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Posts
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IMO Psychic Scream is the best power in the set. It's like a faster recharging, narrower cone Shiver plus decent psy damage. I can't imagine putting fewer than 5 slots in it. Would you be willing to give up some ToHit enhancement slots from Fortitude and Vengeance?
If you must 2-slot it with cheap enhancers, though, go with 2 Centrioles, or 1 Centriole and 1 Dmg/Endredux IO from the cheapest set on the market (Air Burst, probably). Tactics and accuracy set bonuses keep you from missing too much, Hasten and recharge set bonuses keep the debuff just about perma. That leaves just damage, range, and endredux. Centrioles (and an Dmg/Endredux IO if desired) are affordable and cover multiple bases well.
Once you're rich, take a look at all your low slotted powers. HOs will do nicely in many of them. Cytoskeletons in Stealth, Invisibility, and Tactics, for example.
If you like Invisibility for concept reasons, could I talk you into Grant Invisibility instead of Stealth? Since you can get a stealth like effect by slotting Celerity into Sprint or SS. -
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As for me, 10 merits or a badge isn't enough to have made me want to run it yet. That places me outside the in-group who has run it, a group that is probably more likely to believe the encounter and rewards are OK. Still, it doesn't prove my decision not to run it, or my belief the encounter and rewards are uninteresting, are wrong.
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And as for the Warburg nukes, I look to the KISS principle. The nukes should follow one simple, rational rule. Usable everywhere. Or usable on Primal Earth in the present time. Or usable only in PvP. Or usable only in Warburg. Something you can put right in the nuke powers' description without confusing people too much.
Usable everywhere except CoP is simple, unless more exceptions get piled in. Problem is, it's not rational. The CoP exception is completely arbitrary. Put that in the nuke powers' description and there'll be a lot of scratching heads. Heck, it's just in test server patch notes, and there's already a lot of scratching heads. -
Since forum search tells me about 16 people have already requested crossbow animations for trick arrow and/or archery in this thread, I'll just briefly make it 17, and leave it at that.
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Lightning Storm takes endmod sets. Voltaic Sentinel takes endmod sets. The Mu summons take endmod sets.
"Forgot to update IO sets after copy pasting from Fire Imps" seems a plausible reason. Ditto the above post, /bug it.
And not just Gremlins. Shouldn't all the powers in electric control take endmod sets? Paragonwiki says Static Field, Paralyzing Blast, and Synaptic Overload don't take endmod sets either, but they should. -
I haven't used any of the PPPs yet. Maybe some of the Corruptor fans can help?
Issues Affecting Multiple Sets
Quality of Life
- When an anchored toggle debuff is activated, multiple identical combat messages are displayed, one for each enemy within the debuff's initial area of effect. This affects Darkest Night, Radiation Infection, and Snow Storm. (Any others?)
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Characters with minimal Invuln FX usually create their costume to look invulnerable. They aren't forced to, but they do anyway, and even if they don't, it really doesn't break immersion.
Same would happen if minimal FX were given to Dark, Elec, Stone, Fire, Ice. Characters would have the freedom to display their powers as part of their costume (or aura) rather than as animated effects. Most would, some wouldn't, and it wouldn't bother me either way.
And how about invisible force fields and sonic shields, while we're at it? -
Depends on what I'm trying to do with the build overall.
If I'm trying to maximize damage output, say, with a /fire blaster, Assault is my pick.
If I'm trying to build for debuffs and other secondary effects, say, with a /dark defender, Tactics is my pick. This allows me to build around Tactics, slotting less accuracy and more of other enhancement types. -
Long answer: I like underdogs. Rarely played powersets. They keep things interesting by shaking up the same-ol' same-ol'. And they seem to be more likely to be controlled by competent players, to boot.
Short answer: Storm. -
I'm wondering which three powers "pure healers" are going to take.
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Issues Affecting Multiple Sets
Balance Issues
- Regeneration debuff powers use the Res Boolean table in PvP, but the Ones table in PvE. This results in defenders being better at regeneration debuffs in PvP but not in PvE. This affects Twilight Grasp, Transfusion, Lingering Radiation, and Benumb. (Howling Twilight uses the Ones table in both PvP and PvE.)
Dark Miasma
Balance Issues
- Defender Twilight Grasp summons the same healing Twilight as corruptor Twilight Grasp. This results in defenders and corruptors healing for the same amount with Twilight Grasp.
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It doesn't get much better than the /Dark corruptor you already have for good DPS without compromising support. Dark Miasma is really just that good.
I plan on rolling a Dark/Psi defender soon. Slightly longer fear durations than the corruptor version, slightly better slows and debuffs overall, and best of all, the CoH launch version of Psi Blast except faster animation times. Nothing like that rubbish blaster primary.
If you still can't decide, try approaching defenders from the other side. Pick one of the following secondary sets you like: Sonic, Psi, Dark, or Ice. Defenders bring nastier debuffs, slower slows, and longer lasting mezzes, compared to other archetypes with these sets. Pair it with a primary that synergizes well, and you're good to go. -
About Herdicaning, I think the aggro cap is 17. (Issue 6 patch notes)
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Good AoE damage (in no particular order):
Kin/Archery - fastish recharging tier 9
Kin/Rad - a targeted AoE, a PBAoE, and a cone
Good ST damage plus some utility (in no particular order):
Kin/Ice - Bitter Ice Blast is fantastic DPS, blaster level rains, holds for mitigation
Kin/Psi - four power DPS chain (MB, Subdue, TKB, WD), strong AoE recharge debuffs for mitigation
Good utility (in no particular order):
Kin/Dark - mag 3 immobilize cone, mag 2 targeted AoE stun, reliable knockback cone, tohit debuffs
Kin/Sonic - mag 3 sleep cone, reliable knockback cone, beanbag, resistance debuffs
Kin/Elec - end drain, recovery debuffs, and a hold
Not so good (in no particular order):
Kin/AR - Archery does damage better
Kin/DP - Archery does damage better, Kin doesn't need DP's help to damage debuff enemies
Kin/Energy - knockback is nice, but other sets provide better mitigation and damage -
Dark Blast
Balance Issues
- Dark Pit is a targeted AoE mez, which should have a target cap of 16, but its target cap is only 10.
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Agreed. In fact, escort-first-destination-second shouldn't just be an option, it should be the default. Completing a detail after you lead the escort to it is probably what most authors using escorts are trying to do.
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Great, great ideas so far. Just adding a few heroside ideas.
Steel Canyon Hellion arson
Look for "Fire alarm sounded" in hero event messages. Just make sure there are other heroes with you. I don't think only one or two heroes can pull it off. Hint: there are three booms. One when the event starts (you won't see this unless you happen to be there), one halfway through when the Hellions stop respawning, and if you don't get the fires put out beforehand, the third boom packs a wallop, better run!
Any Giant Monster
If you see a team forming to take down a giant monster, go for it! Chances are all you need to do is add some extra damage to the team. They'll let you know if there's a support power you need to use (like Benumb, Lingering Radiation or buffs).
Field Agent Keith Nance
For level 20-29, starting in Talos Island, with the missions in Faultline. His mission arc is a blast. The follow-up arc with Special Agent Jenni Adair, not so much, unless you like AVs, one of which has lots of defense. -
Also check your target for slow resistance. LR won't slow down warwolves, for instance.
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If there ever is a defender version of Blizzard made, with lower damage to match the AT, as long as it has better debuffs also to match the AT, I can live with it.
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You may get more mileage out of PBU than with Conserve Power, especially if you don't want the nuke.
Between Stamina and Recovery Aura, and no nuke, you've got plenty of blue. No need to hit Conserve Power except against sappers, maybe.
PBU, on the other hand, will double the end drain of Short Circuit, and almost triple the tohit and defense buffs of one Fortitude, in addition to being a 10% tohit/80% damage buff similar to Build Up, for 12.5 seconds every couple of minutes. Slot with Membranes for maximum game breaking goodness.
Your second build could be either a solo build (only the three auras from the primary, more damage) or a Hamidon raiding build (with Tesla Cage and maybe Dominate+Telekinesis) or a semi-tanking build, or some hybrid. -
Quote:At level 29, I have a lot of endredux in all my powers (except Gale, I think), I don't leave Hurricane running all the time, I five- or six-slot my blasts, and I use blasts that aren't well slotted yet sparingly. Also, no Hasten.However, I would be interested in hearing more about your experience with a staminaless storm build, and the thought process that lead to such a decision.
Teaming, I have to pop a CaB every now and then, and I'll stop using Provoke, Maneuvers and Steamy Mist if I'm not getting enough Vigilance -- cough -- I mean, if we're steamrolling and nobody's taking damage. Not a big deal. There's a synergy between CaBs and end reduction (from slotting and from Vigilance) that seems to be helping.
Soloing, I'm strongly considering adding Stamina, Power Sink, or both, to a second solo build, because the constant Resting sucks. -
Fairly standard strong primary - weak secondary defender setup.
In low and mid levels, take and slot primaries preferentially, take and slot just enough secondaries to get by in case you have to solo a mission. This may be just your tier 1 Pistols and Empty Clips. Team a lot.
Then, by level 50, plan on having all, or almost all, of your 9 primary powers. That leaves only 15 or so left for secondaries, pools, and APPs. If you want a lot of pool and APP powers, skip some secondaries, that's okay. Skip primaries only if you're absolutely sure you don't want them.
My level 50 storm/dp will have, on his teaming build:
all 9 primaries
6 secondaries: Pistols, Empty Clips, Swap Ammo, Suppressive Fire, Piercing Rounds, Hail of Bullets
7 pools and 2 APPs: Hover Fly and GFly, Swift and Health, Maneuvers, Provoke, Electric Fence and Charged Armor.
Hasten would be beneficial, but I don't like it, personally. Also, I haven't done a soloing build for him yet, but O2 Boost and Provoke would definitely be thrown out for that. Electric Fence + Tornado + Lightning Storm will make a fun level 41 combo once I get there. I'll need the help against lethal damage resistant targets! -
Grav/Cold also has the synergy that Grav/Storm users have noted.
Grav/TA (OSA: 3min base recharge) and Grav/Sonic (Liquefy: 5min) too, to a lesser extent due to the longer recharges on their knockdown drops. -
I don't believe it is.
But I do know there are very obscure characters on the list. A character by the name of Veridiana got genericked because her name was similar to Veridium, a minor DC character she had never heard of.
And I suspect every name on the list is banned by the server if you try to create a player character or MA story arc title with that name. There was a board thread about "gambit" being banned from MA story arc titles some time ago. So if you're curious about a name, try it and see what happens.
Quote:Is there a place to check for expired copyright-trademarks? 15 years ago I worked in the comics field for independent companies, and one of them went out of business. I would love to see if all of those characters are still held.
But again, beware, because trademarks never expire. And, as we've seen from Marvel v. NCSoft, comic publishers are quite happy to sue on the basis of both copyright and trademark, even if they have a losing case on the trademark end.
(Cliffs Notes version of Marvel v. NCSoft: Marvel sued saying players were infringing their trademarks and copyrights. Judge ruled that using Wolverine as a game avatar is a non-commercial use, non-commercial uses cannot be trademark infringements, and Marvel's trademark infringement claims were therefore dismissed. The separate copyright infringement claims were settled out of court, thank goodness, before going to a clueless jury brainwashed by misleading "FBI Warnings" on every movie they see.) -
Don't use popularity as an indication of how good a defender is.
Remember, there's only one super-popular defender build, and not because it's necessarily a good one.
Dark/Psi synergy: teensy bit of stun stacking. Crazy -recharge debuff stacking. Fear + big single target blasts. Bit of damage from fluffy to help against psi immunes. Tar Patch keeps things within Psionic Tornado's radius. Psychic Scream too, while you're at it.
Overall it's one of the better Dark Miasma pairings, comparable to Dark/Sonic.
As a debuff based build with two OK AoE attacks, try setting your missions to -1 level and at least 2 hero equivalents once you pick up Psychic Scream (level 10, preferably). This will allow you to shut down your enemies' ToHit with Darkest Night, and to get more fear duration from Fearsome Stare. Gradually increase the hero equivalents as you get better enhancements. Temporarily bump the level up to 0, +1, or higher, if on a team running your mission.