Seldom

Shady Shyster
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  1. *Hobo waves sign reading "the end is near!"* He looks to his right....

    Once he can stop gawking, he runs to the nearest Up-and-Away-Burger to have the biggest, best last meal he can buy.


    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.
  2. Coming from the bots/ff power, I find it invaluable. It's not interruptible like aid other, and the full heal+end is useful when one bot is in danger, and when the protectors run out of blue in a long, tough fight. For a full save, you have to time it well. But after playing empathy a while, healing timing is par for the course. (Though I admit the forcefields give the timing on this more room.)
  3. Part of this whole Brute vs. Tanker thing is many are coming at it from the 90% cap perspective, not noting the 75%ish starting point. Looking at the two AT's and assuming outside buffs is not a good starting point, nor is noting crazy tricked out IO builds when comparing something so broad as entire archetypes. Some builds can do exceedingly well, others do okay.

    Can a brute play tanker when teamed with a sonic resonance, forcefield, and empathy team capping their resists and defense and making them regenerate like no tomorrow? Definitely. But with that crazy protection, you can toss your brute to the curb and tank as a blaster, dominator, any other such high damage archetype with better AoE's.

    IO's? Yes, your brute can be an untouchable tanker with excellent damage. But you can just as easily (Or more easily) make an indestructible tankermind that not only tanks but buffs and rampages, or go through the trouble to make a perma-dom that can lock down even arch-villains, making 'tanking' unnecessary. Or make a Illusion controller with permanent phantom army, adding not just indestructible 'tanks,' but a support secondary and controls. The above considerations are "better" than both tankers and brutes.

    ...But wait, those are in the game, though some on a more rare basis... they can and have and will play on teams that also contain brutes and/or tanks.

    ...why are we here again?
  4. *Ponders*

    Elec/elec dominators? Yes please!

    *edit* Oooh..then we could finally make mu characters!
  5. /\ Yup. I didn't know it for the longest time, but the Tiki lounge (Where the Pocket D transporter takes you) has a tailor just up the balcony area.
  6. Quote:
    Originally Posted by Failsight View Post
    Defenders need a boost in what they do more than Tankers do. Just sayin'.
    This will not happen. You do realize that the damage modifiers for defenders and corruptors is only 10% different, right? Throw in the 25% stronger +damage/-resist modifiers, and any change would make defenders completely overshadow corruptors. ...And no, scourge doesn't make up the difference. You want to narrow the gap between them to 5%? 0%? At that point every defender primary but forcefield or empathy makes the defender's secondary outdo the corruptor's primary. Scourge is good vs. tougher foes, but against cannon fodder, (Which most of the game is) it's often overkill. ...And in those really tough situations, better debuffs/buffs can help the whole team a lot. The same skews if you bump up the 1.0/ side of defenders...every defender primary already has a way to increase damage output for the defender, with the exception of empathy and forcefield. Bump up the abilities past 1.0, and it's the same as +damage.

    ...But back on topic. I see the whole tank vs. brute thing as a parity to the whole controller vs. defender thing. Can controllers do more than defenders? Sure. Controls stop enemies from damaging, and helps damage, and controllers have buffs/debuffs for the team. ...And yet people all over the place make defenders, as they fit concepts better and have more powerful buffing/debuffing. These people couldn't give a whit if they might have slightly lower all-powerful ORANGE NUMBERS.

    Put somebody on a tank that likes tanking, it's the extra toughness they're going for. Why would they weaken themselves by re-rolling as a brute? Not everybody thinks in ORANGE NUMBERS.
  7. Quote:
    Originally Posted by srmalloy View Post
    However, with Archery, you need to be aware that Rain of Arrows is a pseudo-pet attack like Rain of Fire and Ice Storm -- you target the location and start your animation, and when it completes, it creates an independent entity at that location causing the damage, where the targets in the area of effect around it start taking damage; if they move out of the area they stop taking damage, and if they move out of the area before the animation finishes, they don't take any damage at all. If you're on a fast-moving team, you will have to worry about grinding your teeth over the number of times you start Rain of Arrows only to have the entire fight drift out of its area of effect before your animation completes.
    This is why on a fast moving team you hit buildup, aim, and hit the next group with RoA/explosive, (fistful if you have purples to deflect, as your are now staying long enough to get flack) before ducking back...pulling the nearly dead group to their certain doom as your massacring team massacres the new and well nigh dead enemies faster still.*

    *Don't do this without warning, though...and not on PuG's, unless they can handle it. With friends though, they can appreciate it.
  8. As many have stated, brutes and tanks really just have different roles.


    At the heart of it, tankers are guardians, the 'tough guys' that put themselves in harm's way for the greater good. Some can do very good damage as well, but from the auto-hit taunt, to the highest threat level, to gauntlet, tankers are meant to take the beating, and make sure somebody else isn't. My tankers, as characters, are the 'tough fighter' characters, able to fight at times...but on a team, there's no mistaking that I'll taunt/pound the guy picking on the squishy and leave whatever I had been pounding on behind. Getting aggro is fast and easy, killing things takes time.

    My brutes? They can be the attention divas...they like being the center of attention, but it's not always good for them. They get aggro to get the 'heart pounding,' but can easily get in over their heads. They're less guardians, and more warriors/berserkers. You CAN be the aggro magnet, but you're just as good, if not better, as the guy killing stuff (eliminating threats altogether) as the guy making sure each and every foe is picking on you, not anybody else. Why? You can take down many foes in two to four hits, once you're going. If a squishy is being harmed, throw down that few extra attack or two. Threat eliminated, then if you want pound on whatever is being so crass as to ignore you.

    If you were looking for a crazy fighter character when you made the guardian-like tanker, I can see why somebody might be disappointed. But archetypes have different niches, and the similarities between tankers and brutes still don't make them share the same niche.
  9. My hope for the Mutant booster temp power:

    Evolve
    You are capable of developing new abilities, of improving existing abilities spontaneously. (This power allows you to level up or switch builds from any location, outside of PvP.)
  10. Quote:
    Originally Posted by StarGeek View Post
    No, you could not. One of the devs posted that they had to remove the fee in order to allow the free transfers.

    Unfortunately, my search-fu has failed me and I can't find the post, but you can read on the wiki "During this time the normal "Paid For" transfers were unavailable." and there's this thread where a person wanted to buy one, but could not.
    Ah, I stand corrected. I assumed you could, as the transfer by money button was there all along. (Strangely enough, I never clicked it, as the freebie button seemed so much nicer.)
  11. Quote:
    Originally Posted by Rajani Isa View Post
    Thing is, to give us the free server transfers, they had to remove the ability to purchase them.

    Don't know if they have the coding done for it.
    ?

    Why would they have to remove the fee of server transfers? You do know that the fee for transfers has existed throughout the entire 'free transfer' period, yes? When you used up all your transfer tokens for a period, you could still pay money for a transfer.
  12. While I agree with this idea as a player, I don't think it will happen, or at least soon. Why?

    They put the merits in.
    They are the store.
    They are the currency.

    That said, if inflation goes too crazy they might do this. It sets a ceiling for prices, but the trick is this. With merits, the character themselves are the only ones that can earn...with influence, money transfer, both between characters, friends, and with gold farmers takes center stage.

    Why? Impatient people look at the market, don't find what they want, so they simply beg their SG, or pay for the influence through a RMT'er. The guy with a bunch of high level characters can use those characters' resources to directly access stuff for a new alt in ways those of earlier level could not, and that circumvents a lot of the in-game's economy. As it is, recipes are tethered directly not just to your account, but your character that's being played, or by what other players who are playing receive. What is being proposed makes this far more amorphous...guy playing the market doesn't just fiddle with what's out there, he can directly create supply. Person playing a level 50 makes way more supply than mr. casual gamer playing his multiple level 20 alts. You get the idea.


  13. This is how you know (A) you're off your meds, or (B) you're in Paragon.

    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.
  14. Quote:
    Originally Posted by Seldom View Post
    *shudders at 8 mastermind's worth of pets trying to cram through a council cave maps' tunnels*
    Quote:
    Originally Posted by Scythus View Post
    You haven't played much redside have you?
    I play almost exclusively redside. Why do you think I'm shuddering? On villain teams, all mastermind teams are very rare. I've been on some, and they were very fun...until we hit the caves. OY. T'was worse still back when the minions wouldn't be pushed aside.

    The Citadel task force? Way too many caves for my taste.
  15. Magnitude is how 'powerful' the control has to be to affect the target. Kuji-In Rin givesa starting -10.38 to Stun, Hold, Sleep, Immobilize, Confuse, and Terrorize effects. So when a boss lays a magnitude +3 hold on you, Kuji-In Rin gives does this+ You have -10.38 mez on you. To get you to be held, the boss needs MORE power, until the magnitude of the hold is positive. So in this case, you are taking away 10.38 magnitude from any of those effects that hit you. The boss hits you with +3 magnitude, but Kuji-In Rin knocks that down to -7.38. A Hold that is negative 7.38 in power is weaksauce.

    But let's say four bosses lay a mag 3 hold on you. Kuji-In Rin takes away 10.38 from the first to hit, making the power -7.38. All good, as we said earlier. The second hold hits, it has already used up -3, so it's +3 vs. -7.38, leaving Kuji-In Rin at -4.38 in its magnitude-lowering power. Uh-oh, that third hold? You're down to -1.38 power. But it's still negative, so you aren't held. But wait, one last hold is +3 vs. -1.38, leaving the hold at + 1.62. At this point, you get held.
  16. Quote:
    Originally Posted by Dark_Respite View Post
    No, no, no... just imagine an MM team...Citadel Task Force? Now becomes "Go. Hunt. Let minions kill Council."
    *shudders at 8 mastermind's worth of pets trying to cram through a council cave maps' tunnels*
  17. Quote:
    Originally Posted by Schismatrix View Post
    Nemesis? Quite common in the late game too.
    Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
    *Pats forcefielded pets contentedly*

    Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.
  18. Seldom

    Kismet +acc

    A note on this thing: it's mislabeled. It's actually +tohit. This makes it more potent, as it's multiplicative with accuracy enhancement, rather than additive.

    It might also be noted that a good portion of focused accuracy was moved from being +tohit to being +accuracy.
  19. Just as a sidenote, not sure if this helps, but my laptop was having trouble with windows update. (I'm on vista 64 bit there.) I tried all sorts of scans, restores, nada. It couldn't update. Then I went into program permissions, and saw that update had limited permissions under my user setup. I gave it full rights, and it works well now.

    Again, not sure if this helps you, but it seemed somewhat similar.
  20. The trick with this power is this: its purpose is to help others fly, without being so good that people skip flight. It suffers numerous concerns:

    1. The way its speed and range function, it somewhat fails at providing others with flight Other people can fall out of it easily when the anchoring character out-paces them, or they otherwise leave the range.

    2. The aforementioned tohit debuff makes it prohibitive to use in battle.

    3. Some powers cannot work in the current forced flight.

    4. Many players are uncomfortable with fighting in flight, and there is no 'opt out' for this power. When they play along, there's concern #2 to worry about.

    5. Though this is not within the power, the mayhem/safeguard/grandville/zulu jetpacks are more flexible and reliable.

    The only real reason to use this, in my mind, is to provide flight for pets or longer term flight for players in Hammi raids. Even at that concerns #1 & #2 make it questionable in usage. Which is a shame, as it is one of those really cool looking powers.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    So what you're saying is... nothing will change, they'll just be blueside?

    Duh.
    He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...
  22. Now team your mastermind with a kinetics controller. Controlled enemies can't squish the pets well, pets get damage capped via fulcrum shift.
  23. ...And 'tis done!

    After some silly message tag and such, we manage to figure it out.

    Let it be known that GavinRuneblade is not just a gentleman and scholar, but a darned swell guy to boot. He transfered around and respec'd just to get me (a total stranger) the shiny trinket I desired...my thanks to you again, sir. You're awesome.
  24. Quote:
    Originally Posted by Eiko-chan View Post
    Would a suggestion allowing Villains to select Patron Pools without having to complete a Patron Arc be visited with as much rejection?
    This is neither here nor there. Neither you nor the OP have addressed the business/practical reasonings put forth as to why a player is sent through the new sparklies aside from some 'that's bad' statements. The story reasons are there besides, but those seem to have moved in the past when the practical did. (See Patron respecs.) This really does come down to making sure people use new stuff, for the oft repeated reasons in this thread. Will the archetypes be proliferated? Eventually. But they want to make sure the new areas get broken in before people go back to the recliner they're comfortable with.
  25. Quote:
    Originally Posted by Vitality View Post
    How does it make "NO business sense"?

    They wouldn't lose any money...if anything, they would be getting more money.
    I'm fairly certain the devs datamine what gets used or not. I'm pretty sure they can see what gets used, and what doesn't, with a hope that new development stuff gets used. What we're seeing is the developers putting in place a pathway that leads through new stuff. With these channels in place, they can both pull the numbers to justify expenditures, and use those channels to gauge the success of their new sparky. Do these points not make sense?

    On the story end, there have not been heroic brutes until now. Primal earth is a world where certain types of heroes and villains exist, but they don't occur on other sides of the fence. The new stuff is in a new situation, one that allows the characters to make new choices. This bypasses the 'why didn't I do this before?' thing, as the developments in Praetoria and the changes associated with them had not taken place. They are linking new changes in the game to the new development in the lore. As such, to make new choices, your character has to participate in the story they've put in place for them. This latter point I have had qualms with. My villain, for instance, was a lone character who was never (and will never) be associated with Arachnos. Yet in the game she had to register with them, work for them, have them be her patron, and only then find a way to defeat them and be free. You are playing in their world, and they make design choices to help you participate in the lore they have put in place.