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While in general I DO wish there were more recipes per set (allowing you to pick the ones most appropriate for the specific power you are slotting [Aim vs Tactics for instance]); I'm pretty sure with sets such as Gaussian's the only reason the 6slot bonus is as good as it is, is specifically because you can only get it once.
If they allowed a method of getting that bonus multiple times, you could expect that bonus to get nerfed to hell and back.
Gaussian's is really the only set that gives a special bonus cause of the unique though, So It's be nice if they at least went back and boosted the last bonus of other sets with uniques, to make up for it being a 1time bonus. -
She's pretty crazy.
I've done 3 Tin Mages so far today (including a successful run with zero support) and found myself tanking her on my Widow after she dropped our tank (for the 2nd or 3rd time) she got a lucky hit roll past my defense and hit me for 4300+ damage. I only have like 1250hp.
I was sure glad the 1hit code was added way back when.
Good times. -
My Fortunata, and any Dark Miasma Defender you can think of.
Also, Gravity, which I hate to love. (HATE the powerset as it stands now, LOVE the theme of the set. I've probably tried to level it more than a dozen times, I just can't grin and bear it.) It's probably my favorite THEME for a control set ever (aside from Time control, which we dont have). -
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The game has always been RIFE with -defense debuffs anyhow, and without any kind of debuff resistance even a single hit can lead an IO'd out squishy into cascade defense failure in a hurry.
Hell even characters WITH DDR can suffer cascade failure against various groups. (CoT Earth Thorn Mages.... I'm looking at you and your stacking auto-hit quicksands.)
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"Oh, what has science wrought? I sought only to turn a man into a metal-encased juggernaut of destruction powered by the unknown properties of a mysterious living crystal. How could this have all gone wrong?"
-Doc Buzzsaw -
The "Softcap" isn't a characteristic assigned to any Archetype, it's a mechanical function of the way Tohit works.
There is no way to alter where the softcap lies based on archetype, unless you start doing funky things with the code such as giving mobs Tohit bonuses that only work vs specific archetypes or powersets... and I'm not sure the game even has a way of doing that. (Which in and of itself would be a major hit to defense buffing sets like Forcefield and Cold Domination, Forcefield in particular.)
The Defense "Hardcap" is a specific limitation based on archetype, and that IS different between the different Melee and ranged types. The Hardcap is significantly higher than the Softcap. That just doesnt really matter because any amount above softcap isn't particularly useful except as a buffer against Defense debuffs. -
Quote:The blaster would just have to step back out of the phase field. Since enemy phases include an imobilize, the mobs become trapped inside and the blaster can exit to safety.I'm going to go out on a limb and say that any sort of ally phase.. be it from an aura, or from placeable effect or whatever will never be. Back in the early days of beta we had to do greif testing and being able to phase in any manner any ally just opens up a huge can of worms to either unintentional, perceived, or actual greifing. I'm not saying that used right the power wasn't awesome back in the day but the potential for malicious use was staggering, I was one of the more disliked players during that phase of the testing.
At least an immob power was added to dim shift cause that royally sucked to not have one and was pretty much a grant debt power.
Think about using the power as you had it for a moment.. blaster is getting shredded so you phase them out by moving them into the field. great you save the blaster, but now everything is rushing into melee range.. you can't attack outside of the field to control the mobs nor kill them as they rush in so you basically force a close range ranged attack or melee attack within the feild reducing any sort of range advantage you may otherwise have had. In many cases that is the last place we want to be as a grav as all of our powers work from range. Also, what happens if you wormhole the mobs outside of that little phase effect aura? Or, you move the mobs into the field and a blaster tries to nuke from ranged and is unable to do so. I don't think it would work all that well.
A modicum of situational awareness or team communication is all that blaster would need to avoid wasting their Thunderous Blast/Rain of Arrows/Full Auto. How's that really any different from someone using an aoe attack just seconds after someone else used an AoE sleep? Or a knockback power vs something that was in a location targeted effect (like tar patch)? Either way a power gets wasted that could have been prevented with a bit of observation or communication. -
Quote:I soloed (with a shivan) the Dark Astoria version of Adamastor with my Dark/Ice defender (before they added the 30% damage buff to Vigilance) when he was level 43, so I would think your level 50 Fire/Dark Corruptor could do it.Greetings all!!
I have a question, I have been playing this game for several years now and have never killed an AV or GM solo...
I have a Stone/WP brute, a Fire/Dark corr, a Dark/Fire scrap, a Stone/Ice troll, and a Ice/Fire tank all at 50, can any of these defeat one if built properly? If not, what AT can do it with the least amount of money spent and/or the greatest ease? Money isn't too much of an issue I guess, I just don't want to invest in a character to have him/her not do it. I have read in the individual forums and seen that this corr can or that troll can, but which is the best overall (if there is such a one).
I would like my next build to be an AV/GM slayer.
ANY and ALL advice will be greatly appreciated!!!!
Brakkus
It took quite a long time though, had to resummon my shivan a couple times.
I should go try it again and see if I can still manage it... -
Quote:Indeed.Those look fine.
It sounds like the objection was not that they look bad, but that they look like crystals more than ice.
Which is silly. Ice can be a type of crystal, but beyond that, people RP their powers as other things often and a major use of customization has been to make them represent different concepts than what the set is intended to be. And that can be a huge asset as a way to add "more sets" without developing more sets.
When I made my Spines/Fire scrapper I used Thorns for the spines and colored all the fire effects Green/Brown and play them as Pollen effects.
Blazing Aura becomes Infectious Spores, for instance. Lets me have a dryad themed scrapper. -
Quote:As far as I can recall, ED was, but GDN was not.Weren't ED and/or GDN based on player suggestions - as well as some of the PVP changes?
In fact, at one point *I* personally suggested Diminishing Returns for enhancements, but I suggested it as an ALTERNATIVE to GDN, not IN ADDITION to it. -
I *think* it might actually be 5 chances.
At 0seconds (upon summoning) then again at 10, 20, 30 and 40seconds.
Not entirely sure though. -
Quote:Widow Follow Up and Build Up are also mutually exclusive (where Fortunata Aim and Follow Up are not).That tech actually already exists. We know they can already have two powers open up in the same set at the same level - there are a number of examples in the primary sets of both peacebringers and warshades. The only really interesting bit is the part that would make the two powers mutually exclusive, but that tech also already exists - crab spider venom and frag grenades are mutually exclusive with the wolf spider gun versions.
The issue I see with adding such a setup to Gravity is that then people would clamor for alternate powers for basically every power set. It's just a huge can of worms that I think the Devs would very much want to avoid.
Ultimately there have been numerous suggestions to improve Gravity without taking such drastic measures. It's just a matter of any of the changes getting made. -
I like the idea of adding in more BASIC archetypes.
The most reasonable/often requested to me seems like Support/Melee or Melee/Support. *Note that when I say Support I mean DEFENDER type support sets, not Blaster type manipulation sets.
Ideas copied from another AT brainstorming thread:
Quote:Also, I think VEATs blatantly show that Range or Assault/Defense can be well balanced. The OPness of VEATs is really only when there are multiples, and that's due to their Team buffs, not their Self buffs. The same situation occurs when you start putting together multiples of ANY buffing archetype.Melee/Support (buff/debuff)
Figure, due to being in melee range where attacks generally hit harder, give them medium HPs (Say Blaster/Stalker level) with Melee Damage mod of 1.0ish and Buff/Debuff mods of about 0.8. Roughly Corruptor level support with higher damage (due to being melee limited).
Inherent power could be called Stoicism and grant 4mag protection from all mez types (Not enough to take much abuse, but enough so that they're not getting constantly detoggled.)
Control/Defense (Armor)
Hybridized Control sets with 3 powers swapped with theme appropriate melee attacks. Have them start with basic hitpoints (Defender/Controller/Corruptor/Etc) with Control, Damage and Defense/Resist mods of 0.75.
Give them a set of Swap Ammo type toggle Inherent powers that boost either Max Hitpoints, or the Enhancement Value to Control, Damage, Defense/Resist. This lets them switch to whichever effect best fits their situation. (Enhancement Value toggles work just like Power Boost, they don't grant you resist/defense/damage/control if you don't have any already they just boost the effect of your resist/defense/damage/control powers. These buffs would entirely ignore ED but would not allow you to surpass the stat caps. If you had an armor that gave you 10% defense, slotted it with 56% defense from Enhancements and got an additional 50%bonus from the inherent, your toggle would buff your defense by 10*(1.0+0.56+0.5)=20.6%.)
Max HP inherent gives Tanker HP with Scrapper level defense, moderate control and poor damage. Can fill tanker role, using control to suppliment their agro management.
Defense/Resist inherent improves personal mitigation to tanker level, but leaves their hitpoints and damage low, with moderate control capability. This is another way they can fill the tank role, using their control ability to supplement their shields and prevent damage.
Control inherent gives Controller level control with Scrapper level defense, low hitpoints and poor damage. Can fill the Control role on a team with greater personal survivability but lower team contribution than Controllers and less damage than Doms bring.
Damage inherent brings their (few) attacks up to blaster level damage, with low hitpoints and scrapper level defense and moderate control ability. NOTE: They would never have actual blaster level damage ability because they have very limited attacks. This would be more the Solo role. Increased personal kill speed but doesn't really offer anything to a team because they're still fairly low in overall damage output.
Quote:Kheldians. And (I find) they don't do so well for it. Sure, they can be really awesome...but anything can be awesome with IOs.
Why yes, I AM still annoyed by having no mez shield outside of dwarf form, why do you ask?
It seems like their idea was to have the Peacebringer more support oriented while in human form, and the Warshade more control oriented, but they didn't give them enough powers to fill those roles and instead just multiple copies of powers they get from their other forms anyhow.
Were I to have designed Kheldians their human forms would focus MUCH more heavily on their third role instead of being the odd mashup they are today. (Nova/Blaster, Dwarf/Tank, Human/Support or Control)
This would also have avoided the situation they're in now of "If we give them mez protection then there's no reason for their forms to exist." since they would serve completely different functions. -
I'm sorry to say but;
Building a IO setup for resistance is a complete waste of time and effort.
There aren't enough, nor LARGE enough, resistance set bonuses, to make a whit of difference in your survivability. even with sonic dispersion, tough, and the APP shield at most you can build decent resist to smashing/lethal and MAYBE one or two other types depending on which APP you take.
You'll NEVER get the same survivability a defense focused build can achieve.
Never. -
It shouldn't, because it doesn't apply any effects to the mobs around you. It just counts them so that it knows how many effects to apply to you.
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Bah, forgot it was even Friday.
And I moved my Widow to Virtue so I could do these TFs on him too. -
Quote:Ya know, in all honesty reading over the article again I get that, but I could swear when I first read it it had a more definitive tone, and there was more emphasis on this particular passage:"Abandoned" has an implication of permanence, whereas I understand workers were sent back to the plant once radiation levels dropped after the spike.
CNN is reporting that they are using helicopter water drops to try to cool the reactors at Dai-ichi. They also briefly mention attempting to restore electrical power to the plant. Since the accident electrical crews have been trying to restore electrical power to the plant, which would give them access to more cooling and control systems than they currently have available. I didn't think they could restore those that quickly, but they seem to be in a position to begin the process of integrating the electrical systems on site with an emergency power line that was run out to the Dai-ichi site. Hopefully, restoring emergency electrical power will help them get the reactors under more control.
Quote:"It's more of a surrender," said David Lochbaum, a nuclear engineer who now heads the nuclear safety program for the Union of Concerned Scientists, an activist group. "It's not like you wait 10 days and the radiation goes away. In that 10 days things are going to get worse."
"It's basically a sign that there's nothing left to do but throw in the towel," Lochbaum said. -
Apologies, I didn't intend to make it out to be worse than it is.
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As someone who's first ever level 50 was a FF/Psi defender....
I highly recommend AGAINST the combo, unless for specific thematic reasons.
With FF's lack of damage boosting abilities, and psi's highly resisted damage type in the late game, just about ANY other blast set would be a better choice. -
Quote:I actually like having the toggle PBAoE. I included one in my version of Radiation Melee in the Lady-Jade thread. It was a little different than a normal damage toggle though.Radiation Melee Ver. 1
- Tier 1; Melee, Minor DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 2; Contaminated Strike - Melee, Moderate DMG (Energy/Smash, Foe Knockdown) Foe -Defense
- Tier 3; Irradiate - PBAoE, Moderate DMG (Lethal), DoT(Energy), Foe -DEF
- Tier 4; Taunt - Ranged, Foe Taunt, -Range
- Tier 5; Radioactive Smash- Melee, High DMG (Energy/Smash, Foe Knockdown), Foe Disorient, -Defense, -Fly
- Tier 6; Build Up; Self +DMG, +To-Hit
- Tier 7; Toggle: PBAoE, Minor DMG (Lethal), Foe -Def
- Tier 8; Melee (Cone), High DoT (Energy), Foe -DEF
- Tier 9; Electron Haze - Close (Cone), Moderate DMG (Lethal), DoT (Energy), Foe -DEF
Looking at the original conversion I didn't think the Tier 7 would fly as is and plugged in Neutron Bomb in it's place. Since Neutron Bomb in the game is a ranged version I would change it to be a PBAoE for the melee set, hence the "Converted". It could also have it's range shortened so that it was similar to Electric Melee's "Thunder Strike" power and become it's own Melee(Targeted AoE) instead of a PBAoE.
Here's the power I suggested:
Core Breach -- PBAoE Toggle, Damage Special*
*Combination of 3 PBAoE Damage Auras, one each 5' Radius, 8' Radius and 12' Radius. Net effect is that the closer the mob is to you the more damage they take each Tick -
Quote:I know right. They just can't catch a break. Add to that, they're expecting rain this week (hopefully not much), so there's the threat of mudslides cause of the loosened soil.Also, sorry, a volcano erupted yesterday, TWICE. They're just not getting any breaks, really. It's on YouTube. There have been residual tremors and another tsunami hit. If anything else happens, Japan may as well be a rock full of mess and debris.
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Water is unlikely to ever happen. the Energy Blast set was originally supposed to be Water Blast, but with the engine limitations the devs could never get it to really LOOK like water without seriously impacting game performance.
Time as a secondary I've never really been sold on. It just seems like it would be a MUCH more fitting primary for Controllers/Dominators... TIME CONTROL is something I'm FLABBERGASTED doesn't exist in the game already. I mean, really.
Here's the idea for Time Control I came up (and posted in the Lady-Jade power suggestion thread) a good long time ago:
Quote:Time Control
The main issue with time control was finding a way to set it apart from Gravity and Ice, given that it's OBVIOUS secondary effect was speed/recharge slows. For a while i was thinking of making it a Tohit/defense debuff (since you're moving slower than the peopel around you, you have a harder time hitting targets, and avoiding attacks), but that didn't feel like a good fit. Then I started thinking about a combo system, like Dual Blades uses... but that still didn't really make sense.
Finally I thought, instead of Time Control power's secondary effect DEBUFFING your target's movement/recharge, instead have it BUFF yours. To that end the idea of "Acceleration" fleshed itself out, where when you successfully hit a target with your time control powers you get a small, stackable recharge buff. Single target attacks get the largest up front buffs, with AoE attacks starting out with very small buffs for the first target, and scaling upwards to more respectable numbers.
For this set I've actually gone a bit overboard and even included numbers based on equivalent Control Set powers, and which animations each power would use (Particle FX would of course be new):
1) Suspend Movement
Suspends your target in an artificial bubble of space-time, preventing them from taking action. This bubble is fragile, and will break if your target is disturbed.
Click
Activation 1.1 (uses Gloom animation)
Accuracy 1.1x
Range 80
End 5.2
Damage 30.6
Recharge 6
3.5mag Sleep 55.9s
20% 1mag Sleep 27.9s
Self (+)5% Recharge 15s
1) Pause
Stops target foe dead in their tracks, leaving them held and helpless to defend themselves. Like most other Time Control powers, Pause grants you a small bonus to your recharge if successfully executed.
Click
Activation 1.17 (uses Transfusion animation)
Accuracy 1.2x
Range 80
End 8.53
Damage 30.6
Recharge 8
3mag Hold 22.4s
20% 1mag Hold 16.8s
(-)Knockback/Up
Self (+)5% Recharge 15s
2) Slow Field
Slows a group of foes to a standstill, effectively immobilizing them and massively slowing their attack rate, while boosting your own. Unlike most AoE Immobilize powers, Slow Field deals no damage.
Click
Activation 1.03 (uses Fire Cages animation)
Accuracy 1.0x
Range 80
Radius 25
End 10.4
Recharge 12
Max Targets 16
3mag Immobilize 27.9s
50% 1mag Immobilize 14s
(-)81.25% Recharge
Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge)
6) Halt Movement
Encases a group of foes in a large pocket of artificial space-time, rendering them unable to act. Foes will be freed from the effects of this power if damage or moved.
Click
Activation 2.27 (uses O2 Boost animation)
Accuracy 1.0x
Range 80
Radius 30
End 15.6
Recharge 45
Max Targets 16
3mag Sleep 22.4s
20% 1mag Sleep 11.2s
Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge)
8) Chronoshift
Chronoshift violently forces your target out of sync with normal space time, then instantly pulls them back from the edge of nothingness, leaving them stunned and staggering. A Successful hit with Chronoshift accelerates your attack speed for a brief time.
Click
Activation 1.93 (uses Siphon Power animation)
Accuracy 1.0x
Range 80
End 10.4
Damage 30.6
Recharge 20
3mag Disorient 18.6s
20% 1mag Disorient 14s
Self (+)10% Recharge 15s
12) Temporal Rift
Manipulation of space-time is not without it's hazards, inexperienced chronomancers sometimes inadvertantly create dangerous rifts in the fabric of time itself. Experienced Chronomancers can bend these very rifts in time to their own will. Activating this power calls forth such a rift to serve you. Temporal rifts are short lived and immobile, but can posses potent attributes, and are extremely hard to destroy. Temporal Rifts cannot be healed, and will collapse after 30 seconds.
Click
Activation 3.17 (uses Dark Servant animation)
Range 60
End 13
Recharge 120
*See below for Rift Information*
18) Atrophy
By selectively manipulating the flow of time in your area you are able to Atrophy the bodies of nearby foes, causing them to waste away into oblivion.
Click
Activation 1.07 (uses Irradiate animation)
Accuracy 1.0x
Radius 20
End 18.5
Damage 26ticks x1.5 damage over 5s
Recharge 30
Max Targets 16
Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge)
26) Temporal Anomaly
A truely powerful Chronomancer is able to manifest Temporal Anomalies to serve them. More powerful and destructive than minor Rifts, Anomalies fluctuate violently, lashing out at foes within range, locking them in place mid stride, and slowing their attacks, while boosting the recharge of any allies nearby. Like their 'cousins' Anomalies are Immobile, and hard to destroy, but will only last for 30 seconds.
Click
Activation 2.03 (uses Fire Imps animation)
Range 60
End 16.6
Recharge 120
*See below for Anomaly information*
32) Time Stop
Focusing your energies, you put your mind to the task of halting the progression of time itself. While active, Time Stop will continuously attempt to hold any foe that enters it's area of effect. Time Stop will remain active for upto 30 seconds, or until detoggled, whichever comes first.
Toggle
Activation 1.17s (uses Stone Cages animation)
Accuracy 1.0x
Radius 30
End 0.52/0.5s
Recharge 200
Max Targets 16
3mag Hold 1.86s
50% 1mag Hold 1.12s
(-)Knockback
Self (+)10% Recharge, (+)2.5% Recharge/Target 2s (+50% max)
*Temporal Rift*
Temporal Rifts possess 75%resistant to Smash, Lethal, Fire, Cold, Negative Energy, Psionic and Toxic damage, and 50% resistance to Energy damage.
Similar to Singularity, Rifts cannot be healed.
Temporal Rift has a constant PBAoE Damage over Time aura that will taunt effected foes to attack it.
*Temporal Anomaly*
Temporal Rifts possess 75%resistant to Smash, Lethal, Fire, Cold, Negative Energy, Psionic and Toxic damage, and 50% resistance to Energy damage.
Similar to Singularity, Rifts cannot be healed.
Temporal Anomaly will use pause on foes within range, and has a constant Foe 25%recharge slow, Ally 25%recharge buff aura, which taunts effected foes to attack it.
Set Notes:
The feel I was going for with the set was a kind of hybrid between Illusion's use of indestructible "tank" pets and more conventional control sets.
Time Control as outlined would utilize short duration, high durability pets to mitigate damage by acting as a damage sink, allowing the Time Controller/Dominator to focus their relatively low level of hard control on high threat targets.
Time control should ultimately have a distinctive "timing" element to it. The more you use your powers, the greater the recharge buff (to a point), the more potential you have to get everything nicely under wraps, but you've got to be mindful of the lifespan of your "tanks" lest you end up with nothing standing between you and a large group of angry mobs.
*Atrophy*
A straight up attack may seem out of place in a control set, but I wanted the set to be distinctive from other sets. With regards to it's actual damage, It will in fact do Less damage than Hotfeet, the benefit being that it's more burst damage, where Hotfeet takes time to whittle away at foes.
Atrophy is 39 base damage over 5 seconds, on a 30 second recharge.
Hotfeet deals 114.75 damage over 30seconds
Roots deals 18.4 damage over 5.2seconds on an 8second recharge, usable 3 times for 55.2damage over roughly 30 seconds (but for far greater end cost) other AoE immobilizes deal about 1/2 as much damage as Roots.