Rigel_Kent

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  1. Rigel_Kent

    To Offend

    Quote:
    Originally Posted by GuyPerfect View Post
    Empathy/Electrical Blast Defender ... I can take a hit or two (and then run like a sissy behind a corner to recover HP when the going gets rough)
    This is normal for emp/elec, except for the running behind a corner part. When this happens it means there's no good support on your team except for you -- i.e. you're doing your job better than everyone else is.

    Quote:
    Empathy/Ice Blast Defender ... hanging out in the back row casting heals and long-range attacks got me thinking...
    This is normal for emp/ice, except for the implied lack of buffs. Keeping distance is especially effective with a properly (range) slotted Frost Breath and perhaps slow enhancements in Ice Storm. I'm inferring from your having to hide behind corners, though, that he should've been healing less, forting you more. You're taking aggro and can regen and self-heal just fine, so a little def would have gone a long way.

    Personally speaking, I would not consider you an "offender." That's not the word I use for people who use both powersets from any AT. I've got some words for people who only use one powerset from any AT, too.
  2. I love Snow Storm for its de-fly alone. The interruption and slow is gravy.

    As a general guide for your build, don't plan on skipping many primaries. Storm/elec is a strong primary, so-so secondary pairing. If you have to cut back on secondaries or power pools, that's fine, since your primary is highly self sufficient. If I were to roll storm/elec, my power breakdown would be: 9 primaries, 7 secondaries, 8 pools/APPs. Your tastes may vary.

    A separate solo build with 8 primaries (no O2) is not a terrible idea.
  3. It's a small difference, but defender Aim is 50% damage, corruptor Aim is 42.5%.

    I'd say solo DPS is a close enough call, that maybe you should be looking at something else, such as team DPS, as the tiebreaker.
  4. Rigel_Kent

    Mo(healer)

    Fair warning: We don't typically use the word "healer" in advanced gameplay or build discussions. "Emp" will do just fine.

    Defender's not a bad pick. Your self-heal (Healing Aura) will be beefier, and your Fortitude will buff damage better (redirecting aggro away from you a little better).

    Still, overall, a level 50 to level 50 comparison will almost always favor controllers over defenders. More damage, more utility, and enough buff/debuff that the difference doesn't matter. There are exceptions, but empathy is not one of them.

    GR will shake things up a bit. Whether to bring a controller or a mastermind on an MoSTF, now there's a tough question! Maybe wait a couple weeks before committing to anything?
  5. Rigel_Kent

    Problems with AE

    I'm not sure this applies to you, but when I republish the arc, it updates on the server for anyone who starts playing it, but the copy I get if I edit it again somehow does not update. This means if I edit it a second time, the copy of the arc I'm working on rewinds back to its previous state, and if I republish, the previous edits are lost.

    Logging out to the character select screen then relogging back in gets me a correctly updated arc to edit. Changing zones might work too, I haven't tried that.
  6. Quote:
    Originally Posted by NYCPulpWriter View Post
    The placement setting of Bosses has no bearing on outdoor maps, correct?
    As far as I know, all outdoor maps lack front/middle/back structure, so all details are placed randomly.

    Quote:
    Why are some maps in the selection screen blacked out?
    Most likely because they don't have enough friendly and/or enemy spawn points to accomodate all the details you've added. Remove details to fit the map you want, or pick a map with more of the spawn point you need.

    Quote:
    Are public domain heroes permitted? Such as those mentioned here
    http://pdsh.wikia.com/wiki/Public_Domain_Super_Heroes
    I plan to create missions based on the Golden Age of Comics/Pulp/WW2 and the Cold War/Silver Age
    I'd steer clear of any published by Marvel or DC.

    IP rightsholders are always looking to evergreen their rights, with or without any basis in the law. If the copyright's expired, claim the trademark; if the trademark's not applicable, claim a similar trademark; etc., etc. And if all else fails, just pretend and tell everyone the rights are still valid, and people will listen because, win or lose, federal lawsuits are expensive.

    If someone sends you a list of characters they'd possibly sue over, like the lists Marvel and DC sent NC back in 2004, you don't take chances with that, do you? You don't go and research each and every name on that list for legal validity, and risk a costly court battle. It's so much easier to generic and delete players. Players don't have lawyers. (And never mind that this CYA strategy failed when Marvel sued NC anyway.)

    So, which characters are on the lists? Try plugging the name "Wolverine" or "Batman" into character creation, then plug the name of the public domain hero you're interested in into character creation, and see if you get the same result.

    Adding a note to your arc that the characters are public domain may help. GMs rely on player reports to enforce third party rights (or pretend-rights), so informed players should be less likely to report you.

    Quote:
    Is there a way to meet up with an Ally w/o having to rescue him as in not having enemies surrounding him?
    Set the surrounding enemy spawn size to "Single". Pretend it says "None," since that would make more sense. No enemies will spawn around the ally, the ally will count as rescued as soon as he spawns (this may result in unintended behavior, so playtest it), then will begin following the first player to get next to him.
  7. To put it nicely, Dual Pistols are a great set for blasters and corruptors who want to focus on their secondary, and for defenders who want to focus on their primary. This makes your choice of other powerset more important than whatever it is you think you'll be doing with DP.

    So, blaster manipulation, corruptor buff/debuff, defender buff/debuff, which will it be?
  8. I just don't feel the same way about the ability to give up fire DoT for a small damage debuff. It's nice. It's not "Who needs Aim when I can do this" nice. (See: Tenebrous Tentacles.)

    But I think we're all in agreement, at least, that Dual Pistols is neither the worst nor the best set available to any of the 3 ATs. That's a start. Once they've been available to the full playerbase for a while, and the shiny has worn off, we'll have a little more perspective.

    EDIT: Also, the set is definitely high on fun factor. Everyone, myself included, seems to like it.
  9. Empathy brings scads of regeneration and recovery. Also, Vigilance is a big end discount for all heal-teammates powers. You won't need Stamina at all, not even exemping, since defenders get RA at 18. You only need Health if you have Absorb Pain, and plan on using it while RA is down. You only need Dark Consumption if you have Thunderous Blast, which you might think about taking.

    5xDoctored Wounds, not Numina's Convalescence, is the favored set for empaths, because of the 5% recharge boost. Empathy rule of thumb: MOAR RECHARGE.

    Speaking of recharge, you don't need Hasten to be effective, but it's a good thing to have. Skip it only if you can't stand the fist graphics. Without Hasten, you'll still do fine, but recharge set bonuses then become very important.

    Consider slotting Short Circuit for endmod and recharge, or a hybrid of damage, endmod, and recharge. Shutting down recovery on targets will be helpful in a slow team, or whenever a fight drags out for more than 10 seconds or so.

    If Hover is just a throwaway power, slot it with the Luck of the Gambler recharge booster. The booster can also go into Stealth and Grant Invis.

    Whoa, no Tesla Cage? Defenders are pretty good with holds, might as well take it. Shuts down the target's recovery, too. 4xBasilisk's Gaze plus 1 common EndMod will cover both bases, and score you a 7.5% set recharge bonus.
  10. Sorry, I assumed from the first post that the OP was interested in a pacifist concept, but the OP's second post reveals some problems.

    Quote:
    Originally Posted by Psyrpent View Post
    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.
    1) Unlike some "talent" based MMOs, you do not gain any significant advantage by weakening part of your build and attempting to specialize in another part. You'll end up being just as good as everyone else in the part you tried to specialize in, and worthless in the part you gave up. Make a "pure" build only for a roleplaying concept, and if you do, be aware that you will face a longer, steeper learning curve to get the same payoff. If you play a "pure" build expecting to get a game advantage, you will be disappointed. Unless you only compare yourself to the other gimps who expected the same thing.

    2) Damage is support, too. In teams, you are expected to use all your powers to the team's advantage. You get 24 powers. Many of those will be damage powers. All four buff/debuff archetypes have an inherent power that increases damage. Don't tie one hand behind your back thinking it makes the other hand stronger. Again, doesn't work that way in this game.

    3) No archetype in this game gets by on primary alone. Secondaries are not necessarily worse than primaries; in fact, they're often better than primaries. The only hard coded difference between primary and secondary powers is that primary powers become available at earlier levels, secondary powers become available at later levels. Some blasters come close to not wanting or needing a secondary, but defenders, definitely no. Good teams simply go faster, with no drawbacks, when defenders spread their blasts around, melting down life bars and sticking debuffs. The only time to hold back is if the controller and tanker aren't doing their jobs and you're taking more aggro than your Regeneration Aura can handle, but such is a rare corner case, because most controllers are either mezzing everything or out-DPSing you, most tankers are good about holding aggro, and Regeneration Aura is awesome.
  11. Quote:
    Originally Posted by Psyrpent View Post
    completely forgo the use of your secondary power set
    A compromise could be to take a debuff heavy secondary, not slot for damage, and slot for debuffs, crowd control, and/or end drain instead. In no particular order, /Psy, /Dark, /Sonic, /Ice, and /Elec are the sets I think you can pull off an "attacking pacifist" theme with.

    Psy: Slot Mental Blast for recharge, spam for -recharge debuff. Slot Psychic Scream the same as MB, except add range. Slot Psionic Tornado the same as MB, except add knockup for optional lulz. Slot Subdue, Will Domination, Scramble Thoughts, Psychic Wail for mez duration. Skip Telekinetic Blast, Psionic Lance.

    Dark: Slot Dark Pit in the usual way. Slot friggin' everything else for ToHit debuff. Also slot TT for root duration. Skip Gloom, Moonbeam, Life Drain.

    Sonic: If -resistance debuffs suit your concept, slot Shriek for recharge and spam. Slot Screech and Dreadful Wail the same way as Shriek, except add stun duration. Slot Howl the same way as Shriek, except add range. Slot Siren's Song the usual way. Slot Shockwave for accuracy and range. Skip Scream, Shout.

    Ice: Slot for debuffs, hold duration, move speed slow strength.

    Elec: Slot for end drain (which also boosts recovery debuff strength and drain-back recovery), hold duration.

    Special bonus for you! Some notable procs for an "attacking pacifist":
    Ranged Damage: Tempest: Chance for End Drain
    Ranged Damage: Devastation: Chance to Hold
    Holds: Basilisk's Gaze: Chance for -Recharge
    Holds: Lockdown: Chance for Mag 2 Hold
    Immobilize: Debilitative Action: Chance for Stun
    Immobilize: Gravitational Anchor: Chance for Hold (Unique)
    Knockback: Force Feedback: Chance for +Rech
    Sleep: Induced Coma: Chance for Recharge Slow
    Sleep: Fortunata Hypnosis: Chance for Placate (Unique)
    Stuns: Razzle Dazzle: Chance for Immobilize
    Stuns: Absolute Amazement: Chance for ToHit Debuff (Unique)
    Defense Debuff: Achilles' Heel: Chance for Resistance Debuff
    Endurance Modification: Energy Manipulator: Chance to Disorient
    Slow Movement: Pacing of the Turtle: Chance for Recharge Slow
    To Hit Debuff: Dark Watcher's Despair: Chance for Recharge Slow
  12. Quote:
    Originally Posted by JusticeZero View Post
    When I get rezzd, mostly it's in the middle of the fight and that's the way I like it.
    Fixed.

    Resurrect prompts mean that when you rez me in the middle of a fight, I'll have a full green bar, a full blue bar, and all my toggles and insps ready to go as soon as I click Accept. Taking me out of the action doesn't accomplish anything other than taking me out of the action.
  13. Rigel_Kent

    Energy Melee

    Quote:
    Originally Posted by macskull View Post
    No, TF is for doing lots of damage, but also happens to stun the target. It's incredibly inefficient as a mez due to its animation and recharge times.
    All right, but Stun's not much better in either department. I'd rather have Total Focus and Power Thrust than Total Focus and Stun, total no brainer. I suspect the OP feels the same way.

    Quote:
    To summarize a redname: if a potential power change renders that power unable to slot a type of enhancement it could previously, it probably won't be changed in that manner. For example, you might see Stun have a knockback/knockdown component added, but it wouldn't outright replace the stun component.
    Counter-example from 2007: Strength of Will no longer accepts recharge enhancements, because the power was changed to be unaffected by recharge time buffs or enhancements. So it's not a rule without exceptions.
  14. Rigel_Kent

    Energy Melee

    Quote:
    Originally Posted by macskull View Post
    Give ET the Stun animation, and give Stun the old ET animation.
    I agree, but heck, just replace Stun with Power Thrust at this point. If you really want to stun something with Energy Melee, that's what Total Focus is for, yeah?
  15. Maybe a better starting point for the discussion would be to figure out which set Dual Pistols is closest to, then make a comparison.

    Hmmm, Energy Blast? If it's Eng, DP's looking pretty good in comparison. The side effects play nicer in teams, a beanbag instead of a knockback bolt, and a crashless nuke.

    Or is it really Archery? Then DP has 30% better damage typing, and a little bit of resistance debuff, at the cost of double recharge on its Tier 9 and slightly slower animations. Might be an even trade.

    Perhaps it's Fire Blast? If so, things don't look so good for DP. 70% worse damage typing at the gain of a crashless nuke and a beanbag. Worth it if you're farming critters without lethal resists, otherwise, lacking oomph.
  16. Power Picks

    I apologize, I know you're not looking for power choice criticism. But this looks very similar to a "my first defender" build. It's not bad, but it falls into some healer stereotypes that don't work out except in the worst PuGs.

    If it were me, and I didn't want to take Vengeance, I'd just scrap the whole Leadership pool and the whole Fitness pool, and pick up the Blackstar + Dark Consumption combo instead since you've got fewer toggles to deal with. In a team, Blackstar ends the threat of anything it hits, either by killing it, or by applying the strongest tohit debuff in the game.

    Without Gloom, you're looking at a serious lack of single target damage. Pure teaming build or no, damage helps your team.

    You get more mileage out of Dark Pit than Petrifying Gaze. HT+DP stacking is nicer than PG. If you don't like Dark Pit, you will hate Petrifying Gaze. Dark Pit does, by the way, get pretty good with sufficient cheap stun set IO frankenslotting to bring its accuracy, recharge time, and duration up to snuff.

    If you like Teleport as your travel power, Recall Friend is fine. Otherwise, forget Recall Friend, take something more useful to the team like Gloom or Stimulant or Provoke. (Yes, you can.)

    Endurance

    I feel I do not need Stamina or Dark Consumption if I'm only running one toggle all the time (Shadow Fall) and one toggle some of the time (Darkest Night). If I add Leadership toggles to the mix, I would add either Stamina or DC, depending on whether I have the nuke. With the nuke, I need DC anyway; without the nuke, it's a choice between the two.

    IO Slotting

    I don't think set bonuses are quite so important to a D3, in comparison to most builds, because it's not so critical to be "perming" a click like Hasten or AM. Frankenslotting becomes a little more important, since you have powers like Tenebrous Tentacles that you want to do two things (damage and root) both well, and powers like Fearsome Stare, Tar Patch, and Howling Twilight you want to slot for maximum recharge but individual sets don't have much recharge. Look to HOs to solve the TT dilemma (since damage sets don't enhance root, or vice versa). Frankenslot to solve the FS, Tar Patch, and Howling Twilight dilemma (since full sets are light on recharge enhancement).

    For example, you might see something like this on a build of mine, but the customary set slotting is OK too if you feel you must have permahasten:

    Tenebrous Tentacles, HO'd out:
    Centriole HO(Damage/Range), Centriole HO(Damage/Range), Peroxisome HO(Damage/Immob), Endoplasm HO(Acc/Immob), Lysosome HO(ToHit/Acc), Membrane HO(ToHit/Rech)
    vs. Tenebrous Tentacles, customary slotting with 6.25% recharge set bonus:
    Positron's Blast(Acc/Dam), PB(Dam/Endredux), PB(Dam/Rech), PB(Dam/Range), PB(Dam/Acc/End), some kind of Acc such as Endoplasm HO

    Fearsome Stare, frankenslotted:
    Glimpse of the Abyss(Acc/Fear/Rech), Nightmare(Acc/Fear/Rech), GotA(Fear/Range), GotA(Fear/Acc), Membrane HO(ToHit/Rech), Membrane HO(ToHit/Rech)
    vs. Fearsome Stare, customary slotting with 6.25% recharge set bonus:
    Glimpse of the Abyss(Acc/Rech), GotA(Endredux/Fear), GotA(Acc/Endredux), GotA(Fear/Range), GotA(Acc/Fear/Rech), some kind of Rech such as Membrane HO
    vs. Fearsome Stare, debuff set variant with 6.25% recharge set bonus:
    Cloud Senses(Acc/ToHit), CS(Acc/Rech), CS(ToHit/Endredux/Rech), CS(Acc/Endredux/Rech), some kind of Fear, some kind of Rech
  17. After checking the numbers to make sure they haven't been patched, it's with some sadness that I add the following powers to the list:

    Impale: 2.46 damage + 0.75 DoT, immob, -fly, -movespd, -recharge, 8s recharge
    Shuriken: 1.98 damage + 0.75 DoT, 8s recharge
    Hurl/Hurl Boulder: 2.46 damage, 50% knockback, -fly, 8s recharge
    Focus: 2.085 damage, 100% knockdown, 6.4s recharge

    Some blasts in melee sets are direct ports of ranged blasts, but these five are stronger than tier 3 blasts and have faster recharge timers. Impale outdamages a sniper blast, even, and Shuriken comes within 2% of a sniper blast. You can use these sparingly, since their Alpha values are a little higher than average, but playtest the critter carefully for difficulty.

    For comparison:
    Sniper blast: 2.76 damage, 3s interrupt, 12s recharge
    Tier 3 blast: 1.96 damage, 10s recharge
    Tier 2 blast: 1.64 damage, 8s recharge

    To avoid these powers without invoking the 40% XP cap, pair the melee set with a second melee set without these powers, or a blast, control, summon, assault, or manipulation set, and grab a ranged attack from that other set.

    For example, you can take a Martial Arts custom critter and avoid the Shuriken-o-doom by pairing it with the Broad Sword set and only Throwing Knives from that set. The critter won't draw a sword to use Throwing Knives, and will do only a bit more damage than a Tier 2 blast every 8 seconds, instead of a bit more damage than a sniper every 8 seconds.
  18. Dear Mr./Ms. Clobber Folks with -2000 Rep Instead of Replying In-Thread:

    I invite you to prove I don't know what I'm talking about. The animation time numbers are not disputed and plain to see. Do you have some other numbers to contradict them? I claim Dual Pistols is an average set at best. What evidence do you have that Dual Pistols is, contrary to my claim, significantly better than average?
  19. Quote:
    Originally Posted by B-Baller44 View Post
    can you give me some fun deffender ideas?
    Start with Dark Miasma. It'll give you a little taste of all defender sets, starting pretty early with "WOW debuffs" then at level 12 with "WOW soft control", with a little bit of "WOW I can tank" mixed in. It's got a heal, some hard control, a cone you have to aim, an anchor you have to avoid killing, a drop debuff patch that's best set up with a clickbind, and a pet, too. Master Dark Miasma, you'll have mastered the AT.
  20. Careful, at the opposite end of that, is stuff like Rularuu, where the fact that you have to overcome a variety of different offenses and defenses in every spawn adds significantly to difficulty. Casual soloers would have to steer clear.
  21. Quote:
    Originally Posted by je_saist View Post
    As of 2008-03-05 task forces will always spawn according to the number of members associated with the team, no matter if they are online or not. If 4 people start the Synapse Task Force, and one logs out, the groups will still spawn as if there were 4 people on the team. If the person instead quits the task force, then the spawns will scale for 3 people.
    This is partially correct.

    It was a tougher change than intended, and was found to be affecting a lot of people who weren't logging out just to abuse task force mechanics. Some, including myself, suggested the change was so harsh that it potentially enabled griefing (Want to screw up someone's TF? Just log out without quitting.) So this change was tweaked and scaled back to only affect spawn sizes that would be smaller than the minimum team size for the TF.

    For example, continuing the above example, if there are 6 on a Synapse Task Force, and 2 disappear, logged out but not quit from team, the task force will begin loading for 4. If any more disappear, the task force will continue loading for 4, as that is the minimum to form that task force.
  22. The secondary effects are nice, but if we're talking comparisons to other sets, other sets have secondary effects, too, and often better ones. It's as though DP's secondary effects are all just a bit lower than their equivalents in other set's -- i.e., we're paying in debuff strength for the ability to choose on the fly. Lethal bullets' defense debuff don't match Rad's, the DoT on fire bullets don't seem quite up to Fire Blast level, cryo bullet debuffs aren't quite as nice as ice or psi's. That leaves toxic, which is unique, but there are no toxic damage vulnerable critters in the entire game, so you're giving up damage.

    Nevertheless, for defenders, dual pistols aren't the bottom of the barrel, but it's in the middle of the pack at best. That's because of duds like /elec and /AR that offer the same poor performance with less eye candy.

    For blasters, DP compares better thanks to blasters' wider selection of crap primaries, and is quite likely a medium rather than low performing set. Again, this has less to do with Dual Pistols itself and more to do with sets that are even bigger duds.
  23. Quote:
    Originally Posted by TwilightPhoenix View Post
    As much as I like that change, I don't see it flying because you're putting Provoke at level 14 and requiring a power to get, something that'd screw up everyone who has Provoke but not Challenge or has both before level 14.
    It'd make the design simpler to just take Challenge, wad it up into a ball, and throw it in the trash.

    What can fill the hole? Hello, weaker pool power version of Placate. So very nice to meet ya.
  24. Rigel_Kent

    Am I a healer?

    AVs and GMs have a little taste of it, too, with many (roughly half? not gonna bother counting) debuffs being made weaker than a small insp buff or TO enhancement. Still, trinity gameplay in CoX is safely the exception, not the rule.
  25. Quote:
    Originally Posted by SBeaudway View Post
    But you can't compare all defenders to one outlier controller for damage.
    If we were talking about random occurrences, like drawing socks from a drawer in the dark, you could fault me for making an example of the single black sock in the drawer full of white socks.

    But which controller set combination people play is not a random occurrence. The lights are on, so to speak, and an unusually large and clearly non-random number of people are drawing the black sock.