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Keep in mind that there's a difference between an 'offense strong' tank and a timid tank. Being offensively capable does not preclude actually doing your tanking job - tanking is much, much more a mindset than a build. I personally run a shield/mace with damage bonuses out the wazoo and a ton of AoE attacks, but I still am first in, last out, and taunting the heck out of everything (by hitting it with my mace or shield, more often than not
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Timid tanks that hang back and don't do their job are more than likely just sub-par players. You find those on all ATs, they just tend to be more noticeable for tanks, I think, because of how visible a role tanks usually have.
On the other hand, if you're still at low levels, a lot of tanks aren't really capable of truly *tanking* yet. Invul doesn't even get its taunt aura until 16, taunt durations in general suck at low levels, and most tanks aren't tough enough to take on entire spawns yet without more slots and SOs in their powers. While I still think a tank shouldn't be going in *last*, in the teens or earlier it's a lot easier to forgive them for being a bit hesitant. -
Quote:Ya, fearsome stare has less -tohit - it makes up for it with the mez - but I was mostly using it as an example of what an 'opener' power needs (in this case, a large area covered).Toggles also drop when mezzed. And as for Fearsome Stare, it only has a -18.75% ToHit debuff, which is far below the 31.25 value (25+6.25) and 36.25 (30+6.25) values being tossed around with these suggestions.
Quote:Radiation Infection has a 15' radius, which is the same as the upper end of my suggestion (10' to 15'). Both of Radiation's debuffs have just a 15' radius. Darkest Night has a much bigger radius, but also is limited to -18.75 ToHit debuff.
Quote:Let's be realistic here. An agro-less skill that is targeted AoE and has a 35' radius would be flat out overpowered if it had debuff values being tossed around here. What I'm suggesting is making the total debuff granted by Flash Arrow superior to Radiation Infection for 5 seconds and at a 10' to 15' radius (30%+6.25%). The full 35' radius would still have -6.25% and be irresistible. I can't understand how you feel that would be underpowered and ineffective for alphas. On the flip side, how is having a 35' TAoE debuff that is agroless and causes -31.25% ToHit while having a significant portion be irresistible not overpowered?
And as to why I feel it'd still be worthless, it's because with a 15 foot radius, you *will* be missing way too much of the foes in a large spawn. It's the same reason why wormhole has problems as a mez - the 15 foot radius means you hit and stun/teleport *half* the spawn, splitting them up and leaving the other half unimpaired. Most big spawns simply start out too spread out for such limited radius tools to mitigate enough damage.
Let's take a look at some other alpha-busting tools. Fearsome stare has an huge 45 degree 70 foot cone. Freezing rain, ice slick, and earthquake can be cast from around a corner. Seeker drones absorb the alpha no matter how spread out the spawn is. Stalagmites and flashfire have 25 foot radii. Terrify has a 90 degree 60 foot cone. EMP arrow, from this very set, has that same 35 foot radius and a huge duration to boot. Even seeds, with its 50 foot 60 degree cone, has no real problems covering a whole spawn. Every single one of these can either hit the entire spawn or has a mechanism to negate the return fire from what they miss.
With a 15 foot inner radius, flash arrow doesn't. It won't hit the whole spawn, and there's no simple way to negate the return fire from the rest. And while other tools like RI have the same problem, at least that ongoing effect lasts long enough to try to group the foes up inside it.
So why do I think it's useless for absorbing an alpha, at least on a team? Let me reiterate. If you fire it off and then immediately follow it up with other debuff arrows to attempt to leverage the short debuff, you get your face shot off by the half of the spawn you missed. If you fire it and then wait for your team to go in, it expires too quickly for them to take advantage of it. In neither case can you really claim to have mitigated the alpha, unless you want to count 'absorbing it all onto your squishy head'.
Solo, it may well work if you aren't turning up the spawn count much (although you'll still miss an annoying percentage of foes). But again, 5 seconds is still an extremely short time in which to significantly pare down your foes, especially since you don't have a team to help with that task. In the heat of combat, 5 seconds is a short time. Really, really short.
Basically, a 15 foot 5 second debuff will mitigate one attack from perhaps half the spawn. That's just not good enough, especially when other sets can do so much better.
I think a wire got crossed somewhere along the way regarding what I was proposing. When I suggested a 25% debuff, I meant that the *total* debuff would be 25% - 6.25% irresistible for 60s as it is now, and 18.75% resistible for 15s. That makes it weaker than RI or hurricane, and only slightly stronger than fearsome stare and darkest night (and without either of those powers' additional effects, or dark's ability to stack them). Considering that dark can completely nullify an entire spawn and keep it that way indefinitely between fearsome stare and darkest night, or how storm can pin a spawn in a corner practically forever, I don't see how this is overpowered (given a recharge increase to 30s). -
If you only had to pick one IO I'd probably take the theft of essence +end proc (the accurate healing proc). It may or may not work out to as much end over time as one of the recovery uniques, but it's extra end exactly when you need it most - when you fire off that hugely expensive heal.
After that in descending order of strength we have the miracle proc, performance shifter proc, and numi's proc, and I would buy them in that order. I would definitely get the theft of essence proc first, though. -
Well that was fast, subtract one Armageddon: Chance for Fire Damage.
Enjoy!
That doesn't mean the thread's over, of course. If I get anything else good I don't need, I'll be posting it here, and I definitely encourage anyone else who's interested to do the same. Let's spread the good cheer! -
Greetings all fellow Guardian-ites!
While contemplating a big-ticket drop I got the other day, it occurred to me that rather than selling it to some anonymous buyer on the market, I would rather see it go to someone who will give it a good home right here on Guardian.
Now I figured that randomly asking in the channel if anyone wanted it would be a quite inefficient way to do that, plus probably impolite.Also, I thought maybe others might want in on the fun. So here's my idea: a thread where we offer useful items that are often expensive and/or hard to find at a discount to fellow Guardian players. (Sorry, that means in-game items, not pie, cookies, or bacon - although I certainly wouldn't turn down any of the above!
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So here's my initial offering: a crafted Armageddon: Chance for Fire Damage (the PBAoE purple). As a player who mainly frankenslots and hasn't spent more than 20-30 million on a build ever, I hardly need it and it could fund several characters all by itself. I've kept an eye on the prices for these over the past few days since I got it, and the enhancement seems to go for anywhere from 120-200 million, with the recipe at perhaps 100-150 mil. I'm willing to part with it for 75 million. EDIT: The Armageddon proc is sold.
All I ask is that this goes to be slotted on a character that lives on Guardian. Please don't buy it to store away, and please don't buy it to resell.
If anyone else wants to use this thread to offer items for sale, I would welcome it. On this end all I ask is that, at least for items with a reasonable supply, they be offered for significantly less than the bottom end of the apparent price range - otherwise there isn't much point. For items where their mere existence (at low levels, etc) is the value, this could be relaxed, but this is still about saving your fellow Guardian-ites inf (so don't be greedy - save that for the bacon).
So, if anyone is interested: transact away! -
Quote:Probably.Am I the only one who recommends frankenslotting four heal/end/rech IOs and up to two resistance commons to taste?
I tend to slot powers like that with 2 heal/end/rech and 3 heal/rech around level 30 and never touch them again. I don't find toxic damage common enough to really devote slots to enhancing the resistance. -
I have a feeling the H/V merit vendors are only *supposed* to have "rare" recipes (which is apparently defined as 'everything except pool a uncommon'). The choice of which recipes aren't there is far to consistent, in my opinion, for them to be simply missing. I haven't carefully examined every set, mind you, but the ones I looked at all followed this pattern.
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Quote:Honestly, the -perception and lack of aggro really don't make any difference to the power's use as a combat debuff. Given that both effects break if you touch the enemies and that you're presumably going to be hitting them with something besides flash arrow next, all that the -per and no aggro really buy you is an extra second or so before your next arrow hits. They shouldn't figure into the power's balance as a debuff.None of them have a 35' radius. None of them also have -perception. None of them don't generate agro. And none are marked as irresistible. And the values is 31.25% for Radiation Infection I recall correctly, and -37.5% for Hurricane. I can't see the Devs making Flash Arrow the equivalent of these skills when it doesn't generate agro and has such a massive radius.
The radius is a fair concern, but consider that it doesn't need to have quite as big a debuff as those other skills, either. If it had, say, a 25% tohit debuff, wouldn't that be a fair trade for covering more area?
I agree about being irresistible, though. The original 60s duration scale 0.5 tohit debuff can stay irresistible, but any shorter duration stronger component should be resistible. *That* would actually make it too strong.
Quote:I'd rather not have something done to this skill that would increase its recharge. I just want the skill to have some benefit for its quick recharge and animation.
Quote:- Additional debuff to a smaller radius (10' to 15') of 30%* that lasts 5 seconds or is somehow coded to affect the enemy's next two attacks. The debuff would not be irresistible like the portion that affects the full radius. *(Defender value here.)
Flash arrow is obviously meant to be an alpha power - the no aggro nature and the fact that tohit debuffs are most useful if applied first makes it a natural opener. That, I believe, is why it has such a large radius - before they're aggroed, spawns are often fairly spread out.
Of the other major tohit debuffs for defenders, three of them (RI, fearsome stare, and darkest night) could be used as openers. RI and darkest night are toggles, so you can attempt to herd more mobs into the ongoing effect and can also 'toggle pull' to bunch up the foes. Fearsome stare has an absolutely gigantic cone area of effect. All have mechanisms to deal with the initial spread out nature of spawns. A click debuff like flash arrow can't pull the tricks toggles can, so instead it has a huge area like fearsome stare.
If you make the strong component of flash arrow short duration and low radius, it is no longer a viable tool for opening a fight. Imagine you're on a team with no tank to take alphas, and you fire off flash arrow into a spawn. Now you can wait for your teammates to go in, but by the time they realize you've neutralized the enemies, the debuff is gone. Or, you can follow up flash arrow with more arrows of your own, but then you get your face shot off by the alpha strike from the half of the spawn not covered by the strong portion of the debuff.
A similar situation would happen solo. If you turn up the number of foes to take advantage of all the AoEs in TA, you have the same problem of missing too much of the spawn with flash arrow. Additionally, since you don't have a team to keep them off of you, given how many arrows you need to layer for safety 5 seconds might not be enough time.
Generally, I am of the opinion that powers should not be balanced by making them annoying to use, and that's what a small-radius short-duration version of flash arrow would be. -
Quote:A 2 second debuff would do basically nothing, especially in such a small radius. That's not even long enough to take an alpha. And keep in mind that if you give it a 5 or 10 second debuff and someone makes it perma, they'll still be spending ~2s in animation to fire it off each time - that's 20% to 40% of your total animation time budget just spent refreshing flash arrow.The "ridiculously high debuff" suggestions aren't going to fly at the durations being proposed. Flash arrow has a 15 second recharge, so a 10 seconds duration would be OP, as would 5 seconds, which would easily become perma-"ridiculousely high" with IOs. I could maybe see it being given a 2 second -30% debuff that's fully resistible, but this should have a smaller radius than the massive 35' portion that happens to be irresistible and cause no agro.
I'd suggest 2 seconds of -30% to a 10'radius, fully resistable, and the regular component affecting the full 35' radius (-6.25% for defenders and still irresistible).
Even if nothing happens to this skill, I still really like it. The fact that the debuff is irresistible makes it pretty potent already, and the targeting geometry is absolutely massive.
Flash arrow is interesting. It has a large radius, and the irresistible debuff is certainly nice for AVs. The problem, though, isn't with AVs - TA's contribution to a team's AV fight is already significant through the large amounts of -resist it can stack. The problem is the total mitigation level TA provides just going spawn to spawn - it's here that the set falls down. EMP arrow is nice, but what are you supposed to do when it's down? TA lacks a useful every-spawn mitigation power. And flash arrow is the logical place to fix that - it already carries an appropriate effect, just too small of one to be useful. Basically what I'm saying is that it's probably OK to add a powerful tohit debuff - the set needs a powerful effect. Here's what I would do, personally:
Increase the recharge time on flash arrow to 30 seconds. Add a resistible scale 1.5 tohit debuff that lasts 15 seconds. Thus, you have a total of a 25% tohit debuff (defender numbers) for 15s and the original 6.25% unresistible debuff for the remaining 45s of the original duration.
The power is still usable for anything anyone was using it for previously - you can even still stealth with it if you grab some recharges, since the -perception lasts for 60s. And now it actually provides some mitigation for those crucial first few seconds of a fight. Keep in mind that even a scale 2.0 tohit debuff (the new scale 1.5 plus the scale 0.5 that was already there) is less than other sets can put out - radiation infection is scale 2.5, hurricane is scale 3, and dark miasma can put out scale 3 between fearsome stare and darkest night, all of which can be permanent effects. -
I dunno, everyone dead might be considered 'worse' - and that could be a distinct possibility if someone removes the one being in that universe who was able to stand up to hamidon...
I highly doubt that the 'sonic fences' are foolproof. -
Quote:I think I'd actually end up somewhere between these. I definitely wouldn't care at all about the established system's rules and codes. In my view the governments of the world are nigh-irredeemably corrupt, and I have no respect for many of their petty and asinine rules. I certainly would not feel compelled to set the model of the 'ideal citizen', *especially* since it would get in the way of actually doing good. So in that respect I imagine I'd be seen as a vigilante.My question: Do you, like Superman, bind yourself by the moral code and legal system of your city like a Hero? You set an example and are the ideal citizen, but your unwillingness to cross the line restricts you from many many methods of information gathering and arrest. As a result, you remain a virtuous ambition of many, but less criminals are caught.
Or do you, like the Punisher or Rorschach, put vengeance and justice above needless laws and don the title of Vigilante? You are feared and reviled by citizens. You sail blind without a moral compass, and you have few allies. As a result, however, you are able to drop the crime rate significantly.
However, I wouldn't be 'sailing blind without a moral compass' - just because I wouldn't conform to *society's* system of morality doesn't mean I wouldn't have my *own* moral system to follow. For example, I personally believe that it is not permissible to kill unless the target is in the direct physical act of attempting to kill another (and it is the only way to stop them, which if I was a superhero might only rarely be the case). In other words, the only thing worth a life is another life, and only when the danger is so clear and immediate as to be beyond all doubt. So I wouldn't be able to, for example, assassinate a corrupt executive to stop his evil plan (I wouldn't hesitate, though, to trick them into evacuating whatever facility they're using and then destroying it completely and with no recompense given). There are some other, similar sorts of restrictions I would end up placing on myself as well.
So, while I wouldn't be a traditional 'hero', I wouldn't really be an 'at all costs' vigilante either - at least at first, anyway. Knowing human nature and my own mind as I do, I wouldn't be able to keep it up forever. Heck, at this point my basic coping mechanism for all of the world's crazy problems is to say to myself 'there's nothing you can do about it, so stop beating yourself up over it'. If I actually *could* attempt to do something about it, then sooner or later I would get frustrated enough at my inability to actually fix things that I would snap and go vigilante, and eventually even possibly full-on rogue if I just can't seem to make a difference otherwise. At that point I would probably try to take over the world and impose a theoretically-benevolent dictatorship. Which would, of course, end badly as I have no idea how to run a planet(or even, honestly, any belief that it can even be done). Either that or I would say '**** it' and go flying off into space to explore the universe, and to heck with the human race and all its attendant stupidities.
[edit: I starting posting this before the edits to the OP and the posts that sparked them. This was written assuming a 'superman +' type power level where this moral choice actually becomes (imo) really critical. Below that level, at least in my opinion, the moral choice isn't 'pure', as you're partially constrained by what you (at least in your own mind) think you can *get away with*, rather that what you actually want to *do*. To really explore the moral decisions, I personally think you'd have to have the *ability* to actually do whatever your choice prompts you to do. For example, I couldn't really say with a straight face that I would openly attempt to take over the world and impose a personal dictatorship, because that's not really realistic for someone with a 'batman' level of power (even if they can't seem to track you down) - even though it's what I would (eventually) want to do. (Also hence my comment at the end about saying 'to heck with all of you stupid monkeys' and up and leaving - a mere mortal who can't fly or survive unprotected in space would find that a bit difficult.)
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Quote:OMG, why are you guys wussifying the praetorian mobs??? Its not like they were that hard to begin with.Quote:For half of the levels in Praetoria (1-10), you don't even get debt. What's wrong with a little difficulty.
Most of the praetorian mobs are fine. A bit on the hard side, but not ridiculously so. Syndicate are not. They desperately needed toning down, and I'm very happy to see it done. -
Of course it doesn't make sense to you - that was the point.
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I've run into a similar bug too. It's not consistent like Bill's, but I do randomly get logged out of the forums occasionally and have to log back in - and not after a period of inactivity, either. It usually happens a couple times per day, and didn't start that long ago. *Something* they did with the forum software recently must be confusing people's computers.
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It depends. How much accuracy are you slotting in your attacks, and do you have any global accuracy bonuses? Both of those will have a very large effect on your tohit chances.
For what it's worth, the formula for your chance to hit is:
final CTH = (1 + accuracy) * (base tohit - defense + tohit buffs)
Base tohit varies depending on the level of your foe relative to you: for an even level foe it's 75%, for a +1 65%, for +2 56%, for +3 48%, for +4 39%, and for +5 30%.
So, for example, if you're fighting +3s with no defense and you have +6% tohit and a total of 60% accuracy between your slotting and accuracy bonuses, your final chance to hit is:
CTH = (1 + 0.6) * (0.48 - 0 + 0.06) = (1.6) * (0.54) = 0.864 = 86.4%
Is that enough? You have to decide. Personally I'm not satisfied until my tohit chance is above 90%. Take your build, figure out how much accuracy you have for each attack, calculate your final chance to hit against various levels of enemies with just the +6% tohit, and decide if you're happy with the results. If not, consider slotting more accuracy, looking for global accuracy bonuses in your sets, or taking tactical training: leadership for more +tohit. It all depends on how much accuracy you have slotted and just how purple you want to go. -
Adding up all the defense powers in each set (don't forget hide and energy cloak), the total unenhanced defense numbers are:
Stalker (hide suppressed):
18.375% S/L/F/C, 21.05% E, 14.625% N
Brute:
16.5% S/L, 18.75% F/C, 20.625% E, 14.25% N
Stalkers have 1.875% more S/L def, 0.375% less F/C def, 0.425% more E def, and 0.375% more N def. Only the S/L number is big enough to make any real difference, and brutes do get a S/L resist passive that stalkers don't. Working the numbers, both enhanced and unenhanced brutes have about as much S/L mitigation as stalkers do. Now, stalkers do get more out of that extra 1.875% S/L def as they approach the softcap, but in general the game isn't balanced around IOs. -
I had a big long reply typed out, but I decided I don't need it, so here's the short version. Unless you're being sarcastic, you're an ***. I would love to see you do his job a tenth as well as he does.
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Only if they also did lethal damage. Anything that's more or less pure toxic (vomit, etc) tends to be purely positional.
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Funny thing is that, even from the tanker perspective where the lower damage should be even more apparent, I barely even noticed the change. If I hadn't known it was coming, I would never have noticed a thing. Even *after* the damage has been nerfed, hitting BU, SC, and then my AoEs still makes everything that I didn't miss fall over. Considering the radius, damage, and recharge, the power is still amazingly good - it's just not shattering planets right and left anymore.
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Hmm. I always thought I had rules, but I see I'm nothing compared to a lot of people out there!
I try not to repeat powersets, especially within the same AT. This isn't a hard and fast rule, but I tend to stick with it unless I really really like the powerset in question,the proposed combo is so different from the previous one that they wouldn't play at all similarly, or the previous version never got out of the teens. So far, outside of those exceptions the only thing I've repeated is storm summoning, which I guess isn't surprising.
If a character doesn't have a concept and a good name (which includes not using cheap tricks to get around one that's taken), they don't get made. I don't RP, and the concept may well never even be written down in a bio or elsewhere, but I have to have at least a vague idea in my head of who this character is or I just can't get into them. Now, this can cause some headaches sometimes since the impetus behind a new character tends to be a AT/powerset combo I want to play rather than a new concept that needs an AT/powersets. For example, I haven't made my huntsman yet despite wanting to make one for months, since I haven't come up with a concept.
If a character doesn't have a satisfactory mids build (complete with enhancements) fully plotted out to 50 in advance, they don't get made. To me, characters are systems, and half the fun is meticulously planning and constructing the rules of my system to make it do what I want it to. If I can't get it to do that, I won't have fun playing it. It's why my MA/SR scrapper has been in limbo for more than a year even though I like the concept and sets, since I can't come up with a build that satisfies me.
Both of my level 50 heroes went to train up at Castle, since I sympathize with all the crap we here put the poor guy through. That may not remain a rule forever if a character has a more thematically appropriate trainer to use, but so far it's stuck.
Every character has to have swift or its equivalent, just because I can't stand running so slow in combat. The only character without is my shield/mace tank, and only because I couldn't make her build work any other way. It still annoys me, and she slotted a bunch of GotA: runspeeds to make up for it.
If I can't yet make a character I want to (because of incomplete proliferation), I won't make any character using the powersets of the proposed character. This is sorta like rule one, but in a future sense. Can be annoying sometimes - I've really *wanted* to play dom energy assault ever since they buffed it, but I can't until they proliferate illusion...
Every character should get an appropriate badge title as soon as feasible. Sometimes this is easy, sometimes has to wait due to being too low a level, the requirements for the badge being time consuming, or simply until I get a better feel for the character's theme, but they all do get one sooner or later (hello miss power armored shield/mace tank 'The Overcharged Indestructible Nova Rising, Bright Star'!).
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As far as I know, the *only* remaining duplicate is controller PFF. Every other duplicate was swapped for something else, and I fully expect controller PFF to have the same thing happen. They made a mistake letting it go live like this in my opinion, but I do expect them to fix it.
Aside from that one obvious oversight, they've stuck like glue to their 'no duplicates' rule. I wouldn't expect them to break it. -
If you don't play doms anymore and you can't stand the changes, then why are you moaning your rear around here whining at everyone?
Seriously, the long-ago changes to doms have nothing whatsoever to do with the topic of the thread. If you can't talk about anything dom-related without bringing up irrelevant delusions, perhaps you might consider not talking at all? -
Erm, ShadowNate, your images are in two different formats. The skyway, DATA lab, and pocket D images require you to go wall-eyed, while the ouro image requires you to cross your eyes. I don't know about anyone else, but while for me it's relatively easy to see cross-eyed stereoscopic images, I find it nearly impossible to make my eyes go wall-eyed to see the other type. Would it be possible for you to do a left-right swap on the three wall-eyed images and create cross-eyed versions so I can see them?
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A lot of the damage actually does come from roots. It might not be obvious just from looking at it, but roots actually does twice as much damage as a 'normal' AoE immob. At 60% of the damage of stuff like strangler, entangle, and air superiority, it's actually deceptively good - keep in mind that it's got a massive 30 foot radius and only an 8 second recharge. Until you get the rest of your damage in creepers, flytrap, and your APP AoE, spamming roots is where it's at.
A few things to keep in mind. First, you're still on DOs at 20. Once you can slot SOs at 22, roots will become a significantly better source of damage (you do want to six slot it and give it plenty of damage slotting). Second, the damage/XP ratio for damage dealt by confused mobs is on a curve. Even if you only do 50% of the damage, you still get 80% of the XP. Roots might not kill fast enough to overwhelm the mob's contribution, but it should still do enough to net you the lion's share of the XP. Finally, a good followup to seeds is to hit the spawn with enervating field before you start spamming roots. The resistance debuff will help you kill them faster with roots, while the accompanying damage debuff will prevent the resistance debuff from increasing the rate at which they kill each other. If you're not doing this already, give it a try.