Sailboat

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    I also notice that they lump cats, a natural source of danger to birds, in with "human caused" threats in an attempt to fluff up their numbers.
    The domestic housecat is an invasive species in North America and much of the rest of the world.

    Cat population, an estimated 93 million to 133 million in the US, according to that university website, is far larger than it would naturally be, as well. Predators in the wild are typically far outnumbered by prey animals, as it takes a lot of prey animals to support a predator population.

    Both the worldwide distribution of cats and their huge population bloom are human-caused. To that extent, the cat problem is definitely human-caused, even if cats themselves are not.
  2. Quote:
    Originally Posted by quickfire View Post
    This is not the only game that is like this, but other games at least offer a bit more with respect to crafting and storage. This game is pretty limited with both.
    As I understand it, the main reason storage is so limited is to minimize hoarding and push players to list things on the market -- to make a working economy instead of everyone having closed vaults.

    Quote:
    Originally Posted by quickfire View Post
    4) Only source for mats is mobs.

    This is a big one. The only way you can get mats is by killing mobs.
    Mats? I'm guessing that's an abbreviation for "materials" used in some other game. I guess there's nothing inherently wrong with using other-game lingo, but it doesn't make me think you've spent much time in the culture of this game, which sort of makes your opinions sound like you haven't spent a lot of time here.
  3. Out of curiosity, are you a Master-level Mind Master, or do you have pet Masterminds?
  4. Why is this a separate thread? Your title made me wonder if something had actually been announced, but it's just one more idea for the suggestions forum.
  5. Quote:
    Originally Posted by SinisterDirge View Post
    I cant imagine Batman changing his reflexes for say, invulnerability and still be called Batman.
    Unless maybe he had time to prepare....

  6. Quote:
    Originally Posted by quickfire View Post
    It's a fair argument. No, I can't prove it would bring in subscribers.

    What I can prove is that what they have now has not.
    What?

    What on earth are you talking about?

    This is one of the most successful, highest-population MMOs of all time. Just because it isn't WOW doesn'6t mean it's BAD.
  7. Quote:
    Originally Posted by Auroxis View Post
    While getting a defense fail-cascade on an Invuln is possible, it's not very likely. Invuln gets significant DDR, and more defense with foes in range.
    Yeah. With both Willpower and Invulnerability characters IO-ed out, my WP worries about, and has been defeated by, cascading defense failure; my Inv never has (runs about 50% def with one foe in range, for some buffer).
  8. I see a lot of repetition that "Brutes are better with resistance buffs, because of their higher cap."

    While that's undoubtedly true, do you guys find a lot of resistance buffs on the teams you play on? Sonic Resonance is the king of resistance buffs, but it seems pretty rare and not well-liked. Increase Density, from Kinetics, is often skipped, and even when it's not, it seems to be infrequently maintained due to the short duration. I would guess that the most common ones I see are the "clouds" -- Steamy Mist, Arctic Air, and Shadowfall, but those give fairly narrow types of resistance, and the buffer would have to keep close to the Brute during alpha strikes for it to be consistently useful.
  9. Even on a speed run, you can drop what I call a "safety mine" at your own feet before you start attacking. Anything that peels off and heads for you gets a nasty surprise, and even if it lives, the knockback may buy you time to react. Aggro management tends to get sloppier on speed runs and you may see more guys slip past the Tankers and Controllers than you are used to.
  10. Seems like a lot to pay for a Steadfast.
  11. How slow is slow? This is somewhat subjective. I feel like even my slowest-leveling characters make steady progress if I play them. The only ones that seem to drag are the powerset combos, costumes, and concepts I don't really enjoy. Maybe you'd like another character more and it wouldn't seem so bad?
  12. The materially weaker taunt aura cited by LSK is the most noticeable difference. As New Dawn implies, this can actually help WP survive on teams, if other drag aggro off the Tanker and give WP's regen time to work...but that's hardly the beau ideal of tanking.

    One thing to get straight -- when people (like myself) rank Invulnerability slightly above Willpower, it's important to caveat that the difference is slight. It's much narrower than the difference between, say, Granite and other sets. It's also subjective -- we can all create a scenario in which the WP has a clear edge. It may come down to what kind of content one prefers to experience, but (if you do more than farm the enemies weakest against your own build) the game has so many variables it's pretty hard to be more than vague about exactly how much Psi a character will face over a career, for example. By ranking WP third, I' calling it a strong set, and I've seen it do amazing things.

    If you were starting a new character, there's perhaps some practicality to dissecting the difference, but on an established level 50 you enjoy, I'd say whatever differences do exist hardly merit starting over from scratch. If it really bothers you that another set is slightly tougher, you might be better off making a Granite Tanker anyway. :P

    That said, Nihilii is on-point about hit point regeneration being a reactive form of mitigation. Only those who live through the big hits in the first place get to regenerate, and that takes time, even at the incredible rate WP regenerates. If you're under extreme threat, getting heavy damage fast, a smart WP Tanker isn't going to sit on his regen and think "in ten seconds I'll be fine," he's going to hit some inspirations, use some control-type powers, or adjust tactics. But note that an Inv Tanker could also do any or all of those three things if faced with some sort of crisis (the infamous "psi hole," for example).

    As Nihilii pointed out, "Deaths happen by cascading failure, by debuff stacking, by burst damage ; anything else and you have time to react."

    Time to react allows a player to...well, react. In the most dangerous content, it's things going very wrong very fast that does in Tankers. "Very fast" works against WP's greatest strength (regen over time).

    Let's imagine two Tankers facing, say, the infamous (I think it's Praetorian Bobcat?) AV with the 5,000-damage Lethal attack. Both Tankers have Tough and are soft-capped. What happens? Both the Inv and the WP will likely triumph.

    However, if Bobcat gets lucky and lands that 5,000 damage attack three times in quick succession despite the soft cap:
    • Inv, with 90% lethal resistance, will take 500+500+500=1500 against his 2400-3500 life. Hits Dull Pain or an inspiration and carries on.
    • WP, with 70% lethal resistance, will take 1500+1500+1500=4500, against his somewhat-harder-to-cap hit points, minus a few hundred points of regenerated damage between the attacks, and fall down.

    Of course, WP can hit a self-rez power. :P

    Is this scenario more likely than the Psychic Clockwork King wasting an Inv with psi? I don't know what you like to do and can't say. I'm merely using that example to illustrate how resistance can be an edge over regen in some situations when things are happening very fast.

    But WP is VERY tough and tougher in some situations. To some extent, this discussion is all angels dancing on the head of a pin.
  13. Stone is a typed-defense build. You're using positional-defense sets like Touch of Death and Mako's Bite that give half value for typed defenses. Just for starters, yank all those and replace with sets picked for typed defense bonuses.
  14. Quote:
    Originally Posted by Daemodand View Post
    The lawsuit was settled a long time ago, there is no threat at all of a new lawsuit, and there is no need whatsoever for any player to report TM violations. Absolutely none. Except the above mentioned PvP.
    This is something people want to be true, but it's not.

    Quote:
    Originally Posted by Daemodand View Post
    It's a form of PvP, people destroying a character just because they can.
    I'm going to go a bit further than other posters and assert that reporting a real trademark violation is NOT destroying a character. If it's a real violation (not a murky case), that action actually is PROTECTING a character.

    It just happens that it's someone else's character that gets protected, not that of the COH/V player who "appropriated" it for use in-game.
  15. I just noticed this in the I-21 Patch Notes:
    • Brawl now benefits from Containment When used by Controllers.

    The final piece of the puzzle! We are SO going to rule!
  16. Also, six-slotting both my Tier 1 and 2 attacks has many times enabled me to clear away the surviving enemies while being held or stunned. With Hasten up, you can come close to cycling the two like a mini attack chain.

    That, combined with breakfrees, the controls you do have access to, and carefully-planned alpha will often, although not always, mitigate mezz.

    If mezz really bothers you, it's a lot easier if you play on the "no bosses" mode while soloing, too (you can generally one-shot mezz LTs).
  17. Quote:
    Originally Posted by Rigel_Kent View Post
    Sure we can't talk you into Cold/Ice?
    Change ATs to Controller and have it both ways -- Ice/Storm.

    As far as playing Storm on teams, the main issues are with Hurricane and Tornado. I try to think of Hurricane as analogous to Personal Force Field or Granite Armor -- it will reduce your damage output (in Hurricane's case, by scattering groups) but may rescue the team from dying (by debuffing the crap out of enemy to-hit). So just break it out in a crisis. Tornado I use similarly; it's also sometimes worth the chaos to send Tornado at a new group attacking from the flank.

    Note that it's also good against Paragon Protectors who have activated their Tier 9 defensive powers (it's auto-hit.)
  18. Sailboat

    Fiery Embrace?

    From the wiki:

    Quote:
    Fiery Embrace works in two ways - by boosting the damage of Fire attacks, and by adding a Fire damage component to all Melee attacks with the extra damage based on that attack's damage.
    What does that bolded part mean? As far as I understood it, new Fiery Embrace just "adds a Fire damage component to all Melee or any kind of attacks with the extra damage based on that attack's damage."

    Which is correct?
  19. Quote:
    Originally Posted by Finduilas View Post
    Then there's the question so obvious that I'm almost afraid to ask it. If you want Psi def, why not take Minerals and slot it instead of slotting for all those bonuses? Minerals slotted to the ED cap and the Steadfast +Def gives you 42% Psi def anyway, so simply taking Weave or Maneuvers would soft-cap you.

    I know a lot of Stone tanks don't take Minerals, but it's *got* to be more useful than Team Teleport.

    /boggle
    You missed that he's trying to run in Granite all the time. Minerals is mutually exclusive with Granite; you probably have to take and slot the non-granite armors to run with it.

    That build looks like an anvil: low mobility, poor attacks, but monstrous durability vs everything (including 90% Toxic resistance). Cute, but I doubt I'd emulate it -- better to have a more conventionally playable build and toggle between Granite and "Other Armors" as needed than to try to hold aggro, move, and do damage with that build just to save myself the toggling.
  20. Sailboat

    Fiery Embrace?

    Quote:
    Originally Posted by Catwhoorg View Post
    Proc is not (IIRC) based on the attacks damage, much like other procs are not.
    Not quite sure what you're trying to say here, but I'm pretty sure the extra fire damage is based off the attack's damage.
  21. You've got it right. Note that generally, building for typed will still get you some positional, and vice versa; because sets that give one give half of the bonus for the other. Don't work very hard to get rid of that .
  22. Sailboat

    Older Powers

    I know I am alone in saying this every time the topic comes up, but Minerals is so good that it's easy for a Stone Tanker to be soft-capped against Psi (using Weave and either Maneuvers or a Steadfast 3% Def IO). The other armors can be made moderately tough with set bonuses.

    Being soft-capped vs Psi, as long as the other defenses are at least decent, has its uses...Psi is a weakness for many Tanker sets. And when there's not enough Psi to warrant Minerals, you can toggle over into Awesome mode (Granite).
  23. Sailboat

    Burn

    Quote:
    Originally Posted by JayboH View Post
    It has avoid, they removed fear.
    I'm pretty sure the so-called "fear" they took out WAS called "avoid." It never had "terrorize," the effect that makes them cower in place, and there isn't a "fear" effect per se, as far as I know.

    This issue has come up in the forums many times, and the consensus seemed to be that the avoid mechanic is indeed gone, but mobs have a natural "run when getting hammered" coding. I don't think it's related to ground patches specifically, as one post above suggested. A certain number of them will run from anything in the game at a certain balance point between getting damaged and outright defeat, unless taunted or mezzed. Scrapper Burn seems to hit that sweet spot pretty often (lots of damage to trigger the running, but once they're out of the patch the damage stops and they live).
  24. Since I pretty much always use Aim & Build-Up before the nuke, I just 4-slot damage/recharge to the ED cap. No point whatsoever in endurance reduction, either. :P

    If I have the power, popping Conserve Power before the nuke sequence helps make my follow-up blue inspiration last longer.