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Posts
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Cryptic can't sell intellectual property it doesn't own. Just like they can't give NCSoft the right to publish Windows or VisualStudio or any of the software they might use, sound effects from a commercial (or even non-commercial) library aren't theirs to sell, either. Nearest possibility is that they might transfer their license to NCSoft and be required to buy a new license.
Also, non-compete agreements are void in California, Cryptic's home state (CA Business & Professions Code section 16600), even if the agreement was formed under the laws of a different state (Application Group, Inc. v. Hunter Group, Inc., 61 Cal. App. 4th 881 (1998)). People in California can't be contractually restricted from engaging in otherwise lawful business. Even if it's signed in blood, notarized by the Pope, and you break down on the stand and admit you signed it, it's still void; in the eyes of a California court, it's as though the agreement does not exist. -
I went Sonic/Fire blaster with mine. With lots of slots in Howl and Fire Sword of course.
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Just a quick note on Combustion. Combustion's strongest selling point: it's an awesome costume change power. It's so good as a costume change power, I still pick it up on every character I can, even after costume change emotes got implemented.
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In practical terms, Clear Mind is 90 seconds of status effect immunity. Teammates will be released from status effects when it's used, and new status effects won't work.
It's a simple power, but learning to use it efficiently on a team of 8 is surprisingly tough. Sure, you could just spam it on the whole team for every mission, but that stops being fun. Most people who do that just end up ignoring Clear Mind altogether. Instead, start to keep an eye out for 1) which enemies use status effects, 2) what the status effects look like, both visually and in the team buff icon display, 3) which teammates are already immune to mezzes without your help (scrappers, tankers, some others), 4) which teammates are especially vulnerable to mezzes (offensive togglers as Doomguide mentioned), and 5) which teammates also have Clear Mind types of powers (so you can split the work). In this way, you can have a mental triage going: A) which teammates should have constant mez protection, B) which teammates don't need constant mez protection but you should release them from a mez if you see it, and C) which teammates don't need Clear Mind from you at all, either because they already have it themselves or because someone else is Clear Minding them. And you'll also know the missions where you can forget about Clear Mind entirely.
When you can, practice on middle-sized teams (four, more or less). You won't have to keep track of who's supposed to be buffed or not, so you can concentrate on your buffing rhythm.
Extra bonus! My handy dandy keybinds for characters with ally-targeted powers. This makes the ` key at the top left of your keyboard work exactly the same as the TAB key, except for friends instead of enemies.
/bind ` "target_friend_next"
/bind CTRL+` "target_friend_near"
/bind SHIFT+` "target_friend_prev"
Also don't forget SHIFT+1 through SHIFT+8 which are /team_select (default keybind, no need to set it). -
Possible. But the Wet Ice change was made back in the stone ages. Before IOs, specifically. The "inefficient slotting" rationale doesn't hold up anymore, for any power. Benumb also has a second problem with endurance draining, which has me suspecting it's not working as intended on either count.
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My post had no answers because your original post had no questions. Sorry I couldn't be of more help.
Clear Mind is a bit odd when it comes to slotting. It's an excellent power -- I'd argue the best teaming power of the set, although Fortitude has more fans -- yet it doesn't typically get much slotting. The main reason for this is that you can't enhance its actual effect. The other reasons for this is because the duration is quite long and the recharge already sufficiently short, its range is sufficient, and it's not too costly on endurance.
Resurrect, on the other hand, typically gets few or no slots for the usual reason a power gets few or no slots. It's an okay but not great power.
Adrenalin Boost is tricky. You're absolutely right to take it at level 32 and to slot it well. Just fine-tune it with SO slotting before investing in IOs. You might find you need more regeneration, or less recovery, or faster recharge.
I've played on buff/debuff heavy teams with stacked Leadership. I've played on buff/debuff heavy teams without stacked Leadership. Both steamroll at similar speeds. -
There's always the option of having one build for teaming with a Kinetic, and another build for soloing or not teaming with a Kinetic. If you don't mind the implicit admission that Kinetics breaks the game so much that it deserves a second build more than PvP.
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Wow, I take a break from defenders for a month and suddenly I'm on a roll.
Cold Domination
Bug: Benumb drains endurance from targets but does not accept endmod enhancements or IO sets. -
When in doubt, go with resistance to your own damage type: smashing and energy, in this case. Unless you really want Power Build Up for whatever reason.
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Empathy just doesn't work for me when I think of technology based medic concepts. Medics don't cast "Cure" "Cura" and "Curaga" on people to heal them, but that's exactly what Empathy looks like. It's also tough to stand out as a concept-first character using an ultra mega popular power set -- hard to tell you apart from power-first characters who just threw together any old generic concept to fill in the bio field.
Empathy also has this weird phenomenon where people feel compelled to load up on so-so powers like Leadership toggles instead of great powers like Tesla Cage. My theory is that empaths have lower standards for pool powers because empathy, while still a very nice set, doesn't approach the game breaking potency of Dark, Storm, Kin, Rad, Cold, or TA (or FF or Sonic either, depending who you ask).
Have you thought about a Traps/Elec defender with Medicine pool? Or Elec/Elec blaster/scrapper/tanker with Medicine pool? -
I'm not sure how to phrase this one, it's hard to explain what's going on visually.
Sonic Attack
Graphics: Siren's Song's graphic effects continue to play after the cast animation completes. This causes the effects to move to stay in front of the user, if the user turned to face another direction while casting. -
Quote:Hm, I just had an idea. Switching the self-damage on Absorb Pain from "ranged" to "melee" might do it, since defender and controller melee damage is the same. It makes thematic sense, since you're not dealing damage to yourself from far away. And it might only take 5 minutes of work.[ QUOTE ]
How do we feel about Absorb Pain dealing more penalty damage to defenders than to controllers?
For comparison, the penalty damage on Energy Transfer was adjusted to account for stalkers having a higher damage multiplier: 3.00 self-damage to stalkers, 3.75 self-damage to tankers, so after AT multipliers they're exactly the same self-damage for both ATs after level 20.
Defenders have a higher damage multiplier than controllers, so Absorb Pain's self-damage would have to be reduced from 3.00 to about 2.54 to equalize the damage in the same way as Energy Transfer.
[/ QUOTE ]
Honestly for me personally, it's a non-issue. Or rather, it's such a minor issue that unless it only takes 5 minutes of work I don't feel it's worth taking time from other problems. The damage from AP is minor enough that it's not a huge concern, the -heal and -regen debuffs have far more impact then the self damage, and I believe the two versions are penalized equally there. Then you add in that regen aura allows you to work around the penalties and is found in the same set. -
Quote:Not in my experience, it doesn't.Assault on Darks and Storms will make a big impact to both for making a real improvement to a team.
Just as -tohit and +defense work differently (and thanks for reminding me of that), -resistance and +damage work differently. First, Assault is a toggle, and toggles make defenders nuke-shy. Nuke-shy defenders don't slow teams down as badly as defenders who refuse to use all nine blasts, but it is a consideration. Second, Assault has to be retoggled; that's seconds you could've spent blasting survivors. Third, while -resistance is almost always a help, +damage is easily and often hardcapped at level 38 and above. The level controllers get Fulcrum Shift just happens to be the same level defenders get their nukes, it's a coincidence but an important one!
That's why I say it's fine to leave the +damage buffing to controllers when teaming and above level 38. Yeah, Assault gives your team a bonus on paper, but in practice, you're giving up too many other things to make use of it (nukes, animation time) and not always getting any benefit (low +damage hardcap).
(Same advice applies double for corruptors, who really shouldn't be nuke-shy, and of course doesn't apply to Archery and Assault Rifle types, who are awesome with Leadership.) -
A single storm or dark miasmist on a team is game breaking.
Re: Dark Miasma and Leadership
Maneuvers: Same answer as with Storm. Defender Dark Miasma soft-floors enemy to-hit without any outside help whatsoever. Against even level opponents you don't even need to slot to-hit enhancements to floor enemies.
Assault: Same answer as with Storm. Nice to have soloing and exemplaring below 38, but gets less handy the moment a controller busts out Fulcrum Shift, or the moment your nuke recharges.
Tactics: Same answer as with Storm. Good for people who want to use less slots for accuracy, not so good for ATs with nukes and retoggling issues.
Vengeance: Always great, but being forced to take Maneuvers or Tactics is rough love. Not so big a sacrifice, since Dark/Rad has more skippable powers than Storm/Dark. You can always use Maneuvers or Tactics as an IO holder. -
Which is completely fair, but only if you accept the assumption that buff/debuff ability is a fair 1-to-1 trade for damage dealing ability. But that's a tough assumption to justify, since buffs and debuffs in this game are easy for any AT to softcap (+def/-tohit, -def/+tohit, mez protection), or easy for any AT to hardcap (Fulcrum Shift, slows, heals), or aren't stronger in a defender's hands (recharge/recovery/regeneration buffs/debuffs, endurance drains in PvE). That leaves very few buff or debuff types that fully benefit from the extra defender power, +resist, -resist, and -damage being the only three I can think of.
Another thing I'd toss in there is that defenders have better mez durations than corruptors and masterminds. That'd be more significant if non-controller mezzes weren't so heavily penalized, but it does help a little. -
Leadership's alright, but not so good that you should feel you need them to be a team player. Just because a million permanewbie empaths all take them doesn't mean you should.
Maneuvers - You're a stormy. Stuff can't attack anyway.
Assault - Useful, especially solo, though you'll have to retoggle it every time you nuke. Perhaps have Assault instead of O2 Boost on your soloing build. For teaming, damage buffing should be someone else's job.
Tactics - You're a stormy. Anything that gets wet from Freezing Rain is going to be easy to hit.
Vengeance - Useful, though you'll have to take at least one not-so-useful power out of either Maneuvers or Tactics to get it. Since you're Storm/Dark, power choices are scarce, so be careful not to drop great powers for merely good ones. -
Another week, another let's change vigilance thread. We're going to need a bigger suggestion box!
Anyway, if Castle doesn't want to do anything ambitious with Vigilance (like most Vigilance suggestions), he could always go for something easy cheesy to code, like passive endmod/slow/debuff resistance. -
I don't think blasters are quite as bad off as the OP thinks, so my suggested buffs are a bit more modest, focusing not so much on the blaster AT itself, but on individual weak powers, which are often shared with other ATs and equally weak for those other ATs. Not that I don't like the OP's ideas, just that I'd still be happy with baby step buffs.
My theory on to-hit checks and interruptibility is this: you only need one or the other to provide uncertainty/randomness. Having both interruptibility and a to-hit check is overdoing it. Conclusion: Sniper blasts should be autohit--provided they're not interrupted, of course. This substantially increases the number of situations where a sniper power would be desirable. Just remember to tweak the sniper IO sets to no longer have accuracy anymore. (This logic applies to all interruptible powers on all ATs.)
Quote:Nukes
Quote:Flame Mastery
Quote:Force Mastery
Quote:Voltanic Sentinel
Quote:Frozen Aura
Quote:Scare
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Additions:
* Mental Blast's debuff duration needs to be boosted to match its lengthened recharge time. Or, along with Psionic Dart, returned to its faster-firing original version, of course.
* Will Domination. Nuff said.
* Electric Blast's low-probability super-short-duration recovery debuffs are pointless. Tesla Cage, Short Circuit, and Thunderous Blast excepted, of course. The rest should be improved to slightly longer duration debuffs in line with Ice Blast and Sonic Attack, even if it means the debuffs need to be reduced from 100%. Endmod enhancements can bring them up again, whereas currently enhancing a debuff that's already 100% base isn't much use. (Defenders and corruptors and elec melee'ers too.)
* Web Grenade's slows need to stack, otherwise enemies get a huge burst of recharge and movement speed every time you reuse it. (Same for all weirdly non-stacking slows, like Infrigidate.)
* Combustion, Lightning Field, Consume, and Hot Feet have large radiuses for PBAoEs, at least as large as Fire Ball. Their target caps should be 16 accordingly; there's no reason they should hit fewer targets just because you have to be a little closer.
* Blaster melee and PBAoE attacks and toggles should reduce their threat level. Getting into melee with that "glass cannon" that's been plinking you from a distance should become a lot less desirable to the AI if the "glass cannon" suddenly busts out a Total Focus. Getting in the scrapper's face instead doesn't sound like such a bad idea now does it? (Same for all "squishy" AT melee attacks.) -
Powers I would give them (bit of wishful thinking):
Blaster Flame Mastery = Forge (base recharge 60s -> 120s, endcost 10.4 -> 13)
Blaster Foce Mastery = Siphon Power (base recharge 20s -> 40s, endcost 10.4 -> 13)
Controller * Mastery = don't care
Defender Dark Mastery = Chill of the Night
Scrapper Body Mastery = Power Boost
Scrapper Darkness Mastery = Darkest Night
Tanker Energy Mastery = Power Boost
Powers I think they're going to get (let's be realistic):
Blaster Flame Mastery = crummy version of Healing Flames (+maxhp, base recharge 20s -> 9m, endcost 10.4 -> 18.2)
Blaster Foce Mastery = Gravity Distortion (base recharge 8s -> 16s, endcost 8.528 -> 10.66)
Controller * Mastery = still don't care
Defender Dark Mastery = some single target dark melee power nobody will take
Scrapper Body Mastery = nothing, better luck next time
Scrapper Darkness Mastery = Shadow Dweller as another Focused Accuracy toggle clone
Tanker Energy Mastery = nothing, better luck next time -
Well, consider yourself unlucky. By sheer coincidence, your roleplay concept has led you perilously close to one of the most common bad builds in the game -- even down to the power pool choices. Wish I had a dime for every newbie who rolls a defender and does nothing but heal and recall dead teammates to rez them.
Thankfully, though, you're taking a lot of blasts, which is a great start. The Hover + Teleport combo makes for fairly hassle free travel; Hover + Short Circuit about 10 feet over your enemies' heads also gives you the power of a PBAoE without the nuisance of melee. You're also taking Clear Mind and Fortitude as early as possible, and using them throughout the mission (not just once inside the door), which sets you immediately apart from the legions of empathy newbies. You're putting off either Heal Other or Absorb Pain until higher levels, since it's more important to get buffs and blasts in at the middle levels. Most importantly, you're thinking ahead to dual builds, since empathy gains a tremendous amount of versatility by having two builds to choose from.
One tough choice you'll have to make: Nuke or Leadership. You can have both, but it'll be a source of headaches. If it were my choice to make, I'd have the nuke on my "soloing/tanking/steamrolling" build, but not Maneuvers or Tactics -- use the saved power choices for Provoke and Charged Armor. On my "teaming with dummies" build, I'd skip the nuke and take the whole Leadership pool, especially Vengeance, which should be on auto -- just hit Hasten manually as needed.
Any part of the above which sounds borderline insane will make more sense once you see it in action. -
Vocal like the scrappers? As in shooting down any and every APP idea for any AT other than defenders? As in demanding no Blaze Mastery for scrappers until defenders get theirs? Since defenders are clearly the disadvantaged archetype for such and such reasons?
Sarcastic swipes at certain forumgoers aside, /signed because I suspect that doing multiple APPs all at once results in a net labor savings. If Castle can crank out a dozen proliferated powersets all at once in fewer accumulated hours than he can crank them out one by one, same must hold true with APPs. -
Quote:Any chance this option will be combined with the "no xp" option, so that a player can use a single setting to choose either xp or boosted inf? A player either wants to gain XP or doesn't, regardless of whether he's currently exemplaring or not.... we are even changing the way exemplaring works so that you get XP while you are fighting at a lower level. There will be an option of having the “old way” of exemplaring, and earning extra Inf. instead, for those players who want to earn some more Inf. instead of levels.
Quote:With the ability to bridge removed, we should see an end to those Broadcasts, in addition to /tells to characters who are in the right level range for being a bridge.
Quote:... we’ve added new features to the in-game Email system to either shut it off entirely, or only receive emails from people on your friends list and/or people in your Supergroup. -
Good and well, but when a kinetic easily caps a team's damage, and resistance debuffs scale sharply down in usefulness against higher level enemies, I'd say that the importance of +dmg/-res is a little bit overestimated. That overestimation may explain why defenders add huge amounts of damage to a team on paper, but in practice more people roll controllers for farming and other forms of steamroll teaming instead.