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Posts
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Joined
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Quote:Another excellent choice is Soldier/Bane build. You mostly only use Single Shot (0.9s!!), Burst (1s) and whole bunch of aoe attacks. This build has excellent resistance debuffs and damage and team buffs. I would say a Soldier/Bane is a premier Range Damage specialist especially on a large team. He carries double Assault and he debuffs with Venom Grenade and Surveillance. Bane has stealth and mez protection and better defense/resistance than Blaster. Oh and Bane has the best stealth only behind Stalker? I know Bane's stealth is better than Widow's.Quote:Following up on the "Bane Spiders" idea, going a Huntsman path on an Arachnos Soldier, using the initial primary powers but the Bane Spider secondary powers would be very effective.
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As the title suggests ... what is the "state of the art" in building Tri-form Peacebringers? I'm seeing plenty of Human form PB builds getting posted (all loaded with perma-Hasten, perma-Inner Light and perma-Light Form), but pretty much nothing that involves Tri-Forming for Peacebringers of late. To make things even more ... "interesting" ... I'm seeing plenty of suggestions that being able to achieve over +45% S/L Defense *and* over +100% Global Recharge is somehow not only doable, but relatively simple. Even just using cursory examinations of build strategies in Mids' I'm having a hard time seeing how that combination is supposed to "work" in terms of slotting choices, since +Defense (specifically, Melee/Smash/Lethal) and +Recharge tend to NOT be grouped together in the same IO Sets.
So I'm wondering ... even though a whole lot of people are abandoning Nova and Dwarf form(s) for Peacebringers ... if we set aside the desire for "Human Only" what happens to be some serious Non-Purple IO recommendations for Tri-Form Peacebringer build strategies? Mids' data chunks will be excessively useful for talking about this sort of thing, since there's far to many "moving parts" in a holistic build strategy to NOT be able to look at everything together. -
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Quote:Are you SURE it's such a good idea to have this sale last only a couple weeks when you *KNOW* already that Paragon Points are not awarding in a timely fashion every month for VIPs when they should be? I'm thinking that extending this sale to the end of the month, so as to make sure as many VIPs as possible can take advantage of it, would be a wiser move.Limited time bonus: Purchase the Titan Weapons Power Set and get Weapon Pack: Titan Weapons #1 free until December 19!
For a limited time, purchase the Titan Weapons Power Set in the Paragon Market™, and you can purchase the Weapon Pack: Titan Weapons #1 for free! This brand new pack contains four (4) additional Titan Weapons (in-game models) for the Titan Weapons Power Set:
- Atomic Smasher
- Demonic Axe
- Plasma Sword
- Purgatory Sword
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Note that this means that *BOTH* Battle Maiden and Valkyrie are technically "tourists" of the Praetorian and Primal Earth dimensions (respectively). Battle Maiden is just "hanging out" in Praetoria as a Trainer in Neutropolis (among other things) so as to get some R&R from the events on War Earth ... so to speak. Valkyrie is doing largely the same thing on Primal Earth in Steel Canyon ... except that Valkyrie "exists" because the nanotechnology in her Spear (formerly the property of Battle Maiden!) overwrote and replaced the personality and identity of the woman who became Valkyrie.
I don't think too many people have noticed that Battle Maiden (and Valkyrie) are essentially constructs of a nanotechnology so advanced that it functions almost exactly the same as the Spirit Thorns used by the CoT ... which is kind of terrifying in and of itself, when you get right down to it. -
I for one feel no compelling reason to visit Civilian NPC Earth which lacks even street crimes (let alone game mechanics that even permit such to occur).
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Golden Blond
Sidhe Bang
Leggs
Because nothing beats a great pair of ...
Autumn Turning
I don't need "acres of skin" to make my women look beautiful ... or attractive ... or sexy ... or dangerous as all get out. I prefer costumes that LOOK practical, and aren't something that would make (normal) people point and stare in public, and whisper behind their hands about the "weirdos" in this town.
And just in case anyone is wondering what Boots I've got Sidhe Bang wearing in her suits ... those are, of all things, Boxing Boots underneath those Slacks Pants. Nothing else in the inventory has quite that same Leather Wing Tip Shoes look ... unfortunately. -
One zone that I would LOVE to see an Echo of, but which has never been produced (and thus would take a huge amount of development work to create) is ... Baumton ... which we know today as the ruined Boomtown. I just look around Boomtown and am constantly wondering, "what did this place look like BEFORE it was destroyed?"
I kinda sorta ... but not really ... get that same feeling with Eden too, but nowhere near to the same degree as with Boomtown. I get the feeling that a lot of people would be simply AMAZED by seeing Boomtown with pristine/clean streets and people and cars everywhere (navigating the Maze Of Twisty Passages, All Different). -
Quote:Make it -5% of an AV's Current HP, rather than their Max HP, and you'll have a sliding scale which will balance itself. Even *if* by miracle of circumstance, you were able to get 8 Stalkers to simultaneously hit an AV with 8 Assassin Strikes ... that's only -40% from *Current HP* ... and thanks to Zeno's Paradox every time a team of Stalkers does that, the effectiveness of their Assassin Strike damage throughput is reduced in absolute number terms as HP Remaining decreases.Well look at it this way one AS dealt 9% of the AV's total health.
2 would be 18, 3 brings it up to 27 etc.
now lets look at 8
8 AS is 72% of the Av's health
not even a team focused on buffs/debuff's and getting the Av's res and regen to the debuff cap, while damage capping themselves could take AV's down that fast.
100 - 40% = 60 remaining (ie. -40)
60 - 40% = 36 remaining (ie. -24)
36 - 40% = 22.6 remaining (ie. -14.4)
There would, of course, come an inflection point, where against an AV, an Assassin Strike doesn't do as much damage as, say ... a straightforward, mainline attack which does a fixed amount of damage (like basically every other player attack power in the game), if using this method. Needless to say, by the time that point is reached, the element of "surprise" has doubtless worn off ... -
Moonbeam (the Ghost Widow Pool Snipe) is *not* a terrible power ... for what it does. Everyone here likes to slag on it for its long animation time and then claim that the damage it does output isn't made up for ... as if Moonbeam were something you could just drop into your normal attack chain rotation and expect it to be the #1 Damage per Animation per Second per Game power (or something equally ridiculous). Stop thinking about it as "a regular attack" you use to scrap-it-out with and you'll start seeing Moonbeam in a different light.
Moonbeam is an excellent tool to use when you really wish you could perform an Assassin Strike from over 150 ft away. It's a "reach out and TOUCH YOU" power, rather than a Toe Bomb power (and anyone who tries to use it as a Toe Bomb needs to have their head(s) examined). There are plenty of situations where you just don't want to be right next to something in the middle of melee or PBAoE range, and Moonbeam gives you an excellent standoff range/distance for SNIPING targets (from Hide). 6-slot it with Extreme Measures (+Recovery, +HP, +Damage, +DEF (lots!)) or Sting of the Manticore (+Regen, +DEF, +Damage, +Recharge) and watch what happens to the Interrupt Time (nicely reduced) along with the (Negative!) damage throughput From Hide, which isn't all that heavily resisted too often (unlike S/L). And because Moonbeam is a "projectile" attack power that involves a travel time from you to target, at long ranges it is actually quite EASY to use Moonbeam for Corner Pulling where you fire off the power and duck behind a corner while the projectile carrying the damage is still in flight to the target. That means that when the damage "arrives" and alerts the mob that they've been hit, you will have already broken LoS and they'll have to Leave Their Position to come after you where you (and your team?) are lying in ambush, ready to Assassin Strike the first idiot to round the corner. You can even use Moonbeam ... from Hide ... against Rikti Drones and Nemesis Snipers ... to one shot them (or very nearly, depending on your settings), and break LoS to not be (immediately) vulnerable to return fire.
As soon as you STOP thinking about Moonbeam being used "just like any other attack power" you've got, and instead START thinking about the kinds of strategies and tactics you can achieve and perform with it that you can't accomplish with anything else ... THEN you'll start to see that for what it's good at there's really nothing else quite like Moonbeam for Stalkers. It's basically an "edge of visual range" Assassin Strike ... so of course you can't use it as part of a regular attack chain for mainline combat. Use it situationally and you'll have an extremely powerful tool at your disposal that works to your advantage.
And besides ... you've already got enough single target melee(ish) range powers in your Primary, don't you? -
Haven't been following the thread up to now, so I don't know if this has been offered up yet, but ...
Staff Melee ... Flag Pole (with or without flag) -
Ironically enough ... Ice/Ice doesn't get all THAT much return on investment from picking up Hasten (let alone Burnout) in my personal opinion. And a lot of people will tell you to grab Tough and Weave, but my personal preference is to go for the Leadership Pool (team oriented) rather than the Fighting Pool (selfish sufficiency oriented). That's because if even TWO people on the team have Maneuvers ... then EVERYONE on the team effectively has Weave (ie. 2 Maneuvers = 1 Weave) ... and if you're 1 of those 2, then you only need 1 more rather than 2 more people with Maneuvers, which actually happens more often than you'd think.
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Quote:The Players, I'm guessing ...Any Dev worth his/her salt is going to know this. Who would I be fooling?
Quote:3) Lightform. It's nice, but it's also absurd for an AT to have its entire playstyle completely dependant on a single power. We all know where it leads, because we've seen what happened to Energy Transfer and Psychic Shockwave. Lightform is a bandaid, and one we shouldn't be overly attached to. For the purpose of these discussions, I'd avoid falling back into the counter-argument "yes, but we have lightform", because that counter might not remain valid for long. -
Quote:Thank you.This is my Praetorian "gunslinger" ...
The only difference is that Sidhe Bang is ... Irish ...
Quote:It's a shame how many people won't 'get' the name since they don't know how sidhe is pronounced. (i.e. like SHE)Quote:...
You know, I think I give people playing here too much credit. Because I would have thought that it went without saying, and apparently at least one person felt it just had to be said.
We now return you to your regularly scheduled discussion about ART ... and the marketing thereof ...already in progress ... -
Quote:Best pun name of the day. That's right up there with this week's earlier entry, "Sidhe Bang."Quote:I've already gotten requests to make a video for that character. Three guesses as to which song.
A bit slow on the uptake? Did you pull a Posi and start cutting caffeine out of your diet or something?
Quote:In that case, you'll be heartily amused by the name of my latest addition (on Virtue) ... Sidhe Bang ... a Praetorian Storm/Dual Pistols Defender. And before you ask, yes ... her bio does explicitly mention the folklore of the Irish (and the proper pronunciation of the word, Sidhe).
Quote:*reads and immediately has to squash the notion of doing a video of the character to the Ricky Martin song*
No, no, no, no, no - I am far too busy.
Sorry people, I'm sitting here in my chair laughing so hard that pretty soon I'm going to need Topheavy Gs and her Gravity Control powers to stay off the floor ...
If Zwillinger will forgive me for "stealing his shtick" and taking off on a quick tangent (and I *only* found this thread because Zwillinger posted in it!) ...
When I came up with the name Sidhe Bang for my Storm/Dual Pistols Defender, I was ... mighty pleased with myself. Finding out that the name wasn't taken yet on Virtue made me ... rather excessively pleased with myself.
Receiving a private tell from literally the first player character who ran past me going the other way into the Magisterium, within 3 minutes of arriving after completing the Praetorian Tutorial(!), that essentially said, That is the most totally awesome name! ... yeah ... that was kinda priceless.
And the best part of it all is ... the pun isn't "obvious" ... until you say the name out loud.
And if I'm reading Samuraiko "between the lines" correctly ... does that mean you've received requests (plural?!?) for That Video from people other than me?
So yeah ... I'm ... inordinately pleased with my Gunslinger Girl ...
Sidhe Bang indeed. -
My objection is ever so slightly different from where people have been taking this. My objection is that the entirely Boolean nature of Mez Effects means that there's practically no gradiations of impairment between No Effect and Total Effect. Combat performance doesn't "degrade" in a meaningful way as damage gets racked up, or Mez Effects stacked on. Every single power and capability you have works exactly the same, and is just exactly as accurate and damaging, whether you're at 1% or 100% HP.
CoH has no real proper concept of Fighting While Wounded ... where you're not running at 100% effectiveness. There's no "stacking up of impairments" which degrades your combat performance on a sliding scale ... there's basically just On/Off. You're either Mezzed, or you're Not. You're either Alive and fighting, or Defeated and not fighting back. Everything and everyone is just a big Bucket O' Hit Points, and you're just fighting at Maximum Effectiveness until you ... aren't.
Granted, there are some Debuffs that work (kinda) like this ... such as -Recharge or -Regen or -Recovery (sorta), and a few others ... but they are often limited and very difficult to stack into "useful" quantities without succumbing to the "All or Nothing" level of effectiveness. -
King Leonidas let Xerxes approach perilously close to the Hot Gates, knowing that this assassination gambit of his would be his last act ... as King.
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
This is my Praetorian "gunslinger" ...
The only difference is that Sidhe Bang is ... Irish ... and didn't just ride behind Daniel Craig and Harrison Ford in Cowboys vs Aliens. -
Something that's been causing me some amount of mental "grief" of late is how the last round of updates to Peacebringers has made it far too advantageous to make a pair of Alternate Builds for Peacebringers ... namely a 1-32 Tri-form Build versus a 33-50 Human Only Build. The breakpoint here is (of course) ... Level 33 ... because +5 Levels up from there is Level 38 and Light Form, which kinda sorta "revolutionizes" the entire Peacebringer build strategy in such a way as to make Nova and Dwarf forms all but superfluous (excepting, maybe, as Set Mules).
This then brings up a very interesting question (for me) ... which is how to build a "decent" (if not necessarily optimal) Peacebringer Build which is a Tri-Former intended to operate only in the Level 1-32 Exemplar range, in which *NO* Enhancements are expended on powers gained after Level 32 (and are thus Exemplar Inaccessible) other than for Set Mule purposes (so you can still have One Slot Wonders that take LotG: +Recharge, for example). The counterpoint to this, of course, would then be a Human Only PB Build specifically designed to operate in the Level 33-50 Exemplar range, which then completely dispenses with the Forms so as to reclaim all of those slots for Human Powers once Light Form is available and Nova and Dwarf Forms become effectively "obsolete" (thanks to Light Form).
We've been seeing a lot of Human Only PB Builds cropping up of late here in the Kheldian Forum ... but we haven't seen all that many Tri-form Builds being presented, and I'm of the opinion that most people only think of Level 50 Builds in terms of the Level 50+ Game, while forgetting about Levels 1-32 ... during which Nova and Dwarf forms remain not only "relevant" but also advantageous to survival and utility for teams, particularly on TFs and SFs. For this reason, I think we need to be (as a Kheldian Community) thinking in broader terms for our build strategies for Peacebringers, where we present dual build plans for the 1-32 (Tri-form) and the 33-50 (Human Only) regions of gameplay, with an eye towards how to make the former "line up with" the latter in ways which make transitioning back and forth across the 32-to-33 divide as "painless" as possible with regards to having similar power picks on both sides of the spectrum so that it doesn't feel like you're playing a RADICALLY (if not COMPLETELY) different character when switching from one alternate build to another at the Trainer.
This will no doubt require an *even more* in depth appreciation for synergizing build strategies across the many available options for How To Peacebringer, and the Mids' Jockeys who can achieve that kind of depth of build commonality. Being able to PICK 17 Powers (Incandescence is mandatory) and spend 2 of those 17 Power Picks on Nova and Dwarf to gain an additional +10 Powers ... and Inherent Fitness (another 4 powers) and the Energy Flight/Combat Flight powers ... plus Brawl, Sprint and Rest ... yields a grand total of 37 Powers to spend all of your 66 Additional Slots by Level 50 on that are Level 32 and below when going Tri-former. By contrast, dropping Nova and Dwarf yields 23 Power Picks (Incandescence is still mandatory) ... plus Inherent Fitness (4 powers), Energy Flight/Combat Flight ... plus Brawl, Sprint and Rest ... for a grand total of 33 Powers to spend all of your 66 Additional Slots by Level 50 on, for powers that go from Levels 1-50.
I just get the ... feeling ... that if we, as a Community, concede the point that for Peacebringers anyway, the Nova and Dwarf Forms have "relevance" in the 1-32 Game, but are obsolete thereafter (thanks to Light Form) in the 33-50 Game, that this would help to "focus" any and all remaining Tri-form PB Build strategies which people put forward from now on, so as to advantage those builds "maximally" for the portion of the game in which they remain advantageous and unreplaceable.
So ... is anyone out there feeling up to the Peacebringer Bifurcation Build Challenge? I ask this because I'm noticing that a lot of the Human Only Builds that have been getting posted lately take a tremendous hit to their survival potential whenever you "turn off" Light Form in Mids' ... which would (of course) happen whenever Exemplaring down into the 1-32 Game. Also, a lot of these "never exemp" builds save a lot of "finishing touches" power goodies for the 41+ Levels which obviously "won't fly" in many ways when deliberately building for the 1-32 Game (things like Hasten or Superspeed at Level 49, for example).
Anyone? -
SUPER REFLEXES.
There's a reason why after the Global Defense Nerf combined with Enhancement Dysfunction (thanks Jack!) that I left the game for 2 years to go play WoW and never looked back ... until Issue 9 and Inventions made it possible for me to remake NO GET HITSU!! -
My big problem with the Forms is that they're so slot hungry. Take Nova Form, and you get not only Nova but four more additional powers to slot. Take Dwarf Form and you get six more powers to slot, over and above Dwarf itself. If you're going to get ANYWHERE with the forms, you just about have to dedicate something like 15 additional enhancement slots to EACH FORM just to make them viable options relative to Human form, and combined they devour HALF THE SLOTS you have available by Level 50. That's completely non-trivial.
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Quote:Instant ... sure. As efficient at converting Endurance into Damage ... not by a longshot. Even against a single target, Orbiting Death is plenty efficient at converting Endurance into Damage ... it just takes a while.Dont ya find Dark Detonation a bit more instant than Orbiting Death? I'd have to respec OD in to do it.
I personally find Orbiting Death to be one of the essential, if not signature powers, of a Warshade while in human form. Its value increases tremendously if you've got an aggro magnet on your team who can herd things together to maximize AoE (or in this case, PBAoE) efficiencies. Get a tanker herding things onto them, stick right beside them so as to best overlap your respective auras, and it's totally Eclipse/Mire/Inky Aspect/Orbiting Death/Stygian Circle time on just about every single spawn group you encounter. Orbiting Death also performs beautifully as a "finisher" of mobs that have slivers of HP left. -
Sounds like the simplest thing to do is to increase the Tanker's "Threat Multiplier" on everything they do. If it's currently 200% ... increase it to 300%. That sort of thing. If it's a Global Setting, adjust the Global.
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Rularuu Wisp Overlords have floating rings around their arms. With the new "off body overlay skin" used for the Victorian Aura, it should be totally possible to create something akin to these spinning rings for players.
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If that ever happens, it would have to be a minor debuff through Gauntlet (because different applications of Gauntlet via different attack powers stack) or a major debuff through Taunt. Kludgy ... but theoretically possible (note, I'm not endorsing this approach, just analyzing it).