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Posts
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Quote:Defender damage is pretty competetive, of course it depends on what set you pick but its not that bad.I could have swore there was an unspoken arrangement where we don't ask Castle to look at defender secondaries and in exchange he doesn't "fix" them.
Defenders tend to attack with rubber bullets, but it's nice that there are a few hollow tips in there; if we use the few sets with hollow tips as a reason to request full metal jackets for the other sets it's more likely that he'll take all of our guns and give us Nerf.
On the other hand, fruit salad and Nerf sounds like a fun way to spend a Saturday.
We are definitely better at AoE then Single Target though, atleast my /AR is. I can wipe out minions and lieu's in a single onslaught, but then spend 3 times as long taking down a siingle boss. Well, especially if its a Malta Titan -
Actually drop the aid self/other, I don't want it that much and just silly with radiant aura.
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I haven't played Grav consistantly since the early days of the game, but thinking of starting one up again GR. The set holds a lot of sentimental feelings so will be nice to take it out for a spin again.
Previously I played as a Grav/Kin by the name of Kinetic Kat, so Kinetics is definitly out of the question. (Shame that back then no one appreciated Kinetics..until after I stopped playing it!)
Currently I'm torn between /Storm and /Rad, leaning more to /Rad because Peacemoon is already a Mind/Storm and not sure I can make another character with the constant steamy mist ring again
Also it would be more of a concept character, a scientist and inentor. I have no intention of minmaxing him. Aid Other/Self and Dimension Shift are both on the cards. He would probably be teamed with a Bots/Traps MM all the time come GR. (Robo wife, if anyone is interested in their concept)
My biggest question is over Choking Cloud as I've never used that power before. Think it will work for Gravy and help improve the overall control? -
I generally just listen to the ingame music. I actually enjoy the sounds of CoX, and the little tunes when you enter a new distract, like for example Steel Canyon, Talos or RWZ.
Otherwise I just listen to my usual gay stuff like Madonna, but I have to say I love the immersion factor of the game and find other music distracting. So apologies to Madge and the others, but they usually get muted after a short stint. ;-) -
How many of you have memorized the spawn points for most mission maps? Not because you have deliberately gone out of your way to do so, but because you have simply ran them so many times. You know that down certain corridors or in certain rooms nothing ever spawns and you stopped checking them for enemies long ago. You also watch other players with a certain degree of jealousy as they go investigating in said areas; resisting the urge to say "nothing ever spawns there" so they can remain blissfully unaware of the knowledge you have fortunately yet unfortunately acquired.
How many of you zone into a mission and because of the layout of the first few rooms know with a high degree of accuarcy where the lifts are and where the final room is? Personally I never used to suffer from this that much until I started tinkering with AE mission designer and began testing out the various random maps looking for the perfect first + final room. Yes to a perfectionist like me it can't just be any old sewer it has to be the right sewer!
I'm just trying to make sure I'm not too crazy or sad, or at least take comfort in the fact I'm not the only one who is. ;-) -
Quote:I'm liking this suggestions Emberly. Especially the 1st one about salvage in bases.Oh, ideas.
- Have base crafting tables automatically look through your base's storage for materials, and use them directly from there. Alternatively, have a single point of access that pulls from all storage racks.
- Ability to set up a button that turns on a bunch of toggles with one click.
- Less rooting when toggling up, some powers root, some don't, I can find no rhyme or reason to which ones do or do not root.
- A more selective respec system, that acts more like Mid's.
- Big Red Ball.
- Faster animations on powers. Powers that take more than, say, a second and a half to animate reworked to take less, rebalancing if needed. Powers that take longer to animate than they do to recharge are ridiculous (hello Barb Swipe). Recharge not starting until the animation is done is even worse.
- The ability to use a recipe to craft the associated IO at any level lower than the recipe's level, withing the limits of a recipe's range.
- Related to the last, the ability to actually set the level slider on random rolls so a roll at 33 gets me a level 33 random rare.
- Merits being account-wide.
- Markets merged, oh wait, yay!
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So whats the consensus on procs for hot feet? Do they have a chance to proc with every tick of damage or every 10 seconds? My bf is about to IO out hotfeet on his Fire/Therm and I had suggested going for armageddonsx5(incudling the proc) plus the obliteration proc.
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Quote:Agreed on all accounts.tl;dr - Defender (and Corruptor) true nukes should be made numerically equal.
I have a Kin/Elec/Power defender. PBU + Fulcrum + Short Circuit + Thunderous + Transference is great fun and respectably potent.
I have an Emp/Ice/Dark defender. Soul Drain + Ice Storm + Blizzard + Dark Consumption is great fun and mind blowing blaster devastation.
Having played Ice Blast for a bit now, I believe it is totally reasonable to either increase the damage of all the true nukes to Blaster level or the rain powers should be made to respect the AT mods.
I am not against defenders and corruptors having the same type of nuking power as blasters, but I do not like that some do and some do not.
Either defender Blizzard is just plain wrong (probably) and needs to be reduced or defender Nova needs to be given the same punch.
Also my latest character, a FF/AR defender has had great fun with Full Auto tearing up spawns, especially coupled with repulsion bomb and flamethrower.
If it was down to me all Defender nukes would operate more like Rain of Arrows and Full Auto.
Wasn't aware that Blizzard did blaster damage.
This also raises a biger question about pseubo pets. Paragon Studios really needs to get their act together with them. Not only does ignite have blaster damage, but some corrupter skills have defender level buffs and debuffs. These need to be fixed and not routinely overlooked. -
FF is one of my favourite buffing sets. It gives the team great protection from all attacks and also offers protection to holds, stuns and immobalizes. Even better now that sleeps doesn't detoggle dispersion bubble. With IO sets its easy to soft cap ranged defence making you almost as tough as your allies. Repulsion bomb is also an amazing opener and never gets the credit it deserves. Force bubble makes the set great for herding, especially with PFF. Power Build Up allows you to "super shield" 3 people, or alternatively use it to boost your damage for a powerful AoE strike.
On top of all that, once you have buffed everyone on a team, you have 4 minutes to focus on your secondary. Which means even though FF doesn't bring any debuffs, a FF defender can concentrate on their own personal damage.
True FF does not bring any debuffs to the table, and that is its one weakness. However with the amount of protection it brings, I think its fair to give that role to one of the other 7 members of the team
Great, potent set and a real blast to play.
Afraid I have no knowledge of Sonic -
I did it quite easily with my FF/AR but I would think it would be very hard with a Kin. What is your ranged set?
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Well it is a build that is very heavily focused on defence and resistance, but I would argue that its probably overkill considering Mind Control's power at locking things down. But, if thats what you are after then go for it!
For my personal opinion, I would have slotted Levitate, Dominate and Mesmerize for damage. Thunderstrikes can give you good +defence at the same time if thats what you are after. Also, none of the 3 mentioned above particularly need slotting for control, they are good with the default values. Damage is always valuable and always useful.
Even if you ignore my advice on that, try shaving off the 6th slot on some of the powers. In a few powers you have an overkill 6th slot which is only giving you toxic resistance as a set bonus. Lethargic response for example. -
Hey I did a quick build in Mids. If I was making a solo/team Empath I would focus on ranged defence (keeps you alive, and helps you solo much easier) and also recharge so that you can get your big buffs and blasts back faster. I incorporated stealth as I wasn't sure if you wanted it for concept.
I'm not a huge fan of Build 1 for Team, Build 2 for Solo, so I would actually stick to this kind of build if it was me.
1 note is that if you wanted more ranged defence at the cost of recharge, you can change the luck of the gamblers on Fort and Manouvers for the final enhancement for the 'Red Fortune' set, which would give you 2.5% more ranged def for 7.5% haste.
Usually I would do a basic build like this for my characters, and then as I level it tweek it around based on how I find it ingame. Using my vet respecs for adjustments
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(17), Posi-Acc/Dmg(17), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21)
Level 6: Swift -- Run-I(A)
Level 8: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Fortitude -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(33), P'Shift-EndMod(33)
Level 22: Short Circuit -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-EndMod(36)
Level 24: Clear Mind -- Range-I(A)
Level 26: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx(50)
Level 28: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 30: Aim -- RechRdx-I(A), AdjTgt-Rchg(39), AdjTgt-ToHit/Rchg(39)
Level 32: Adrenalin Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(42), BldM'dt-Acc/EndRdx(42), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(46)
Level 41: Power Build Up -- RechRdx-I(A), AdjTgt-Rchg(46), AdjTgt-ToHit/Rchg(46)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 20.8% Defense(Ranged)
- 10.2% Defense(AoE)
- 1.8% Max End
- 2.5% Enhancement(Held)
- 16% Enhancement(Heal)
- 61.3% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 18% FlySpeed
- 19.1 HP (1.88%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.2%
- MezResist(Immobilize) 4.4%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 8.8%
- 9.5% (0.16 End/sec) Recovery
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 3.13% Resistance(Toxic)
- 18% RunSpeed
With manouvers and stealth activated that comes to 32.2% ranged def (slightly less if you break stealth, but in teams Empathy powers will never break it) and 61.3% haste.
If you get rid of the luck of the gamblers in fort and manouvers, that comes out as 37.1%, but your haste goes down to 46%. There is room in the build to tinker as well, regeneration aura could easily be gutted to move slots elsewhere or to choose a different power all together.
Aim + Power Build Up (PBU) would be a fun combo, and I think PBU is great for buff heavy sets. Since when activated it makes Fortitude a +38% defence buff, instead of its usual 24%. Also PBU has a lovely dual function of being a great buffing tool in teams, and a great increased damage buff while solo. Plus while active it increases the defence on manouvers and stealth, making you tougher while you do that high damage volley. -
I'm so jealous of the signature characters costume parts, especially Maelstrom's gun holsters!
Loved the video, but I had to laugh at Ghost Falcon's line: "With Demon Summoning you have the ability to.. summon... demons..." I lol'd. No offence Falcon, you seem like a great guy ;-) -
Tankers are the only AT which have a higher cap on the amount of enemies that can attack them at once. Don't know what the number is, but I know its higher then everyone else. :-)
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Quote:I'm not disagreeing with you entirely Sam. I agree with the notion that respecs shouldn't be this once-in-a-lifetime reward like how Jack first perceived them. Having said that for the other part of your argument you are essentially comparing a Trial which is a specific mission that is intentionally designed so that it can be failed, to a Story Arc which for all intents and purposes cannot be outright failed.I can't fail my story arcs, yet they give me Merits just the same. By that logic, the game should just give me the merits. In fact, it should be giving me Merits all the time, because I could be doing Story arcs which I cannot fail, so why bother do them, anyway? No pun intended, but I fail to see when "Can you succeed?" became the determining factor. It may be uncommon game design, but most things in City of Heroes you not only CAN, but WILL succeed at. You might just take longer to do so, and it may be more difficult to achieve, but rather very few things actually outright FAIL.
I'm not saying that the Respec Trial should be boring. Far from it. But by the same token, the Respec Trial is exactly the WRONG place to be looking for challenge, as many people have over the ages. There was a time when Jack believed that Respecs were this HUGE, once-in-a-lifetime reward, and they had to be safeguarded and secured because you were not supposed to be altering your character. I believe he thought it cheapened the game somehow. He's the same guy who believed that giving players access to real numbers cheapened the game, too. I like to think we've moved past Jack's patronising attitude towards his players.
Make it more fun, by all means. Redesign it if you have to. Why not? Never liked that Sky Raider hunt anyway. But let's try and not go the route of recent content in trying to make ever more pressing challenges. This isn't the place for them. And can we get an actual ramp up to the Reactor Complex, please? I'm tired of climbing pipes and shipping containers.
Actually it has made me think, the problem with this respec trial is it is a trial which is designed to minimize the chance of it being failed. What we end up with is no challenge and a very boring 30 minute wait tagged onto the end.
The solution for this is simple but it depends what the devs want to achieve. Either keep it as a trial and make it a proper trial so that it can be failed and also have a substantial increase in reward merits in order to attract more people, or simply turn it into a Task Force (kind of like what was suggested earlier) and remove the potential to fail it. You could easily do this without the destructable object. Just have a bunch of Sky Raiders in the core room which you have to clear out. No defending an object. You could even have that AV from the Faultline story arc make an appearance. -
Quote:Gotta agree. Some of my favourite villain groups are not the kind to just stand on a street corner biding their time.As Iron pointed out, no real problem with the Council/5th Modus Operandi. Stealthy to the Target Area, sure. But then it gets lit up like the 4th of July.
I do, however, also HATE the 'on the street' prescence of Malta and Knives. They should, if nothing else, be confined to spawning in cover/shadows/behind things. NOT out in broad daylight.
Council and 5th, fine. They have their recruitment drives, intimidation acts, fighting between each other and general 'We are Here!' street prescence. That works. CoT works too; the ancient mages are just too damn arrogant for their own good. And who's going to argue other than a cape when you have an elven foot flaming Behemoth backing you up?
But if I had any say in it, you'd really have to hunt in corners and dark places to find the Knives and Malta. Oh, and Crey would only be doing shady things in backalleys, too. So much for the corporate front...
The biggest offender in my opinion has got to be my favourite villain group, Crey Industries. HUGE WASTE.
Okay, they are an old faction which predates pretty much everything, but if you read their stories they are meant to be good guys, atleast publically. Its only behind the scenes and where no one is looking that they reveal their true nature, but you can never expose that because of their "army of lawyers" and the deniability of a small section of a huge company.
Public Image vs Private Image.
Remember Paragon Protectors are meant to be Heroes, at least to the public. You should see them on the streets as allies fighting criminals. "Oh, isn't Crey so wonderful!" No one needs to mention the Reverent Hero Project ;-)
We could use some more Crey building also, with their security guards around them. That would be cool.
I think we can file this under "old zone renovation" which, while a wonderful dream, will never happen unfortunately. -
Quote:Illusion/Empathy is probably the best spec for this playstyle. Your heals are slightly weaker and you get powers slightly later, but you will fit the role you are trying to achieve much better.Then which secondary would you suggest to be the most supportive? I really don't care for any sort of solo capabilities or damage output, as I am making this character strictly for grouping and support.
If you play Defender, you really need to crack out the damage and the AoE's. -
I've read the replies and yes, I can agree that a respec trial should not be really difficult. However I still can't agree that it should therefore be accepted that it has to be boring. They are not the same thing. This is really bad game design. I shouldn't finish the trial thinking "That was so boring I'm glad its over with." When this games whole purpose is meant to be entertainment.
Also I would like to turn the argument on its head. If the respec trial should be incredibly easy, verging on impossible to fail; then why not simply remove it instead of forcing people to jump through hoops. Surely if there is no way to fail the trial, then in principle it is serving no purpose. I am not suggesting this should actually happen, I'm just trying to make a point about what purpose its actually designed to fill. Rich people buy respecs off of Wentworths, poor people sit through 90 minutes of boredom?
Also the two examples of poeple who failed it are (seemingly) from small teams of 3 or 4. Now I thought to do the trial you had to be a full group, which makes it much easier actually because there is less emphasis on individual people.
Final thought, if you improved the rewards and made it less tedious, you would encourage more players to help out, thereby making it easier for Average Joe to get it down. -
Quote:I'm sorry this point is completely invalid.As boring as I find most respec runs, this is a point that too many folks are missing. If the respec trial is made hard enough to be a challenge for normal players, then it becomes impossible or near enough for a team of people who may actually really need that respec.
2 Things:
First, the respec trial is tedious and boring. This has nothing to do with difficulty. I would much rather a constant stream of enemies to fight even if they were -2 or -3; rather than a 3 minute gap between waves that leaves us literally wasting our time for 30 minutes. At least we would have something to keep us entertained.
Second, no one is advocating a difficult trial. Make it as difficult as a Citidel for all I care. Even the worst teams can handle +0 x8.
So this whole counter argument that "Oh no, think of the badly specced people who otherwise wouldn't be able to obtain respecs" really does not have a leg to stand on. -
We all know why, the reactor room is slow, boringly easy and hardest part of the "challenge" is trying to stay awake.
It never used to be this way, once upon a time trying to protect the reactor was an actual feat worthy of the accolade it rewards.
Now it is a pure embarressment.
Expect another complaint next month when I eventually get enough willpower to put myself through the Rikti version. -
I don't hide because I like people to be able to contact me. Sometimes a random tell out of the blue asking if you want to do a TF or join a team is a nice thing, and I might go for it even if I wasn't seeking anything beforehand.
If I can make a serious point though, CoX strikes me as a game where sections of the community are light years apart in their knowledge, partly because the game itself is not very good at explaining itself and thus people have to research it themselves or be lucky to find a helpful player willing to explain. Due to this we have a large section of the playerbase which is ignorant to a lot of the mechanics. (Defence, Resist, Accuarcy, ToHit, Control, IO Set bonuses, etc).
We also have a smaller section of the community comprised of veterens who know how these mechanics work and how to make the most of them. Yes this happens for most games to varying degrees, but I think because of the unique mechanics of CoX it is more applicable here.
In other games, a healer is a healer is a healer. They might heal slightly differently, and knowing their strengths might give you a small advantage, but in essence they are all healers and fulfill identical roles.
In CoX, one Defender might vary hugely compared to another Defender. Dark Miasma vs Force Fields? Empathy vs Storm Summoning? Kinetics vs Trick Arrow? It is difficult to put a succinct title on all the different options available to a Defender. Buff/Debuffer is probably the best I've seen, but not widely used ingame.
Don't get me wrong, this is a huge reason why I think the game is so great, but it is also a strong reason to be more tolerent of the large section of the community who might not have the knowledge to immediately identify what these sets do. Unfortunately though, many veterens I think don't have time for this, and sometimes it frustrates me too (see previous rants), but if we shut our doors and windows and only team with people from our global channels then we are doing this community a huge disservice. Just my 2 inf. -
Assault Rifle has a Sniper Rifle weapon don't forget, I use it for one of my characters. Burst, Slug, Buckshot, Beanbag, Snipe and Full Auto could all be used without breaking the concept. Personally my character uses a special customized sniper rifle however, which allows them access to flamethrower and ignite :P
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Quote:Try a Dual Pistols or Assault Rifle Blaster with Devices as a secondary. Devices will give you a cloaking device that lets you stealth. If you pick Assault Rifle you get a snipe attack, as well as access to the sniper rifle.I like the stalker powersets and all, but the one thing I don't understand is why doesn't stalkers have any long range power-set, like throwing daggers, assault rifles, or a hand guns. I know they sneak up and kill there enemies, but a real assassin or field operative that CIA would use in terms. Would at least have some type of long range tactic to take out its' target; wouldn't you think so!
Only problem is its a hero, and I see you are COV4LIFE ;-) -
I would be happy if they made phased targets untargetable. The biggest issue is people wasting their time, cooldowns and endurance. This would solve it.
(Think of how freakshow are untargetable when they rezz) -
Quote:This is my train of thought as well really. That is the problem with Defender vs Controller debates, its hard to get a fair comparison.I should do the math, but the number of controller combos that are NOT fire/kin are staggering. A handful of those combos might be "top" DPS builds, and usually in very specific circumstances (Ill/Cold vs AVs for example). They range from low to moderate+ damage builds. I don't disagree that fire/kins do very good damage, but lets not infer that all controllers do very good damage.
I am not opposed to some sort of buff for Defenders, preferably something to make them more unique. But you can't compare all defenders to one outlier controller for damage. You might was well suggest that no one should play any controller other an a fire/kin since it's clearly superior.
Most Controller damage is not really that staggering. I have a Defender who is specialised in AoE damage, and does far more damage then most controllers I team with. Fire Control and to an extent, Illusion Control, are both outliers.