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Quote:Khelds each have 14 powers in their primary and 12 in their secondary, and get 2 free powers. Veats have, after branching, anywhere from 14 to 18 powers in their two primaries and 12 or 13 powers between their two secondaries. Veats also have full access to all power pools, unlike khelds. And veats get epics.They have more powers than any other AT in the game, I am willing to go as far as to say they have an epic pool built in. Also they get two free powers that don't cost a power pick.
I don't think the total number of powers available to khelds can really justify not giving them epics, not when veats have the same number or more and *do* get epics. If they don't get them for some other reason, like theme, that's ok, of course, but if so, I wish it'd be explained.
edit: also, mace beam and mace blast are not exactly the same. Mace blast does 1.32 damage instead of 1.0, has a longer recharge and endurance cost, has a slightly longer range, and has lower magnitude of knockback. They certainly are very *similar* powers (and I presume they share an animation), but they're not identical. -
Quote:I understand the reasoning you were using here, and if not for one issue, I would agree with it. The problem is, however, that not all set IOs enhance all pet powers (unless something has changed recently that I am unaware of). If a pet power doesn't accept a certain sort of enhancement set, enhancers from such a set slotted into the base pet power won't affect that power.I've got Fluffy 6 slotted, with the following sets: Dark Watcher's Despair (referred to as DWD later here) from the Accurate To Hit Debuff sets, and Touch of the Nictus (referred to as TotN later here) from the Accurate Healing sets. He's slotted as follows (in order of slots):
TotN: Acc/Heal, Chance for Negative Energy Damage
DWD: Chance for Recharge Slow, -Hit/End, -Hit/Rech, -Hit/Rech/End
Fluffy's only power that takes healing sets is twilight grasp. So, the accuracy from the TotN acc/heal is only applied to twilight grasp, not to his other powers, and the TotN %dmg can only proc off of twilight grasp. Similarly, the DWD %slow can only proc off of his tenebrous tentacles, darkest night, twilight grasp, and chill of the night, and not from petrifying gaze (which is, admittedly, most of his powers).
Also, while the power may show a 100% accuracy bonus, this is common to all pet summoning powers (I don't know why they bothered). This accuracy is meaningless - it applies to the power that *summons* the pet, not to the powers the pet uses. Those powers themselves have the usual base accuracy. For that reason, I personally think it best to enhance fluffy with at least 50% accuracy from non-set IO sources. My own slotting would probably be 2 generic acc and 4 DWD, trying to max out the tohit debuff. -
Problem is, domination builds exclusively from attacking, not being attacked, and decays much more slowly than fury does. Being able to build dom doesn't really have anything to do with building fury.
I don't think ice armor would really have many problems. It's only really chilling embrace that slows, and it doesn't slow *that* much. Ice is also an extremely good aggro magnet, which may help counteract that to some extent. Ice melee, specifically ice patch, is probably in worse shape when it comes to fury generation. -
Quote:requires too many compromises to proliferate correctly, it wont be "Ninjitsu" if it comes to scrappers
Huh? It only needs two changes. Hide -> generic stealth (which is hardly a compromise, it's the closest possible thing a non-stalker can get to hide), and caltrops -> something else. I hardly think having one power replaced is enough to make it not be 'ninjitsu' anymore.
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Yeah, that is definitely an important part - whatever you replace caltrops with can't be *too* strong, because /nin is already a very good set. My current thought would be something like:
Sleep Dart: 40 foot range, 0.25 lethal damage, scale 10 (11.92s @ lvl 50) mag 3 sleep, 7.5% damage debuff (20s), 40s recharge, 10.19 end.
Minor disruption, take one foe out of commision for a short time, minor debuff, but long recharge. Can be useful, but not overly powerful.
I personally don't actually want /nin for the concepts it brings. I am just mechanically fed up with /sr. I'm tired of the super-tight builds and feeling like I'm forced into taking pool powers on top of that. If I had /nin, I probably wouldn't even be taking the steath. For the concept of a non-superpowered fighter who mostly avoids damage, SR is the only current secondary that fits. Nin would work, and allow for a lot easier build and satisfying experience. -
The problem with caltrops is just that the devs really do seem unwilling to break their 'no duplicate powers' rule. Conserve power -> energize is a two birds with one stone change - boost survivability and avoid duplicating the energy epic conserve power. They just don't want duplicates. One of the two would have to go, and given a choice between replacing it in the proliferated set and ripping it away from every scrapper currently using it, the /nin version would get axed. If /nin ever gets proliferated, caltrops just isn't going to be there, at least in its current form. We'd be better off trying to figure out something interesting to replace it with.
As for the rest of it, I think the stalkers would have a justified complaint if scrappers were allowed to get the critical tools of mez protection and the self-heal so much earlier. For better or worse, I think the set needs to stay in the same order from 16 up. In my mind 4 and 10 are the two open levels to stick in the generic stealth and the caltrops replacement, in whichever order. Pound home early the fact that the powerset is about gadgets and steath as well as traditional tools. -
Well, looking at my characters, some of the costume pieces I tend to use a lot are:
Layered pads shoulderpads. These are nice simple pads to add a little unobtrusive 'armor' style bulk to a costume. They look like something a super might add for a bit of protection on top of a tight style costume. They go with a lot of costume styles, and they just look nice.
Banded robotic gloves. I tend to use these as 'tech' style emitters/whatever for powers. They don't really look robotic if you've got normal upper arms. I've used them as electricity emitters on an /elec defender, and containment devices for a scrapper's mutant fire powers, among other things. They look nice and high-tech without being as obtrusive as some of the larger tech style glove options.
Male 'fury', 'combed back', and 'spiky' hairstyles - simply because most of the male hairstyles look like crap, or have extremely narrow thematic applications.
Justice gloves, boots, and shoulders. I just like the way these look, and they tend to find their way onto a lot of the costumes I make. -
Quote:I am presuming Hide would be replaced with a generic stealth power (at level 10ish or so). After all, the stalker versions of dark armor and energy aura lose their basic stealth powers for hide, so I don't see why the reverse wouldn't happen here.Sorry, NO Hide for you guys, so that needs replaced & retooled,
Quote:Now ya'll say no Caltrops, cuz you can get it in a Power Pool, doubt that would be removed, because of that, if anything they would do they did with Shield Secondary, make said power unable to be gotten if you got the original.
Quote:You Self heal can be 6 slotted with 5 pieces of Something heal/recharge, last piece can have the Res/+3% Def piece. NO
Quote:Smoke Flash, again since you shouldn't get hide, this has to be removed or retooled. The rate we are going here, might as well just make whole new Set.
Quote:I just do not seeing this going to Scrappers, it was "specifically" made for Stalkers in mind & only stalkers, while other Stalker secondaries are mish-mashes of other secondaries, this was something unique to them.
Instead you guys can have Energy Armor instead. -snickers-
JJ
And I certainly wouldn't mind energy aura, especially as they would have to do something with conserve power to avoid the overlap. Nowadays, it's not a *bad* secondary, even if it's not as good as some. But it's not what I want. -
Quote:One small quibble with this, is that in some cases it doesn't make sense to strictly compare on a tier-to-tier basis. Soothing aura/suppress pain does not most closely compare to fortitude, even though they are at the same tier - it most closely compares to regen aura. World of pain, similarly, is much more closely related to fortitude than it is to recovery aura. Recovery aura and anguishing cry are the two powers without a counterpart. I don't think it makes sense to compare them as you did.Tier 6: Fortitude, Soothing Aura/Suppress Pain. Soothing Aura's kind of a joke because the heal number is so small even when enhanced. Suppress Pain is nice, but it's no Regen Aura (the low end cost is great though). Compare those two powers to Fortitude, which is an appreciable tohit, defense, and damage buff which can be kept on up to four teammates at once. Fortitude wins this one by a long shot, advantage Empathy.
Tier 7: Recovery Aura, World of Pain. Both powers have their uses but RA is more generally sought-after because it essentially means you never have to worry about endurance (unless you nuke). Masterminds get better mileage out of WoP than Corruptors, but the numbers aren't spectacular even enhanced. Advantage Empathy.
Tier 8: Regeneration Aura, Anguishing Cry. AC fits the theme of Pain Dom, but in practice the power's just not that wonderful. It's a long-recharge PBAoE debuff, which when compared to the debuffs Rad, Dark, Cold, or Storm bring is pretty weak. Meanwhile, Regen Aura is busy turning that Blaster into a ranged Regen Scrapper. You could compare Regen Aura to Soothing Aura/Suppress Pain, but RA still wins that fight handily (you don't need to stay near the Emp after they've casted RA since the buff is a click not a PBAoE toggle). Advantage Empathy.
That said, comparing the thematic pairs, I still think empathy comes up better in both cases, unless the pain dom is trying to solo.
Soothing aura/suppress pain actually usually restores more HP over a whole cycle than regen aura would (in the absence of massive +recharge, anyway), but only the caster themselves is going to get all of that, since teammates will spend most of their time outside the bubble. For teaming, it's generally a worse power (although it does looks hella cool, I think).
Fort can be applied to 4 people, world of pain to the entire team (including caster, but only 75% uptime). Fort is a *much* stronger buff, offensively and defensively both, and I don't think the 'whole team' aspect can make up for fort's strengths - especially since not all teammates have the same damage output to boost or need the same amount of protection. Even if fort and world of pain averaged to the same strength (that is, fort only twice as strong), applying fort to half the team would likely have a larger overall effect than applying world of pain to the whole team. Where world of pain wins is in ease of use - you don't have to keep track of your fort cycles. Also, of course, world of pain can apply to the caster. World of pain also probably benefits more from +recharge (even if you got fort down to, say, 15 seconds, you likely wouldn't be able to keep up that fast of a cycle). That said, I'd still take fort in a team.
Anguishing cry isn't actually *that* bad. It's got about the same -res as acid mortar, melt armor, and enervating field - tar patch and sleet/FR have more, but that's because they're using the (presumably defender) pseudo-pet values. Its recharge isn't *that* long, and it's got a pretty decent area. Compared to recovery aura, this is one place where I think pain actually has an edge - end issues are not usually *that* crippling, as most players build to ameliorate them as much as possible. I personally think anguishing cry would do more for a team's overall speed than recovery aura would - at least, at the higher levels. Recovery aura is much stronger before the 30s, when most builds finally start having 'enough' slots (and oh god yes RA at 18). Still, I'd rather have anguishing cry, I think. -
You're missing the point a bit here, Haruu. Consider the following scenario:
You have a complete attack chain, and you can attack with no gaps indefinitely (or at least until your end runs out, which isn't important in this comparison). In that case, if you want to calculate the total amount of damage you are doing per second (from *all* your powers - the entire chain) the method is as follows. You add up the damage of each attack in the chain (multiple times if needed in the case of repeated powers), and divide by the total time it takes to deliver that damage. Said total time is just the sum of the activation times.
If you want to increase your overall damage output, you have to either increase the damage dealt, or decrease the amount of time it takes to deal it. Recharge doesn't enter into the equation at all. Once you have a complete attack chain, the only thing that influences overall damage output is the damage and animation times of each attack. Recharge only comes in as a limiting factor on how often you can fit your highest DPA attacks into the chain.
It almost doesn't matter how long a recharge a power has, as long as it doesn't prevent you from building a gapless attack chain. If you have a high DPA power whose recharge is so long that it's only up once in every 10 runs through your attack chain, cycling it in as often as possible will *still* improve your overall damage output. -
I find it amusing that this game still supports XP but not OS X 10.4, despite XP being several years *older* than said OS X version. I don't really find it amusing to have to upgrade an OS which is working perfectly fine for everything else. At least I have an XP partition.
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I almost don't *care* what they do to hide/caltrops. I just want the freedom to make an 'evasive' style character concept whose build isn't tighter than most heroes' spandex. I *like* being able to take all the attacks that I want, or maybe even some epic powers. Once Ninjitsu is ported to scrappers, I'll never make another SR again. Between the in-set heal and tricks, I'll finally be able to dispense with the #*&&^@*& fighting pool.
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I had heard that Tanker Tuesdays was planning to visit all the servers eventually. Does anyone know when it's scheduled to arrive on Victory or Guardian? I'd love to run my new elec tank with all the hordes of other tanks once i16 hits live.
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Presumably it's a placeholder for static discharge, which is coming in issue 16 but isn't in his version of mids. Ball lightning should take the same IO sets as static discharge, so it makes sense to use it as a stand in until the official i16 mids comes out.
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For a character to be interesting to me, it has to fall into the category of 'tactically interesting'.
The way my mind works, I think in tactics. No matter what character I'm playing, combat is an endless internal litany of "Which enemy first? Which debuffs/controls/(self)buffs/(self)heals where/when? Where should I be standing? Who needs help the most? What is the most important/effective place to make my contribution at the moment?" I often get so caught up in this that I forget to actually pay attention to my own character, which occasionally leads to embarrassing faceplants.
So, to keep my interest, there's got to be *something* going on to present opportunities for interesting tactical choices to influence the combat. Just spreading out the SMASH can be cathartic once in a while, but it won't satisfy me for long. Something like fire/willpower, for example, would bore me quickly - but fire/regen (or stone melee/fire armor) on the other hand, is fun.
Thus, I tend to gravitate to ATs with control and buff/debuff sets. If I play one of the more straightforward damage ATs, I tend to pick just about the *least* straightforward powersets - ones with clicky mitigation, controlling attacks, etc. The aggro management mini-game of tanks is also interesting to me.
The other major requirement for a character is that I can come up with a build I am satisfied with. For me, playing around with character builds is another aspect of the 'tactical thinking' minigame, and I cannot make myself play a character without planning out a full 1-50 build first. I am not an IO set power user as I have no interest in putting forth the effort to become rich. Thus, while I make extensive use of frankenslotting and cheap sets (which becomes another part of the minigame), the meat of the build challenge is in the choosing of powers. If I cannot find a good way to fit in the powers I desire, the character will not get made. I have abandoned characters in the past simply because I could not come up with an acceptable build, and certain powersets (and even entire ATs - see stalkers) end up largely off-limits for the same reason.
Concept and aesthetic concerns are also somewhat important, though definitely a tertiary concern compared to the above. I do need to be able to come up with at least a minimal concept for a character (and coming up with good names is a &%@*#!) to enjoy it. And while power aesthetics won't make or break a character, I will definitely enjoy it more if the abilities feel nicely superpowered (stone melee/assault/control and storm summoning are the best sets evar in my opinion)
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I'm another who could never get past the ugly spines/thorns look. I'm still not sure, mostly because I heartily dislike the impale and ripper animations. The powersets look intriguing mechanically, though. As soon as animation customization reaches those sets and I can get rid of the baseball pitch and circus flip, I'm there.
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Eh, yes, power boost and dom both boost your control duration. That's why you use them at the same time and turn things into statues forever!! MUHAHAHA!!
Seriously, a dom'd fully enhanced power boosted AoE hold lasts more than 50 seconds - almost 20 seconds longer than without power boost. Those normally nigh-useless powers now provide actual AoE control again.
Ditto, I highly doubt it's a coincidence that the recharge on power boost and the AoE stuns is the same. Power boost adds 10 seconds on those powers, which outside of domination have rather short durations. I also find myself using it to boost my opening ST hold on a boss - this allows me longer to mez/kill the rest of the spawn.
Perhaps a permadom wouldn't care, but most doms aren't perma. While I certainly wouldn't turn down a set with a damage boosting power, or other utility like drain psyche, I hardly think power boost is useless. Domination isn't always ready when you need it. -
Quote:I think there needs to be separate 'profit motive' and 'effort' axes. I'm not sure whether the 'ebilness' axis is supposed to represent one or the other, or both combined, but I think they need to be separate. For example, 'performance artists' and 'ebil marketeers' would fall on the same place in 'knowledge' and 'effort', but differ in 'profit motive'. On the other hand, you could have two identical users who craft/sell for profit, but one only checks the market once per week, while the other once per day. Here the difference would be along 'effort'.Inspired by a certain company's way of looking at things, here I'll attempt to present...uh, a non-magical segmentation of a box:
I think all of BBQ's examples can be plugged on here. Obviously, someone like Smurphy is probably off the grid in the upper right square.
I think I fall dead center (or up the dead center line a bit). I badge, but not the 45/50 band. I flip, but not a lot. I am an adept patient bidder and know price points for a lot of items by heart. I hoard certain things as I go along until about level 27 or so, and I do enjoy plowing through DA and running certain challenging AE missions from time to time.
And all along the way, I'm so pleased I don't have to scrimp, save, and debtload to afford a first set of SOs anymore. Really, really glad.
Of course, that would make it a 3-d box instead of a nice easy 2-d square, but whatever. -
Well, all melee mez protection includes not only knockback *protection* (mag -10 for stalker WP), but 10000% knockback *resist* - so, when your mez protection is running, you can't be knocked back by anything, period, no matter how high the mag (as far as I know, there is no unresistable knockback in PvP).
However, you are correct in assuming that your knockback protection suppresses while you are mezzed. The really high mag attacks (TK thrust, force bolt, power push, etc) can get mag 40 or more knockback, so it's pretty impractical to protect against them with -KB IOs. A lot of the little stuff, though (KO blow, for example) is less than mag 10 (at least unslotted). Get 3 or 4 -KB IOs and a lot of the smaller attacks shouldn't knock you back while you are mezzed. -
Well, first off, I think you accidentally posted the EM build you said you weren't going to use, instead of the claws one.
Second, assuming you simply swap claws attacks in for the EM ones, I think you're going to have a very very hard time leveling to 26 with just one attack. Personally, I wouldn't go with less than 2 early on, and taking a 3rd in focus at 18. All of the various traditional stalker stuff is nice and all, but you have to actually be able to kill things too. After you AS the first mob, what are you going to do about the rest of them?
Personally, I would push off hover and fly to much later in the build. You can get no less than *four* temp travel powers before 20 villain-side, and if you somehow manage to use up all of them, you can still buy raptor packs in grandville for 10k each. That would let you fit two more attacks into the early build, which would make things *much* easier. The other thing you can do is to skip smoke flash, which is unfortunately pretty poor. It *placates* things, but it *doesn't* let you get criticals - leaving it as a panic button, which hibernate fulfills much better. That lets you fit in one more total attack. If single target is your only concern, I'd suggest strike, slash, focus, and eviscerate. -
I am from Detroit. So, needless to say, I long ago ceased to root for any team in particular.
Nowadays, I just watch football for the sake of seeing a good game, no matter who's playing.
Personally, I'm curious to see how far the lions can continue their current streak of futility. Since the only records they seem to be able to set at the moment are negative ones, they ought to at least be *impressive* negative records. -
Well, fighting a stalker starts off with being at the perception cap.
The stalker stealth cap, at level 50, is 1143 feet. The perception cap, at level 50, is 1153 feet. Thus, a character at the perception cap can see a stalker at the stealth cap up to 10 feet away. This is basically enough to see the AS coming and attack him first, if you are paying attention.
Base perception is 500 feet. Most sources of perception (such as focused accuracy, targeting drone, or the various armors that give +per) are 300 feet. Tactics, at level 50, gives somewhere between 242.2 and 432.5 feet of perception (for heroes), depending on AT.
Tanks and scrappers can pretty easily cap their perception by taking an armorset with +per, taking focused accuracy, and slotting the +per IO (100 feet) into focused acc for 1200 feet of perception (capped at 1153). They get the same values for tactics as blasters, so can't quite cap with just tactics + armor + per IO.
Blasters have it a bit harder. They don't get focused acc, so they have to rely on tactics. Unfortunately, tactics + targeting drone + per IO, at level 50, is only 1142.2 feet for blasters, 0.8 feet *less* than the stealth cap. Thanks to the way the +per of tactics and stealth/per caps scale with level, blasters can self-cap their perception in bloody bay, siren's, and warburg, but not RV.
Controllers, defenders, and peacebringers don't have access to anything besides tactics + per IO, which isn't enough to reach the cap (even though they get more out of tactics). Warshades have +per in their stealth, but warshades kinda suck at PvP.
Of course, not all stalkers are at the stealth cap. The 'serious' PvPers among them are, of course, but not everyone puts in the effort. Non stealth-capped stalkers can be seen pretty easily, and at longer ranges too, if you have some perception. -
My personal criteria is pretty simple: did I have fun? If so, it'll get a good rating from me. I also tend to skew them a bit high, simply because if I run into an arc which is actually *good*, I want it to be able to compete with all of the farms which get marked 5s by the farmer and his buddies. So, it more or less works out like this:
5 stars: Not only did I have fun, I had a *lot* of fun. There was something extra about this that grabbed me - engaging story, interesting and well-designed custom characters and mobs, good pacing, or well-crafted humor. Flaws were minor, although I am willing to overlook some if the arc is otherwise excellent. I would gladly play this arc again, and recommend it to my friends. Good examples of arcs that got 5 stars would be Turg's Ghost in the Machine arcs or Sister Flame's arc.
4 stars: I had fun. It was a good arc, but didn't have that 'spark' to jump it up, or maybe it was an otherwise 5-star arc with a serious but fixable flaw. Perhaps some annoying flaws, but not enough to significantly take away from the fun of the arc. I would be open to playing the arc again. This is my 'default' rating, but it doesn't really take that much to make it a 5-star.
3 stars: I had some fun, but there were some serious issues that took away from the experience, or perhaps the story or overall presentation were uninspired. Flaws were probably fixable, and didn't completely 'break' the arc, but I probably wouldn't seek it out to play again in its current state. The arc is still playable, but not anything special.
2 stars: I didn't have fun. Perhaps the story didn't make sense or had massive holes, or there were gameplay issues that effectively 'broke' the arc for me (like badly overpowered customs), or there was a whole host of smaller problems. The flaws were numerous and major enough to prevent me from enjoying the arc. I wouldn't want to play it again, and I would actively recommend against playing it. However, you can at least tell that the author tried.
1 star: This rating is reserved for arcs where it's obvious that the author wasn't even trying to make a decent story. Disguised farms also fall into this category. Note that I don't go seeking out farms or arcs that I don't want to run just to rate them badly - but if the author tricks me into playing a farm, or the description ends up looking like it was written by one of author's friends who is actually literate, it'll get downvoted. -
I dunno, I think it's fun to send things flying on occasion. Useful? Not especially, perhaps to toss a bunch of melee types away from a squishy or something, or to get a moment to breathe if you've attracted a horde. But fun? Heck yeah. I'd miss it.
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Quote:1: It does take a fair chunk of end. It's not crippling, but considering that none of the other travel powers' cost even outpace your native recovery, it's considerable. I do find that it is possible to run out when crossing large zones, although the one character of mine with teleport is only in his low 20s and thus doesn't have it well slotted for range or endredux yet.I have a character I am creating that is taking the teleport travel power for concept reasons. I have never used this travel power before and I have a few questions on it.
1 - Is it the endurance hog that others have suggested it is?
2 - Do you need to take "Hover" so you dont fall out of the air when teleporting?
3 - Does it need to be 3 or 4 slotted to be effective?
4 - Is it a pain to use?
If it is not worth the trouble I will most likely go with a different travel power, but this one would just "fit" the character better.
2: If your computer is old, you probably should consider hover. I play on a 3 year old laptop with only 1 gig of ram, and so falling out of the sky due to graphics lag isn't uncommon for me. If I had room for it, I'd be taking hover (lucky 60+ month vets and their no-prereq travel powers.... grumble grumble). But if you have a modern rig, there's no need for it - when teleporting through non graphically demanding zones, I have no problems whatsoever.
3: It doesn't *need* to be 3 or 4 slotted, but it certainly can help. It's already the fastest travel power out of the box, but only if you can sustain the end costs. Slotting for range gets you there in fewer jumps, thus saving end, and slotting end also obviously saves you end. I believe I was planning on slotting mine end/range, end, range, but if you just want to toss an end in the base slot that's certainly fine.
4: I personally don't find teleport a pain to use at all (when my computer is behaving, anyway). The bind mentioned above allowing you to hold down control (or shift, or whatever) and click to teleport is a must-have, though. Without that bind, it can be more of a hassle, although certainly not unusable.