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Although I still think the range was reduced for PvP reasons, I admit the fact that it wasn't retroactively reduced for doms and defenders is hard to explain with that theory.
Maybe just whoever was proliferating in Issue 12 didn't like range?
Also, show me a blaster who's killing stuff from 160' away, I'll show you a character whose DPS and XP rate are a teensy, tiny, insignificant fraction of what Fire/Kins and Elec/Shields do up-close in equal safety. -
If "by design" equals "correct and good" then there's never any point in making suggestions.
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I'd start with giving Challenge and Provoke a minor range debuff. Perhaps just as good as the primary and secondary taunt range debuffs. After all, Challenge and Provoke already have to suffer through accuracy slotting and a to-hit check. It'd make my storm tanker happy, that's for sure.
I don't see any reason why Intimidate can't be mag 3. Mag 2 single target mez effects -- not even a hard mez, even -- are simply out of place in this game. Better suited for trinity games where anything other than heals, tanking, or DPS is expected to suck. Instead, give it Petrifying Gaze's numbers (30s->16s recharge, 7x->8x duration, mag 2->3, drop the chance of extra mag), except fear instead of hold, 25% higher end cost than PG (13->9.75 end), and keep the shorter range (60'). Swapping fear for hold on what is considered, by many, to be the worst non-controller hold in the game, should make for a well balanced pool power.
Invoke Panic is fine as a mag 2 PBAoE mez. We can model it off the other mag 2 PBAoE mez (Thunder Clap), giving it roughly the same duration and recharge. It already has the same low accuracy as Thunder Clap, just give it Thunder Clap's duration (7x->10x) and recharge (60s->45s). It'll still be a weaker power on account of fear being not as good as stun, 25% higher end cost than TC (22.75->13 end), and keeping its much smaller radius (15'), and lower target cap (10). Swapping fear for stun on what is considered, by many, to be the worst non-controller AoE stun in the game, should make for a well balanced pool power.
Now some readers may look at the differences and immediately think there's no way such large buffs to powers could be balanced. But remember, we're polishing turds here. Fear is soft control, at best. It'll take an awful lot of polishing for these powers to become too good, and I don't think I've hit that point. -
But I Exemplar Well!
Defenders used to exemplar to very low levels a bit better than controllers did. A storm or kin defender had his complete primary on Katie Hannon Task Force; a /storm or /kin controller would be missing Lightning Storm or Fulcrum Shift.
Not so much the case anymore. Allowing powers up to Exemplar Level + 5 helped controllers out a ton when exemplaring in a team. The new Vigilance damage buff didn't help defenders out at all when exemplaring in a team. So much for that small, situational advantage.
Naughty Tentacles
Thank goodness defenders do have a few nice secondary blasts. Some are so nice, in fact, that Castle is afraid to give them to blasters or VEATs. The key is recognizing them, slotting them (esp. for cone range), spamming them, and hoping the controller or tanker on the team is doing his job with aggro. That's pretty iffy, though, on most PuGs.
Defenders Welcome Here
Actually, when looking for a support hero for a PuG, with no information other than AT, I'll choose defenders over controllers.
Why? Because many, many controllers build strictly for DPS and do not buff teammates. Fire/kins, I'm talking to you. Apologies to those in this thread who still think of controllers as a low damage AT, but fire/kin is still one of the top DPS builds blueside, and will again reign supreme if and when elec/shield scrappers get nerfed.
Defenders, on the other hand, are almost always in the AT they're in because of the buff/debuff, not because of the DPS. Not to say I won't ever bring a controller on board for a PuG, nor will I complain if I get an offender (see how I feel about defender secondary powers, above), but I'd like to know what a controller's power sets are in their search comment, to get an idea of what I'm getting. -
Few quick pointers:
In some MMORPGs, there are three trinity roles (DPS, tanking, or healing), and to make game balance easier for the devs, the devs make non trinity roles (buffing, debuffing, mezzing) just about useless. Not true here. Buffs, debuffs, and mezzes work great in this game, as you'll find out when you're cycling well-slotted Fortitudes on 2 or more teammates, watching their DPS go way up, and the amount of hits they take go way down.
In some MMORPGs, players are expected to get a tiny edge in one of the three trinity roles by ignoring any and all other roles, including non trinity roles. Not true here. You've got a primary powerset and a secondary set. You're pretty darn good with both, whether you specialize or not. You've got enough power choices and slots to go around. Not much point specializing when you can do almost everything well: control from your primary, DPS from Containment, buffs and heals for others from Empathy, self-heals and self-regeneration for being able to take some hits also from Empathy.
Finally, don't fret if defenders have a higher "healing stat" than controllers. In this game, every AT has a multiplier for different effects. For "heal other" types of effects, you use the Ranged Heal multiplier. Controllers are x11, defenders are x12.5, and both increase in the same proportion as you level. So you're really not that far behind on how much you heal, and the recharge speed and endurance cost are identical.
Further, defenders and controllers have the exact same multipliers for regeneration and recovery and recharge buffs, meaning your Recovery Aura, Regeneration Aura, and Adrenalin Boost are identical to a defender's. Your Resurrect is also identical, since it recovers 100% health and endurance for your target no matter what. Your Clear Mind and Absorb Pain are arguably as good as a defender's, since the defender multipliers are pretty much overkill on these two powers.
That leaves just Fortitude, which unfortunately will never be quite as nice as a defender's. That's OK, your Fortitude is still pretty darn good, and you can lock enemies down better than defenders, so it's a wash. -
Til this is possible, the next best thing is to blend custom critters with dev critters of increasing difficulty from 1 up to 54. True, this trashes the XP from the custom critters as the level goes up, but what doesn't trash XP in MA these days?
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I don't think dev logic was far off from that. Expanded range and radius was the explicit theme of the original defender blast set.
* Mentioned in the set description in character creation.
* 100' range on the single target non-snipe blasts, including the Tier 3 (Will Domination) and the targeted AoE (Psionic Tornado) and the beanbag (Scramble Thoughts).
* 175' range on the snipe (Psionic Lance), longer than any other snipe except Moonbeam (whose 175' range I suspect may itself be a copy-paste error from Psionic Lance).
* 60' 30 degree cone (Psychic Scream), longer than Fire/Ice Breath, Tenebrous Tentacles, wider than Night Fall.
* 20' radius targeted AoE (Psionic Tornado), larger than Fire Ball, Ball Lightning, etc.
I think this theme was given to the set because of its lack of other consistent themes (damage type doesn't count)... it had a lot of -recharge, but only on 5 out of the 9 enemy targeted attacks. Compare to, say, Radiation Blast, that had -defense on 8 out of 8 attacks, Electric Blast with -end and -recovery on 8 out of 8, Energy Blast with knockback on 8 out of 8, Dark Blast with -tohit on 8 out of 9.
So this leaves the blaster version of the set without a consistent theme. Only 5 out of 8 attacks have -recharge. Standard 150' on the snipe, standard 80' on the other single target stuff and on Psionic Tornado, but at least blasters got to keep Tornado's 20' radius.
Here's hoping Corruptors get the Defender version. The score so far:
Extra range theme: Defenders (I0), Controllers (APP) (I3), Dominators (I6)
No extra range theme: Widows (I12), Blasters (I12) -
To my knowledge, DMCA takedown demands have never happened in this game, except for when Marvel's lawyers were trolling for evidence leading up to the Marvel v. NCSoft lawsuit. Please correct me if you're informed otherwise!
If it does happen, NCI is a registered service provider under the United States federal law called DMCA, and will probably be best off abiding by the DMCA to preserve their safe harbor status. This means that NCI should take down the content in question, give you notice of the takedown, allow you to make a "sue me or shut up" counternotice to the rights holder, then restore your content upon receipt of the counternotice. You have access to this complete procedure even if you're not a U.S. person. -
Lawyers Are Expensive, GMs Are Cheap
Unfortunately, it's too expensive for NCI to hire intellectual property attorneys for hourly game master duties. This means the EULA has to carry an extremely simplified definition of third-party rights violations, which by necessity errs on the broad side, not the narrow.
Think of a Venn diagram with a small circle for "copyright infringement under U.S. law" and a large dotted-line circle all around it for "third-party rights based EULA violation". The dotted-line shows that the boundary for EULA violations is indistinct, for complex reasons that I'll just lightly touch on below.
The One-Eyed Man Is King
Instead, the copyright enforcement we see is molded by what GMs -- who receive some training and guidance, but are not intellectual property or contract lawyers -- think what the EULA says and which rights holders are likely to sue, NCI's DMCA safe harbor status notwithstanding. Also, since the enforcement is dependent on player reports, it's molded by what the player base -- who are definitely not lawyers -- think what copyright law and the EULA says.
So we see inconsistent enforcement. Having a Superman costume and character is immediately seen by the player base as a EULA violation. Making a gentle parody of Playboy magazine, even with a (poor) celebrity likeness and critter costumes similar to a registered trademarked service uniform, as a 1-mission MA story arc, is not seen as a EULA violation.
The Superman avatar seems to be inside the dotted line, the Playboy mission seems to be outside it, and it's anyone's guess why. Maybe players think comic books are entitled to greater rights protection than adult magazines (wrong), or that one publisher is more likely to sue than the other (wrong), or that a player avatar is more likely to be a rights infringement than an MA arc (wrong).
Your Next Steps
Because it's tougher to predict enforcement based on the player base's wrong ideas, there are only two feasible ways you, as a content creator, can figure out where the boundaries lie.
1) Look around at what other arcs have done, as far as tributes, parodies, etc. If they've been around a long time, that's a good indication they're not seen as EULA violations by the playerbase and/or the GMs.
2) Test the boundaries yourself. Best case scenario, your arc will be just fine, along with the many other tributes and parodies already published. Worst case scenario, the GMs will let you go through a re-edit/re-publish process if they see anything they don't like. -
Carnies all have psi defense. Power analyze 'em, see if you can wipe that defense out completely, or if there's no difference from unslotted Benumb.
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Kin/Sonic is excellent. More than any guide or build, though, the #1 thing you need is to learn how to joust. (If you don't know already.)
Kin/Elec doesn't need jousting, and is well suited to hovertankfending, thanks to Short Circuit's large radius. Tesla Cage, in addition to being a solid all-around hard mez, is a nasty recovery debuff for 10 seconds, same as Short Circuit's recovery debuff, ensuring an endurance drained boss stays really really drained, even if the hold doesn't stick. -
Minions' power comes from numbers. Don't give them a head start in the power department, or else they'll be stacking buffs/debuffs, heals, mezzes, or other kinds of nastiness. Save the juicy stuff for bosses or (if it's not too juicy) LTs, to reduce stacking.
Another option for reducing stacking of buff/debuff/heals/mezzes is to set the mezzing custom minion to not autospawn, then load it as a Boss detail. There'll be just one per spawn. See mission #2 of the arc in my sig for an example of no-autospawn custom buff/debuff LTs loaded as Boss details. Imagine how annoying the mission would be if multiples of those LTs were showing up in every spawn! Keep in mind the Boss detail only accepts minions and LTs if they are custom critters.
Go light on defensive/heal/support powers, including defense and damage resistance. The custom power calculations give very little extra reward for those powers, but they'll slow players down significantly if they're high. Especially watch out for Unstoppable type powers, which will stack with all other defenses, and some critter types have a 100% resistance cap. Regeneration on a high ranked critter is pretty much the same. If you're going to do an "unkillable critter" gimmick, set that critter as an optional objective, make it clear it's optional and not intended to be killable, and give players a chance to avoid it. -
So that's how you do it!
Quote:if you have a rez you should have vengeance
It's too bad that so many empaths have such hard-headed notions about what powers they need and what powers they don't, before they even learn to play this game. Secondaries and Vengeance are a good start in the transition from "I can rez, no need to go to the hospital" to "TF complete in record time". -
Theoretically, if you could get heal (Golgi), to-hit/defense (cyto/membrane/enzyme/lyso), mez (endo), or runspeed/flyspeed (microfilament) enhancements into Benumb, it should improve Benumb's various power drain (de-enhancement) abilities.
In practice, I have yet to confirm this. But remember, there is a reason Castle hates this power, and I think this is it. -
I get a little cross-eyed looking at detailed builds, so I'll just give you some general guidelines.
1) Numbers as requested. There are 5 "uber" to-hit debuffs in the game. Radiation Infection is #4 with -31.25% to-hit (all numbers are defender versions), and not really that far behind #3 (Liquefy, -35.7%), #2 (Hurricane, -37.5%) and #1 (Blackstar, -62.5%). (#5 is Dark Servant's Chill of the Night, -30%.) At the ED firmcap (+56.99% enhancement) Defender RI doesn't need any additional defense to to-hit floor even level opponents: -31.25% * 1.5699 = -49.06%. Any defense on top of that is useful for flooring higher level opponents.
2) Besides -to-hit/+defense, you also have another combo: damage debuffs synergize with resistance debuffs. Enervating Field debuffs damage by 25%. Not much, but it also debuffs resistance by 30%, bringing the damage debuff up to 25% * 1.30 = 32.5%. Start adding sonic debuffs at 20% a pop, and you get damage debuff numbers like 37.5%, 42.5%, 47.5%, depending how many sonic debuffs you have stacked. This will be your defense against AVs, GMs and other to-hit debuff resistant targets.
3) I'm not a fan of self-heal procs in single target attacks, especially when you've already got a fine self-heal in Radiant Aura. Think about 5x Decimation in Shriek and Scream instead of Entropic Chaos.
4) You may not need Stamina. AM gives you 58.5% recovery at the ED firmcap, you'll be intentionally blowing your end bar every 3-4 minutes with a nuke, and for 90 seconds of those 3-4 minute periods, you'll have Conserve Power keeping you in the blue. So, if you think you can go the 2 minutes between CP wearing off and your next nuke, with just AM and not Stamina, then you don't need Stamina.
5) You don't need Health. No matter how much regeneration you stack, it'll pale in comparison to your awesome self-heal, Radiant Aura. You don't need regeneration set bonuses for the same reason. If you're keeping Stamina and need Health only for that reason, take some of those slots out of Health and give them to blasts. 3x Far Strike in Scream is making many sad defender board pandas.
6) The usual slotting for Radiant Aura is 5x Doctored Wounds, for the recharge set bonus. Miracle's not bad, with a max health bonus, but most Rads prefer perming Hasten and AM or getting as close as possible. That takes a lot of recharge bonuses.
7) On the subject of Recharge bonuses, multiple copies of the +7.5% special Luck of the Gambler is a staple of rich endgame builds, especially ones that are trying to perma Hasten and AM.
8) Don't forget to make a team build too! Vengeance-Fallout-Mutation never stops being fun. Ever. -
It's pretty easy to avoid idiot choices on Dark/Elec. Dark Miasma is packed full of must-have, game-changing powers.
Twilight Grasp and Darkest Night will turn AVs into kittens. Tar Patch will make every fight faster and easier. Shadow Fall is stealth on steroids. Howling Twilight is an autohit minion stun plus nasty recharge debuff. Fearsome Stare is frickin' Fearsome Stare. Dark Servant is a targetable pet so will take hits for you.
That leaves Black Hole, which almost all players skip, and you should, too, unless you really like phase shifting. Taking Phase Shift from Concealment pool will let you go after phased enemies if you don't want to wait for them to unphase. That also leaves Petrifying Gaze, which almost all players skip, and you should, too, unless you really like hold stacking with Tesla Cage and can't be bothered to use Tesla Cage twice.
On the Elec side, there are some powers which are stronger, some are weaker, but all are damage, thus there are no truly bad choices. Skip Zapp if you don't want a sniper attack. Skip Thunderous Blast if you don't want a nuke. I wouldn't skip anything else in the set without a good reason.
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Overall, as a dark miasmist, you should be more concerned with getting practice than with getting a perfect build. Picking a good anchor, setting up a fast clickbind for Tar Patch, aiming Fearsome Stare's cone to get the whole spawn... player skills like those are worth more than any IO or set bonus. -
Quote:You know, on second thought, I think I've been playing defenders too long. I started actually ranking "the list" and the "low end" just kept... getting... bigger. Pushing Psi further and further up the list. Turns out, I think Blaster primaries all kind of suck for mitigation, and before making the list, I may have been subconsciously (and erroneously) comparing it to defender secondaries.st stun
st sleep (80% chance)
st knockback (60% chance)
2x st -30% rech, 6 sec duration
Still, I still don't feel any love for Psychic Blast's overall mitigation. Everyone skips Beanbags, and a psychic Beanbag is no different. 80% chance of mag 3 sleep is a joke, defenders only take WD for damage, and blasters lost the damage. On the other hand, the 60% knockback and 30% recharge debuffs are nice, now that you mention them. Psionic Tornado (which you should have mentioned!) has the bulk of the set's mitigation.
That said, if mitigation is so minor for all blaster primaries, is being a little bit better at mitigation all that important, when you give up things that are major, such as damage typing and AoE damage? "Unparalleled in its supremacy" at 80' mitigation may be true, but I don't see people rolling psi blasters for it, and I don't see people rolling /psi defenders for 100' mitigation, either. Just not that good, in the grand scheme of DPS versus time.
EDIT:Quote:laughing at SC -
First, it's reasonable to make predictions based on partial information.
Second, my predictions are based on the same partial information as the YAY ISSUE 18 IS AWESOME CATHEDRAL OF PAIN WHOOHOO posts, yet I don't see you calling those out.
So let's be honest. You're not disagreeing with the fact that I'm making predictions, because if I had made positive predictions, you wouldn't have posted. You simply don't like me being critical.
That said, I know this game well, both its mechanics and its history, and I confidently stand by every one of my predictions. Just like I stood by my prediction of "Psi Blast will suck for blasters" even as many people accused me of FUD just as you have. Fact of the matter was, I knew better than they did.
EDIT: Lest I be accused of hedging, let me spell it all out. Make it an official part of my batting average. Also, I am not in closed beta, so these are predictions based on partial information and long term trends.
* Cathedral of Pain will be better than Dr. Kahn Task Force (how could it not be?) but not as good as other existing end-game challenges, such as Lady Grey Task Force or Hamidon raiding, or as good as GR Praetorian task forces, if any.
* The world will not end when markets merge. Redside prices will go away, even the prices for Pet IOs. Blueside prices will prevail, then continue at the same rate of steady inflation. Some of the uberest rarest current phat lewt will drop in price, rendered obsolete by even more uber new phat rare Praetorian lewt. Overall, nice QoL change, but won't affect gameplay, except for farmers now being able to pimp out redside alts by farming blueside.
* Tips arcs won't be any better than existing arcs, for non-GR subscribers, once the shiny wears off. Merits are merits wherever you get them. The only significant benefit I see for non-GR subscribers is to help their GR subscribed friends do side switching.
* Issue 19 will come out fast fast fast. Live in less than 4 months after Issue 18 goes live, quite possibly less than 3.
Re-edit: Now, I'm not completely down on everything to speak of about I18. Surely, you've heard there are rumored things coming to non-GR subscribers in I18, some of which I'm very pleased about, but this isn't the thread for I18 rumors. -
Quote:When I think of blaster primaries with "significant mez" or "significant mitigation", Psi is at the low end of the list.
significant mez/mitigation
Quote:The only other set that can do that is archery with 2 ranges slotted AND boost range and it has no mitigation.
Til that happens, I don't think range is all that. Even if range were a perfect defense, defense doesn't get the the expees and purple drops to roll in. DPS does that. And trying to blast single targets while hovering 160 feet away just isn't good DPS. -
I actually had to edit my post, as the first version implied that a healer should take Vengeance and put it on auto. Which may have caused confusion, since putting Vengeance on auto is strictly pro.
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Careful here. A few defenders, and a lot of controllers, build for DPS. But I'm sure you can usually see in your teams which ones they are. Also don't forget Nova form Kheldians ... or Kheldians you can entice into going Nova if you give them Fortitude.
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Depends on team size and whether you have Hasten. The bigger your usual team size, the more important recharge becomes. I usually get stuck on 8-man teams, so even though I have Hasten, I still give up some defense for recharge. (Currently slotted 1 def SO, 2 rech SOs).
If you typically duo or trio, of course recharge goes right out the window and you can slot only def DOs/SOs.
Unenhanced Fort will softcap teammates' tohit against almost all targets. I don't bother slotting tohit until I get Hamidon membranes, and even then, it's just a nice side effect that's included with the defense and recharge I want.
If you have some influence to burn, uncommon (yellow) Def/Rech IOs can solve the dilemma for you at a reasonable price. Assuming you're level 13, you could craft a level 16 Karma Def/Rech IO for under 25k inf (recipe and salvage included). Kismet Def/Rech.16 IO about the same. Gift of the Ancients Def/Rech.16 and Serendipity Def/Rech.16 IOs perhaps 75k each. -
Revisiting thread, taking a fresh look at the original post and original question.
Quote:Good start.Just based on the numbers, I'd probably take Psi Dart, Mental Blast, TK Blast, Will Dom (though I'd grumble), Focus, Snipe and nuke.
Snipe is iffy. The damage, animation time, and recharge time are standard for a snipe. So if you're looking for a snipe, you will like Lance. The side effect is nearly nonexistent (less recharge debuff than dart!), so if you're looking for a nasty single target debuff, you will hate Lance (stick to dart & MB for that).
Quote:I'm fond of having control options, but the Tornado and Scramble take 2-3 seconds to animate, which I think is probably Too Long.
A single target hard mez is nice to have. Scramble should be your last choice. But if your secondary and APP come up empty for hard mez, Scramble will have to do.
Quote:I note that my AoE consists of Psychic Wail, which makes me wonder if /Fire might be the better choice, to rectify that.
If it's gotta be Psi/Fire or Psi/Ice... well, that's going to be a really tough decision. Each brings something Psi is lacking (yay!), but each lacks what the other is bringing (doh!). Psi/Ice has cool toys like Shiver and Ice Patch, but no AoE damage whatsoever, and Frozen Aura is the sad pathetic version the devs let Tankers off the hook from but not Blasters. Psi/Fire has AoE damage in spades, but no utility to speak of. It'll come down to your personal preference, I think.
In addition to Psi/Eng, Psi/Elec and Psi/MM aren't bad options, either. /Eng and /Elec both give you splendid damage type pairing, though your AoE damage will be stunted. /MM gives you a cone blast and a PBAoE, though your damage type will be stunted. -
Quote:Damage scale reduced to 1.32 AND recharge time increased to 20 seconds. I wouldn't call it a tier 3 when it deals less damage than a tier 2. Instead, TKB was promoted to a tier 3, Mental Blast promoted to a tier 2, and Dart added as a tier 1.
* Will Domination was modified (damage scale reduced, I believe) because it hits pretty hard for Defenders. Actually, it's still quite good on Blasters... it's a slightly weaker tier 3 that just happens to have the same range as a tier 1 and 2 attack.
So even though WD is very much a skippable power, comparable to Bitter Freeze Ray, a WD-to-WD comparison doesn't tell the whole story, WD was skimmed off the top (and basically thrown away) to make room for Dart as a new power, and all the blasts in between were bumped up.
Quote:* Psychic Scream moved to the secondary set. -
Quote:The point of doing Tip missions if you don't have GR is also unknown.Tips drop from defeating level 20+ foes. Drop rate is unknown. The number of Tip missions is unknown. But, it *is* new *content* for 'free.'
Issue 18 is not much of an issue, reminiscent of Issue 15. Cross-faction trading that doesn't directly affect gameplay, tip missions with likely little benefit for non-GR subscribers, and a new task force. The Anniversary task forces set the bar very low for Cathedral of Pain, and I don't see the writers having much incentive to jump higher when the focus is on side switching and Praetoria.
The upside of a "not much" issue is that the next issue is likely to come out very fast. Issue 15 live to Issue 16 live was just 78 days. A question remains, however, whether Issue 19 will have much for non-GR subscribers. -
Game's overdue for an information cascade. Get enough people to believe de/buffs are more important than heals, and the wall comes crumbling down. Sometimes, the solution to humans blindly conforming to bad ideas, has to be humans blindly conforming to the simple opposite. The fall of the Berlin Wall, the formation and popping of the real estate bubble, American offshore oil exploration being banned, no allowed, no banned, it's the same underlying group psychology. Remember, groups think differently than individuals!
Fine in theory, but how do we get the snowball rolling? By being just as bad as the trinity types. When you advertise LFM, say something like "do not want healer, healers are crap, want buffer debuffer or blastfender." When you advertise LFT, say something like "skipped worthless heal powers, I have the buffs and debuffs and blasts that actually help." Even though it's not true. Even though you know it's wrong. Replacing entrenched disinformation with new disinformation is the name of the game. Sure, you'll scare off a good empath now and then, but shed no tears, empaths never have trouble finding teams.
I'm sure there'll be enough concept types who are hellbent on playing a healer to ensure a good mix of buffers, debuffers, offenders, and healers after the cascade.