Seldom

Shady Shyster
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  1. Seldom

    Worst Mobs Ever.

    Funny, this list makes me remember why I love control-type sets, even for non-control archetypes.

    It also makes me wonder why dominators/controllers aren't as valued for the lockdown they provide. Many a dopey team has invited my Ill/emp controller, who is less about empathy, more about illusion, and then proudly say "we have a healer!" When the team isn't taking much damage due to problem targets locked down/confused/terrorized, I get 'good heals!' *Boggles*

    Remember, kids: problem mobs: it's why you bring control.

    Oh, and I hate to say it but vahz are ridiculously easy to pull. Many of the steamroller teams may dislike this, but if you can't take the heat, adjust your strategy, and you'll do fine.
  2. In the AE, they have 'custom weapon' animation that place whatever custom weapon you made in the custom critter creation be drawn and out. I wonder if there's a workaround once the pools become customizable for a 'custom weapon kick' animation option that draws the weapon from the costume info. There would, of course, be some different ones needed, as a mace/axe are held the same, but not an assault rifle/pulse rifle. Also, it gets tricky with things like bane spiders who can have two different maces.

    This is just a thought, and I admittedly don't know the ins and outs of the system.

    *edit* This assuming they can't simply completely copy the brawl kick animation and place it in the fighting pool animation options. Are the animation times actually any different?
  3. Quote:
    Originally Posted by Ultimo_ View Post
    Oh, the bots can reach, but my Force Bolt and Pulse Rifle blasts can't.
    Forgive me for saying so, but most pulse rifle attacks get a little too expensive for the damage they do. (But to be clear, I would rather manage my bots directly, lining up their trgets, re-positioning, all of that. Many just want to set bots on crazy and watch them shoot.)

    Force bolt with force bubble is only useful for knocking the stubborn things that insist on running up to you despite the repel all the way back to square one.
  4. Quote:
    Originally Posted by Mr. NoPants View Post
    Why do you have access to teleporting to Oro if you aren't using travel powers?
    Probably because they're pretending you are going back in time to do the contact. As such, the O-zone is the origin of your time escapades, and is 'outside' the timestream you are manipulating. It's not 'traveling' in the world, as it's not even 'in the world.'

    (This ignoring how silly it is that your character goes back in time to do the same missions your new alt is presently engaged in.)
  5. I use my 3 primary trays for commonly used primary/secondary/pool/vet powers. Tray 4 is vertical on the right side, holding accolade armors and other such temp powers that are used once in a blue moon, but are available 'just incase.'

    Tray 5 is on the vertical left side, holding my transportation portals (Pocket D, Ouroborus, base, mission) as well as my 'big gun' temps that I only use purposefully and for big fights. (Shivans, nukes, Vanguard heavy, etc.)
  6. For better or worse, the primary purpose for supergroup bases is storage and transportation.

    Certainly Ouroborus has supplanted the latter red side, but this is simply a symptom of the lower zone count. The accessibility of Ouroborus is to get to flashback missions. It's a time-travel zone, not a travel zone. (I mean by design intent, not usage.)

    I do not think they would purposefully add so many zones blue side as to counter the usage of SG bases. Red side I don't use my base enough as-is, but it does have the bonus of a strike force available, as well as linking all zones, including Mercy and Oakes. If they made all zones accessible by the O-zone, the point of bases hero side would go back to simply storage. (Plus a rez here and there) And let's be honest, it's only good there if you have a personal base. For larger groups, the storage is not nearly large or secure enough to suit the needs of many members.

    Now what I would like to see would be 'advanced' teleporters craftable for heroes so that the teleporters could handle more than 2 beacons. I'd love for my SG base to be able to have all portals to all zones in a room like my VG base can.
  7. Heh. It's funny, looking over the lists...many are filled with entries I never even thought of.

    My own thoughts:

    1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
    Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)

    Not sure here. I was honestly hoping to see what folks came up with....on up to AV's, I was wondering how the whole 'av soloing' group would come out. GM's, of course, throw to anything with -regen,-resisistance, and other such debuffs. Thus support.

    2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
    This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)

    Many say Ill/rad, I'd wonder how it compares to superior debuff capabilities of rad/sonic defenders, or their more damaging cousins the sonic/rad corrs (scourge after 50%), or a bots/poison mastermind. (with the -damage/-regen from bots coupled with the debuffs of poison)

    3. Large group defeat specialist -solo
    Can defeat a large group most consistently and quickly, alone

    This one comes up often, and I wasn't sure how fire/kin controllers might fare vs. fire melee/electric melee/shield defense/superstrength/etc AoE melee types.

    4. Team large group defeat specialist -assisting/enabling
    This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)

    This is tricky. Kinetics has the off side of making the team blast the enemy to kingdom come. Sonice blast helps by lowering resistance, but how does that compare to sets that have more direct AoE potential? My original inclination was a fire/kin corruptor. Fulcrum shift, then AoE blast mayhem. However, blasters can do some darned fine damage without fulcrum shift...

    5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
    Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)

    I thought a Stone/Dark melee tank might fare well. Two heals, incredible defenses, and an endurance recovery power. Strangely enough, I haven't seen this combo used in action. On paper, though, it looks good.

    6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
    This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)

    Hm. here, I thought originally how an empathy/dark defender would do, with fortitude's defense, andrenaline boost, and regen aura on top of direct healing capabilities, while the blasts make the enemy hit less. However, I'd wonder how that compares to dark/dark and forcefields.

    7. Large group survivability specialist -solo
    This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)

    I'd think a softcapped willpower brute fully saturated could do well here. But what of the same on invulnerability?

    8. Team large group survivability specialist -assisting/enabling
    This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)

    No idea here. just wanted to know. From straight prevention (forcefields) to proactive prevention, (rad and dark miasma for the missing/weakening with healing) to much more active. (thermal and empathy)

    9. Tough target control specialist (vs. boss, EB,AV,even GM)
    Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)

    Mind/Energy Permadom or Mind/Earth. No question. Double to triple magnitude mind control+extended control duration+power boost is simply silly. /Energy has stuns, /Earth has a melee with hold and fissure.

    10. Large group control specialist
    This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)

    This one is tricky. A Mind/psi permadom has many AoE controls, and a AoE attack to stun with that can hit many foes. However, an Earth/Rad or Mind/Rad controllers have a good many controls as well, an extra two (one in toggle form) in their secondary.

    11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
    While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe

    Here it goes to support....8 control types means no counter-attack, but not sure how that fares vs. 8 attack sets vs. a single foe. Here I'd find the previously luaded Ill/rad to be best of both worlds, as the stacking armies might do enoigh damage to keep from the healback 'waste' from taking hold, and the 8 chocking clouds on top of all that debuffing seems a sure bet for victory.

    12. Large group stacking specialist
    While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group

    I nominate 8 crab soldiers, built for all AoE ranged attacks, with some pets and some extra leadership pool stuff. +240% damage to the team at all times, capped defense, on top of dull pain and 40% resistance. (And a good stream of -160% damage resistance to enemies via venom grenades) Just by numbers, it seems to stack well.
  8. Seldom

    SuperDuo

    Quote:
    Originally Posted by firespray View Post
    My wife and I are looking to start a duo of characters that can take on extremely tough challenges and walk away unscathed. We'd like to be able to duo missions spawned for 8 as early as possible and handle pretty much anything the game throws at us. Anyone have suggestions on what could do this?
    Robotics/traps and robots/forcefield masterminds, with leadership/medicine.

    Bring caffiene, though. Both can solo for 8 with ease. Duo, it may be so easy that you might doze off as hordes die helplessly without touching you, and awake to victory.They're that good, properly built. The two of you might have to hold back, drop some shields to give AV's a fighting chance.
  9. Seldom

    Moar Sonics

    Sorry, my sonics are evil. Muah-ha-ha!
    (Sonic siphon +disruption field +cascading -res from blasts +scourge=love)
  10. Quote:
    Originally Posted by Aett_Thorn View Post
    Having every set have a -resistance or -Def power in it was not necessarily part of the design element for corruptors. I've never once seen a Dev say that. Just because a majority of the original sets for them had that does not mean that it was designed so that every Corr secondary should have it.
    I'd differ with you on this point, as it goes to the very definition of corrupting. To corrupt is to make things worse, as such it's no coincidence that 'Corruptors' all have ways to weaken and debuff their foes, and no pure 'buffing' sets.





    ...on a different note, why the heck don't corruptors get poison and masterminds sonics?
  11. Just a minor quibble, force bubble is knockdown. This doesn't happen often, however, but the repel is steady.

    Unlike KB, repel just gives a stead 'push back' rather than the 'send 'em flying' that KB does. This makes it far easier to control and guide enemies into a nice clump, but allows them to do their ranged attacks as they don't get caught in the knocked back/get up animation. A small price to pay to completely protect your metal buddies from all melee attacks. I've done missions set for 8, and you can almost fall asleep and still win with the forcefield defense combined with your robo-pose standing their ground blasting the things that can't get near them.

    Even on teams, force bubble is useful. All ranged team, you can sit back and watch things die. If you have a brute who want to be front man, just bubble him up, let them do their thing while you sit behind in your force bubble calling the shots with the bots. Anything running to you or away from battle get shoved back into the brute's reach.
  12. Quote:
    Originally Posted by JDub View Post
    The answer to this question is always BRUTE.
    .....and back on topic: this.
    Caveat? If you can set the pace.
    Scrappers fare better in situations where a team stops and waits. Elsewise, all the number comparisons I've seen for offence are so close it's silly to quibble over. This with more toughness.

    The only price to pay is a fairly rabid playstyle.
  13. Quote:
    Originally Posted by Another_Fan View Post
    Stopped attacks still count. Just have an SR or a shield brute stand in the middle of a spawn and watch the fury rise.
    Nono, I think I need to be clearer. /Dark Armor brutes stop nearby enemies from attacking at all, via cloak of fear and/or oppressive gloom. The defensive character get attacked, but avoid the damage. /Dark can disable a large number of foes from being able to fire any attacks. Yet somehow whilst doing so, even under the severely reduced attacks they can squeeze out, I can solo a mission at full fury. (Oh, and all the Energy Melee attacks can disable counter-attacks, some more regularly than others.)
  14. Quote:
    Originally Posted by Another_Fan View Post
    Solo or teamed ?

    Brutes solo or small team against large spawns exceptionally well. They have more hitpoints than scrappers and they gain fury from BEING ATTACKED as well as attacking. Teamed you can find yourself competing for aggro with other brutes and wondering why your fury isn't going up because the dominator locked down the spawn.

    Scrappers love teams by comparison. Less things attacking them has no downside for them and their damage is their damage.
    Hm. from the standpoint of a mainly /dark brute, whose auras stop incoming attacks, this is not a concern, ever. As long as you always have an attack as soon as the last finished, in a good chain, and don't stop between spawns, (rushing from one to the next) your offense alone will give you full enough fury. (Note: this from an EM/ standpoint, which has several fast attacks. Not sure how it compares to slower primaries.)
  15. Under options, there is a 'window scale' slider. Sliding it up past 100% will make the UI bigger.
  16. Quote:
    Originally Posted by Sigium View Post
    /unsigned

    I take Acrobatics for the Hold/Knockback Protection, even if it doesn't fit with a good number of my characters.

    As soon as Power Customization is expanded to Power Pools to include a No FX option to Acrobatics, then SURE! Go for it!
    Soooo...you don't want any acrobatic element for your acrobatics?
  17. I don't dual box, but whatever floats your boat.
  18. ....and Dual Blades won't do well vs. their resistances.
  19. Quote:
    Originally Posted by BackAlleyBrawler View Post
    ...things like Pool Powers, or Anciallary/Patron powers...
    Thanks for settling this...and for mentioning patron pools are on the list of "to be customized."
  20. Just thinking about my builds, the ones I might make, it got me thinking about what does what functionally. Which as my mind went, got me thinking of the different niches various powers fill. While almost all combos are good in many varying circumstances, there are some that are demonstrably best at certain niches.

    So, what archetype primary/secondary power combo would you nominate for the 'specialist' that excels best for each category/ability?
    This includes all archetypes, (villain and hero) with any IO's, acollades, power pool/ancillary or patron pools, even inspirations, but within game limits. No shivans/nukes/heavies.

    1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
    Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)

    2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
    This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)

    3. Large group defeat specialist -solo
    Can defeat a large group most consistently and quickly, alone

    4. Team large group defeat specialist -assisting/enabling
    This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)

    5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
    Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)

    6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
    This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)

    7. Large group survivability specialist -solo
    This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)

    8. Team large group survivability specialist -assisting/enabling
    This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)

    9. Tough target control specialist (vs. boss, EB,AV,even GM)
    Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)

    10. Large group control specialist
    This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)

    11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
    While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe

    12. Large group stacking specialist
    While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group

    On a side note, I thought it was interesting that as I considered those I might put in one spot or another, they never show up in another spot, and they often sacrifice something, sometimes drastically, in other areas. The devs is purty gud at balance.
  21. I find corruptors are the best for brutes. Masterminds can be functionally as awesome, if not better in some cases, but that comes from themselves being great, and they can actually overshadow a brute.

    From the brute standpoint, corruptors are the best. The corruptor benefits from the brute getting the spotlight, as they are susceptible to high damage, while the brutes like the fury from the spotlight and the buffs/debuffs their squishy compadres bring. Also, corruptors are excellent at finishing up for any damage spread around. (Via scourge.)

    The sets, as I see 'em: (in order, form the brute standpoint)

    1. Kinetics: the only way a brute will ever reach its damage cap, with a great heal, a means of giving endless endurance, and makes good attacks come back fast. The downside? No survivability. (Outside of the heal, which can possibly miss, or die with its target) This one's a fave, but if the brute is not built for toughness, they might have trouble as this set gives little to boost life expectancy outside of KILL STUFF FASTER!

    2. Cold: gives the defense and HP that makes a brute think they're a tank, along with some great debuffs to make stuff die faster, and hit softer. Also has a longish endurance booster. No heal, but still so god you won't need that much. (just have a few greens on the side)

    3. Radiation: stuff dies faster, hits less and softer, and can boost damage/recharge/endurance. With a crazed brute, the toggles might die often, though. Has a heal, but that's gravy. Destroys 'Hero' class foes.

    4. Sonic: makes good use of those high resistance caps, bring the 'hula hoop of doom' a magic ring about a brute that greatly boosts their damage. Great at softening hard targets as well. No heal, however, so best for brutes that can heal themselves. Also great for a debuffing primary, as there's plenty of time for the corr to help out damage-wise. (I would recommend sonic blast for extra -resistance, or dark blast for the groovy immobilize and some -to hit.)

    5. Dark: stuff lands hits less, takes more damage, and goes slower. Toggle issue, and some controls might slow enemies a bit. Still good, and has a monster heals. Very good vs. Heroes.

    6. Thermal: The shields are good, the heals help, and the debuffs are good one single hard targets. Has a damage boost there too. High maintenance at times, though.

    7. Pain: good extra damage and resistance, and healing as well. Maintenance is there, though.

    8. Traps: a nice forcefield, plus many tricks to weaken foes. Problem is, it doesn't mesh well with the 'damage on the go' brute attitude as well.

    9. Storm; Excellent debuffs, control via chaos (knockback) but may compete with the brute at times. Has a minor heal, which helps, I guess.

    10. Trick archery: debuffs stuff in areas, but this shares the 'stationary' problem with traps, sans the shield generator.

    That would be my list.
  22. Oh, one other question: could you pull strings at your wondrous AE organization to insert the ability to have stationary 'talk to'/'lead to' objective-linked NPC's and objects within missions?

    (This so that one can go back to a rescued/located NPC when something happens, lead an NPC to a specific object, or re-unite certain NPC's?)
  23. In the architect system, what is the feasibility of a system that would allow for a user to change a map's lighting? (i.e. office map with eerie blue lighting, etc.)
  24. I found a way to lose the crab pack! Run the Darin Wade arc, and grab the 'midnight visage' power. No more crab legs, and you get a snazzy bowler to boot!

    Odd thing is, all your crab leg gadgetry is then stowed away in one's shoe. Rampant laser blasts, automatic gunfire, and acid grenades, all from one's shoe? Eat that, Bond!
  25. I come at this from a different perspective, building more towards control (aka all mind control powers) That said, here's some points:

    Mesmerize: Meh. It's mag 6, so it can hold everything up to, and INCLUDING, most AV's, but you can't hit the target, and re-layering gives an opening for enemies to counter-attack. If you take it, spare the slots until later. I'd advise to take it later.

    Levitate: I'm torn here. Damage is okay, but the high knock up means it will give a sure-fire 6-10 seconds time-out to the target. Functions fine with just an accuracy, but damage is good to. (Not a priority) As you lack an immobilize, this is great for runners, including running bosses.

    Dominate: MUST. Fast activation on a good hold.

    Confuse: MUST. What makes you a mind controller? You make people do stuff you want them to do. This has excellent duration, turns 'problem targets' into helpful targets, and is one of the only mezzes that works easily vs. widows. Longbow ballistas? Susceptable to confuse. Wardens? Confuse 'em. (Note: confused bosses that summon pets become the primary target of their summoned pets.) Sky Raider generators? Buffs! Nullifiers? They debuff their whole group for YOU. Tsoo sorcerers? Healing pets. Romans surgeons? Same. Just beware of Nemesis, huntsmen, banes, and Longbow officers...they resist this.

    Mass Hypnosis: the alpha-breaker, the "add-on" subtractor, undervalued by most. This causes no aggro to you, and has good duration. I love it, with high recharge, it's up extremely consistently. You know about the sleep breaking I'm sure, so this is best used pre-emptively, or when an ambush comes, or when you think another group is too near. Sleeping eyes don't see.

    Telekenisis
    An auto-hit toggle hold. Meh. I love it for layered holds, or grouping a tight group in a corner for AoE goodness. The repel spread enemies, which is problematic. The cost is high. The recharge is long. But, it's an auto-hit toggle hold that keeps a target and friends away from you. This one could be skipped.

    Total domination: This one's a 'maybe' depending on how good your control is. It's your stop sign. Duration is short, recharge is long, and aggro is there. But it makes most stuff stop just long enough for some single target controls to go down to lighten what would be a bad aggro load. Also, It's good for hold layering. also, it's handy early on. As a panic button.

    Terrify: Your reliable group control...ish thing. Use wisely. The damage is aggro-inducing, but it basically does short-lived immobilization and hold, with windows in which they can stop shuddering, make a shot, then go back. The cone is huge, so placement is not so much about who you don't hit, but who you hit. Honestly, this feels like a 180 degree cone sometimes. It's huge, and up extremely often. This power SIGNIFICANTLY cuts down on counter-attacks, but is less effective against attacked targets.

    Mass Confuse: MUST. All your enemies are your pets. No aggro, big AoE, on decent range. Some complain of this thing as an 'xp leech.' They are wrong. This is step #1, many times. Mass confuse, then terrify or sleep, they can't damage each other much, and when they do, it's just to save you time. Oh, and if you damage a confused target at all, you get a good bit more xp then you 'deserve.' (That is, the xp return is disproportianally high to the amount of damage you deal.)

    Anywise, thet's my take on mind/.