Reppu

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  1. Wah wah wah. /release pets, spend 10 seconds rebuffing. Yes, it's an annoying bug! But no, spouting crap off like "ZOMG ALL THEY ADDED WAS PAY 2 WIN I AM SO WITTY AND UNIQUE SNOWFLAKE!" just makes you look like a jerk.

    Please apply for a job at Paragon and fix the coding for them.
  2. If Autumnal Assault has the Greater Fire Sword and Greater Ice Sword as a focal point, as well as doing split Fire/Cold Damage, and we get it and Autumnal Control? I have a new main power set, even if it sucks horribly.

    I would totally play a set that allows me to dual wield the Greater Fire and Greater Ice swords.
  3. As the title says, I'm trying to figure out which is the most hysterical of the two to utilize as eight people. As I see it, Thugs would be capped off at Defense and ToHit with no outside help, and have a substantial amount of +DMG.

    Demons would have staggering +Resistance to everything, including the Masterminds, and could stack numerous -Resistance debuffs from the Whip Attacks and Hellfire Attacks. Not to mention AoE healing and healing in general.

    It would seem the Demons would be tougher by default, not considering secondaries. My 'fear', however, is 48 pets all trying to swarm into melee at some point. Mostly due to the Demon Prince and Hellfire Gargoyle only really shining from melee.

    Ultimately, which would be the most brutal between the two? Finally, what secondaries should the Masterminds be for ultimate hilarity/POWAH?

    If you think another Mastermind Primary would be superior for this, suggestions are good!
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    Try not to look at it as being forced to run forward.

    Look at it as a reward for constantly moving forward as fast as possible and fighting as many enemies at once as you are capable of.

    It's funny, I have a vaguely similar problem with Scrappers. Sometimes I choose to not make a Scrapper because I feel penalized for not going Shield Defense. The same problem does not really exist with the same magnitude for Brutes and Tankers with regards to that set.
    Nah. You're just badly penalized as a Brute for not going Fiery Aura, at an even more massive magnitude than Scrappers for not going Shield Defense.

    Bonus penalty if you didn't go Super Strength.
  5. Quote:
    Originally Posted by Giant2005 View Post
    Rip Cracker has a higher DPA than Sweeping Cross at a 0 combo level and as a builder, it increases the damage of Crushing Uppercut instead of lowering CU's damage like Sweeping Cross does. Also the secondary effects of Rib Cracker are far superior to Sweeping Cross.

    When you mention not needing any more builders than Initial Strike and Shin Breaker, I assume you are speaking as a Tank? If so, you are probably right. the difference in DPA is negligable on a Tank but it becomes far more pronounced on the other ATs. Also the chain of Initial Strike > Shin Breaker > Initial Strike > Crushing Uppercut > something, requiers quite an extreme amount of recharge.
    Actually, that suggested chain is flat-out impossible. Even at the 400% recharge cap that's not possible, I believe. The most realistic chain, I recall, with basic IOing, is...

    Shin Breaker > Rib Cracker > Heavy Blow > Crushing Uppercut > Shin Breaker > Rib Cracker > Heavy Blow > Shin Breaker > Rib Cracker > Crushing Uppercut

    You might be able to drop one of the attacks near the end, sans CU, with /extreme/ recharge. But that would be a very, very expensive build and the DPA bonus would be so minor that you'd basically be spending a few billion influence to just /slightly/ beat this attack chain. The reason for this is purely due to CU's base recharge time.

    Ultimately, StJ is looking to be a set that doesn't benefit THAT much from IOing due to just how the set works. It's beginning to really reek of a Super Reflexes esque Melee Set, which isn't exactly a /bad/ thing.

    If you aren't a tanker, and are getting around, say 140%ish or higher Recharge, skip Initial and Sweeping. If you're not getting that kind of recharge, just skip Sweeping, because Spinning Strike is just cooler than Sweeping anyway.

    If you're a Tanker, high-recharge builds on Tankers aren't very common. Just skip Sweeping. If you want another power, skip Heavy. No point in skipping Rib Cracker, honestly. It adds up.

    To me, I think StJ is a set that would benefit more from +DMG than +RECH, just due to purely how CU works. It'd be interesting to compare how that goes. But, who knows. The verdict seems to be StJ is a good set, but it's not pushing the Single Damage Dominance card compared to it's quirky AoE. Granted Spinning Strike is a fantastic AoE, it's quirky. And Sweeping Cross is pretty garbage of an AoE later in life.
  6. That would suggest you'd pop Sweeping Cross right after a Crushing Uppercut. Flatly speaking, Rib Cracker's -7.5% RES does add up, flat out. Rib Cracker also ends up being stronger than Initial Strike due to scaling. You'd still, ultimately, end up doing a combo of...

    Shin Breaker > Heavy Blow > Initial Strike > Crushing Uppercut > Shin Breaker > Heavy Blow > Initial Strike > Shin Breaker > Heavy Blow > Crushing Uppercut

    And unless you're heavily recharged you're likely going to have a small delay on that second CU, unless you do...

    Shin Breaker > Heavy Blow > Initial Strike > Crushing Uppercut > Sweeping Cross > Shin Breaker > Heavy Blow > Initial Strike > Shin Breaker > Heavy Blow > Crushing Uppercut

    Don't see the point in it, really. Sweeping Cross is a poor "AoE" anyway. Rather fire off a PPP/APP AoE + Spinning Strike than rely on that garbage. It's not even really in the same line of consideration as something like Golden Dragonfly, which is just a great Single Target that just so happens to randomly AoE. It's just a slightly better than your average non-combo power.
  7. An EA Vampire... means it sparkles.

    A sparkly vampire? Get out. GET OUT NOW.

    . . .

    Seriously though, you're not going to get the performance of SS/Fire/Soul out of StJ/EA, considering StJ is considered to be an Above Average set after the initial testing phase, and EA is "Good, but not Great" in terms of that magical survivability metric people want.

    Otherwise, if you could post your build in the correct format, I could offer advice.
  8. Hami-Os, for when you really want to confuse the heck out of someone!
  9. You can view detailed power information yourself in-game at character creation via. toggling it on while browsing your first power selection. There's other ways to do this, too.

    That said, Time is a melee-based set and... honestly it's still a little underwhelming. Nothing's changed really from Open Beta to Live, and well, eh?

    That said, Demons have the natural melee instinct to compliment Time being a melee-based set well, but Bots have the superior defensive synergy. It's up in the air, but ultimately it doesn't really matter.
  10. Quote:
    Originally Posted by Another_Fan View Post
    In general its ranged high dps. In this threads context its any high dps character.
    So then it's...

    Blasters
    Brutes
    Controllers
    Corruptors
    Defenders
    Dominators
    Masterminds
    Scrappers
    Soldiers
    Stalkers
    Tankers
    Warshades
    Widows

    I'm not seeing an issue he- oh wait. Peacebringers aren't on that list.

    ... Yeah they kinda suck.
  11. Serious Question: What is a "mage"?

    No, seriously. What is this label and why is it in my City of Heroes? This label is some fantasy garbage that should go back to EverQuest or World of Warcraft.

    What is a "mage"?
  12. Horsemen? Horse... Pony!

    Pony MMs.
  13. Quote:
    Originally Posted by Ninelives View Post
    Forgive Reppu, he is extremely negative and very dismissive of views that aren't his own, especially on the help channel on Virtue. Often takes the opposite view just to keep the argument going.

    Back to the topic. I like time over sonic. Now that i think of it, i guess it just depends on your playstyle. if you are going for a tank, i think time wins out, but if you are sending the pets in to tank, sonic would be better.
    Wrong you are! I don't take the opposite view, because I am generally the first to respond to Help Channel questions. Unlike most people, who use it as a "Barrens Chat" breeding ground. Kindly avoid spreading misinformation when you're trying to be helpful.

    I know I don't have some fans on Virtue, but I also have a lot of fans too. As Issen1 put it, "You either absolutely love Reppu, or absolutely hate her." And I am absolutely happy with this.

    That said, if I go against anything? I go against the opinion that "Oh you should play that!". If you ask about a set's merits and faults, I will explain both in detail. My beef with Time Manipulation is that it has poor synergy with MMs. By beef with Sonic is the same.

    But, I have changed my opinion on Time a bit recently, but I won't get into it because I don't care?

    Sonic, is, a poor Thermal for MMs. That's due to the mechanics of MMs, and nothing more.


    PS: But Reppu's a girl Q_Q
  14. Pretty much that. Although you can manage Damage Cap with a single Kin Defender, the other ATs would benefit from two.

    Kin is also one of the few sets that does not /drastically/ improve with IOs, although it still does. Cold is one of the few sets that gets /stupid/ with heavy +Recharge IOing.

    If you're looking to invest, go for Cold. If not, go for Kin.

    For a deeper analysis, Cold offers more overall utility and possibly the superior kit. The +DMG from Fulcrum Shift, saturated, is worth more than Sleet's -RES, but only saturated. Too lazy to do the breaking point math for you Zzz.

    That said, Kin is /probably/ better on AV's purely because +DMG can't be "Resisted", where -RES is. Again, saturated Fulcrum Shift only.

    Kin goes a long way to speeding a team's killing prowess than Cold does, but Cold helps more with survivability. Substantially, really.

    If you manage to get extreme levels of +Recharge for a Cold and can get that elusive Perma-Heat Loss, then it becomes SUBSTANTIALLY stronger in offering damage to the team, along with Cold's +DEF/+RES.

    Ultimately? Play what you want to play. If you want to save a buck on IOs, Kin is cheap and deadly still. If you want an investment that'll always pay off, do Cold (and if you're going to invest the level of Purples needed to get Perma-Benumb/Heat Loss, do an Illu/Cold Controller and solo everything in the game.)
  15. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Famous on Virtue? Never heard of them, and Virtue's my home server.

    Also, let's face facts here, the only reason the -regen is only -100% is because it's in the first power in the set. Twilight Grasp has an even lower -regen component to it (-50%), and only becomes ON PAR with Time Crawl because of Fluffy-stacking. /Dark's main source of -regen is Howling Twilight, a power that comes later in the build, and the primarily intended use is not as a debuffing tool. Poison Trap comes a full 10 levels later than Howling Twilight, and its only use is debuffing with a minute amount of crowd control.

    I'm not saying that there shouldn't be some additional -regen in /Time, far from it. I personally think that every debuff in /time should do some -regen since they all revolve around manipulating the flow of time. At the very least, Time Stop should have a -500% regen similar to Howling Twilight's simply because you're essentially freezing your target in that moment in time. Of course, this kind of discussion should really be taking place in the beta forums rather than the live forums, preferably Feedback.
    Yeah no. Every support set needs a weakness, and the weakness of Time is it's -Regen defunct. Working as intended, fixing it would make the set not have a /Single Weakness/. THAT would have me up in arms for massive nerf-herding of every single power in the set until each one is SIGNIFICANTLY (Read: Minimum 25%) weaker than they are now.
  16. Quote:
    Originally Posted by Weables1 View Post
    Here's the problem.

    Look at your typical +4 AV. a +4 AV resists regen debuffs by approximately 87%. your -100% regen has been reduced to 13%.

    This is the reason that almost every serious regen debuff in the game (lingering rad, howling twilight, poison trap, etc etc) are from 500%-1000%. Twilights grasp is only something to consider because you can stack it several times between you and fluffy, otherwise it'd be fairly useless too.

    The fact is, because of AV resist rates on -regen, -100% regen is pretty close to useless, and thats why there's a complaint. A spike of -1000% regen IS better, even if you can call it a spike, which it isnt. Many of these -regen powers are pretty much perma in reasonable play these days. in the 30 seconds to a minute most of these powers are active, you've floored the regen of an AV altogether, and the group can simply take it out in that time.

    Occasionally it takes longer, like romulus in the ITF, or other scenarios, but for the most part, a burst of 30 seconds of larger regen is far more valuable to your team than a consistant 100% -regen.

    As for Reppu, sometimes he's right, sometimes he's wrong. He's right when he says he's a bit famous on virtue. But please dont conclude from that, that he's representative of us. He's not.
    Oh hell no I don't represent Virtue. I'm not a big enough furry ERPer to represent the mass majority of the Virtue Playerbase.

    YES. I WENT THERE. >:O

    PS: Reppu's a girl qqqqqqqqq
  17. Sounds like it runs as well as any other MM set, then. Granted if it couldn't run at +X/x8, it would be trash then compared to the other dominate MM secondaries.

    That said? I never doubted it's solo abilities. I just question if it's better than Traps or Dark for team utility. And with out that -Regen... hm.

    Oh well.
  18. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    /time is not a nerfed version of traps, it i its own powerset.

    Get over yourself.
    And stop praising it like it's the second coming of some dead guy! Misinforming people of what it can and can't do isn't right.
  19. Quote:
    Originally Posted by Vinceq1980 View Post
    You must be very popular on your SG/VG/server. nice of you to "praise" someone yet still convey your negativity because they view something different than you.

    And to expand a bit more on that its 37.5% def after powerboost, manuevers, and pets IOs and the demons have 58% smash and lethal 74% fire resist with just the demon aoe buff(with a generic res IO) and the 2 pet uniques. Then Times juncture should be around 14% -tohit with 4 dark watchers and you have a very B A L A N C E D combo of LAYERED DEF. You know the thing that bots/traps MMs strive for? softcapped def with a res shield(ie charged armor)+ bodyguard. hell if you wanna be cute grant invis should add around another 2.5% def AFTER suppression and fits your build another LOTG!! Oh and the demon prince loves to cast shiver which stacks with his chilling embrace which should stack(for overkill purposes) to the aoe -slow -recharge in /time. my god someone record a video of a x8 spawn with this combo because it seems to me this is pure autowin.

    Demons love being in melee b/c of all the pbaoe and aoe they have. im pretty sure id have fun too with a combo like that b/c with ur heal and the demons heal, well im sure we all can see where that will lead.

    AVs? bleh id rather mow down x8 mobs over and over again for more chances at purples to further fund my future IO projects than go hunting for some silly AVs. And time will help with that just fine. So just as other have mentioned this powerset will be great for MMs and will work just fine with our primary. get over yourself(or maybe get over you precious bots/traps or thugs/traps or w/e) and realize there are other powersets out there. this game is easy enough anyways we dont need every damn set in the game to plow through content on auto pilot.

    Oh and to Klaw DAMN YOU I already have a name, the IOs, and a background story for my new NECRO/TIME b/c its the one MM primary I dont have at 50 yet and now . . . i want a demons/time!! haha not enough slots!!!!

    Ew, Grant Invis. Let's not suggest horrible attempts now~

    As for Time's Juncture? Pfft. While the -ToHit is valid, it's still subject to the Purple Patch. Something to acknowledge.

    Anywho! Don't be so rude and attacking like that. I did praise you for sticking with Time! I also expressed my own opinion, because you added an "Until it gets nerfed" tag the end. That's suggesting Time is anything but a horribly nerfed Traps!

    But yes, adding tags like that usually invokes me to make a comment or two. Don't get so angry over it next time. It's kind of funny, but mostly just sad that you got so angry over an opinion.


    (PS: I'm rather oddly (in)famous on Virtue. Go figure! I think some people love my open opinions! And just as many people hate me for them! <3)
  20. Quote:
    Originally Posted by Mr_Grumpums View Post
    That's quite true. Ill/Cold has a whole lot going for it.

    I thought hard about making an Ill/Time controller, but the more I see it, the more I'd prefer to play the set as a Mastermind. The AoE Buffs beg for more pets than the single buff-able bet that Illusion controller have, and the lack of personal damage buffs can be offset by having lots of minions while you focus on healing and debuffing.
    Mastermind pets are like Phantom Army pets, except they can die horrible, horrible deaths.

    Also, the AoE buffs you speak of? Farsight, sure. Chrono Shift kinda useless on MM pets.

    And really, this is like saying Rad isn't good on Ill because of AM!
  21. As long as you have fun with it! Although I think it doesn't compliment Demon's Resistance strengths at all, and you basically give up both a capped Resistance number and a Softcap number, and trade it for...

    ... I guess if we abuse Power Boost, about 35% Defense (With Maneuvers + Pet IOs and whatever value the base Demon AoE Shield is +20% from IOs

    Bleh.
  22. You're badly overestimating the effect of -100% Regen. Badly. You're also considering the use of an IO Set to empower a set, which is bad, since IOs break any set, and IOs break sets far better than Time in far more absurd ways.

    So, yeah. Your counter-counter argument failed because it's a counter-counter argument that is trying to make Time look better with the use of IO's. Do you want to know what set is ABSURDLY overpowered with IOs?

    Traps.

    Oh, and Cold Domination is easily the most broken set in the game with IOs. To freakishly scary levels.

    See? I can do it too~
  23. Quote:
    Originally Posted by ketch View Post
    Dark has substantial -regen in Howling Twilight (500%) and can throw out Twilight Grasp along side Dark Servant's to provide a good bit of -regen during HT's down time. (I assume this is what you mean by "Fluffy stacks" as you can only have one DS at a time.) While Thermal may have a better duration/down time ratio on Heat Exhaustion, it also has more difficulty building for recharge than Dark. These two factors, I think, would let Dark pull ahead of Thermal in terms of -regen.

    ... I forgot about howling Twilight! Thank you for correcting me.
  24. That's an interesting counter-claim, but let me refute that statement in a simple manner of; Not all Mastermind Sets Are Adjusted Equally. Traps being one of the major Mastermind secondaries that isn't quite as prone to the AT Modifier.

    You're fine to say that /TM Masterminds will be welcome on a team, and you're right. In so much that people want to deal with the large amount of really, really bad Masterminds who do not know how to play their AT, let alone will have to skill to properly utilize /TM.

    You won't win any argument if you begin to suggest that /Time is superior to /Dark, /Traps, or /Thermal, because the numbers won't lie. You won't be valued over them, but City of Heroes is such an easy game that nobody min/maxes AT selections THAT hard, except for scenarios where a true tank is needed and gimpy Tankermind Aggro generation can't be viable (and this happens a lot.)

    Flatly speaking, when it comes to Masterminds? The best secondaries are the ones with extremes. Dark's superiority comes from it's utmost dedication to obliterating enemy ToHit, effectively beyond soft-capping your pets and ensuring their survivability with the strongest MM heal in the game, Twilight Grasp. Combined with CC that makes /Time's blush, actual +Resistance numbers, and Fluffy? Dark is by FAR the superior support secondary.

    Why? Because Recharge isn't really that important. You might ask "Why?", and that's simple; unless you play in a static, random puggies aren't going to be that savvy with attack chains to be able to utilize your varying +30, +50, or +70% Recharge properly. Most won't even /notice it/. But they WILL notice a /Dark single-handedly shutting down multiple enemy groups and /yawning the day away.

    Time can't do that. Distortion Field is a flatly weaker and inferior Poison Trap. That's the only AoE CC it has. While Time does have Time's Juncture for a -ToHit, I'm going to keep an actual notched count of how many MMs get themselves killed with it by using Pet Attack and going SPLAT because of Bodyguard Mode's mechanics.

    Hint: A lot.

    I already made a detailed analysis of Traps earlier in this trade, and shown that strictly speaking, Traps does everything Time does except Heal and +Recharge, but everything else it does it does SUBSTANTIALLY BETTER. If we want to bother with an IO comparison, a Panacea Proc in Triage Beacon is horrendously overpowered.

    But it's no news that Traps is the best Mastermind secondary in nearly every situation.

    Finally, Thermal is pretty much the God King of Secondaries for pure support. Why? Resistance buffs are very rare in CoX (Thermal or Sonic, with Pain doing it okay-like), and since +DEF buffs are so common, your pets can be soft-capped in teams pretty easily due to them, the Pet Aura IOs, and Maneuvers.

    Thermal has proven to be the EASIEST way to make your pets into miniature tanks... armed with nukes. Thermal brings not only powerful +RES Buffs, two decent (for MMs) heals, but also devastating debuffs... one being a -Regen destroyer, which is showing to be Time's MAJOR weakness.

    Heck, -Regen is Dark's primary weakness too, except Dark has Fluffy to counterbalance that, and Fluffy stacks.

    Flatly speaking, you're half right. /Time won't have any problem soloing, but /Time won't make an advent of Masterminds being sought-after in any scenario. We're still redundant in BAF due to Lore Dominance, we're still gimped to crap in Lambda due to Speed Dominance, we've got survivability unmatched in Keyes but Keyes is also a giant "RUN AROUND!" fest, but this is probably our strongest trial.

    With the Underground changes, MMs will be a bit more desired (Pre-changes, good luck finding a team. You were USELESS in the final quarter of the trial), except the Avatar still screws us up due to the confusion shenanigans. Clarion helps mind you but hey, forced Destiny slots \o/

    /Time's fine, but you're kidding yourself if you think it's a new advent of MM superiority. Traps does it better, Dark does it better, Thermal supports it better.
  25. To be utterly fair, Council are a joke and aren't a good baseline for set testing. Also that aside, you're a Mastermind. Nobody said TM wouldn't /work/, but it's not any better than the true "Top 3" MM sets.

    I'm sure the set will see play, especially due to being a new set. Doesn't mean it won't be played badly, like most MMs tend to do even with really simple to utilize sets. Hm.

    Heck, even with my bashing of the set's heavily nerfed features as a Mastermind, I may still whip an MM out for i- wait, no. Underground Trial. Instant killing pets every 30 seconds with no way to save them.

    Even though I'm an IO user and have every pet down to at 30 seconds or below, and it's very hard to manage >_>