PleaseRecycle

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  1. Quote:
    Originally Posted by Reppu View Post
    Yes. As unfortunate as it is, they're never going to nerf Titan Weapons or Street Justice. Our only alternative is to push toward that as, the unfortunate, new balance point. At the very least 'competitive'.

    When you have a power creep, the level of 'average' shifts. A set like Katana, which use to be considered Good to Great, fell to Average. This? Is a problem, but you can't fix it easily. Do you nerf Titan Weapons and Street Justice? Do you buff EVERYTHING else?
    Katana may perhaps have "fallen to average" in the esteem of some players, or even many players for all I know, but it still does everything that it ever has. It still has strong ST damage and excellent AOE plus a powerful defense buff as well as tons of -def which allows you to slot as many Achilles heels as you want. I can't stop you from regarding that as bad but I can deem you to be wrong.

    I was pretty worried that street justice and particularly titan weapons were too strong. Titan weapons probably is too strong. My concerns have mostly been allayed by reality: where's the overwhelming TW majority? It lasted for the same amount of time that any new set craze does and now we're back to the status quo: most brutes are SS, TW is in there with "the rest." Does it matter if it's unbalanced if it isn't overrepresented?

    Since we're on the subject, I feel that there are two major factors limiting the use of TW. The first is that it is conceptually very narrow. How many CoH players knew they wanted to make a character with a comically oversized hammer before that option was made available to them? The second issue is that the momentum mechanic is kind of annoying in my opinion. In reality it is the set's strength: even the slow versions of the attacks are very good, with momentum the set is ridiculous. In spite of that, it feels to me roughly equivalent to a set where I had no choice but to redraw every other attack. Assuming I'm even right about these flaws, does that mean it's fine that the set is numerically broken? That's a question that datamining can answer.
    Quote:
    If Paragon wants to sell sets, with the power creep THEY made, they need to acknowledge that. Staff Fighting, even if it's design was to be average, it fails to keep up with core melee set design. It's not offering a single powerful attack.

    A set like Mace is Heavy AoE, with Average ST, and then has Clobber as a 'carry power'. We can compare Staff to this.

    Staff has Heavy AoE, Average ST... and then no Clobber. What does it get? Some secondary effects that are kind of 'there'? It's Fire Blast Syndrome. Secondary Effects are rarely worth damage.

    So, what do you do? What would YOU do?
    One of the features of modern sets that you skirted around is their versatility. Mace does decent damage with an essentially random array of control effects attached. That was one of the initial design strategies. Another set that was created using the same principle is martial arts. Martial arts may have been worse than mace, but over the years it has been buffed to the point where that could no longer be called the goal of its design. Now it is a high end single target set with good AOE (cool kid ATs only, sorry stalkers) and control that you can take your pick of and usually rely on.

    Speaking of reliable secondary effects, let's look at katana and TW again. "TW makes katana look like junk," you may say, "it even appropriates its previously special trick of having a defense buff!" Yes and no. Defensive sweep is less plausible to fit into a good attack chain than divine avalanche. It has abysmal DPA if you use it to build momentum, but if you use it when you have momentum you're basically wasting a big chunk of your momentum. It is not desirable. Assuming the GC-GD-GC-SD chain, just replace one of the GCs with DA: the chain is fine, no annoyance incurred. More tellingly, though, DS simply has a much smaller defense buff than DA does. What that says to me is that the devs actually spent quite a bit of time working on the balance of a set that raised the eyebrows of many, myself included, with respect to the fact that it was pay-for.

    Now, take staff. Does it have a "heavy hitter?" That depends on what you mean. Sky splitter hits plenty hard, but it does so relatively slowly. It's comparable to eviscerate. Rather than being a cone it has a slew of potential other effects tied to it. A good trade? I don't think it can be considered a trade. The set already contains a very good cone and pbaoe, plus a defensive cone that's closer to DA than it is to DS in terms of real utility.

    The trade, if there is one, is losing build up in exchange for the forms. That's a trade I'd make any day of the week: I know how to get more damage on my scrappers. Starts with M, ends with usculature. The forms seem tailor-made to shore up the same kind of weaknesses as the alpha slot. You may be tempted to cry foul here; if you can build sets with BU to be fine with musculature, staff gains nothing at all! I don't think that's true.

    First I will note that once you factor in the up-time and the animation time, BU isn't actually that much better than just running assault. At the high end the tohit bonus is its more unique trick, yet as we know that is often extraneous. For evidence that the devs agree, see recent sets: SJ an TW both get BUs that have token nerfs to their damage buff in exchange for something much more useful than that. Even if you like BU though, what are you getting instead?

    Quite a lot! You have, at any time, the option of choosing an assault-style damage buff, a quickness-style recharge buff or far and away the most powerful, a global endurance discount. That effect is huge. It's huge while leveling, but it can also be huge at the high end depending on what you choose to do with it. The thing to note is that the level 3 buff is basically as powerful as cardiac or vigor. Try and sneeze at that.

    Of course, those buffs aren't perma, are they. You cash them in by using one of the key powers in your single target chain or your best aoe. Again, yes and no. You only cash in your perfection if you're already at level 3. If you're already at level 3 then not only do those key powers benefit from the level 3 buff, they also gain additional damage and additional buffs or debuffs. If you're any lower they themselves build perfection and you can then fire the finisher that you hadn't just used as a builder, or you can continue with your chain and enjoy the full strength buff for its duration. That right there is staff's best trick and it is completely opaque unless you dig through the guts of the powers. It has versatility unlike any previous melee set in the game in a way that unfortunately means most people will probably never really understand it.

    tl;dr: TW is overrated, staff is destined to forever be underrated. Those in the know will find a lot to like about it.
  2. PleaseRecycle

    Staff 'n stuff

    I have a SJ/Regen brute. As I've said elsewhere, I think regen just works a lot better for brutes than for scrappers. A majority of your defensive powers are more effective and the HP buffer is really nice in the first place if you plan to layer on defense and resistance. Redraw bugs the heck out of me and I would be hesitant to go staff/regen, but I think if you were planning on a high end build the closer you got it to finished the less redraw you'd face. Depending on the circumstances, sometimes with regen you can have the redraw occur before you actually start a fight, as with MoG, IH and occasionally DP. If the concept appeals to you you might as well give it a shot.
  3. Well I think the most obvious way to meet this demand would be the Backwards Pistol blast set. If you think DP's animations are wild, you should see the tier 9 here. Thumbs on the triggers, baby!
  4. Oooh, awesome idea using the thumb button for travel. I used to bind that to miscellaneous stuff but eventually stopped because I never used the stuff in the first place so a shortcut was unnecessary. For a while there I exclusively used ninja run on all characters but now I've started taking fly when possible for its occasional high level utility. My only problem has been that I don't have space in my normal power tray configuration for easy access to it - problem solved!
  5. The problem with that, Aett, is that dark control itself is already the ultimate sand-looking set. Shadow field colored beige looks pretty stunning. Not that earth/dark would be bad for a desert-themed character but it wouldn't be my first pick.

    I have to agree that earth/storm is pretty much the coolest earth combination. To post in the vein of that other recent thread, this pairing is what I think of when I think "controller." I suppose this is less true than it once was, but one of the things about it is that everything you do has an immediate and obvious graphical impact compared to most other controller combos. Stalagmites in particular is deeply satisfying to me. Compare that to flashfire or heart of darkness and they don't look so great.
  6. Quote:
    Originally Posted by RevolverMike View Post
    I also find it strange that so many people take CJ as I would never take it. it turns off ninja run.
    I like my increased mobility. The only time sprint/ninja run is off is during battles like in BAF where there isnt much movement. Also, and im sure the numbers arent the same across AT's, but Maneuvers gives more defense than CJ. Yes, more End cost to it but I'm someone who gives every single toon Numina, Miracle, and P Shift procs. Which im sure isnt standard across the player base.
    First step upon creating a character: /bind c "powexecname Ninja Run$$powexecname Combat Jumping"

    I can't even use either power at level one but I respect the primacy of their eventual roles in my builds. If you just keep ninja run on all the time not only do you waste a huge amount of endurance, you have severely reduced combat mobility compared to switching to CJ due to the four second suppression upon attacking. I'm not saying it's impossible to make that workable, but life is a heck of a lot easier when you have both. The above bind has made switching between them such second nature to me that I don't even think about it. If I'm attacking anything I'm running CJ, if I am moving rapidly I'm running NR. Works like a charm.
  7. Look at it this way: if you have perma chrono shift, you have at least 220% global recharge already. At that point two slots for another 5% seemed a little silly to me. The main thing I'd have gained from more doctored wounds would be ED capped heal slotting, but I just never need it. The last time I died was when I was out of position, as it were, pulling the AVs on ITF mission three a while back, an ITF I tanked, and healing wouldn't have helped. As far as the recovery aspect goes, same deal. I don't start losing endurance unless I'm going absolutely guano on a severely tough AV, and they typically die before I need to do anything to mitigate it. That's on a troller with musculature and no other incarnate powers yet.
  8. The +15 endurance is not affected by enhancements or buffs, but the +30% recovery for 30 seconds is. I do not recommend slotting it for endmod, that's a pretty lame buff considering that even when you have chrono shift perma it's only up a third of the time. Think of those elements as a bonus and slot it for recharge and heal to taste. On my dark/time I three slotted it with the doctored wounds heal/rech, recharge, and heal/end/rech: boosted to +5 this gives ED capped recharge and a decent amount of healing. I didn't really see any reason to use more slots than that, the main thing is getting it permanent for the recharge bonus.
  9. A grand total of one of my characters, ever, has lacked CJ and coincidentally it was the first character I made, which has survived deletion due primarily to nostalgia. Weave is a great power but not an automatic selection for me. I suppose I do virtually always take it on melees and about half the time on other characters but each time I analyse whether it's worth the tradeoffs. Surprise, it still is.

    Leadership is far iffier for me. I like to have that on support characters but it can be difficult to justify the EPS of maneuvers, let alone assault or tactics, for a meleer. Assault can't even be a set mule, tactics is a decent mule but if you slot it with rectified reticle it's too crappy to use and if you use GSFC it's very slot-expensive, and vengeance is nice but far from essential. Hasten receives treatment similar to leadership: there are builds that don't work without it, but half the time I find that I can achieve the recharge I want by getting perma-hasten global recharge and then skipping hasten itself. Why not? At that point it's just a waste of endurance.
  10. I agree that dominate really benefits from some hold slotting, but conversely to Trilby I feel that five slots of damage slotting, as you have done already, plus one slot of hold is perfect for it. I'd salvage that slot from stamina: endmod/acc is some pretty thin gruel in a passive and the recovery bonus you get from four slotting performance shifter is deceptively tiny. Really your best bet is one or two common 50 endmods and the PS proc if you want it.

    For the most part the build looks great! One thing I would consider is coercive persuasion in aura of confusion rather than malaise's illusions, but of course that requires taking the slot out of confuse and putting it there. I suppose that's down to how you use those powers, in general I found myself with plenty of leeway to confuse things with a simple acc/rech/confuse in confuse itself and the full coercive set in aura when I wanted it to hit the fan. The extra recharge is nice but the extra ranged defense was really nice. One thing to consider is that the coercive proc only lasts for ten seconds or possibly less, so it does let you "critical control" a boss but for super short durations. Aura is already shorter duration and since it hits so many targets it is virtually guaranteed to proc on an entire spawn, confusing all of the bosses for that initial burst.

    Oh, one more thing, I'd go eradication in psychic wail: you get a defense bonus for less than six slots, the other bonuses are nice, and the enhancement values are a lot better for a long recharge power than scirocco's.
  11. PleaseRecycle

    Staff 'n stuff

    It's already on City of Data! I don't know about you guys who wait for mids. If you work out your build now not only will you be ahead of the curve, you'll get to use a pen and a napkin, or perhaps some other form of paper if one can conceive of such a thing, to bring it all together.
  12. Luck of the gambler global, def/rech and def/end/rech plus a red fortune def/rech handily gets mind link to where it needs to be for both defense and recharge if you happen to have enhancement boosters for the three non-global pieces.
  13. PleaseRecycle

    Staff 'n stuff

    Actually one time Arcanaville demonstrated that the recharge on dark regeneration makes dark armor one of the clickiest melee sets if you actually used it every time it came up on a build with good recharge. I have no recollection of exactly when or where this happened so sadly I can't link. Fortunately most of the time dark armor doesn't need to lean quite that heavily on its heal.
  14. PleaseRecycle

    Staff 'n stuff

    Quote:
    Originally Posted by DreadShinobi View Post
    This attack chain got me 198 dps on my staff/da brute on beta w/ t4 reactive. While it may be the best of what Staff has to offer, it is still quite low. Obviously will be a bit higher for a scrapper, but it's still not going to be that great as far as ST dps goes.
    I dunno, it clearly isn't going to be a top tier ST set but I guess that doesn't really bother me given its quality AOE and the fact that the forms give you all kinds of other benefits other scrapper primaries don't even attempt to compete with. It's also a very low EPS primary even before considering form of the soul which should be refreshing coming off of titan weapons. Part of my excitement for it comes from the fact that it'll be the first damage aura scrapper I'll have made in over a year which has little to do with staff itself, but it does synergize very well with the resist sets in particular.
  15. PleaseRecycle

    Staff 'n stuff

    Yeah, but you missed innocuous strikes, a damage aura, and two forms! Though I'm not entirely sure what the point of form of the mind is.
  16. PleaseRecycle

    Staff 'n stuff

    Where is the raucous adulation? Where are the revelers hanging from their windows, party hats jauntily canted to one side? Do we have to wait until the day of to get some excitement going around here?

    It seems to me that the best chain is easily precise strike -> serpent's reach -> precise strike -> sky splitter. Am I missing some way to improve it via Achilles heels or FotGs delivered by mercurial or innocuous? I hope not, I'm digging the simplicity of that chain. Good soft control, good balance of perfection building and delivery, and once the second set of ATOs is out precise strike will be a freaking critical hit nightmare monstrosity.

    What to pair with it? I was torn between elec and dark but elec won the day when I worked out a build with near-perma hasten, 37% s/l and 27% e/n defense, and enough endurance coming out of its ears to be able to run a million toggles and not even exclusively live in form of the soul. Oooh, aaah.

    Come on everyone, catch the staff infection!
  17. PleaseRecycle

    Pure Genius

    For a while, relatively shortly after they added the physics system in the first place, if you took a power like hurricane and stood an appropriate distance from a mail box you would send an unthinkable torrent of letters at the nearby target of your choice. Shortly thereafter they drastically limited the rate at which you could produce physics objects. I miss that.
  18. Quote:
    Originally Posted by UberGuy View Post
    Hm, wait, did I misattribute that quote? I thought Neuronia posted that...

    Edit: I did. Sorry, dude, I think that was a multi-quote mishap. I was trying to respond to Neuronia.
    Ah, my mistake for not thinking of that. I just felt like I'd gone crazy for a moment, heh.
  19. I strongly suspect this came out of a meeting on the subject of making it easier for players to enjoy the game, or more cynically removing potential roadblocks to the hooks that get them playing. I find it easy to imagine them deeming however much work this took to be worth the possibility of precluding someone's thoughts about playing leading to thoughts about the fact that they'd have to toggle up, go sell salvage, and other minor details before they could start doing what they really wanted to do and finally deciding not to play after all.
  20. Wow Uber, you had me combing the entire thread to try to find where I'd posted that. I think you misunderstood my point. I'm not saying Neuronia or anyone else should be able to "do what Dream Doctor does," I'm saying he doesn't do anything special in the first place. His dream powers are just a novel veneer for the same plot device used millions of times before. You can "do what he does" by roleplaying it, working it into your description, et cetera. I was saying that if you like his theme, you don't literally need access to a dream set or something, you can just take it and run with it.
  21. Wow. To continue the derail, I just tested WotC's proc in distortion field using a couple unslotters. It isn't a 100% proc rate but I'd guess it's maybe 80%? That's in an autohit power that procs five times per cast and is enormously spammable. I'd like to see this nerfed, frankly.
  22. It would be awfully nice in fearsome stare, but I had to six slot that with cloud senses. Court order. The nice part about putting it into shadow field is that it takes full advantage of the great recharge that the set has six slotted and plus in a long fight you get six almost guaranteed procs on anything that lives for the entire duration for just the one cast time. That's right, six: the zero second proc fires twice because there's an initial hold component in addition to the recurring one.
  23. Isn't it kind of up to you whether your character can do those things? I mean sure, as far as I know he's the only NPC that has that ability but I don't really have a problem with that. Actually I like it when they come up with more interesting, unique concepts than just "and she's also one of the world's most powerful psychics!" On one level I take it to mean that DD is a strong dude who has a trick that's working out for him so far. That doesn't seem all that different from Statesman being completely immortal apart from the fact that Dream Doctor isn't a "homage" to an incredibly popular comic book character. On another level, think of it as possible inspiration for a dark controller, or a psychic blaster or what have you. Especially with Night Ward coming up, there's fertile ground being cultivated for putting a character who leans that way into practice in ways that weren't possible when the game was just about beating up goons in a city.
  24. Quote:
    Originally Posted by Jibikao View Post
    Store Bought Enhancements proc better? It must be a bug right? I can't imagine why SBE should perform better.
    Reppu is correct to say PPM instead of SBE if we're talking about the proc imbalance problem. ATOs have the same issue. Performance shifter PPMs were actually "nerfed" in today's patch, though they still perform better than regular PS procs. I'm not the forum's foremost expert on the subject but basically if you put a PPM of 4 or better into a power like AS, it will proc 100% of the time because the base recharge is 15 seconds, regardless of how low you've gotten its actual recharge. Some of us have a problem with that, oddly enough. How PPMs work in damaging aoes is somewhat hazy, but when I saw that putting the will of the controller proc into shadow field made it proc with something like a 95% rate on every possible check my eyebrow wasn't raised, it was ejected at escape velocity.
  25. Let the record show that not a month ago there was a giant thread about how heroes never get wins and everything is gloom and doom. Now Dream Doctor has facilitated some wins. I guess my question is have we waited too long to unite against how overpowered Dream Doctor is and how all this winning is taking all the fun out of the game?