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Quote:I think it's all relative to how you view healing. I think my view of healing is perhaps different, but I believe that healing is mitigation.I saw what you said, and I don't take it personally. The problem with what you said was "I feel we share a difference of opinion".
I guess that may be true, but the only thing I'm trying to convey here is FACT, not opinion.
"Healing is useful" is NOT the opposite of "Healing is not necessesary".
Both are true.
My Force Fielder mitigates damage by preventing it
My Therm mitigates damage by resisting it, and offering support heals, and debuffs
My Poison MM, Mitigates damage by reducing what the enemies damage potential is.
My Defender, Heals and buffs. My main buff Fortitude protects from damage, and offer to hit buffs. I use it a lot. But all I see is Hit Points. Hit Points that are saved by either Mitigation by a force field, which is not always 100% protection from losing HP, while Emapthy mitigates the loss of HP 100% of the time. It does not prevent damage from occuring, but it does prevent the loss of HP.
Im saying that my view of mitigation may differ, but I do not believe I am wrong, because I have never seen in game anything that would convince me otherwise. -
[QUOTE=Master-Blade;3411118]Quote:(Edited for sounding like a snob)Nope...not missing anything.
Yes you are.. See Below..
The point is, "sturdy teams" are actually quite common. "Healing is not necessary" (for them).
As i said in a previous post... you can't make a generalizations based on specific situations.
Hence, the impact of the mis-information.
I said empathy was a healing set. There are other healing sets as well. You are jumping on the fact that I said that Healing is a boon to every team, and if you don't believe that, then I think it's your statement, but one I cannot agree with at all.
Healing "IS" a boon to any team. A team that has it is better off than one that does not. It's appreciated when done well, and it benefits the entire party 100%. You can go further, fight longer, move faster through missions, and generally allows squishier AT types to do what they are supposed to without risking as much.
Im not saying a good healer has an auto heal macro, or ignores their attack potential, but if you are on a team with an empath Defender (Or other sets with with healing options) if you state that you will not be more effective as a whole, then I wont try and convince you otherwise.
As for what you reffer to as my misinformation. In all the time I have been playing, I have seen this common argument. That a healer is not needed. But in all of the time I have been playing, when you have one, the team shines brighter.
Peace ((You changed your post. Im not taking it personally. Dont worry. We all have our experiences in the game)) -
Quote:Nope...not missing anything.The problem is, you are contradicting yourself within your own argument. Your original post here stated "Those who say that healing is not needed are missing the point.", then you turn around and admit "Perhaps not needed"
I'm saying that healing is not necessary. I'm not saying it isn't useful. It is you that is missing the point.
People who say healing is not neccessary are missing the point. Mitigation will get you only so far. Healing is a benefit, and makes any team 10 times stronger. Empathy, regardless is a healing set. A rez is still a healing power, regardless of how you view it. And a few sets have that.
Force fielders are great. I love mine. But I am certainly not contradicting myself. My argument was that Empathy is not viewed as a healing set, when it is a healing set.
My point about not needing a healer is that sure, you might be able to get away with not having one, but at the end of the day, if you have a Therm, and Empath, a Rad, or a Pain...even Dark Miasma and Kin as well, then you will go much further, much faster than other option available.
Healing is a boon, and fill in the holes of a team that might not be the sturdiest team out there.
I do appologize if you don't agree, but I am not going to get hostile over this, when I see it absolutely all the time in my gaming here. -
Quote:Not saying it would not be. Actually I am not arguing that at all. My FFer can mitigate a ton of damage and she is completely effective at doing so, but what I am saying is that an empath in a team is great for that team, regardless of whether my FFer deflects all incoming damage.All this does is prove that Empathy can be useful in specific situations. It doesn't mean it's a necessary component in every Team.
Using your example, a toon with shield buffs might have been just as useful for that team.
I am saying that it's not a bad thing to have one. Perhaps not needed, but each time there has been an empath on my team the team excells far better than not having one. -
Quote:Empathy has nine powers. Only three heal.
Two could be represented as "heal over time," but the second is generally more useful for its recharge buff.
At most it gets a 4.5/9 for healing powers. I still wouldn't call it a healing set.
Agreed to some extent.
I look at most other games on the market. Lets say...I dunno, a cleric of some kind. Clerics have heals, certain buffs and sometimes regen types of abilities.
Empathy has 3 heals, a buff for defense and to hit, 2 regens, both endurance and health, a break free ability (in most games still viewed as a healing benefit as it removes status effects.)
Other sets offer heals, shields and similar effects to empathy but on different scales. When I refer to empathy as the healing set, it is because it's buffs generally provide those style of benefits.
Misinformation would be advising a new player that Empathy was "Not" designed to heal
As for other options.
Yes, Trick arrow, FF, Sonic and Thermal all offer shields and mitigation options. Kinetics offer a vast array of buffs, while radiation offer a lot of versatility as well.
But I have been on to many teams where someone says that heals wont help, and then an empath (Not mine as I just made her) joins the team and the heals allow the team that normally wipes to remain alive. -
@ the risk of sounding unpopular
Teams really do benefit from healing. It's not 100% a must, but people seem to want my healer more than my FFer. Sure she is empathy, and empathy has solid buffs, but the truth is is that there are better buffing sets than empathy.
For someone to say empathy is not focused around healing or regeneration is misinformation.
Teams need healers = true and false...If the team is a bunch of blasters or scrappers, team heals shine. So do mitigation abilities, but healing is generally appreciated no matter what team you are on.
Those who say that healing is not needed are missing the point. It may not be the be all and end all, but if it's not needed, then it would not be such an appreciated set to have on a team.
Worst misinformation I have heard.
- Confuse takes XP away
- Trollers should not take the fighting pool or an alt attack
- Boob sliders cranked to high are all guys playing girls
- Empathy is not a healing set -
My Demons/Poison seems ok. Im getting event rewards, but Im very Crack whip heavy and debuff everything making up for some AOE. But still Im single target. My way around this was slotting my debuffs with recharge enhancers to debuff more things and different targets.
However this is concerning, because pets...regardless of who they are summoned by, are still powers. If I have to choose it, in this game it's a power, and therefore should count as DPS, Debuffing or anything else any other toon can do. I mean, it's our primary power! If it's a primary then it should count, else it would be a secondary support...right? -
Well...I dunno
If you are talking about superman and JL...then you know your comix
On one point, why not slot them all, but by that rational, if you have something that you think is epic, and you love the toon more than superman (I think we have all created something more dynamic or something we love more than him...because it's our own device) then spec them. Mold them and make them more epic than someone elses idea.
To me, my mains Show-Girl and Nyte-Terror are so much cooler than Super-I-Put-My-Undies-Over-My-Tights-Man, so why would I not want to make them even that much more epic.
In the end, the options there. If you want flaws in your toon because they make you feel better or a better gamer then more power to you.
Personaly, I like beers with my battle thong wearing demoness, so more power means less effort...and shes epic enough to pull it off. -
My toon is a troller, but melee and I made her a bad girl.
I think that the problem with the villains side is that Im always resueing people...which I should be kidnapping...for monitary purposes. Or avenging things, which seems more like an anti hero thing, and by the nine hells, even Arachnos soldiers attack me on sight. So I cant be that bad...even though I want to be.
How do you get patron power pools, if the patrons guards hate you?
That aside, I think both can be fun, but Im finding people in blue SG's focused around RP generaly are more busy...or populated.
But then again now that I think of it, rarely are there are Super villian group who lasts long.
I guess heroes are supposed to win eventually and villains are doomed to change rosters more that geriatric folk change undergarments. -
Poison for me though smacks of PVP.
I could be wrong here, but it seems that ninjas/poison or Demons/Poison or anything poison would really screw up tanks, scrappers and anything else really.
Again, I could be wrong, but it just feels that way to me -
Thats what Im doing. I totally messed up on the slotting system and said that you could slot defense debuffs. I just have procs on it....so that was definately my bad.
Proccing is fun though.
It's my poison that I have defense debuffs in.
Im new so forgive me for making that mistake. -
Thanks for all the help. I dont mind forming my own teams, thats not so much an issue, I just like being evil with other evil folks.
I am a rather new player, and enjoy all AT types and love rping both heroes and villains, and while I like the content of both so far, I just happen to like my villain much better. I play her as a rogue though, always looking for wealth and power...cuz shes greedy.
Maybe I will switch her back over to the side of good for a little so I can play more of her as opposed to some of my other creations that are less fun.
But on the overall, Ill just stick it out and form my own teams. -
I have a Demon Summoner/Poison.
I find it very effective, but I prolly would not pair it with ninjas.
I personally love my poison build because in teams I go straight for the bosses. Envenom, and Weaken, combined with Neurotoxic breath really can change the battle field, and If I throw in Paralytic poison...(I literally hot key in that order) I find I can take down a ton of things.
I absolutely adore Antidote and since I have been fighting on teams taking on freakshow or the Pantheon I find myself really usefull to the team.
Personally, I love this set...other than the fact that my demons seem squishy, and because of that I find myself fighting with my whips a lot on groups because the pets just cannot take AOE damage...at all. But I still am usefull in allowing others to decimate the opponents. -
Quote:Sorry you are right and I was wrong. I have a crafted thing that works for melee and offers a proc of defence reduction and increased stunning, which now makes no sense as to why I slotted it in my whips.Just checked. My DS/Dark can't slot -Defense in his whip powers.
But I still love those whips. -
I am currently on Vertue server and I do very much enjoy the groups I have had, but it seems that most of those groups seem to happen on the blue side.
The Red side seems devoid of life. I play at all hours of the day, so It cant just be time issues, but low level villain teams seem sparce, and even mid level or high level seems so very quiet.
Villains generaly like working alone, and my villains are on a Super Villain Group, but it just seems like the most we can wrack up in a team is 3 people at most.
I dont know if this is because of the Going Rogue expansion, but I hear people talking about moving to the blue side with their villains because there are simply more people on the blue side.
Maybe I am completely off base here, but even I have been contemplating moving my villains back over to the hero side, but for RP purposes Im having definately second thoughts about doing that only because one is insanely evil and the other is just a money grubbing con artist looking for wealth and power.
Is the Blue side just more fun? -
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Corruption = Ranged = Something that we dont have other than our pets. It pulls decent enough and by the time enemies are close the pets in bodyguard mode eat them. = -Res is a bonus. I slot it with 1 damage and 2 res debuffs. It works good for me
Lash = long ranged melee with with good knockdown and ok damage. When or if my pets get AOEd or defeated, then I have to rely on something and this is good for that
Crack Whip = AOE cone, larger than most cones and wider too. = spreads debuffs which =more pet damage.
I use poison secondary, so I am a single target debuffer most of the time, and poison just makes all three attacks that much better,
In conclusion, take all of em. Depending on your secondary support power they will all be invaluable, and because demons needs you to be in the fray to gain supremacy, these melee type attacks really do help.
Dark secondary, mainly for the heal means you need to be up with the pets, So all of them are good, however if one had to be ommited then I would suggest corruption because darkness can pull to a certain extend with other powers. -
I loved my Mind Control/Psi
I felt that the damage was good, and it's fairly cheap to slot Psi Powers in general. Or at least I found that to be the case. Domination really does help Mind control a lot, making the mag of the holds just so much better.
The second would be Eart/Earth. I have not played it, but my BF plays it and he does have really excellent control.
Im not fond of Ice/Ice...I tried it and I found the damage to lacking.
Elec/Elec....I completely hated. HATED! Domination just seems to not really be effective for elec -
Trick arrow is amazing.
Archery to me is a touch more boring, but effective.
TA is amazing because you have something for any situation, and that makes it amazing with illusion as my controller was, but with archery as a defender you gain more crowd control, and debuffing options.
I even like Net Arrow.
There is, in my oppinion nothing bad about TA at all. I only see the good stuff about it, because it has been seen to save so many people in my team so many times.
It's accurate, it offers holds, builds containment (If controllers use it) and accents pretty much any other powerset because it does everything and fills the holes in just about any secondary and some primary's other than having a heal. -
Well you have a few options. I have had the same issue. After coming back from a long break I was shocked how I changed as a player. I use to love Doms, now I cant seem to level one.
ILL/Rad would be a great reroll because it's powerfull and effective for a controller and will feel "Castery" and has a good damage potential, especially with Phantom Army running and Rads debuffing effects.
If you go the Corr Route look at Fire/Dark. I know you said Fire was not your thing, but it is preally powerfull combined with dark miasma and gives you solid utility, some croud control, more than enough damage, and healing and rezzing. Alternatively I would say that this would also work well with Radiation blast. The secondary effects of fire are DOT damage, but the secondary for Rad is debuffing defense, and when you combine that with Miasmas debuffung of accuracy it can help things out on the playing field.
MMs are good. Dark Miasma is pretty solid with pets but the other secondarys are very solid as well. I love poison, but then again I solo quite a bit so poison works. But your personal damage will come mainly from your pets and not from your toon directly...which is standard for most pet classes in most games. A bit of a learning curve in the beginning but fun to play once you get it.
I would still suggest the Dom AT though. A good mix of Blaster and controller. Mind and Earth are really fun to to play as primarys and do ok damage. Again, it's castery, and the secondary Melee/Blast assault sets are solid. I would sort of avoid Gravity and the Electric control set for a dom, because in my testing they are not as effective as domination does not benefit them as much as the other primarys available. Those end up less than spectacular feeling. (Again thats a personal taste as I feel they are better controller sets)
As far as defenders go. Try an Archery/Trick Arrow. Loads of fun once you get Trick arrow down and you litteraly control the field in lou of a controller if there is not one around. I avoid the blinding arrow in the set, but the debuff in enemy perception, when used right is pretty cool and can save your team. It also solos well, even if it is a little micromanagy at times.
My first 50 on an account I lost (Yes...I lost it) was Illusion/Trick Arrow controller. Trick arrow made up for illusions lack of control and holds and if you open with ice arrow and hold an enemy and follow with blind the magnitude or strength of your hold is improved. This allows Spectral wounds to do double damage and I like to take at least Flurry or some melee skill to pile on damage because it's doubled as well. Acid arrow also does respectable damage when an enemy is held. Entangle arrow which you have to take is even usefull for building holding power and it's pretty accurate. I liked this build and had fun with it. It is in my oppinion the jack of all trades...or felt like it to me. I always had something to use at any situation. Like a bat utility belt. Choose magic origin to help ignite an oil slick arrow and boom...damage!!! And with the two holds you do have in blind and ice arrow you can keep some of the beasties you fight trapped on that burning oil slick for max damage
Hope that inspires something...or if anything gives you some idea -
Funny, My illusion/FF uses the following, Kick, Boxing, Weave, Jumpkick, and Flurry.
I was soloing and could not damage a fly, so I addded all of those things and she is essentially an untouchable melee scrapper that holds enemies and runs around in a hampster ball.
Plus people think it's wierd and funny that she is in melee, so it makes me giggle. -
Im very lazy!
So Ill go into two things.
Heals, regardless of what anyone says are appreciated, especially in the other forums, however one can't deny the fact that sets like force fields or Thermal or Sonic prevent the damage from occuring which then negates the overall need to heal.
However, heals are still appreciated and can save a teams butt.
Now on to my thoughts. My illusion/FF needs rarely any form of heal, and in fact she can't heal at all, but my force fields really do dedflect a lot, which is valuable to my team in mitigation.
Now, I have tried a ton of things with Masterminds, and well, POISON!!!
Poison does have a heal which while not the greatest is ok, and dodes give toxic resistance which most sets don't, but the heal is so secondary because of things like Antidote, which frees people from mez'z and status effects and stacks resistance. The set also severely impairs enemies to hit and defense which eats through bosses like mad and mitigates much of the deamaged you recieve, if you recieve any at all.
I would suggest if you want to play a pure healer (Which again people look for and appreciate) then Earth and Ice might be the best for the control aspect, and Empathy or Therm would be excellent heal sets.
But if you go the MM Pain, Therm, and Poison are all solid...although I hate Therm with an MM. Im lazy, far to much going on controlling pets and warming people up. -
Ok. I had a bit of the same issue in the beginning. Mind you Nyte-Terror is only 22, but her Demons were dead, alot!
So, When I got Muffin...Summon Demon power, I have slotted him for 1 damage, 1 heal and 3 Resist damages, and I took Manuevers for some extra defense.
Im using poison as well which allows me to debuff enemies chance to hit, as well as lower their defenses so the demons become more DPS.
But I do notice a huge difference now with his resists being higher.