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There's a big disconnect between World of Confusion's numbers and the numbers of other mezzing powers in this game. Accuracy/chance-to-effect, duration, radius, and mag are all terribad, all at the same time. Some aspects of the power blaze totally new, unique ways of being bad: the super slow tick period, the secondary effect not always applying along with a damage hit, and the duration not increasing for archetype or level. Some powers are give-and-take, this one's suck-and-blow. It's like something taken out of some trinity-type MMO where crowd control is supposed to do nothing by design, to keep tankers and healers in every team required, because it doesn't look anything like a City of Heroes power.
That said, because it's so bad out of the box, the Coercive proc improves it by that much larger a factor. I know it's said that powers aren't balanced around IOs, but pretend this one is, and either slot Coercive or don't get it at all.
For reference, Coercive Persuasion is a 33% chance to make each target fire off a "Contagious Confusion". This doesn't confuse the target itself... yet. When Contagious Confusion fires, 5 enemies within 20' of the target (this includes the target) each have a 33% chance to get a mag 3 confusion for 10 seconds. Even though it procs less often, and isn't as good as controller controls, it's much stronger than World of Confusion itself, thanks to mag, duration, and radius that don't suck. Even the chance to proc isn't so bad, if multiple targets are inside WoC's radius, which results in a multiplier effect due to the way Contagious Confusion works. -
Quote:If that person is an op of that channel, leave that channel and stick to Architect Chat. If that person is not an op, /gignore. Why? You asked a legitimate question that didn't necessarily have anything to do with farms and got trolled in response.... I asked on this MA cross server channel if the tickets generated varied with mission difficulty.... My question was answered, and then I got a tell that suggested I could be banned from that channel for farming.
Non-farm story arcs give tickets, too. As an arc writer I'd love nothing more than to help people get lots of tickets for running my arc rather than yet another Portal Corp demon farm.
Don't worry about exploits, since the devs decide what exploits are arbitrarily. You can guess, but you have no way of knowing what is and isn't an exploit until the devs patch it. (Remember the Bonfire "exploit"? Or when rescue captives, non-combat escorts, and defendable objects started reducing XP in MA?)
So, how should you pick an arc to run? Commit to giving yourself the full MA experience, by playing arcs that have a combination of playability, story, and rewards to your liking. If an arc only has 1 out of 3, you're only getting a small part of the experience. If an arc has all 3, only trolls will accuse you of farming and try to scare you with petitions and bans. -
Quote:And what's so bad about being in melee simply to be in melee, anyway? Air Superiority is a perfectly good power for Defenders. So's Dreadful Wail.Everyone is assuming that he was in melee simply to be in melee... What if he was in melee range hoping to god to get a heal?
There are MMOs out there where there are melee classes and ranged classes and maybe a mixed melee/ranged class, and if you don't play at the range you're supposed to at all times under all circumstances, you're doing it wrong. This is not such an MMO. You get that. The Kinetic on Psylenz's team should've gotten that, too.
Anyway, Psylenz's response should've been just an internal mental dialogue. "OK, Kinetic's an obvious farm kiddie, doesn't want anyone in melee but the tanker, fine, I'll just buffbot this mission, feel zero guilt for leeching since it's not my choice, pour myself a nice cold drink between 4-minute rebuff periods, sit on my fingers when someone inevitably says 'nice heals', and excuse myself to find another team when we're done." Wish I had the patience and presence of mind to do that myself, so I don't fault Psylenz for blowing a fuse. I've blown a few fuses myself in similar situations. -
Freezing Rain poofing debuffs bug means my stormy slots some accuracy and Kismet +6% just like everyone else.
(But the Kismet doesn't go into Steamy Mist, I need def and res enhancers there!) -
Well, there's "bad", there's actual bad, and then there's Presence pool.
Some powers are fine, when in normal PuG teams doing normal content, i.e. no uber fire/kin farmer making everyone else irrelevant. Some powers take careful slotting and have a huge learning curve, but do have some sort of use if you're committed to it. And some powers might as well not be in the game. -
ALL the original human faces from City of Heroes launch are disabled.
After the CoV expansion, some players complained that the "villain faces" were duplicates of the "hero faces." Those players were wrong. They are, in fact, darker, sharper, frownier, more villainous looking versions of the original human faces. It takes a sharp eye, but close examination reveals that not one is an exact duplicate.
Nonetheless, the original human faces are disabled, so the only way to have an original human hero face is to have it grandfathered in and never visit the tailor. -
Sure, 20' "would've been even nicer" (see 2nd paragraph of my last post), but unwanted Speed Boost makes that difficult.
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All right. So staying 80' away from enemies and buffbotting, except for the occasional panic nuke, screech, or siren's sn0g, would've been Psylenz's best option, in this team, with these players. I've seen this kind of situation before. Debuffers aren't the only case where you have to rein yourself in if your teammates are a bit handicapped. Blasters and offenders in general have the same problem.
Still, I think it would've been even nicer if the Kin would refrain from Speed Boosting him so he could stay in the sweet spot, close enough to the movement-floored enemies to benefit from FS, far enough not to be a Rikti sword pincushion.
Or the devs could just let us delete buffs and this whole thread becomes moot and everyone goes home happy. Right? -
This may be outside the scope of your guide, but I find Steamy Mist to be a great costume change power. (Thunder Clap too.)
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Too sleepy to actually read right now, so all I have is a typo for ya.
Quote:Maybe mention, in the basic version, that the resistance is only to three damage types. That's semi important and maybe shouldn't wait for the advanced part.How Should I slot it? (basic version)
... Just looking at the numbers the resistance provided, 20%, is greater than the defense provided, 5%. Thus you get more bang for your buck by slotting resistance. However, it is not quite that simple, because defense becomes substantially more effective the more of it you have, so if you have other defense granting powers (maneuvers, combat jumping, hover, weave) or play with people that use other defense buffs or defense focused builds, you could consider slotting for defense.... -
Membranes work nicely.
Better and simpler just to allow recharge enhancements. Yes, it's an excellent power, but the duration is limited. And the already complex enhancement system becomes easier to teach to newbies if all recharge times can be modified in simple ways.
Either that, or stick to the non-customizable system all other MMOs use, where recharge times cannot be changed for anything. That's simple, too. (Though dumb.) -
Kinetic on the team and I'm not allowed to get into the Fulcrum Shift zone because I'm the bubbler?
Does the kinetic's right to not be a healbot outweigh my right to not be a buffbot? -
Storm Summoning
Graphics
- Summoning Freezing Rain directly beneath yourself, while hovering away from the ground, causes the raindrops animation to be displaced to one side. (The ice slick animation and debuff/damage power effects are placed correctly. Hovering or standing at ground level does not have this result.)
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Vengeance is the reason to take Leadership. Drop it only for a solo or farming build, where you can be sure there will be absolutely no faceplants, or the faceplant will always be yourself. In the world of real teams, teammate faceplants happen, and nothing stops the deterioration to team wipe better than Vengeance on auto. Bad empaths think they can stop it with Resurrect, but it's really all about the mighty autoveng.
Only problem is you can't put both Hasten and Vengeance on auto at the same time. Sooo... you'll have to click Hasten manually on your teaming build. Sorry. Don't worry, you get used to it.
Public service reminder: Not all AoE heals should be put on auto. Just this one. -
I dunno. In my experience, if a debuffing type of defender is taking that much damage, I look to the teammates to fix the problem. Tanker to hold aggro, controller to mez enemies or buff the defender, blaster to put out more AoE damage than the defender (which shouldn't be that hard).
The alternative is for the debuffing defender to stop doing what he's best at, and buffbot or leech instead. Aggro problem solved, at the cost of XP rate for the whole team. Against deep purples, this is a sad necessity, but against +1s it shouldn't need to get to that point. -
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Love Repel. Great power.
Good enough to overcome the practical reality that controller Kinetics is all about maximizing DPS, farming, and maximizing DPS while farming? Fat chance. Thus Repel's reputation.
Still, I love to hear how all Kinetics powers can be put to use in non-farm content like this, for those of us who venture off the beaten (plowed?) track. Since that's where I've seen most /kinetic controllers really struggle to support teammates not named "Imp", use or carry break frees, or do much of anything. Maybe someone can use your test results to start writing a specific non-farming Kinetics guide! Keep us up to date. -
I never fault someone for being in "melee". If the support types on the team (especially controllers) are doing their job, the critters should be harmless at any distance.
Besides, being within 20' (Transfusion's radius) of an enemy critter isn't really "melee" if you're a cold defender, the critter is movement floored, and takes a full ten seconds to move 20'. More likely the the cold defender was faceplanting not because of his position but because he was the only one without ice shields. Not having SB would have helped him stay in that sweet spot just within Transfusion's radius. -
Quote:Problem isolated.[Team] Idiot Kinetic: if someone breaks the chain it breaks the continuity of buffing
I have no problem skipping people in the buff order. Sure, it takes a little more concentration, but you learn quickly. First, because not everyone on a team needs Increase Density, Clear Mind, O2 Boost, or what have you. Second, because it's unrealistic to expect your teammates to remain in line of sight and 60' of you at all times. Third, and most importantly, because you have to skip yourself. -
Quote:Some (not me) say Force Fields are already overpowered.Why don't Force Field powers provide defense debuff resistance like other defense based sets? Would such an addition make it overpowered?
My workaround is to use other powers to stall enemies and let the defense debuffs wear off. You can't stop the debuffs, but doing something about the chaining and stacking is the next best thing. Won't work for ridiculously long lasting defense debuffs (argh Ruin Mages), but helps against the usual machine gun spam.
For FF/psi defenders, Psychic Scream and Psionic Tornado work wonders for that. Critters at floored 25% recharge speed aren't going to be stacking anything. For other kinds of defenders, even Repulsion Bomb, (Sonic) Shockwave, (Dark) Torrent, Dark Pit, or Siren's Song will buy a couple seconds. /Elec endurance drain and /Dark tohit debuffs come into play nicely for stopping stacking. Heck, even Energy Torrent, Explosive Arrow, and other AoE sometimes-knockbacks might give you enough breathing room. -
Quote::composes and deletes rant citing way too much CoH nerf history:If buffs and debuffs were brought in line, you can likely expect that debuff resistances would likely be brought back in line as well, likely such that debuffs and buffs would act in a roughly identical way.
On second thought, for sake of ontopicness, I'll just say I do not share that expectation.
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Yeah, I can't think of many instances in the game where an empathy defender is needed but any flavor of defender or support-specced controller (i.e. probably not fire/kin) won't suffice. ITF? Don't need a healer. STF? Nope. DKTF? Just need -regen. Random AV/GM run? +Def/Res, -Damage does just fine. Farm? Fire/kins are supposed to solo it, that's what makes it a farm.
Add in the fact that empathy defenders and fire/kins attract players who think they know how to play their character, how to play my character, and the entire game better than I do (but really don't).... I'd rather take my chances with some random newbie TA/A defender willing to learn the ropes. -
Quote:Not against the maximum reward rate content in the game, the kind where dev power-weakening efforts, if any, should be focused. Farms, Hamidon raids, various AV or GM heavy end-game content.the sheer size of most debuffs allows them to still compete very well when they're pitted against buffs.
In more common gameplay, yes, debuffs are better than buffs. Live em, love em, don't leave home without em. But if common gameplay becomes the basis for weakening debuffs even more, a lot of end-game content will go right back to Issue 0.
Issue 0 (true story):
Fire Controller team leader: "lol dark miasma" /kick "hydra farm lf emp healer".
(Regen debuffs being the major exception, but only because they're a countermeasure to something else that's overpowered.) -
If you're roleplaying a theme, always choose theme over utility. Maybe you'll pass up some powers that some consider "essential", but that just means your learning curve will be a little steeper. Once you've become very good at using "second choice" powers, you'll be more useful to any team than a newbie who doesn't know how to use his cookie cutter build.
For example: Two of my controllers have skipped "essential" powers (Char, Seeds of Confusion) for thematic purposes: my fire controller is smoke-free, and my plant controller only makes things grow rapidly. That just means I focus my power choices, slotting, and practice on "second choice" powers (Flashfire, Strangler). Besides, I'm not at much of a disadvantage, since a lot of "second choice" powers, like these two, are darn good powers anyway. -
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Unless the team is playing on the Nintendo Hard setting, in which case the fast XP rate compensates for your bloodshot eyes, clawed hands, and fried nerves. (Especially since there's no way they could have done it without you.)