Oedipus_Tex

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  1. Thanks for the replies guys.

    I made some edits to the build. This version drops Mu Mastery for Mace Mastery. I'm not sure how it will work out but I'm willing to try it. Getting into melee-ish range was never really a problem; this character has to get pretty close anyway in order to nuke and use the cone, and Executioner's Shot has pretty low range. But an AoE Immob sounds interesting, especially to a Controller addict like me.

    I ended up dropping Suppressive Fire altogether. It has been replaced with Petrifying Gaze. I know about stacking mezzes, but I don't want to burn a power pick and 4 enhancement slots for it since I don't solo enough to make it meaningful. Thanks for pointing out the poor slotting in the last build. I should be able to slot holds in my sleep by now, but the new version of Mids I find hard to read the set values.

    In the move from Mu to Mace I've ended up in a +Defense armor instead of a +Resistance one. This increased S/L defense to around where a Fearsome Stare will floor same-level enemies. I'm not sure this is the way to go yet; the Resistance armor combined with my -Damage Chemical rounds was pretty resilient. I'm going to try out the +Defense armor and see how that works out as well.

    The power I'm least sure about keeping is Pistols. The DPA may be better than the other blasts, but it has no secondary component to stack, which is why I skipped it the first time. I haven't tried to figure out if the other attacks + Incid ammo is higher DPA tthan Pistols without. Might as well try it and spec out if it doesn't work, though.

    Total recharge is now around +83%. The price of the build has increased considerably. The LotG I usually obtain by running Task Forces. The two purples and the Hami-o are more lifetime goals than what's actually going to get slotted.

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Oedipus Tex 5: Level 50 Natural Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Dual Wield -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(17), Decim-Dmg/Rchg(36)
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/Rchg(36), Numna-Heal/EndRdx(37)
    Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(3), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(33), Achilles-ResDeb%(40)
    Level 4: Tar Patch -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(5), RechRdx-I(46)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(17), Posi-Dam%(31)
    Level 10: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(11), HO:Cyto(11)
    Level 12: Pistols -- Thundr-Acc/Dmg(A), Dev'n-Acc/Dmg(13), Dev'n-Hold%(13), Thundr-Acc/Dmg/EndRdx(31), Achilles-ResDeb%(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Executioner's Shot -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(19), Decim-Acc/EndRdx/Rchg(36), Decim-Dmg/Rchg(37)
    Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
    Level 22: Fearsome Stare -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(23), DarkWD-ToHitDeb/Rchg(25), Abys-Acc/Rchg(48)
    Level 24: Shadow Fall -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(25), S'fstPrt-ResDam/Def+(46), LkGmblr-Rchg+(48)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34), Det'tn-Acc/Dmg/EndRdx(37)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Howling Twilight -- Amaze-Acc/Rchg(A), Stpfy-Acc/Rchg(40)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(45)
    Level 35: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 38: Dark Servant -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), Nictus-Acc/Heal(40), Nictus-Acc/EndRdx/Heal/HP/Regen(46)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Ksmt-ToHit+(42), Ksmt-Def/EndRdx(45)
    Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(48), Zephyr-Travel/EndRdx(50)
    Level 49: Hover -- LkGmblr-Rchg+(A), Zephyr-ResKB(50), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 2: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 83.8% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 5% FlySpeed
    • 116.5 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 5.5%
    • MezResist(Stun) 2.2%
    • 22% (0.37 End/sec) Recovery
    • 34% (1.52 HP/sec) Regeneration
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 5% RunSpeed
  2. If you want to see just how underwhelming Trick Arrow truly is, do a comparison between the Defender version of TA and the Mastermind version of Traps. Then consider that the Mastermind version is supposed to be the weaker set.

    IMO, a Defender would be better off with the Mastermind version of any powerset than with with the Defender version of Trick Arrow.
  3. Has anyone else noticed that Lethal rounds used on a +4 mob turn into knockDOWN? That means Executioner's Shot has a 70% of ranged knockdown. That's pretty nice.

    And yeah, like some people, I've converted to using Chemical rounds on teams. This is on a Corruptor, so the debuff is more significant. But what I've found is that when I do pull aggro it's more survivable than with Incindiary.
  4. Quote:
    Originally Posted by Lynx_Nordique View Post
    Well, I have done it (Earth/Rad/Psi) and I don't even have any epic attack or pool power attack (See my build listed in the 1st post). So it "might" not just be possible, it IS possible.

    Also, I'm staying out of melee range, so the only Veteran power I used occasionally was the Nemesis staff. And I didn't use the staff constantly because it is an end hog.

    Most of the damages were done with Animated stone and Fossilize.

    Anyway, this is why I created theis thread; so that people can share their experience soloing AV with an Earth Controller.

    I'm not surprised that it's been done. I do think it's still not one of Earth's strengths. A challenge, yes.

    I want to say one thing though, and I hope it doesn't come across as too dismissive. AVs are mostly soloable because of the strange way they are designed. Soloing an AV is simply a matter of having some decent attack strength, good defense or a pet with good defense, some heals and endurance replenishers, and (especially) a -regen power. I don't consider it strictly "challenging" because the deck is heavily loaded in favor of a very few powersets. It's interesting that it can be done, but IMO more an indication of some seriously broken mechanics than a demonstration of the power of a build.
  5. Hi folks,

    I'm new to Corruptors. I've done Defenders before (mostly Force Field) but am mostly a Controller player.

    My signature character, Oedipus Tex, has been rerolled into a newly lvl 48 Pistols/Dark Corruptor. I'm thinking about IOing him, but am not sure what to shoot for. My gut feeling is he should be built with this priority: 1) powers, 2) recharge, 3) defense.

    A possible build is pasted below. Any comments would be very helpful. This character is nearly 100% used on teams, but I do solo a little when a team's not available. The most controversial power in this build is probably Hover; I selected it because it can take the Luck of the Gambler +Recharge IO, and it seems to increase my survival rate when doing Hail of Bullets. Plus, a mid-air Hail of Bullets looks amazing.

    Thank you for any help you might give.


    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Oedipus Tex: Level 50 Natural Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg(7), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/Rchg(42)
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Heal(15), Nictus-Acc/Heal(36), Nictus-Acc/EndRdx/Heal/HP/Regen(50), Numna-Regen/Rcvry+(50)
    Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(3), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(33), Achilles-ResDeb%(40)
    Level 4: Tar Patch -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(5), ImpSwft-EndRdx/Rchg/Slow(46)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(17), Posi-Dam%(31), FrcFbk-Rechg%(43)
    Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DampS-ToHitDeb/EndRdx(11), DarkWD-ToHitDeb/EndRdx(11)
    Level 12: Suppressive Fire -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(13), Lock-Acc/Rchg(31), Lock-Acc/Hold(37), Lock-EndRdx/Rchg/Hold(43)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg(37), Thundr-Acc/Dmg/Rchg(43)
    Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
    Level 22: Fearsome Stare -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(23), SipInsght-%ToHit(25), SipInsght-ToHitDeb(34), SipInsght-ToHitDeb/EndRdx/Rchg(48)
    Level 24: Shadow Fall -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(25), S'fstPrt-ResDam/Def+(46), LkGmblr-Rchg+(48)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34), Det'tn-Acc/Dmg/EndRdx(37)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Howling Twilight -- RechRdx-I(A)
    Level 32: Hail of Bullets -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg(34), Sciroc-Acc/Rchg(45), RechRdx-I(46)
    Level 35: Hover -- LkGmblr-Rchg+(A)
    Level 38: Dark Servant -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(39), Nictus-Heal(39), Nictus-Acc/EndRdx/Rchg(39), Nictus-Acc/EndRdx/Heal/HP/Regen(40), SipInsght-ToHitDeb/EndRdx/Rchg(40)
    Level 41: Power Sink -- EnManip-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc/Rchg(42)
    Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 49: Super Speed -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 2: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 6.44% Defense(Fire)
    • 6.44% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.88% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 9.88% Defense(AoE)
    • 2.25% Max End
    • 2.5% Enhancement(Held)
    • 5% Enhancement(Heal)
    • 59% Enhancement(Accuracy)
    • 41.3% Enhancement(RechargeTime)
    • 21% FlySpeed
    • 56.2 HP (5.25%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • MezResist(Held) 2.2%
    • 11.5% (0.19 End/sec) Recovery
    • 20% (0.89 HP/sec) Regeneration
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 21% RunSpeed
    • 4% XPDebtProtection
  6. I think people are perfectly justified in expecting a Defender to actually be able to Defend. Choose the powers how you want but you will be judged on your performance.

    And with those three powers, you don't even get an audition. I don't want to have to work my butt off because you've neglected your main function.
  7. Oedipus_Tex

    Mids' Update

    Quote:
    Originally Posted by Sokyoku View Post
    Same for me, except I am running as admin. Error message reads: "Error opening file for writing: C:\Program Files\Titan Network\Mids Hero Designer\Hero Designer.exe". Thoughts?
    I get the same error and failure to install.

    EDIT: Found the fix. I owe it to being forced by a certain vendor of photo editing software to fix a product they wouldn't provide tech support for when their DRM scheme broke. So, hats off to the tech support person I cursed out last month for that company's epic endorsement of every reason people choose to pirate software instead of purchase it.

    Anyway, for me the problem was Vista wants to install to this directory: C:\Program Files (x86)\

    But that doesn't work with some older programs. When I removed the parentheses around the x86 it installs fine.

    BTW this fix also fixes the problems with a product whose initials are CS2 if you ever have to reinstall it after changing operating systems.
  8. Quote:
    Originally Posted by New Dawn View Post
    Potentially I could tank the entire inner circle together using the support of a single Trick Archer. I say potentially as it depends on whose Trick Archer it is.

    If it's my Trick Archer then it's in the bag, but as I wouldn't be able to play both Tanker and Trick Archer even if I could, with 2 accounts, as it's 4 AVs together, it would take some concentration on both parts.

    Could I say I'd be able to do the same with all other types of defenders, well yes its possible, but in order to have a TA or any other defender that can assist well without much compromise one wouldn't be skipping powers that, although they maybe situational they have in the worst situations, real value.

    I don't understand what you mean by "tank it." Do you mean make it survivable for a tank? I think for that to happen it would depend way more on the Tank and the secondary set the TA was using than TA itself. I would never, ever trust a TA to keep my team safe the way I'd trust the other Defender sets. I think people give this set too many breaks. It's a good idea for a set but it needs a swift kick in the pants before I'd put my faith in it. I'm sure this will que outrage among some TA supporters, but these things are a matter of opinion.
  9. Earth is an extremely low damage set. You probably could beat an epic boss, but only after you have the pet and some epic attacks. An AV might be doable with a way out there build, but it's not really the sets strength. I would put my bets on Earth/Therm/Fire, or Earth/Rad/Fire but it would still take a lot of effort.
  10. Quote:
    Originally Posted by Shadowraithe View Post
    Thanks. Better I find out now then later. I thought maybe thermal shield might help but I'm guessing no.
    It does help some. Ice/Thermal is pretty good at keeping the pet alive through most normal encounters. Epic Bosses are just too tough for him though. The Earth pet is a lot more survivable.
  11. Pretty much, no. The Ice pet is too fragile for serious tanking on the order of Earth Control.
  12. I want to love Trick Arrow but... no. Trick Arrow is the Gravity Control of the buff sets.
  13. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, the problem with dismissing Electric Control outright is that it leaves Electric Assault without a corresponding Primary. And brings up the question of why such an Assault Set was even made in the first place. It isn't technically Proliferation, after all, there is no other Electric Assault set in any other AT, so it had to be created, not just ported over from an existing set. We're also coming very close to the point where there will be no more Proliferation options for Dominators and Controllers.

    While Riot Control (my favorite name for the concept, personally ) is a great idea, a lot more would go into creating it. There are no existing powers that could be scavenged for the Set, and whole new animations and graphics would have to be created for it. (I think something like a glue gun or other wierd-looking weapon would be neat, although I would think grenades would probably be the most logical delivery system) Plus, there will need to be a Secondary to go with it, although a combination of Dual Pistols and Martial Arts might be in theme.

    I'm actually not a fan of corresponding sets. What I like about Controllers is that there are very few sets in the Primary that are the "perfect" match to a set in the secondary. I personally think that the strive to keep sets matched holds Blasters and Dominators back. I especially don't want to see new Controller sets limited to what happens to be a match for a Dominator.

    Take a suggested set like Insect Control. There is no exact Insect secondary, but there are plenty of conceptual matches. Insect/Radiation (I'm a mutated insect myself), Insect/Sonic (I'm able to summon insects with a sound, like the pied piper), Insect/Thermal (a "fire bug"), Insect/Kinetics (a speedy bug), Insect/Trick Arrow (I'm a... guy who controls insects and uses a trick arrow).

    I think Electric Control would be just fine if the opportunity cost is low and its easy to port the set over using existing assets. However, it doesn't bring into new conceptual territory the way Pain, Shields, Demons, and Dual Pistols have. Not to mention I'm really tired of characters with 'Tesla' in their name.
  14. The ammo switching is pretty nice. I didn't do a lot of switching during double XP weekend, but now that I'm in my 40s on my Pistols/Dark Corruptor I switch a lot. I haven't worked out patterns yet, but here's what I've been half-doing:

    LETHAL:
    - Against AVs, because I think all the -Resistance is boosting the rest of the team's damage above what I could do by myself
    - Against difficult bosses, since I have trouble mezzing them, and the knockback blows them backward
    - When I want to knock stuff off a ledge
    - Against Carnies
    - When an enemy happens to be next to a wall or in a corner and the team could use some mitigation
    - For Hail of Bullets when I'm scared I might die
    - When I want to stun something (rare, and I haven't slotted for it)
    - When I'm immobilized with an enemy right on top of me

    INCINDIARY:
    - For doing damage; this is my default bullet

    CRYO:
    - Against runners
    - When I'm quick enough, for performing a Suppressive Shot, because the graphic very clearly indicates to the team what's going on, where the other three mezzes don't
    - In theory, on the ITF, because if I remember right the roman soldier guys tend to resist mezzes

    The uh, other one:
    - Anytime the team is getting blitzed and I'm having to go into heavy support mode
    - Against anything when I'm unsure what they're vulnerable to, since few things resist Toxic
    - Against Night Widows
    - At the beginning of the fight against AVs, until I'm sure I can switch to something else
  15. I'm a Pistols/Dark.

    I've played with a bunch of different ways of doing it. Part of the problem might have been how much time my group spent fighting Malta. But it was also the way the power starts dragging aggro to you while you're still stuck in the animation and can't react. When there were Dominators around things weren't so rough, but unless that was the case.. ouch. Maybe I need to be switching to Lethal rounds when I'm scared they might kill me.
  16. Quote:
    Originally Posted by Zamuel View Post
    From what I've heard and what I saw with a teammate once is that it's only bad if you treat it like a toggle (though it is). It becomes a useful control tool when used as a sort of click power to get enemies off of you or a teammate and then turn it back off.
    That's how I use Repulsion Field in Force Field and yeah it's not toooo bad. You just have to think of the toggle as a "I can turn this on and then turn it off when I just don't want it anymore" instead of "I should have this on all the time."

    My favorite time to use it is when a squishie on the team is getting chased. Toggling on and running to them is often faster than trying to click on the guy following them and mezz (which can miss). Plus unlike an attackk there is no run speed penalty when you send something flying with this, so you can turn it on and still make an escape.
  17. Quote:
    Originally Posted by Obscure Blade View Post
    Huh? An immobilize with a recharge slow, an AoE slow, and a Hold are hardly bad. The only really bleh power among those four is Flash Arrow.
    I think what you mean is:

    A single-target no-damage mag 3 immob.

    An AoE slow with bottom of the barrel -Recharge that combines the worst features of an anchor power with those of a power on recharge. By far the worst of the various pure-AoE slows available (Shiver--even the Blaster version, Quicksand, Snow Storm).

    One of, if not THE worst single target holds available.

    Flash Arrow, which is Flash Arrow.

    I stand by my opinion on this one.
  18. Anyone else doing this, like, a LOT?

    I think I've died about 10 times in two days during the nuke animation. Many more times I've finished the animation desperately trying to eat a green or purple. Maybe it's because I'm on villain side where no one seems to much bother taking point or dealing with aggro. Anyone else having this issue? Still like the set overall, but trying to get my head around the nuke.
  19. I think the first four powers in Trick Arrow might actually deserve an honorable mention in here, Trickshooter. I wouldn't call any of them "the single worst powers" individually, but together I think they do form the "single worst opening powers" of any set out there, IMO.

    What I do find interesting about this thread is how much more agreeable we all are when we're trashing powers! I hope the devs dont think we're knocking their work though. For all that's been said, I still think this is one of the best balanced games I've ever played.
  20. Quote:
    Originally Posted by Dispari View Post
    Because the IO is EXCEEDINGLY RARE. I put up four bids for the jump stealth IO for 25m each and left them for a whole month and none ever sold, except for one person that outbid me by paying like 100m. I'd love to "just buy the IO" but not like this!

    They also cost like 250 merits and I'm not spending that many ITFs on something like that.
    The Stealth IO isn't that rare, I didn't think. I've never had trouble getting it for a level 50. The Jumping one might be hard to come by, but Celerity +Stealth is pretty common, not that expensive, and you can slot it in Sprint.

    I can sort of see an argument for why Stealth isn't terrible for everyone. I'm in the camp that thinks that any *entire power* that's replaceable by an IO kind of sucks tho.
  21. Still holding out hope it'll turn out to be Water, Insect, Time, Atomic, Air, Chaos, Light, Fate, anything really. Though I'd play Electric if we got it. Electric is just such a "been done" concept. There's already a Blast, an Armor, an Assault, a Manipulation, and a Melee, as well as two or three APPs and a patron power pool. I would love to see a new Control set, but I'd fall over with joy if it expanded the existing character concepts. Electric would be fine for a quick-and-dirty port using existing animation assets and a few new powers.
  22. This is a side conversation obviously but IMO the issue with Defenders is that Recharge Time and Buff Durations are not stats that are adjusted favorably for the AT the way Buff and Debuff Values are. The thing with most of the buff sets is that it's the presence of the buff, not the strength of it, that makes it good.

    Most buff sets have key powers that are limited by recharge rate or buff duration. If we gave all Defender primary powers a discount to Recharge Time across all powers, and a duration boost, Defenders would be much more sought after in general.

    Undoubtedly someone will find a set or two that wouldn't benefit as much from that change, but that's the way it is with all of the inherent powers (some Control sets are better at Containment, etc).
  23. Oedipus_Tex

    Dual Pistols

    Quote:
    Originally Posted by StrykerX View Post
    Full Auto: 178
    Rain of Arrows: 225
    Hail of Bullets: 166
    I agree with most of what you said but just wanted to make a note about comparing damage between Full Auto and Hail of Bullets. Full Auto has a target cap of 10, versus Hail of Bullets' target cap of 16, so on a per-use average against large groups Hail of Bullets will out damage Full Auto by a significant amount (assuming the numbers above are correct). Full Auto will, of course, recharge faster.
  24. Quote:
    Originally Posted by Dispari View Post
    So the issue comes when you try to compare sets and start comparing things that don't have numbers next to them. "This set is adaptable" does not have a "+15% to overall damage for powerset comparison purposes" next to it. You can't do the math on Fire's damage, then the math on DP's damage, then add the value that Swap Ammo represents and see which one is better. The idea of whether or not DP is fine where it is is totally subjective, and always will be. Simply because it has elements that don't appear in graphs and charts. Unless you simply ignore those elements and claim that the set is weak in damage and damage alone.
    Perfectly said.

    I want to add that even if you do choose to use graphs and charts, there are additional pitfalls we should keep in mind:

    1) Categories or rankings should be treated with skepticism. You can't simply classify things by "Best AoE" and "Best Single Target," rank powersets against each other, and declare anything that doesn't do well in at least one group bad, because those categories are made up to fit the situation. Surely we'd call foul if someone created a category called "Most Flexible" or "Best Performance Against a Resisted Damage Type" or "Best Crashless Nuke" or "Best AoE Knockback" in order to show Fire Blast is underpowered.

    2) Ranking sets against each other implies that differences between each set on the hierarchy are uniform. It also implies that a sustained DPA chain is representative of a set's damage, when in fact some sets may change rankings when examining various power combinations versus enemies with different levels of HP or within certain game contexts (e.g. some sets will do better at two-shotting, some at three-shotting, some at opening with a mezz followed by a two-shot, some at finishing an enemy if one shot out of the chain happens to miss, some at switching between single targets and multiple targets, some at sustained DPA against a single target, etc.)

    3) DPA calculations themselves do not tell the full story. Do you know what the DPA of Hot Feet is? Infinite, because once the animation plays it never ends. Anything with an overlong damage effect really screws with assumptions about DPA, especially when damage ticks overlap with follow up shots. Fire Blast has an incredible DPA, but it's actual DPS, while still good, is lower than what DPA would imply. DPA tells you what damage departed your character toward the enemy, not when it hurt or killed them.

    4) With Dual Pistols specifically, any calculations performed should use whatever type of ammo yields the most favorable results for the set. In most cases, this is Incendiary or Lethal. The fact that the user can switch to other damage types/secondary effects is gravy, from the perspective of measuring damage. Why would you check damage levels on a power using anything other than the best version of that power available? This hasn't been an issue before because we've never had the ability to change the function of a power, but now that we can, we really have to use the best possible scenario.

    I'm sure I'm walking into another firepit but I feel like this powerset has really taken an unfair beating. It's true "the numbers" as presented by some folks, show that the set is low damage, and I agree some tweaks are in order. However I also think the case against DP has been drastically overstated and the full value of ammo switching not fully considered or explored. I don't blame folks for taking the positions that they do, but I think this set in particular needs a very thorough analysis, not a simple evaluation-by-table.
  25. Quote:
    Originally Posted by magikwand View Post
    I thought you wanted the threat lvl from the tank to be considered +1 and not just the defense and resistance. In that scenario, the tank could quite possibly prevent the brute from getting much rise out of his fury bar.

    In any event, I still think your suggestion is unnecessary. The problem that most people have with tankers can be many things, but I don't recall anyone except for you suggesting that they aren't tough enough. The last thing tankers need in the game is to have more defense and resistance added in hopes it will give them more value. In much of the game, that lvl of survivability turns out to be excessive. Particularly when it is achieved at the expense of damage output.
    Actually what I thought originated this discussion was that Tankers and Brutes have the same defense and resistance caps but different damage ones. A Brute can be buffed to Tanker levels but not vice versa. At least that was said in the last four or five versions of this thread.