-
Posts
763 -
Joined
-
This may just be me reading too much into things, but based on some of the hints I've seen about i19 content? I think several Zones are getting face lifts... in the "the Praetorians came through and completely trashed the area!" way.
I'm sure there would be more to it, than just this. But a massive revamp of only a few 'normal' zones would have a huge impact on the game. And such a huge change might warrant this kind of NDA. -
Heh, yeah. With both Resist procs, Thermal's shields, the Ember Demon's resist aura, and their natural resistances... all your demons should have around 75% resistance to Smashing/Lethal attacks... not bad values at all. (I don't remember what the other resistances I worked out were, but they were not bad numbers at all.)
Throw in your heals and the Ember Demon's heals... You have a pretty safe combination. The two +Def Uniques, stacked with Maneuvers, provide some cushioning defense on top of their resistance values.
Thermal Radiation is probably the most well balanced MM Secondaries in general, and a good compliment to any primary, and a very good (and thematic) choice for Demon Summoning... provided that you can handle reapplying the buffs every four minutes. If that doesn't appeal, then do yourself a favor, and go for /Dark, /Storm, or /Traps, instead. -
You know... if Broad Sword and Katana ever get ported to Brutes and Tanks... two things must happen.
Scrappers and Stalkers must get to play with Axes and Maces.
And Axes will need to get looked at by the devs to bring it up to par, I think... 'cause Broad Sword and Katana will blow it away, as is, regardless of what they do to Parry. -
Don't forget to include an assault set fit for a 'natural' character... Throwing knives and Martial Arts attacks? Or maybe just break down and use an assault rifle with pummel and bayonet included?
-
Quote:I'm certainly not one to complain about that attitude. I've got plenty of characters that could be 'better' with Hasten, but I find good enough without it.Hasten's always been an 'ew' choice for me that I only take on builds that need that recharge. This build doesn't, it has more than enough to work with.
That said, Traps is one of those sets where it becomes obviously more effective the faster the powers recharge. Multiple Acid Mortars, for one, is a very beautiful thing. Setting up a mine field including two or three Poison Traps? Quite nasty to anything that stumbles into it.
And, of course, the moment you encounter your first Ballista, you are going to understand why you want to be able to spam Web Grenade.
Still, your prerogative... -
While I obviously have different opinions about what would be beneficial to take (I think that the Medicine pool for Aid Other and Aid Self, and Hasten, will benefit you more than the Fighting pool and Flying pools...) There is one major issue I see.
Your Protector Bots aren't going to be doing much protecting with that slotting. Why? Because they will be constantly out of endurance!
I know you probably don't want to do this, but drop Edict Defense bonus enhancement for either the Damage/Endurance or Accuracy/Endurance from Blood Mandate. Or, even better, use a generic Endurance Reduction IO, so that the endurance discount applies when the Protector Bot is healing and bubbling, too... -
Things I would like to see...
Staves and Polearms, of course.
A thrown weapons blaster set - a combination of Lethal and Smashing ranged attacks, using thrown daggers, shuriken, boomerangs, and such...
Some kind of 'Natural' Control set - I might not play much with Controllers or Dominators, but they are the only basic archetypes that don't have some kind of set combination that I can say, "Yeah, that's just a guy with a lot of training and hard work behind him." (Flip gender as needed...) Similarly, Dominators will need some kind of 'Natural' assault set... maybe combining Martial Arts attacks with either thrown weapons or pistols?
...
Dual Clubs. Just 'cause I like Escrima.
A Water based control and buffing set. Maybe a blasting set as well. I can't really conceive of a 'water melee' or 'water armor' set...
A 'Probability Manipulation' Buff/Debuff set. It's really the only place I think such powers would fit...
Some new Mastermind sets would be nice, but I can't really think of anything that would really work well off the top of my head...
A 'Swinging' Travel pool.
...
Yeah, I think that's it.
Something I don't want to really see is a 'Psychic Melee' or 'Psychic Armor' sets. I think the first defeats the concept of having a psychic ("I can melt your brain with the power of my mind! So let me walk up right next to you so you can rip my face off as I reduce your IQ to that of a lizard...") and the latter just screams to me as being a set predestined to suck (Okay, so you're practically immune to Psychic damage... what are you giving up for that protection? I can just see it being a very worrisome Smashing/Lethal hole...)
Just my opinion, of course... -
I have to admit that I am somewhat mystified here...
Not by the complaints, but by what people have actually been doing.
Team ToT? Actually taking on the Deadly Apocalypse, not just ignoring it?
Wow... I feel entirely gypped.
Here I spend all weekend farming things solo, trying to find a team... and I can't find enough people in the zones to put together a full team.
Is this just the whole Red Side vs. Blue Side thing? Or is this an Under level 40 thing? Because my Brute was having no luck in the Rogue Isles...
Now all I need are Deadly Apocalypse badges (and the ones for the Unseelie, but I wouldn't be holding my breath over that one...) and I swear there is no way I'll be getting those any time soon...
(PS - for anyone ToTing in the Rouge Isles, 30-40 range - the doors inside the Golden Giza in St. Martial are an excellent place to do so. The doors in the hallways may look like double doors, but each side counts as a separate door for knocking, and you don't have to stop for any event outside...) -
On Victory Red Side, I haven't seen a Zombie apocalypse team yet that had more than 5 people. And I haven't seen a Deadly Apocalypse team at all (much to my chagrin, as those are the only Halloween badges I still need...)
I haven't checked out Blue Side or Praetoria yet, though... but I suspect that the latter is where everyone is... -
Once again, I find myself contemplating a new character (ah, Altaholsim, you are the reason I shan't be running any End Game content any time soon...)
So, I'm looking at a Rad/Elec blaster. But I've got a few questions that I haven't found an answer for while searching through the boards... (it seems while a lot of people find the combination awesome... they don't much talk about the powers...)
First off, I can already tell that this combination will work best mid-to-close range. (I don't play Blappers, but I can tell that I need to be able to get in close for all the PBAoE attacks...)
That said, what would be a recommendation for the level 4 power pick? I mean, sure, I probably want Irradiate eventually, but is it a wise choice to have that early? Or will it bring more aggro than it is worth?
As I'm not planning on Blapping as a focus, would Charged Brawl even be worth taking at all?
Similarly, will Lightning Field be worth the Endurance cost to run it, if I'm not surrounding myself with enemies? Also, can it be used with Power Sink to sap enemy endurance like the version in /Electric Armor can? Or is the End drain component of Lightning Field too low for that?
Is Lightning Clap a good 'Oh $#!&' power, or is it a valueless on this AT as it is on others?
Finally, are there any power pools I should be looking into in particular? I'm planning on taking flight with this character at the moment, but that's still not set in stone...
And, of course, any general or build advise will be appreciated...
Thanks, all! -
...I thought this movie was going to be closer to the Ultimate Universe version of Spider-Man? If so, then Gwen gets killed by Carnage...
-
Quote:Yes.It seems to me the game engine would allow AI that prefers melee and AI that prefers ranged.
Don't we have different enemies that exhibit preferences for each?
We even have Snipers, that DO NOT move, unless forced to.
This isn't a limitation of the engine, it's a limitation that I think was accidentally built into the Mastermind system. The original designers didn't actually think about how the AI for different kinds of enemies are, you now, different.
Almost all Mastermind Pet-Control issues could be solved by having the ability to say "Pet A prefers Melee, Pet B prefers Ranged."
Given that these issues have existed since Masterminds were introduced, and yet a having 2 AI types system hasn't been implemented... I'm guessing that it would take a monumental amount of effort to implement that, up to maybe rewriting the entire AT to do so. That's the only reason I can think of that such an obvious solution hasn't been taken. -
It wasn't just Lightning Storm - there were a few other pets that could abuse the heck out of that too (Gun Drone comes to mind)... but the point is still valid.
-
Considering the APPs...
Arctic is only really good for its slows. This might have some value if Brutes had access to either Ice sets, but as they don't... there's nothing to recommend this set. Take it for concept reasons, maybe, but otherwise, leave it alone.
Earth is very control based. If you want to be a kind of controller-Brute, go for it. To be honest, though? All those controls are going to murder your Fury. (Frankly, they should have replaced Salt Crystals with Stone Spears... A control-oriented APP made sense for a Tank, but doesn't for a Brute...)
Energy is good for its utility... or if you want to shoot lasers from your eyes. The real gems are Superior Conditioning and Physical Perfection - the first raises your total endurance, the second gives a small boost to you Health Regeneration and Endurance Recovery rates. These can be a godsend to Brutes with an endurance heavy Primary/Secondary combination. Heck, Stone Melee alone can warrant picking up one of these - it can easily run even a /Willpower Brute down on Endurance. The powers are also attractive because you don't need many (if any) slots in them...
Pyre is for damage. You want to throw fire around, you grab this set. Unfortunately, getting to the power you WANT (Fire Ball), means getting two other powers, at least one of which you probably don't want. But hey, Fire Blast and Fire Ball!
ALL these sets suffer a lot from being designed for a different AT, and just kludged onto Brutes. As it is, barring concept reasons, I could only recommend Energy or Pyre on a Brute... and Pyre is kinda iffy. Energy, at least, fills a niche that makes it attractive to certain Brutes, maybe even over the PPPs. Still, overall, the PPPs are much better choices for a Brute... -
Got to agree with most of DarkMaster's post.
A DM/EA Brute - especially one taking Stamina as well, ALREADY has a more Endurance than they know what to do with. Dark Consumption, Energy Drain, and Stamina make any additional Endurance boosting - like Superior Conditioning, or the +Recovery IO in health - almost criminally redundant.
Actually, that IO is a bad choice. If you are going for a single IO, at least go for Numina's Unique... But I think Regenerative Tissue's +Regen Unique would serve this character better in total.
Weave will help a lot, I highly suggest picking it up. That alone should take help your overall defense immensely.
As a personal suggestion, put the +3% Def IO in one of the Auto powers - Dampening Field, for example. Sure, you'll loose one point of resistance, but I think that would be a more optimal arrangement...
Speaking of which, if you can stand farming it up (It's what, 35 Hero/Villain Merits?), there is a second +3% Defense Resistance IO in the PVP set. While the Teleportation protection is redundant, it might be worth the effort. Combined with CJ, your existing defenses, and Weave instead of taunt... all together, this should get you at least up to 20% Psionic Defense, which is about the point where Defense starts actually meaning something... Not to mention just shy of 30% Defense to all positions, which is even better vs. most psychic attacks.
Snag Overload. It is that good, and Energy Aura often needs to rely on its god-mode power to keep going.
All together though, this will be a very solo-oriented character. Dark Melee does not lend itself to large teams, and Energy Aura is the same. You can build up a significant amount of protection with this (insanely expensive) build, although you will still find that anything that gets through is going to cut you down fast.
Good luck! -
Quote:The pets don't seem to be with the MM in the Trading House. I don't know where they go, but mine always disappear when I enter the building, and come back when I leave...Ooh, really? Didn't know that. Thought it was just toggles and the like that got surpressed. That's pretty cool.
(I've already posted earlier that the better solution isn't to just throw a surpression blanket over the area, that'd irk me personally, but to add a manhole entrance to a seperate supression covered vault area for those that want to opt out of seeing / hearing others powers). -
-
Quote:It's not QUITE that bad, but yeah.It is a very frail set. You can somewhat mitigate this by building for S/L defense, but it will always be pretty frail.
On the other hand, It has absolutely insane damage.
/Fire is the Blaster of the Brutes. It is a glass cannon.
/Fire Armor Brutes and Scrappers generally have the same kind of survivability as a Stalker outside of Hide does. At least now, they also have the kind of damage output to make "Kill them first" a viable option.
Adding Defense (Smashing/Lethal first and foremost, but positional can work well if you can get it...) and Recharge both help the set immensely. Plan on Hasten, and take as much recharge as you can fit in the build.
And don't be afraid to faceplant. Rise of the Phoenix isn't a god mode, but another weapon in your arsenal. And combined with Healing Flame and Consume, you can be back to full in no time. -
While I think the BEST thing would be take Energy Aura back to the Drawing Board and hash it out with a fresh perspective... I have to admit that such an effort is probably not needed to make the set functional.
There are four powers in the set that can easily be altered without risking the cottage rule: Dampening Field, Entropy Shield, Energy Protection, and Conserve Power.
First, the Auto Powers. Right now, they are the only auto powers left in a defense set that ONLY provide resistance. While boosting the resist values would be nice, I doubt that will happen... but some added perks would make these much more attractive. +HP come readily to mind, but I suspect that may be a pipe dream. Recovery and Endurance Debuff resistance and Recharge Debuff Resistance is more likely. It won't be much, but it will be something...
Second, Entropy Shield - the only toggle shield that ha no enhanceable effects. This provides status protection, and nothing else - which means its a primary spot where we can fill in something for added survivability. Again, +HP or +Regen would be nice... additional Resistance is more likely. So... 11% Resistance to Smashing/Lethal/Toxic damage, 15% Resistance to Energy? Combine those with the Auto resists, and you've got some numbers that actually mean something...
Conserve Power - this needs to go the way its counterpart in Electric Armor did. However, Energy Aura already has a heal kludged into Energy Drain... so instead, how about turning it into this:
Optimize Efficiency: You can optimize the flow of energy inside your body for a short time, increasing your damage and recharge rate, while decreasing the endurance cost you pay; Effects are a 60% Endurance cost reduction, a 25% Damage boost, and a 30% decrease in Recharge Rates.
These would provide two of the critical things the set is missing: another layer of protection for when defenses fail, and a way to increase the user's offense. Agro control will still suck, but I don't think there's anything we can do about that in a set where the included stealth power isn't just a perk, but a necessity. -
I think the big issue with Energy Aura is that it is armor plating over tissue paper.
It provides some good defense values... and nothing else. The Resistance Values you can get out of the auto powers is meaningless. The only utility powers the set provides are Stealth (often considered counter-productive to Brute game play, and yet needed to enhance your defense...) and Endurance Management. While the basically unlimited blue bar is nice, Energy Drain and Conserve Power don't add much to keeping your Green Bar intact.
(Yes, a heal was added to Energy Drain. No, it doesn't really make a difference until you actually achieve the soft cap)
This doesn't even go into the wasteful powers... the end result is that to GET the proper amount of protection, this set needs to run 4 toggles, where most other sets use 3.
If you want a defense-based character, Super Reflexes provides far more coverage, and has actually useful utility powers. If you want unlimited Endurance, Electric Armor is a far better choice, providing actual protection from Endurance Drain as well as essentially unlimited endurance.
I have seen the set played and working great... but it requires a lot of time, effort, and significant IO investment. For that last reason alone, the set should really get another look at and overhaul... -
Quote:This suggestion has been shot down several times in the past. It's a limit of the game engine - to implement this, they would need to remap every single zone, and every single instance to compensate for characters being able to walk up vertical surfaces. Furthermore, as I understand it, the end result would take more processing power to handle. This is also why we don't have a 'wall-crawling' ability.I'd love to see Superspeed get a Z-axis movement effect. Maybe a Tier 5 auto power, so you can run up the sides of walls and buildings.
So as nifty and as iconic as this would be... best to ask for something we have a chance (however slim) of getting... -
Not a numbers guy, here... I have no real god idea of how large a buff could be accepted in a Power Pool for a 'Temporary Defense Boost' power. At a guess, we couldn't expect more than 15% after full defense enhancement. And that if they make sure the power isn't able to be made Permanent.
Just a guess, though. I may, once again, be making things too powerful, considering how potent Defense is in the game as it is... -
Quote:Wait...you mean...So, if you are slotting pet damage IO's that include end reduction the ember demon heals and many of the demon prince attacks (shiver, his slow aura, his hold) will not be affected by the end red in those enhancements (or the accuracy) because they are not damaging attack powers. Obviously, since some folks have pointed out that they are actually slotting plain end-red enhancments this is not the cause of all the pet end problems, but it might be causing some of them.
...
Well... fudge. Back to the drawing board on my Demon Summoner. I was really counting on the pet sets to keep the endurance issues under control... but if these sets don't actually DO that for the Prince or the Ember Demon, I need to rework things.
Are we sure this is WAI? Seems like this might be an oversight in the set... -
Call Mr. G, and after some dialogue, the next mission will open. The door to it will be Underground, and shouldn't be far away from where you exit the last mission from.
This is usually good, unless you were like me, and found yourself in need of leveling & selling after the first part... -
Quick Rundown of the secondaries:
Dark - Excellent source of controls and debuffs. Includes its own pet (uncontrollable) that acts as its own Dark Miasma wielder. The downside to the set is that several powers were nerfed on the Mastermind version, so if you are used to the Defender or Corruptor versions, you are in for several nasty shocks. Healing your pets may also be an issue - fortunantly, the Ember Demon is good for helping out with that.
Force Fields - Good for +Def and knocking things around. It also provides mez protection in the Dispersion Bubble. The down side is in constantly reapplying the buffs, and that... it has nothing else. Defense and Knockback, and that's it. Good for tanking, not so much for anything else.
Pain Domination - Excellent source of healing, with some powerful buffs as well. It also provides a single PBAoE debuff, that you will be using a lot. Downsides are that it is a very reactive set, and one that, in my experience, means you have to concentrait more on keeping your pets alive than buffing or debuffing. (Or using the attacks, on a Demon Summoner) That may just be me, though.
Poison - Excellent source of Single Target debuffs. Not so good at AoE debuffs. This is an absolute killer on the single hard targets, but you don't have many options when faced with large groups of enemies.
Storm Summoning - Nice selection of debuffs and some ally buffs as well. Doesn't mesh as well as Dark, but not bad at all. However, it is very easy to screw things up with one if its keay powers (Hurricane), so you need to learn how to use it well before trying to team with it...
Thermal Radiation - Well Balanced set that provides a bit of everything. The Shields will help you a lot but you've got to keep reapplying them every 4 minutes. The only other drawback is that its debuffs only come very late. Still, if you can stand the buffing chore, then Thermal is an excellent set.
Traps - An excellent set that revolves around using other devises to provide buffs or debuffs. The only drawback here is how long it can take to set some traps up, and the lack of a direct heal. Still, this is an excellent set to accompany any primary.
Trick Arrow - Various tricks delivered at range by a pointy stick. Very action oriented set, as you've end up constantly debuffing. Also, the set again lacks a heal, and has a power that tends to play havok with your pets' AI. I've seen the set played well, but in general, there are better sets to use...
All this is just my own opinion, of course.