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Quote:First, while the concept of 'Mastering' a pool is nice, and even ideal, I don't think the Devs would be willing to go to the work of adding a whole new tier to the Power Pools. Adding a second Tier 2 power is far more likely.@OneWhoBinds, I set them as Tier 5 to make it powers that made you feel like you really mastered the powerpool. I really like the idea for the Fighting Pool. Simple yet fits the concept of the pool, and its unique, and useful. Your idea for the leaping set seems a little 2 weak for my tastes. Feels like its hand clap with different animation. I think it should fit the appeal of being a tier 5 pool. I could see another way of breaking someone's spirit would be maybe a de-toggle effect. A power that de-toggles enemies would be awesome. The 20 second duration on the Speed one I dont like to much, But changing it so it only affects Ranged and Melee does make sense. And I could see Inspire Confidence being in either the presence or Leadership Pools.
The Meteor Dive idea is, I admit, weakened. But I really doubt the Devs would go for an AoE attack in a power pool. An AoE Knockdown/Possible Mez is, in all honesty, still probably too powerful. But this is what I think the Leaping set is missing - I've seen this kind of move pulled several times in various comics, and it is something the can replicate in the game. And for the record, I was thinking more of the effects of Fault, rather than Hand Clap. Knockdown, instead of Knockback.
De-toggling is an idea... but useless if fighting something without toggles.
Making the Multiple Images buff a Passive or a Toggle would again, be overpowered. Making it a short term Melee and Ranged defense Boost is more likely to be accepted.
Still, would be nice to see some of these... -
Alas, until that mystical day when the devs will allow us to manually switch our Pet AI to preferring Melee, or preferring Range, I doubt we'll see much improvement. Right now, all the MM pets use the same AI. They finally tweak it so that the melee-oriented pets actually will engage in melee on their own... and now the Ranged oriented pets refuse to stay at range.
Note to the Devs... one AI can't cover all the pets!
Now, just to hope that this isn't an impossible situation... -
Quote:Tell me about it. Take the Tips missions for Rogue vs. Villain. Often, it the choice of being smart, and choosing to maximize you personal benefits (Rogue), or being a destructive moron, throwing death and destruction around just because... (Villain.)Of course this is based on the rather silly and narrow view that all villains are short-sighted, selfish idiots who only think in the very short term, but then much of the City of Villains background is based on that assumption.
The latter doesn't sound like a villain to me. Just a psychotic thug that wouldn't amount to much in normal situations... -
Good evening.
Recently, I participated in a team working our way through Nova Praetoria and Imperial City.
It started out fine. PPD, Clockwork, Resistance, Syndicate... all were summarily defeated without much issue (save for a couple of occasions where the team got split.)
Then we fought the Ghouls. And promptly got curb-stomped.
We figured it was just a luck of the draw thing. The RNG hating all of us or liking the ghouls that time. A fluke. We regathered, psyched ourselves up, and went back in.
We died faster the second time.
We finally managed to get the first group down on the third try. The next group wiped us out with little effort.
That was the point we started losing people. After two more spectacular failures to move beyond the first area, we were down to 3 people, and the leader decided to go to a different mission (one without Ghouls in it...)
In retrospect, I can understand the issue. We approached the ghouls like they were everything else, had one person (a brute in this case) trying to hold the agro, while everyone else hit the group with everything they had.
Only, every time a ghoul dies, the ghouls around it get healed up. AoE attacks were basically counter productive, as one falls, and the rest go back to nearly full (if not all the way to full.)
So, has anyone worked out a good way to deal with Ghouls in a group? -
I like the concept - it really appeals to me to have an additional power. Not sure if it should be another tier, though - it would probably end up being like the 5th powers in the Epic pools, an additional tier 2.
Still, some of these ideas have merit...
My suggested changes:
Fighting
- Mettle = Passive: a 10% boost to the characters HP.
Flight and Concealment both work.
Leaping
- Meteor Dive = Click: A teleport attack, with an animation of the character leaping upward, and then coming down at the target location. Does no damage, but does Knockdown (and maybe a Mag 2 stun?) to anything in a 15ft radius.
Presence
- Spirit Breaker = Click: A single target Damage and Recharge debuff. (At least, that's the best way I can figure to represent breaking an enemies fighting spirit...)
Medicine
- Booster Shot = Click: Single Ally +Regen, +Recovery buff. Also provides some protection from Regen and Recovery Debuffs. All effects last 60 seconds.
Speed
The idea is sound. Have it be a short durration (20 seconds at the most), and it onle affects Melee and Ranged positions.
Teleport
Bah! I don't think it would be game breaking to combine the two effects! And it would certainly make Teleporting more attractive to me...
Leadership
Put the Inspire Confidence buff here. I think it fits better...
Just my thoughts. -
I just wish the view would default to Most Recent again, rather than Closest to Completion.
Is there any way to change that? -
Quote:Nah... make it somewhat challenging! That's too easy.Eh... Make them all unlock with a Praetorian Explorer badge.
Which one? All of them. Get one Explorer badge, get all the unlocks from Praetoria. That way you keep the "New pieces" in the hands of players who bought Going Rogue as an added benefit (above and beyond the current costume unlocks)
-Rachel-
Unlock them with Viva Praetoria.
That's something someone has to put some effort into, without going to the insane extremes other costume pieces require. -
I've never found the single target damage output in Elec/ bad... oh, wait. Unless you are actually only using the single target attacks in your attack chain?
Electrical Melee has a fine single target attack chain... that happens to do some AoE damage. Do not hesitate to use Jacobs Ladder or Thunder Strike against a single opponent. You should find that sufficient for your needs. Of course, if there ARE other targets around, shifting position a bit to include them would be wise...
This combination is all about Endurance Sapping. Enemies with no endurance have a very hard time hurting you - or anyone else. Yes, fighting enemies with Energy Resistance can be frustrating... but its nothing you can't handle.
In the later parts of the game, try to work some defense into your build - 20% or so to all positions does wonders for your survival. Tough will also be a major help. -
Quote:Because Disney, in an effort to be 'culture conscious' declared her one. She is officially a 'Disney Princess' - regardless of the details in her story that she was neither born one, nor married into royalty...Also, why do people keep calling Mulan a Princess? She wasn't even related to royalty.
Here's the Wiki, since I don't have the time to look for more: Disney Princess -
Quote:Well, after searching around, I found that the best non-mission way to get their badge was to travel along the scenic walkway in Imperial City, closest to Nova.Seers can be found on the rooftops of most buildings in all sections of Praetoria. Especially in Imperial City and Neutropolis.
Edit: Don't forget most buildings offer a stairwell access to the rooftops.
I regularly found them in groups of Three and Four, doing this, as well as lone Seers.
There are places in the Imperial Underground and Nuetropolis Underground where they seem to be everywhere... however, in the Underground, each one tends to teleport in large groups of PPD. When I find them in the 3 or 4 clusters in Imperial, they don't summon PPD, making it easier on me.
Overall, though, I would definitely recommend doing one of the missions where they actually appear, rather than trying to hunt them down outside... -_-; -
Here's a different question -
I managed to run through to level 19 in short order, and have begun backtracking for the badges I can still get. (Alas, I forgot about the morality badges... oh well...)
One enemy group that I've basically seen none of on my trip are the Seers. There is a badge associated with them, so where is a good place to find Seers? -
Quote:I use a mix of both approaches.I don't use Taunt on my Bots/Traps MM, but I've considered it several times. Rather than drop and pull to me, I tend to run forward and toe-drop, then push forward and redrop as fast as I can, to which end I am recharge intensive.
Dropping and pulling to me would be safer, but less satisfying.
Comes down to playstyle.
Most the time, I rush in, (perhaps sending in Seekers first to absorb the Alpha strike), and go to town with Web Grenades, Acid Mortars, and Trip Mines (occasionally using Poison Gas or Caltrops, if viable.)
But if I can't see what I will be facing, or I know I've got problematic and/or very tough enemies... Then I usually take the time to set up a killing field, before pulling with the Seekers and then watching the devastation... -
Well, again, I won't claim to be a master, but I'll take a crack at this:
Personal opinion here, but I think you need to slot more Endurance Reduction. A lot of your powers in /Thermal come with a hefty Endurance cost, and you will be casting some of those a lot. Especially with as much recharge as you built into this...
Crack Whip... Never found it worth six slotting any personal attacks on a Mastermind, not even a Demon Summoner. Sure, the +Recharge proc is nice, but I'm not sure it's worth it... (Okay, the 100% Recharge is nice, but it only lasts for 5 seconds, meaning it has overall a minimal impact. Since you can't guarantee it firing, and can't maintain it... is it really worth the effort?)
Ah! Finally, something I can say is a poor move! Don't waste slots enhancing your Demon's heals! This is for two reasons. First, it only applies to the Ember Demon, the Hellfire Gargoyle gets nothing from this. Second... Enhancing a pet's heal means the pet heals less.
I know, that sounds weird, but its true. Pets will only use their heal if they have a target that can be heal for the entire amount. If it heals for 100 hp, it won't use it on a target that is only hurt for 99. You will want the Ember Demon to be healing as often as it can... which means you have to leave it with its base heal. I'd fill those slots out with more pet sets, or (if you have to enhance a secondary effect) boosting resistance. Frankly, I think building up the killing machine of the Hellfire Gargoyle is better than building up the Ember Demon's support values... but that may just be me.
I personally put Gaussian's in Forge, but then again, I couldn't fit in Tactics in my build. I may change that...
Demon Prince... okay, two things. First, I am not sure of the value of enhancing the slows. I'm not sure it is worth it... but I haven't gotten him yet, so I admit I don't know. On the other hand, I do know that the Demon Prince uses a LOT of Endurance. You need much more Endurance Reduction in it. Also... Soulbound Allegiance might be a purple set, but I don't think it's worth the values. Especially that proc! Unless I'm reading this wrong, it has a 17% chance to give YOU, the Mastermind, a 5 second Build Up after you summon it? This is worth slotting it for? How many times do you expect to be resummoning your Prince in the middle of a battle?
I would personally have suggested working Hasten in earlier, but hey...
And there you go , taunting me with how superior Scorpion Shield is to Frozen Armor.... Darn it, and my insistence that my personal DS/Therm will never go Red Side...
Over all, I think you need to put in more Endurance Reduction (Especially in the Demon Prince), but otherwise I think it will work. I personally think you are missing out by not putting in at least one other personal attack - half the reason to play DS is the novelty of having a reason to take those attacks - but I admit that's immaterial.
In fact, I may incorporate some of this when I19 hits, and I get some space for new powers... Now to decide between Tactics, Assault, Thaw, and Power of the Phoenix... -
Quote:Okay, are you saying that's your normal slotting for all MM pets?This is the slotting I intend to use: (the normal pet slotting is my standard across all my MM's, the special slotting depends on which powerset it's from)
Pets: (any level 38+ is acceptable - but I do my planning with level 40's)
Blood Mandate: Accuracy
Blood Mandate: Damage
Blood Mandate: Accuracy/Damage
Brilliant Leadership: Accuracy
Brilliant Leadership: Damage
[6th slot is one of the 2 pet procs or a specific generic IO depending on the pet - with Bots for example tier 1 pets get a proc, tier 2 pets get a defense IO, tier 3 pet gets other proc]
I'm sorry, how do you use that on some of the pets without having them constantly run out of Endurance? I've found most Tier 2 and Tier 3 Henchmen need at least one SO worth of End Reduction to even function... Some, more than that.
If I'm misunderstanding you, then I apologize... -
Quote:As well as robes and long cloaks fit in with Super Heroes... they aren't going to include costume pieces that would interfere with animations for any power.A scythe could go with maybe katana? With the way one with have to hold it. I do understand that we have a lot of creepy looking costumes, but I would like an all over robe like the Grim reaper, or like how the Tsoo sorcerors has. Just want something to cover up the feet without having to use the long martial arts rob and then try kilts.
Heck, I already wish the devs had played closer attention when introducing Shields. I can't stand how some of the best looking shields constantly clip through the player when they are just running around.
As for a Scythe? Yeah, maybe we'll get a scythe when we finally get staff and spear combat sets... which are in the 'long way off if ever' category.
Now, I could easily see a sickle skin used for an Axe, though. -
...
Yeah...
Um...
You're skipping Impale? Really?
And... what is it with slotting Numina's Unique into Healing Flame? Move one slot from Healing Flame, put it in Health, and slot the unique there. That will ensure you always get its benefit.
Frankly, you need to work on your single target chain. Even a Farmer needs one - you'll come across single hard targets occasionally.
Also, this seems to be focused on using the Epic power Fireball. Nice concept, I'm not sure its worth the effort. Throw Spines, Spine Burst, and the Damage Auras will likely be more than enough for taking out most of a spawn. Ripper, Burn, and even Consume will probably handle the rest.
Honestly, you are planning on a lot of very expensive enhancements, yet all together make a character that looks very fragile to me. I'm not sure this character can survive long enough to be a successful Farmer.
Just my opinions, of course. -
Quote:Only marginally more useful than Time Bomb.With stamina being soon inherent and such, I was thinking about this power.
How crap is it?
Reading the description it sacrifices one henchman. Bots and zombies will blow up instantly, other pets will take seconds to activate. How does it work exactly?
Yes, with this you can set a pet to go to a specified location, and blow up (although Ninja/Thugs/Mercs will try to escape, they never can. Don't know about Demons...) However, the explosion's strength is based on the henchman used - and the tier 1 and 2 henchmen have some pretty pathetic booms. You only get an explosion greater than what Trip Mine is capable of, by sacrificing your tier 3 Henchman... which is usually not worth the trade off.
I've heard that some Bots/Traps MMs can make decent use out of it, sacrificing a nearly dead bot for extra damage. However, I still don't think its worth the power choice. There are other things of more value you can take.
For example, on my Bots/Traps, I've got the personal attacks (Photon Grenades are likely), Repair, Aid Self, or Vengeance that I could take. I think I will find any of those much more useful than Detonator. -
Quote:For the record, that is confirmed as Not Working As Intended, so we can expect to see the Burn Patch damage return to what we are used to with Bots, at some point...After level 32 Bots used to get a hefty boost in dmg due to missile swarm, but it was recently nerfed. Now their dmg is about average.
...when that point is, though, I have no clue. -
Quote:I agree.I guess I'm the opposite. I think the remaining slot limitation is what kind of makes this vaguely palatable instead of just a HUGE giveaway. Sure, I can pick up more powers, but I'm still going to face tough slotting choices. And I WANT to face tough slotting choices. Maybe I'm in the minority here?
Of course, there are still going to be tight build, and some tricky slotting. But over all, there are plenty of 'Nice to have, but no room in the build' powers in the game. And many of those are just fine with the base slot. Others are powers from primary/secondary sets that just had to be set aside to make room for other, more important powers - I know that being able to work Thaw and Power of the Phoenix into my DS/Thermal Master Mind will be nice. (Especially Thaw...)
I just hope that some of the early Paragon City and Rouge Isles content gets reworked to compensate for this change. Barring the Vahzilok - who I've always found a challenge, and they've already been made worse with the Diseased variations - most of the early content will probably be too easy now.
...
Of course, the Devs will need to see where changes need to be made, won't they? Guess we know what Issue 20 will be, then! (j/k) -
Quote:That would be nice! Maybe we can finally get that 'Swinging' set. Or...One other thought; if the Devs are really on the ball they will use this opportunity to add in a couple extra brand new power pools.
...
Actually, I can't think of any other kind of powers that would fit in a power pool off the top of my head... -
Quote:Okay... level 15 Brute.Level 15 now and got things slotted right now iwth IO is tricky find balance between def and end red though. And brawl how should I slot that?
Brawl doesn't cost any End to use. Slap an Accuracy or a Recharge in it, and forget about it. It's only there to keep your Fury going, you don't need it for damage.
I'm guessing you've put at least two extra slots in Kinetic and Power Shield. Those should get Defense - EA has nothing else going for it, especially early, so you need as much Defense as you can get; You should also have Entropy shield - leave that with its base slot, and stick an End Reduction in it. You never need to change that up.
As for your attacks, again - Accuracy and Endurance Reduction first and foremost. Recharge if you really need it. Don't slot for Damage, even now, Fury will be providing all the damage boost you need. Find a balance between these that works for you (Kinda depends on how many slots you've put in each power.)
That's really all I can suggest without seeing your build as it is. . -
Okay... what level are you?
Because if you find yourself constantly bottoming out on your Blue Bar, I suspect you need to slot Endurance Reduction into your ATTACK powers, more than into your Shields.
Ideally, you will eventually want at least 1 SO worth of End reduction in each shield. Before you can get them, however, you will need to use your judgment if End Reduction is worth more than the defense boost.
But, you need to slot your attacks for Accuracy and Endurance over everything else! Fury will take care of your damage, brawl can easily fill any holes, but hitting more often and using less Endurance to attack is what a low level Brute needs the most. -
Quote:Actually, if they are going to make them inherent, then Swift and Hurdle may be rolled into a single power - which would be nice.I think we will be able to. They'll likely unlock like Hover does for Peacebringers; at a set level and with a slot(Swift/Hurdle at 6th, Health at 14, Stamina at 20).
Man, I am going to need to rebuild every character I've got... and I'm an Altaholic!
Now... here's a curious thought... if they take one power pool away, will they be adding a new one in? -
Quote:Ah, I failed to explain correctly...It could be unstackable, but with 80% EndMod enhancement value that 50% EndDrain Resistance will become 90% Resistance, assuming it's enhanceable.
Okay, this is based on Mids, but it doesn't seem to be enhanceable, either, or change depending how many targets Consume hits. 1 target hit or 10, 0% End Mod or 80%, it grants 50% End Drain Resistance for 120 seconds.
You do need to hit one target for it to activate, but that's it.
As this holds true on Scrappers, Tankers, Brutes and even Dominators, I think that's how its supposed to work. Either that, or Mids really dropped the ball.
So, like I said, it should give you a chance to take out a single sapper before he completely drains your Endurance... but it's not going to allow you to ignore them. -
Quote:Er... everything I see says it grants 50% End drain resistance, unstackable, for 120 seconds. Which is still much better than nothing, but that isn't going to render sappers toothless. It should, on the other hand, give you a chance to take A Sapper out before he completely devastates you.Something to note, end mods in consume modify the end drain protection it grants. My consume has 80%ish end mod in it right now, and the power now says it grants 92%ish end drain protection. That sounds handy against carnie end drain, and anything that's heavier on actual end sappage than recovery debuffs (like the ranged sap from sappers).
If you end up against multiple Sappers, though... yeah, I think that's still the realm of Electric Armor, and some Defenders/Corruptors...