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Quote:Not all groups have EBs or AVs associated with them. Even many of those that do, the EBs are specific one-off characters, not just relatively strong faceless minions.In light of a bug that came with 21.5 that has Elite Boss Vanessa DeVore spawning randomly in place of High Level Carnival of Shadow bosses in missions made me think of something. Can we get additional options to have bosses scale up to EB or random EB placements appropriate for faction type for people who want missions with extra oomph?
Or even AV's for Strong teams or heck even Soloists who love a challenge?
It's not a case of just having bosses spawn with a higher rank either, as I believe there actually needs to be a unique entity created for the game to call up. In order to add this as a difficulty option they would have to go in and make new "generic" Elite Bosses for most (almost all) groups.
That's not to say I'm against it (more power to ya), just that it'd probably be a sizable a time-sink to implement, so not all that likely to happen. -
Quote:The point people are trying to make is that if it's going to be a bonus on an Archetype specific set, it should actually WORK for ALL possible combinations of that archetype.Here's the funny thing.
I've put FAR more time on my Dark / Dark defender than on my FF / rad ... and my FF / rad has been mezzed for MORE [edit: not LESS] time. FF's supposed advantage of having mag-based status protection is more than made up for by my 3D's ability to make life miserable for mobs.
Folks? I know many of us object to the defender = healer position of much of the playerbase ... but, at the end of the day, most defender sets DO have a heal. Most defenders will derive some benefit from it. Arguably, the VAST majority of defenders will see some benefit from the set since, well ... there just aren't all that many heal-less defenders in-game.
It doesn't matter if most Defenders have a heal. It only matters that not all of them do. -
Quote:I don't think chains (as currently implemented) would work with AoE powers, unless each mob only had a Chance to chain.Electric's fun. Though I like the other idea I've heard floating around from time to time - give volt sentinel the "chaining" mechanic.
Heck, given how low damage the set can feel (especially on a defender,) I wouldn't mind seeing it passed on to 1-2 other things, too. (Imagine short circuit with chaining.)
As is, when a mob gets hit by a chaining power they get an effect that says they can't get hit by that power again for X Seconds. If you use an AoE that just means every mob gets that effect, which means there's no legal targets for the power to chain too (except any mobs you might have missed).
You can't really have the chain without the "can't get hit again" effect though, cause that just means the chains would be able to bounce back and forth between the same few mobs over and over again. Making an AoE chain used against fewer mobs deal crazy damage to them (because each would get hit with the chain multiple times).
I could see having a chance to chain on Charged Bolt and Lightning Bolt though. Increase the set's AoE potential to make up for it's lower single target damage. -
Quote:Well, we already have a falling Leaves aura. (I believe it's from the Origins pack.)Neat stuff. The dog is cool, but I doubt I'll put the money down for him. That hat...prolly, if it's cheap enough. And the aura? Definitely. But why does it make stuff grow? I'd sort of expect, like, falling leaves or something. That's more of a spring aura, no?
I do agree that it seems more Springy.... but eh, whatever. -
Quote:Honestly, allowing Power Customization at all kinda threw that out the window.I believe Void and Dark themed powers use the same palettes, but your friend is one of many to weigh in on powersets that currently only have a limited palette, like Ice and Dark.
For a few powersets, we've decided to use unique palettes that give you more appropriate options for the theme. Personally, I feel that Dark powers, with all their in-game references to terror and the netherworld, as well as their Negative Energy damage type, should remain dark in color. This is important in preserving the theme of the power, and to distinguish it as a Negative Energy attack. That being said, however, there are a number of brighter, more saturated colors available in the "Dark" palette, so you can still create colorful combinations with Dark powersets.
I know this is a controversial decision, but ultimately we have to pick out visual elements that are considered "signature" to a powerset's theme and stick with them. I feel Fire and Electricity are more dependent on their shapes and animation than their colors to "sell" their themes, so they have a wider range of colors to choose from. Dark sets feel more appropriately sinister with their darker colors, so we preserved that trait when we added customizable options.
Simply being able to alter the colors opens each set up to a myriad of off-theme concepts, but certain sets are denied a good portion of that customizability, based on theme.
I made a Spines/Fire scrapper using Thorns and colored the fire using Dark Greens/yellows/reds. So now it's no longer fire... it's pollen, spores and other plant based materials.
And it seems like that's completely Okay with the Devs.
But then certain other sets, it's not Okay to do the same thing with. It's kind of nonsensical to say it's alright being able to go off-theme with one set (Via customization), but not another. -
Both Executioner's Shot and Shout have longer animations than Tesla Cage (By 0.4 and 0.5seconds respectively).
Tesla Cage's animation really isn't that long, People are just spoiled by Blaze/BiB. -
Quote:Eh. The cast time is only 2.17seconds which isn't all that bad (It's certainly no Shout).Sure, if you also cut the cast time down and make the animation way less stupid.
I don't think you're ever going to see it at the fairly ridiculous 1-1.07 seconds of TkB, Blaze and BiB.
Just bump it up to 2.12scale damage to match Cosmic Burst/Power Burst/Shout (or even the 1.96 of TkB) and call it good. -
I would swap my widow to the Flat Blades immediately.
I think the only real reason we've gotten against claw customization, is that other claws "wouldn't fit" with some attacks (Poison Dart/Dart Burst/any melee with extending blades)... but really even the Arachnos Widow claws don't fit with those. It's not like there's any kind of obvious launcher/extension mechanism, or even like the darts/blades actually shoot/extend FROM THE CLAWS. (They shoot/extend out from the flat of your fist, cutting through your middle and ring fingers... which one would think would be extremely painful.)
I don't really see how any of the other claws conflict with those animations though. -
Quote:Electric Control/Poison maybe.I've been having a really hard time finding just the right combo for a ?/poison. I want something that i can use with venomous gas... so my usual favorites are out (dark, sonic). Could you guys recommend me a good combo for it? i dont care what AT as long as its not an MM
The PBAoE nature of Electric works well with VG, and Poison Trap's end drain (however you may view it's effectiveness) compliments Electric's.
Fire/Poison could also work well on Controllers, but it'd be hell on the blue bar.
For Blast sets, Fire, Rad and Electric don't mind being in Point Blank range. I would personally avoid the weapon sets, because Poison's debuffs are pretty clicky and I hate redraw. (The redraw bit means I largely avoid weapon sets entirely, though.)
My poison character is actually Dark/Poison, even though dark's cones are particularly bad with PBAoE effects (Due to being long and very narrow, and quick recharging too) but they work well with Neurotoxic Breath before then. Plus Dark Blast gets a heal to make up for Poison's lack of significant mitigation despite forcing you into melee range at the upper levels. -
How about this for a Tech control set:
Gadget Control
1) Tranquilizer Dart
Uses the Paralytic Poison animation, shoots your target with a tranq dart, deals moderate lethal/toxic damage and puts them to sleep.
1) Gas Pellets
Uses the Alkaloid animation, but instead of tossing the funky poison ball, you toss a handful of small metal spheres that land at your target's feet and emit a small cloud of toxic gas. Holds your target and deals Toxic damage over time to them. Debuffs target's Damage for a short time.
2) Taser
Taser. Plain and Simple. Up it to 1scale damage though, since that's what Control set Single target controls generally do.
6) Web Device
Ground targeted power that uses the Poison set's Poison Trap animation(which is 1second long now that they removed the interrupt). You bend down and set up a small device that "rolls" to your target location then summons an Immobilize patch. Also slows your enemies Recharge.
8) Concussion Charge
Uses the Equip Mercenary animation. Tosses a small device/explosive/whatever at your target which explodes, dealing minor damage and Knocking down mobs in an AoE, has a small chance (25%ish) to Disorient.
12) Poison Gas Bomb
Uses the Ninjitsu>Smoke Flash animation and is a PBAoE Poison Gas Arrow. (Damage debuff and chance for sleep.)
18) Suppression Drones
Uses Seeker Drone animation to summon 2 small robotic drones (hopefully new model, but either seeker Drone or Targeting Drone model could be used) these drones will each fire off Flashbangs (stacking 2mag AoEs, like Merc Spec-Ops use) and will use "Cover Fire" a cone attack that deals minor DoT and has multiple chances to immobilize targets. Drones only last a short time before their power supply runs low and they depart. (You'll have to resummon them each time you want them to use Flashbangs, due to recharge/pet duration. At least that should let you more readily control when the power gets used, unlike with Mercs.)
26) Tear Gas
Grenade power. Tosses tear gas. AoE Hold.
32) Unmanned Aerial Vehicle
Uses the Robot summoning animation from MM Robots set and calls in a UAV pet. (Spiffy new model goes here.) Your UAV will use Gatling Gun (Same power as Gun Drone has) and Incendiary Swarm Missiles. -
The problem with building a tech or gadget control set out of mostly existing powers is that all it turns into is a bag full of grenades. That's... rather uninspiring.
6 of the powers suggested are grenades. That means 2/3rds of the set end up using the exact same animation. Frankly The whole reason I can't stand to play a Crabspider is because both the crab Blasts, and Both the crab grenades share the same animation. If over half the set did it, there's no way in hell I could bring myself to play it.
A Gadget set really could use Drone type powers, and place-able contraptions and the like, just so the powers are more unique from other powers in the same set.
Edit: Also, Time Bomb is a horrible, horrible abomination of a power. (Not to mention would be in /Traps, if/when that gets ported to Controllers, so couldn't be in a tech control set.) -
Quote:Honestly Conserve power is crap for an Endurance management tool just due to it's god awful Uptime: Downtime ratio.You don't need any of those things on either Kheldian. Warshades have the cheat mode that is Stygian Circle and Sunless Mire, Peacebringers have a conserve power clone and Inner Light.
As others said, I don't see Khelds getting APPs as much as I wish they would. I think it is possible to make a case for PPPs, in which situation I'd expect them to look highly similar to what was posted up above.
*Drools over thought of a Warshade with Spiderlings and 3 Essences...Warmind???*
I'd like it a hell of a lot better if it were only HALF as much end discount with half the damned recharge, at least then you could perma it and have constant, if only moderate, benefit instead of not using any end half the time and just being ***** out the other half.
I would take Physical Perfection over CP in a heartbeat. -
Quote:I generally slot it the same way you have it now, honestly. It gets you all the enhancement you need, and a 5% recharge bonus.I have an Earth/Psi Permadom with around 173% recharge. It's a pre-fitness inherent build, so I'm planning on respeccing into some defense mule powers and popping in 3 additional LOTG's to bring the recharge around 195%, give or take.
My question is, I keep looking at Drain Psyche. I have it 6 slotted right now with 5 Doctored Wounds and 1 IO Acc. I keep trying to look for another way to slot it because I feel like that sixth slot could be used better elsewhere, but if I take it off that will leave it more apt to miss, I'm guessing. I'm not sure how much the defense debuff in Earth's primary would mitigate that, seeing as how I usually lay down a proc filled Earthquake or a Quicksand down. Also, I don't remember off hand what my global Acc bonus is, but leaving that power without any Acc just seems off to me.
How do most Permadoms slot Drain Psyche? I am only building for recharge, and I'm not sure if I want to lose that 5% from DW.
I suppose you could lose the accuracy, Quicksand is a 45% (autohit) defense debuff, which will end up capping your ToHit against the vast majority of mobs anyhow, but I don't like being dependent on using specific powers in a specific order for them to be useful. -
Judging by this little bit from the I21 info page:
Quote:No. There's no real way to survive it beyond outhealing the DoT.Lethal Force: When hit, you suffer a rapidly ticking, high damage over time (DoT) effect. This DoT deals 30% of your maximum HP each tick. Death is assured if no healing occurs -
Interesting idea. Overall I quite like it, there are a few things I'm not so fond of, or that I think could use a once over, though:
Quote:The end cost on this is really high, and where you mention it's more of a situational toggle, the rather long recharge on it means that either people will run it all the time (and complain about it's cost) or none of the time because it's a hassle to micromanage it. This is exacerbated by the fact that they don't need this for a taunt toggle, since Hellfire Halo fills that role for MUCH less end.Level 28
Malignant Haze
Toggle, 20ft PBAoE
20 Seconds Recharge, 1.56 Endurance/second
Scale 0.17 Toxic + 0.08 Fire (6.62 + 3.11)
-50% Run and Jump Speed for 5s
-3.5 Max Run Speed for 5s
+Mag 2 Immob, 2.25s
Parallels: Orbiting Death (Warshade), Hot Feet (Fire Control), Mud Pots (Stone Armor)
I wanted a second damage aura here. Because I think it kind of fits. But due to the amount of Endurance this puppy uses, Malignant Haze is going to be a sometimes toggle for most people, rather than a 24/7 aura rocker.
This one has the usual damage types inverted. I actually swapped names between the two damage auras, keeping the Fire based one in the secondary due to its lower level state. You want the cool powers unlocking a bit later.
I ended up taking the effects from Mud Pots since a Fear effect isn't something we want on a Tank style character. And they recently yanked the fear out of Burn. Hellfire Elementalist's lack Burn, so they get a "Dump Fear Effect Free" card that they can use up, right?
Anyway, I chose the effect to maintain parity with the other EAT's. All of them have a touch of control in their sets somewhere. So with most of my Infernal Assault already planned out, I figured here was the best place to put it.
And honestly who doesn't want to have a steaming, seething quagmire of burning energy accompanying them wherever they walk? I imagine this one as kind of like a mix of Hot Feet and Tar Patch with the burning and bubbling with a little smoke rising off the top. Maybe that's what Mud Pots looks like; I've never played a Stone Armor anything. So maybe like Mud Pots' larger, demonic brother.
Currently the combined end cost of all the toggles from the Primary and Secondary is 2.86end/second. Even Dark Armor, the most end intensive armor set is only 2.01end/sec, and is already much lamented as an End hog (that's including Cloak of Fear, which almost no one takes/uses).
Now, I realize that the inherent provides a recovery boost, but even assuming Maxed out Essence and fully slotted Stamina you have total recovery of about 3.47end/sec. You use over 80% of your recovery at maximum Essence just by running your toggles. Even assuming 2SOs worth of End Redux in the damage toggles that chews up nearly 60% of your end recovery, without using any other powers at all.
I's say Drop the end cost to 1.04, or even 0.78 end/second, to match the powers that it's based on. (Orbiting Death and Mudpots are 0.78/sec, Hotfeet is 1.04.)
If Malignant Haze were dropped to 0.78/sec then the total would be 2.08end/sec (unslotted). If you dropped it to 1.04, then I would also suggest dropping the resist toggles to 0.21end/sec (Which is used by most of the Dark, Shield and Willpower toggles). Total end in this situation would be 2.19end/sec (unslotted).
Quote:Epics
Soldier of Arachnos
(1) Mantle of Cobwebs
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning
(2) Sinister Surge
(3) Extend Essence
(4) Hellfire Wall
(5) Carapace Construct
Widow
(1) Mantle of Captivation
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning
(2) Sinister Surge
(3) Chains of Conquest
(4) Heart of Darkness
(5) Maledict Majesty
Quote:Chains of Conquest
80ft Ranged
8 Seconds Recharge, 8.528 Endurance
Accuracy: 1.2
Scale 0.715 Damage + 4 0.143 Ticks (27.83 + 5.567 Ticks)
Average 1.053 Damage (40.979)
-12.5% Res on Target, 8 Seconds
+Mag 4 Hold
+All the other Tier 2 Hold stuff
+Scale 0.55 Fire damage on a mezzed target with Mantle of Control
+Does not lower Essence bar with Mantle of Confinement
Parallel: Char (1.1 Damage, Fire Control)
I envision this as glowing tendrils rising up from the ground and wrapping around the target's legs and chest, and then suddenly shifting into quasi-solid, glowing chains.
*******
Beyond that, You've got a typo in the numbers for Ethereal Ward Circle. You have it listed as buffing for 15%resist, when it should be 20%. (The 0.75modifier was for Melee Resist, where EWC should be using the Ranged Resist mod of 1.0.)
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Quote:Joss Whedon Online, where the GMs will occasionally delete your favorite characters, for the shock value.
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Quote:Thing with pseudo-pets is that in order for them to get Containment damage, the power has to summon an alternate version for Controllers. (Same with Corruptors and Scourge.)I don't think it does Containment either. It's not necessarily a psuedo-pet issue because Ice Storm does do Containment. Spring Attack just doesn't get any specials that I know of (crits, containment, scourge, etc).
It's mainly useful for the knockdown and getting into range quickly.
Controllers Ice Storm gets half Containment (They get twice as many ticks of the Cold Damage portion, but not the Lethal Damage part.) -
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Honestly I'm perfectly fine with them adding stuff like temp powers to the store.
I'm ok with people being able to buy things that I can get by investing a bit of game time.
What I'm not okay with is people being able to buy things that there's no way to earn access too by non-monetary means. That's less of an issue really with CoH F2P, given the monthly stipend. Even if I can't get some stuff in-game, I can just save up my earned points and buy it at essentially no extra cost. -
Quote:Eh, I can kinda see the idea behind those. If the control doesn't take effect (Say it's only mag2 and you're facing Lts) or if someone breaks the sleep, then you still get some mitigation out of it.It's still more useful than several other procs they came up with.
-recharge in a sleep set. If it hits, they can't attack and the proc doesn't last as long as the sleep. Brilliant!
-tohit in a stun. This piece of geniousness is purple folks. You can't attack, but if you could you'd have an insignificant chance to miss.
Really, quite a few of the procs are as handy as debt resistance as a set bonus.
That's not to say they're worth a hill of beans, but I can understand them. -
Quote:Honestly, not even then. I used to have it slotted in my WP/Ice tank's Frozen Aura, and it's totally worthless. Not worth the inf spent crafting it IMO, and I fire that thing off a heck of a lot more often than most Controllers/Doms will get to use their AoE sleeps.the sleep chance for heal is not half bad when you have it slotted in aoe such as mass hypnosis or any of the control sets mass sleeps (except for elec control)
This. You can slot the thing in Static Field all you want, it just won't really do any good. -
Quote:i mean the set bonus recharge reduction from 4 basilisks, not the -recharge proc
so i think i need a full time translator for my brain....
Yeah, it's one of those weird instances where the term for it, and it's function can be sort of confusing.
+Recharge is a recharge bonus (The good kind), which reduces the recharge of your powers, which would make you think -Recharge (Subtracted from).
Where -Recharge is a recharge slow (The bad kind), which increases the recharge of the power, which you would think would be +recharge (Added to).
This is because + and - effects aren't added to or subtracted from the actual Recharge value of the power, but rather increase or decrease the Recharge Bonus modifier, which the power's recharge is then divided by.
Powers have a base recharge modifier of 100%(or 1.0), using a power with a 60second recharge as an example, that means 60seconds/1.0=60seconds. Where if you had a +50% Recharge Buff that'd make it 1.0+0.5=1.5, 60/1.5=40seconds for that power to be ready again.
-Recharge works similarly, but is subtracted from your 100% base before dividing the power's recharge. That same 60second power with a -50% Recharge Debuff works out to: 1.0-0.5=0.5, 60seconds/0.5=120seconds, so your power would take twice as long to recharge. -
Quote:Dominators and Controllers are the only archetypes left that don't already have dark, so they're the only ones left for it to be proliferated to. How would that be "Every other non-melee set?" And obviously enough people disagree with the idea that Dark for Doms/Trollers would be "boring" particularly if they do make new powers for them (which they really may as well, since Dark Control would be shared with controllers, who would also likely get Dark Miasma, and if they just stole a bunch of the controlish powers from DM for Dark Control they'd have to make new powers to fill in DM anyhow).Well, obviously there's more work involved than simply cutting and pasting the power names into a spreadsheet or something
Still, it seems like we constantly hear that art and animation are what require the most time and expense, and most of that you would think could be reused by dark assault (and to a lesser extent, dark control.)
I also kind of think we're less likely to see dark/dark because they just got done giving it to blasters. Kind of boring if every other none-melee set that comes out is just another proliferation of dark.
New powers also explains why they didn't just slap together Dark Control or Dark Assault for the last proliferation, "just to give doms something." Because they didn't have art team time for animations. -
I've made Time/Sonic and Time/Fire, they're both powerful.
If you're not wanting to run another /sonic then Fire is probably the best combination of strong single target and good AoE you can find.
Really I think just about anything works well with Time, though I would avoid set with lots of cones, or very narrow cones if you like to fully leverage Time's Juncture. (Dark Blast, I'm looking at you.)
(I've got 6 Time characters, Time/Sonic and Time/Fire Defenders, DP/Time Corruptor, Demon/Time MM, and Fire/Time and Elec/Time Controllers.)