Seldom

Shady Shyster
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  1. Just my 2 cents on energy melee brutes.

    My 'main' and favorite brute is EM/Dark, built for as many status effects as possible. (I call it my smashtroller.) The idea for its playstyle was to remove as much enemy fire as possible. (Just because I love smashing the helpless. <insert even laugh here.>)

    This character by all outside indications should ride at low fury consistently, but this isn't the case. My average soloing at full clip is around 80% fury, easily. (This is even when I 'dumb him down' to +1x2, over his usual +1x6)

    The trick to making EM/ work for brutes is to focus on using heavy hitters with the least waste, while constantly going back to the faster attacks as fury filler and finishers. The big damage attacks do far too much damage to be used on a minion at 10% health, they most often go to the lieut/boss, or smacking down undamaged minions. Using this style you can maintain full fury progress with ease, don't waste recharge/endurance doing a total focus on a nearly dead foe, and attack often enough that your enemies' attacks are just gravy fury-wise.
  2. In a game with as many different power combinations as we have, I view the flavor of the month/moment thing to be something as a shortcut. All sets when they pair up have different chemistries. I really enjoy finding new and different pairings, seeing what their strengths and weaknesses are, making characters with new (to me) specialties. The whole FoTM things bugs me when it becomes a peer pressure thing. "You don't have a XX/YY? Dude, you have to make one!" "I've gotta make me a XX/YY, for 'Z' specific task!"

    When this happens it comes off as a lack of creativity to me, a lack of appreciation for what a player can do with their set. Certain power combos may make some tasks easier, but they are just one means to an end. Other combos can do it in a new way. A bad player using an XX/YY will fudge stuff, end up making a mess. So when I'm playing and someone on the team say we need a /YY, XX/, or XX/YY, I'd rather look at the abilities of the team, and see what we can do with what we have.

    On the other hand, if I make a new character with a cool combo I like, and find out it's one of the combos that is being pushed as 'Uber,' I shrug and do with it what I will. Look at the powers, see what its strengths/weaknesses are, and figure out what my play strategy will be accordingly.
  3. I've said it before, i'll say it again- the nice thing about permadoms that people forget is not just the end refill, mez protection, and crazy control mag/duration: it's that all your powers are at your fingertips. Control powers can be crazy strong, but cycle slowly. (Especially the AoE variety.)

    Crank up the recharge? They're all there for you.

    Mass hypnosis? When somebody breaks it, 'tis a pain. Unless it's up every 11 seconds!
    Terrify? Same!
    Total domination? Every minute!
    Mass confuse? Every minute!
    Nevermind the fact that dominate can recharge in 2 seconds, confuse in 2.3, and mesmerize every 1.7 seconds. The limited ranged/AoE/Melee capabilities also become a lot more handy, as with so much recharge you can have ranged attack chains, melee like crazy, and spam AoE's. Oh, and for healing and recovery? Picture Drain Psyche up for all but .5 seconds. Yummm....

    'Tis glorius.

  4. The Ocho came to investigate complaints there was an italian plumber running around in overalls and a green hat vacuuming/screaming at two in the morning. This was the place.

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  5. Seldom

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    No problem with a balanced ranged/melee damage AT. That by itself is not a tankmage, and is what blasters are supposed to be.

    The problem i when you add scrapper level defenses on top of that.

    THAT'S the tankmagey part of it. The ranged/melee is fine, just not the ability to softcap all 3 positions, get stupid amounts of resistance, or heal from anything, that's thrown at you. That is what makes it overpowered, not the damage.
    Eh. I'm not sure if you've played dominators much...I've gotten my dominator to the point where she can stop AV's in their tracks permanently, have mass confusion up constantly, and basically end up getting hit two or three times in a mission when I'm on my game. No softcapping can compare to that. But you know what? I still have three ranged attacks, none extremely high damage, two AoE's plus a patron one, and one 'natural' melee attack. I can kill stuff pretty darned well, but I guarantee that it feels really limited if I've recently played a blaster/corr/scrapper/brute. Because of the limited number of powers, your cycling is a lot more limited, and there's not much in the way of any " Die now!" powers. (Mind/Psy build, by the way.)

    This is where an assault/defense gets tricky. Assault sets are limited...if you go in melee to smash stuff, you have to use some ranged stuff. For ranged chains, you miss a big chunk of your damage as the ranged attacks are mostly medium damage. And with a /defense secondary, you are pretty limited as far as extra abilities go.
  6. Seldom

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    Ability to deal significant damage at range? Check.
    Ability to deal significant damage in melee? Check.
    Ability to survive return fire, perhaps indefinitely? Check.

    That's a tankmage. A well rounded character with no real weaknesses to overcome.
    ...
    What you're asking for here is something that has all the strengths of blasters, tanks, scrappers, brutes and stalkers, with none of the weaknesses associated with them. I very seriously doubt you will ever see something like that put into the game.

    Scrappers and blasters probably would end up obsolete. Why would you invite someone who can survive in melee and deal damage there -OR- someone who can deal a lot of damage at range, when you can invite someone that can do BOTH instead?
    As somebody that's played dominators of many varieties through their many iterations, I can say the range/melee/AoE that assault sets offer is far from overpowered. It's quite decent, yes, and can be powerful...but it's a case in point for the 'jack of all trades master of none' deal, offensively. Dominators have assault powers at near blaster level damage. The trick is, it works well for dominators and their highly active primary. I'm not sure how well it would work for somebody with nothing else to do...dominators are pretty good at melee, but don't have the same bredth of abilities as somebody with full melee. They also don't get the full *oomph* of ranged sets. For AoE's, they have some from melee sets, some from ranged sets. Few assault sets offer a damage boost.

    Once again, the limitation with assault sets is simply the limitation of capability, not numbers. No nukes,and usually only one ranged AoE. Their melee is extremely limited compared to similar melee sets. They can do both pretty well, mind you, but not on par with scraps/brutes.
    You want to talk about 'tank mages?' no armor can come close to the mitigation of a mind/ dominator, especially at permanent domination levels. Yet doms are still not replacing similar range/melee AT's.

    Where the current assault users excel is when they aren't just fending for their pretty selves, their control benefits the entire team. An assault/defense? Might be good solo, but on teams it seems too vanilla to have a place. Two to three ranged attacks? Two to three melee? A couple AoE? It's one of those things that it's offense would be decent, but surpassed by others in at least one area most of the time.

    Still, it definitely helps fill in some concept gaps. A unique inherent might help differentiate it.
  7. Quote:
    Originally Posted by Far_Realm View Post
    Once again: WHY DOES NO ONE UNDERSTAND that "Support" refers to the Blaster Secondaries??? low level control and melee attacks
    The terminology most often used used for the blaster secondary is 'manipulations'....when you say support, people think of the 'support' that masterminds/corruptors/defenders/controllers use...that is buff/debuff. I'm sure at some point the blaster secondary had that moniker, but it's now synonymous with buff/debuff sets.
  8. Quote:
    Originally Posted by Jharber View Post
    I was thinking about going /poison since I never have before and the T3 demon is melee I believe so it seems good to me. Anyway, I was looking on mids at the /poison powers and I see they take accuracy. Is accuracy only needed in pvp or do you need to slot for accuracy in pve also? Is there a way to have mids tell me this?
    The accuracy is needed in PvE.
  9. Seldom

    Bubbles !!

    Quote:
    Originally Posted by Redd Rumm View Post
    I was wondering Does any one know why Corruptors dont have FF ?
    Simplest answer? Look at the name of the archetype. Every single corruptor secondary has a way to 'corrupt' (see: weaken, debuff, compromise,etc.) their enemies. Forcefield doesn't do this. Every set that's been adapted to corruptors has exchanged something for debuffs...it's what the AT does.

    The closest things are /cold (for defense) or /sonic (for the big status bubble and team buffs) Will the devs take the time to tweak forcefields to suit the debuffy nature of corruptors? Not sure, when they'd end up with something like these.
  10. Quote:
    Originally Posted by Fireheart View Post
    ...Why have the Devs decided to inflict a Stalker power on us poor Tankers?...
    And brutes....
  11. Quote:
    Originally Posted by EmpireForgotten View Post
    ...The only issue I could see is that the already small window for aquiring a purple would be diluted with a more variety of IOs. Right now, most of the purples usually sell high (With the execption of a couple sets), so its possible to sell you're purple you get dropped in exchange for one you want. With a bigger pool, there might be less than to go around...driving up the prices a little more.
    I'm not sure how others see this, but I see the inflationary nature of current purples to be not just a function of the limitation of their accessability, but of their limited slotability. As it stands, you can probably slot around 2 attacks with purples. The rest of the purples go to control powers for a specific set of bonuses. Look at blasters/corruptors/defenders. They can use ranged/targeted AoE pretty easily, some sets can access PBAoE as well. Melee? Not so much. Hold? Maybe. Stun? Maybe. Confuse/sleep? Less likely. As such, the few sets that can be accessed become that much more valuable. Brutes/scraps/tanks/stalkers, kind of the same, but they tend to have good access to Melee/PBaoE instead.

    The trick is getting purple sets that are as functionally interchangable in builds for existing high demand purples as possible to mitigate dilution. Can't afford 300 million a pop for your melee attacks? Use a healing set. It's high too? Use a resistance.

    It is a tricky balance. A new set has to be widely valued. If it uses the same bonuses of most purple sets, that's a leg up as-is. People dig the accuracy/resistance, and recharge kinds of bonuses. Mostly the recharge. Now you just have to make sure they can use them.

    Heal/defense/resistance are easy here. The others are tricky...but mitigatable if their usability is onpar/counterbalancing to the control sets. Most characters that lack control option have debuff somewhere instead.
  12. Seldom

    New Dom

    It should also be noted mind/nrg probably the highest-powered control combo in the game. Mind control has huge amounts of control options, and /NRg has power boost to make them stronger with a good handful of stuns. Add in domination to boost duration/mag of all those, and you have a very safe dominator.
  13. I 'bought' a token, transfered to the 'pool' server. I didn't have a chance to do missions or in-depth performance testing, but was able to access the character on the secondary sever. He logged from the Vanguard base to Grandville. I'm not sure if it was my graphics settings I'd been tinkering with, but I did find my frame rate was better than when I first tested Grandville under ultra mode. Note: there were very few (if any) other people on the server. Not sure if this was a server load, setting, or new server thing that caused this improvement.

    But for what it's worth, I did tranfer/log into the server successfully.
  14. Quote:
    Originally Posted by PrincessDarkstar View Post
    The devs ignore it though. I don't think 2ndary effects count on the balance scales at all.
    I wonder where this comes from...especially with sets like sonic attacks that really do seem to be balanced by their secondary effect. Do we have a source on the 'not balanced by effects' thing?

    As to the set: I played a EM/dark brute to 50 pretty much solo pre-nerf, and have to say I saw some of the changes coming. Smacking down AV's as quick as he did, I knew the way the set functioned was off. Would I like a faster animation? You bet. But I can still work with it as is..I just have to pick targets more carefully, especially on teams. I only use ET on lieutenants or bosses most of the time, and if buildup is almost up I make sure I use it after the boost. On teams it is only an opener, never a finisher. Same as I did for total focus before. Also, I make sure I use them on things other damage dealers aren't focusing on.
  15. Support/Support will by all signs never happen. Every archetype made has differing powersets, not two of the same, and the devs have said they want every archetype to be able to solo. Since they do not balance by pools/vet rewards, support/support would only have brawl/inherent temp power to deal damage on its own. Again, not happening unless the devs do a complete change in direction.
  16. As has been pointed out, the AE was sold promising experience. Those hoping to reverse this position forget that MMO's are based around rewarding players participating in the game with character progression, and around here the primary means of such before 50 is XP.
    Such a position also seems ideologically profoundly misguided: X feature is being misused: remove rewards wholesale for those abusing and those not abusing! It's a terrible precident, and one of the reasons I have a difficult time accepting the Dev changes that impacted story arcs. Penalizing non-offending customers is just bad business.

    What I could get behind would be a better means of penalizing abuses. If a farmer presently gets their arc banned, they can make more. What would happen if those offenders lost access to the AE system for a month or two, and had their arcs unlisted?

    As to 'unclogging the AE:' within the current system, those running AE missions would still find dross of arcs poorly written, and the chance for an author's arc to become a hit amidst the sea of other stories is pretty distant. The 'clogging' is as much a function of a system with limited search/display functionality that has been given thousands of arcs as it is the 'misuse' of the product. When you say 'clog' you refer to junk getting in the way of finding what you want. One man's trash is another's treasure. You may find your arcs wonderful, another may find them to be rubbish. Right now, the game engine puts you opinions head-to-head via the star system. A better system might better allow users to differentiate between what they do or do not want, and put less weight upon the popularity aspect of ratings.
  17. I think I've figure out how to make pistols a viable melee set. Here's how it could work:

    1. Pistol whip
    You pull out your gun, and whack someone over the head with it
    2. Dual Pistol whip
    You hit them with both of your guns. Hey, they're metal. Metal is hard! it's bound to hurt them! Low chance of looking ridiculous.
    3. Point blank shot
    You shoot a foe at close range, dealing great damage. You can only use this at melee range, as your aim is just that bad.
    4. Pistol whip frenzy
    You swing your pistol around like crazy, with a chance to clonk enemies on the head. Carries a heavy chance of looking ridiculous.
    5. Confront
    You challenge a single foe. Notice, if you recently looked ridiculous, this will fail.
    6. Unload clips
    You unload all your rounds, but since your aim is bad, this must be used at melee range. 10% chance of shooting yourself in the foot (Heavy ridiculous debuff)
    7. Rage
    You get really angry..the more ridiculous you've looked, the more damage you do.
    8. Shoot everything
    You shoot everything. Warning, this can damage allies. 10% chance to shoot yourself in the face.
    9. Dual pistol whip again and again
    You choose a target and hit them again and again with both of your guns. 75% chance of looking ridiculous.

    I know, it could be overpowered, but I think it's a necessary set for any hand to hand fighter.
  18. The problem that comes up time and again is the lack of carrot and stick methodology.

    You whack one thing, well...you whacked it because you didn't like it. What is it you would like to be happening? Reward that. The stick for bad stuff, but the carrot for rewarding those who are sticking to what you would like to happen.

    The unfortunate thing is that when many exploits happened in the AE, there was little done to redirect, and focus on what was being done to reward correct usage. Add insult to injury, the anti-exploit fixes also impacted the correct usage of the AE, and allowed some pretty obvious farms to continue.

    Okay, the farmer gets his arc banned, he makes/finds another. Meanwhile, when the fixes for farming/exploits/etc. hit the correct usage that needs a carrot, it's a necessary evil. The mixed messages and negative impact on both "good" and "bad" AE usage is enough to make people leave it alone.

    At this point I'd hope the Devs took a more proactive role in guiding the AE, if they do indeed have a preferred usage of it, but not via banning/nerfing/etc, but by inserting better rewards into the "right" use of their product. This means better filtering that guides toward story stuff, better rewards for authors, and so on. Getting out the carrots.
  19. Quote:
    Originally Posted by Blue_Centurion View Post
    Thanks Dechs, that was what i was trying to say lol. Yeah, I buy the globals at the lowest level on the market. There were 2 options for the global KB proc at level 10, both in recipe and created form. Karma and a movement set global. One version (the only one available on the market) was selling for 200 mil. I got a level 11 karma for 20 mil :-)
    Note to people who need -KB recipes: DO NOT buy them from the market, unless you have money to spare. It's much easier to do a few valid AE missions and use the tickets on level 10-15 bronze recipe pools. These are cheap, and yield -KB IO's pretty quickly. There will be some junk recipes you recieve, but they can be sold/trashed.
  20. there are two things about purples that need to be taken into account- first, they are an extremely difficult pool to access. As such, putting difficult to use recipes in it makes the 'useful' sets even rarer. As such, to retain value to new purple sets, they must work in as many characters as possible. The 'pricey' purple sets don't need their prices inflated much more.

    Secondly, the incredibly high enhancement scales they offer makes them capable of multiple enhancement values. In fact, it makes it almost necessary. The issue of 'recharge intensive pets' was brought up. The current purple pet set gives over 90% recharge. A recharge pet set seems redundant after this. It does, however, give a clue as far as minimizing the other possible purple sets:

    Heal~Accurate heal
    Tohit debuff~accurate tohit debuff
    defense debuff~accurate defense debuff

    I agree with thaumator as far as the set bonuses go; putting new sets in that offer similar bonuses helps. Can't get the apocalypse set? get a secondary set you can use for the same bonuses. This helps especially when the player is on 'the rule of 5' cap. It actually help mitigate some of the inflationary prices as there's less of the "I need THAT IO and I'll pay anything for it!" mentality. Why? If your character can only use a certain 4 purple sets, and you want the best bonuses, those 4 will be your only options. add in enough sets, and that limitation is no longer as much an issue. And if the bonuses aren't stackable past 5, that 'limits' people from getting greedy and trying to purple out every power they have.
  21. Quote:
    Originally Posted by Live_Wyre View Post
    It was still damn amazing. I, myself am definitely not invalidating anything. I was just saying that IOs could make potentially all the armors godly. That includes all the others. It you do that with a standard dark(or any other), it is easier to claim that set is full of awesomesauce and not just that the set has potential. Again, I'm not saying it wasn't awesome, just that all of that wasn't dark armor(and pools). I love dark armor and don't see anything wrong with it. I also can't take my dark armor and jump into the groups that you did without capping, probably.
    *has a EM/Dark brute*
    Um, my character routinely does x8 missions solo, just for the challenge of it. No defense, just his armor and two control auras. That is with a extremely single target set against an entire team's worth of enemies. I'm sure with a tank's level of resists, it's even tougher.
    The "trick" of DA is that it's not balanced around damage immunity...it's toughness specialty is against two of the less common damage types, after all- it's balanced around the idea it can incapacitate most enemies that get near you, damage them okay, and when you need it, heal you from 1% to 100%.
    DA is not a 'wade in and taunt' set. Dark regeneration needs a lot of timing, and the dark armor builds tend to need a fair bit of knowledge to slot, especially when you get more and more of the set. You're not just dealing with hp management, you're dealing with endurance and control management. For it, you get some very unique abilities. Endurance drain? not so much a problem. Psy damage? you can laugh it off. Problem mobs? Standing near them can stun/fear 'em to keep them from pulling hijinks. Not to double dip on the heal, but it really is that good.
  22. Quote:
    Originally Posted by SpittingTrashcan View Post
    Sometimes I wonder if I made a mistake rolling an EM/DA brute. Then I play the game.

    Edited to add: On topic, the video does a good job of highlighting some of DA's strengths: notably, the endurance drain resistance. I see that you're not using the control auras; my brute uses OG, but she also has the Mu AoE immob which keeps things cooking in the damage aura while stunned.
    I'd like to also bring up the fun IO things that you can do with dark armor's unusual control auras:

    Cloak of fear:
    Glimpse of the Abyss: Chance for Psionic Damage
    20% chance every 10 seconds is not bad. Many dislike CoF, but I find the semi-holds it gives are handy. A bit of psy damage on top? Yes please!

    Deflated Ego: Chance for Recovery Debuff- not sure if this is helpful, but it's an option.

    Cloud Senses: Chance for Negative Energy Damage- if more darkity damage was your thing.

    Siphon Insight: Chance for +ToHit- better accuracy, thanks to cloak of fear. Bwah? 10% chance, but if you hate missing, here's a fun addition to try!

    Dark Watcher's Despair: Chance for Recharge Slow- that's right. Not only are effected enemies cut to a minimum of 5 seconds cowering, they attack slower. (20% chance for 25% recharge debuff)

    Oppressive gloom:
    Razzle Dazzle: Chance for Immobilize- 20% chance, every 10 seconds. No visuall cue, but handy.

    Absolute Amazement: Chance for ToHit Debuff- purple, but handy. Your control is now a good debuff. Enjoy!

    Stupefy: Chance for Knockback- I wouldn't, but some might for giggles.

  23. Jesse Ventura...? Wow, your career took a new turn.


    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  24. My hopes for purple sets:

    Resist/defense: whether through primary, secondary, pool, patron, or ancillary powers, all characters of almost all builds can access one of these in some way. Trick of the sets: most purples enhance acc/ primary effect/ end/ recharge. That's 4 effects. Resistance/defense sets at most would need three: protection/endurance/recharge. This means the sets could have a couple more 'effect' IO's mixed in.

    Suggestions:
    • mez protection. Squishies get mez resistance all over, but nothing to stop mez. Obviously having melee class mez resists in an IO would be a no-no, but having enough to make squishies able to shrug off a single mez or a minion's stun would be handy. Also good for the melee people who try taking mez-happy foes' aggro late game, where mez is everywhere.
    • Specialty resistance: KB/repel/Psy/slow/-defense/TP/etc. resistance.
    • Psy defense: this would be defense against many mez powers for squishies, and a way to protect a bit from damage type that's pretty common, but many armor sets do not cover.

    What would be interesting would be if rather than having 5 normal 'enhancement' IO's, with one 'effect' at the end, if the effects were spread out with the enhancement effects, so as to avoid the 'use just the effect' or use just the enhancement' thing that happens with others sets. (See the +recovery/+recharge/+KB resist/+defense IO's, or the sets where the enhancements go for multi-millions, but the 'chance for energy/smash/lethal/etc. things get little use.)

    Healing:
    Accuracy included, please. For the final 'effect' IO, an HP bonus similar to that which accolades provide would be cool, but not gamebreaking.

    Endmod:
    This can be used by some...I'm a bit ambivalent, as it could easily become a black sheep, but since powers like stamina are prevalent, and many patron/ancillary powers access them as well, it makes sense. Effect IO pie in the sky: global resistance to -recovery/-end attacks.

    Fear:
    Again, a black sheep, but since every archetype has some powerset that includes fear, I guess it makes sense. Effect IO request: or -tohit resistance.

    Movement:
    This would obviously be a small set, but a purple universal travel set seems doable. If it included a recharge IO, it would make sense- (speed and all) but would throw things off easily, as +recharge is everywhere anywise.


    Sets I hope they do not use:
    Taunt: few archetypes get to use this 'naturally,' two of them can use them in more than one power..and it's not widely used except for one of those. The effects are actually injurious to squishy classes. This could easily become a 'set mule,' or the dross of the purple sets.

    Intangibility: These powers go down in utility with too much duration, outside select instances. They are also hard to find.


    Stuff I could see, but am ambivalent about:
    Knockback: Many characters have it available, but most powers that do this do it well enough as it is. Some would enjoy it, though.

    -Defense/-tohit: for most of their occurrence in-game, these are not 'primary use' effects. (Most powers-number wise-that do them are attacks.) Making a full set of them would tempt people to detract from their ability to use their primary effect. They could be handy for frankenslotting, and if the effect IO were useful.

    Slows:
    These are rather specialized, and often a side effect, but I could see it.
  25. Quote:
    Originally Posted by Venture View Post
    I don't think I've spent 60 hours on all my arcs put together. What are people doing?
    It depends. How many missions are you using?

    How many details are in the mission?

    How many custom critters?

    How much information does each critter have?

    How much time is spent fine-tuning the abilities of each critter? Of the enemy groups they compose, where their abilities come together?

    How many times do you revise missions?

    Do you test it for solo play, medium, and large group play?

    With/without bosses?

    How much time fine-tuning it so that it's small enough to be published?

    Seriously, this stuff takes time to do right.