to have forgotten them the last time I changed the batteries.)