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Almost all AoE hold powers suffer from a similar problem as nukes. The long recharge makes for negligible damage per second or hold magnitude per second respectively.
The saving grace of nukes is basically the sheer fun and the situational utility of disposing of a larger number of foes in one big boom. The same effect can not be replicated by any number of other powers at that blaster's disposal.
AoE holds on the other hand add some crowd control to a toon that should have other means to achieve a similar degree of crowd control on a more regular basis although not by the means of a hold. So, there is no such saving grace.
The fact that Flash is one of the worse AoE holds out there and that an illu troller can achieve a good amount of crowd control before the fight even starts (Deceive) additional to their (pseudo-)pet-based options when the fight actually begins does not make Flash appear more favourable either. -
No.
You named all the reasons why Flash is just a weak excuse for a control power. You can get more bang for the buck from almost any power. Even at early levels teammates do not fall on their knees to worship you just because you can make some enemies stand still at the same time every four minutes... especially not when they see you Blinding and Confusing enemies left and right all the time. -
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all this together still doesnt quiet catch up with a blaster using aim and build up it seems like, also, defender damage cap is 300% not 400% as stated earlier, you can check it, it caps at 300%.
[/ QUOTE ]I think you mean 300% damage bonus while others are talking about 400% including base damage.
Other than that you are right. Animationwise it is just not possible to do all your kinetic stuff and still have enemies left to blast.
With my kin/arch I used to fire off a RoA just a moment before the tanker had controlled aggro. That way I still have all the buffs running from the previous enemy group and by the time the arrows begin dropping from the sky the aggro is under control and I can start doing kinetics. -
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...unless you're Steve.
[/ QUOTE ]No, it's just helge... well, basically the same. -
Hmmm, yes, psychic punch and stuff like that would be a bit odd. So, I would rather expect something like this:
Level 1: Psi-Sword (psi-version of Fire Sword)
Level 1: Mind Probe
Level 2: Psychic Embrace (psi-version of Jacob's Ladder)
Level 6: Concentration/Build Up
Level 8: Scare
Level 12: Taunt
Level 18: Drain Psyche
Level 26: Psi-Sword Circle
Level 32: Greater Psi-Sword
Quite easy to implement since it is basically recycled powers/animations. Plus, it looks like a nice set. -
Die Erfindungsgutscheine kannst du bei den Verdienshändlergestalten gegen besondere Verbesserungs-Anleitungen eintauschen. Und das Bergungsgut ist der Rohstoff, aus dem man diese Verbesserungen zusammenschraubt.
Wie das genau funktioniert lernst du ab Level 10 in einer Universität deiner Wahl... im Spiel natürlich. -
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I found Warhammer harder, like AoC and most other games with mostly outdoor grinds and missions.
[/ QUOTE ]AoC is easy. Eight characters from eight different classes ranging from level sixtysomething to eighty and I am wading through mobs with every single one. The main difference is that there are whole areas filled with epic mobs that are not challenging but outright impossible to solo unless you are many levels above them.
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MOVING mobs.
A thing Cox totally lacks.
[/ QUOTE ]Not true. Ambushs, walkers and giant monster spawns like Scrapyards super mob prove you wrong.
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In the other games you can solo ok , but once you agro some romaers which is very easy you die in seconds.
Theres much more tactic involved... can i pull that mobs without agroing the others ? Can i kill those mobs before respawn behind me gets me ?
[/ QUOTE ]In most cases the answers to both questions is yes unless you pull by blindly firing AoEs or charging into the mob or take a bio break every other spawn. Not all that challenging.
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There is no kill the mob, take a break, make a tea, watch some tv and continue killing like in CoX.
If you need to go afk you have to find a save place or you die.
[/ QUOTE ]Which is a great thing when the next safe spot is several minutes away and you have to answer the door, urgently take a leak or whatever... NOT. Unless you consider keeping your bladder in check for an indefinite amount of time a challenge this has nothing to do with challenging.[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
The occasional patrols in very few missions are no threat when 1 char can kill them in 20 secs.
[/ QUOTE ]So you want to be killed by a single patrol? You seem to be a bit masochistic... especially when I remember you saying that dying 30 times against Hamidon is what you call great fun. Hamidon is probably the most boring thing you can do in CoH, with or without the dying. -
Well, fire is not all that bad for your costume, ice is a bit worse in that regard. But monkey doodoo, errr stone armour is indeed a worst case scenario for a costume designer.
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Its more than enough to compare the primaries without any enh at all to see which sets perform better and you know it.
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That is complete and utter an total bull. I've never heard anything so stupid!!
[/ QUOTE ]This.
At least I can now understand how the OP could come to his delusional ideas, although if it is a lack of comprehension regarding game mechanics or failure at maths I am not sure.
Just to add a simplified example how slotting does matter:
Archetype X has powersets A and B.
Powerset A has many medium strength attacks but not many real big hitters. The best repeatable attack chain with unslotted attacks consists of 1 attack with a DPA of 200, 4 attacks with a DPA of 150 and 1 attack with a DPA of 100, resulting in attack chain DPS of 150.
Powerset B is more extreme with lots of frontloaded damage. The best repeatable attack chain with unslotted attacks consists of 3 attacks with a DPA of 200, 1 attack with a DPA of 150, 1 attack with a DPA of 100 and 1 weak filler attack with a DPA of 50, likewise resulting in attack chain DPS of 150.
Seems like powersets A and B are equal, but let's throw in enough recharge to make repeatable attack chains shorter, so that we can get rid of the weakest attacks.
The best attack chain for powerset A is now 1 attack with a DPA of 200 and 3 attacks with a DPA of 150. Attack chain DPS is now 162.5.
Powerset B can now build an attack chain of 3 attacks with 200 DPA and one with 150 DPA. The weakest attack powers are not needed at all anymore. The big hitters now recharge fast enough for burst damage to become almost equivalent to sustained damage. Attack chain DPS is now 187.5.
Suddenly powerset B is significantly better than powerset A. -
First of all... I am delighted to finally see a kinetic build with Hover. It is just astonishing what you can do with speed capped Hover. There is no better combat maneuverability.
Now for my biggest concern about the build: no recharge in Siphon Speed? Maximising the recharge of Siphon Speed means being able to stack more +recharge for all your powers. Kinetics are meant to be speed devils, so let them. Stacking Siphon Speed is the way to go.
Generally I noticed some hugely overslotted defensive powers. Kinetics are active toons and you get more bang for the buck by treating them as such. Especially as a controller you will be able to lock down mobs faster than they could ever cause significant damage making defensive toggles very situational. Even without any kind of armour or control power a good kinetic can simply outheal most incoming damage. (They are only vulnerable when they failed to uphold any siphoned speed.)
And Conserve Power? What for? The only time well-slotted Transference is not enough to keep you going is when you can not get close enough to profit from it and the only time you can not get close enough to profit from it as a kinetic controller should be when you are fighting Hamidon. A bit too situational to warrant a power pick and two additional slots.
Oh, and there is hardly a situation where you need any recharge enhancements in IR. Siphon Speed + IR gets you almost anywhere before Siphon Speed runs out. -
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Not convinced
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This.
1. CoH/V is all about superheroes and their villainous counterparts. Nerf player toons too much and the game will not feel "super" enough for many. We are already a bit on the weak side in that regard when we take some of the more powerful comic heroes as standard.
2. In most cases nerfs do not make the game more challenging. It just takes longer to chew through the same challenge. Tedious != challenging.
3. Nerfs affect everyone no matter if the game is already challenging enough for a person or not. One man's challenge is another man's frustration.
4. Do not torment the devs! They "live" on the US boards. Some tanker players over there are still not quite done crying for issue 4.
5. Every player has it in his own hands to make the game more challenging. Fire/Rad controller too easy? Try an underdog build... in fact try and see just how bad a build can be before it is too bad to complete a mission on medium difficulty. -
Double Assault pays for itself when teamed with one MM? Let's do the maths: When the MM has his pets slotted and his own Leadership Assault running and you have your normal Fortunata Assault an additional Leadership Assault gives less than a 6.5% increase to dps for the cost of roundabout 20% of your endurance recovery (after substracting normal Fortunata toggles) with an otherwise normal build. Not a good deal, especially for an archetype with the damage dealing capabilities of a Fortunata since the small dps increase is quickly consumed by the more frequent breaks you need because of that higher endurance consumption.
And to stay with your example:
The additional Leadership Assault is more like 3/8 Forge for everyone but without the ToHit bonus and at 4.5 times the endurance per second (10.4 end/sec for 120 sec duration vs. 0.39 end/sec). That means even in a full team Forge is 50% more bang for the buck, not even counting the ToHit and the fact that a clever corruptor will Forge the main damage dealer first (which would skew this calculation even more in favour of Forge). NOT WANT. -
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You can't really look at powers in a vacuum like that.
[/ QUOTE ]And yet people do so. Many bad builds and unjustified criticism originate from that fact.
You just can not stress enough that you have to look at a build as a whole rather than isolated powers. Every choice has an effect on the "shape" of the build and no shape is equally sexy for everybody since personal taste and playstyle have a big influence on the individual sexiness of a shape.
... Erm, yes, I am still talking about builds... for characters... you know, CoX and all that... awww, dammit! -
I think I will have to clarify your options:
A: Go with Fortunata toggles only and enjoy a nice little buff to damage, tohit and defense with a bit of limited status protection as a bonus, and all that for a very managable amount of endurance.
Result: Team up with other VEATs built like yours and kill stuff like there is no tomorrow.
B: Run Fortunata and normal Leadership toggles and enjoy an even nicer little buff to damage, tohit and defense. Well, as a matter of fact you will hardly encounter many situations where you notice any additional effect when compared to option A since the damage increase is minimal and most of the time your tohit will be maxed and enemies' tohit floored anyway.
So... looking at the cost we end up with three spent power slots which others might have spent on something that does make an actual difference and an additional endurance consumption that is roughly the equivalent of one permanently spammed attack.
Result: Team up with other VEATs built like yours and take a walk in an area of your choice. Hey, if you are lucky you might even end up slowly killing something. -
Yeah, it was a nice weekend. Raked in some nice amounts of inf and prestige with my 50s and started a new MM-team (now level 32) with SG friends. Apart from that some long neglected toons saw a little bit of playtime again with my warshade doing the biggest jump (from level 38 to 43).
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ive recently made an AR/Dark corruptor...he is lvl 13 atm...
will it be possible to solo AVs?
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Somehow I don't see that happening... like... at all. -
Hehe, I seriously doubt that it will be cheaper than it already is when factoring in the free month you already mentioned.
Standard fee for a month of playtime is 12.99, the Mac Special Edition comes at 14.99, so that leaves modest 2.00 for costume pieces and mission teleporter.
Considering the standard price for bonus packs without extra playtime is 8.99 I think the Mac SE is an excellent deal for anyone who wants the bonus content. -
Actually, the problem is not that you have to be in the middle of the spawn to get the full benefit of Fulcrum Shift... as a good mad-as-hell-kinetic you will be there anyway.
No, the real problem is that everybody else in the team with at least half a brain will be there, too, resulting in a permanently FSed and Speedboosted team steamrolling over any non-AV mob faster than you can pull your bow after doing the kinetic stuff.
However, with a bit of timing you can pull off some nice RoAs without missing out on something of greater use for the team. A Blazing Arrow every now and then is also nice and occasionally a Fistful of Arrows comes in handy, too, but Total Focus... I think I never used that in a team. It's quite nice for soloing and duoing though.
And Explosive Arrow... having some level 50 kinetics including a Kin/Arch defender myself I have a name for powers like that (sucky damage + AoE KB): team debuff. -
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Waiting to rest between mobs kills your furry.
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QFT -
Is there something not to like about a power that does really nice damage and heals you at the same time while debuffing the enemy's ToHit on top of that?
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Wenn's tatsächlich um das Schild-Set geht, ist eine 50/50-Slottung ziemlich optimal.
Drei Dinge würde ich dazu aber noch anmerken:
1. In frühen Leveln (wenn man noch nicht wirklich viel Defense hat) merkt man von Resistance etwas mehr als von Defense. Daher würde ich normalerweise zuerst etwas Resistance slotten, bevor es an die Defense geht.
2. Da du dich bisher noch nicht mit Defense beschäftigt hast, sollte ich vielleicht darauf hinweisen, dass sich Positions-Defense (Melee/Ranged/AoE) und Schadensart-Defense aufaddieren, wobei bei Angriffen mit mehr als einer Schadensart der höhere Defense-Wert zählt. Das heißt, der Defense-Wert zum Beispiel gegen einen Fernangriff mit Energy/Smashing-Schaden berechnet sich aus Fernkampf-Defense und dem höheren von Energy- und Smashing-Defense.
Wenn dieser addierte Wert bei 45% ist, spricht man vom Soft Cap, weil dann viele Gegner nur noch eine 5%ige Chance (weniger geht nicht) haben, dich zu treffen. Und damit zu...
3. Je näher du dieser 45%-Marke kommst, desto stärker wirkt sich jedes weitere Prozent Defense aus. Kleines Rechenbeispiel dazu:
Normale weiße Mobs treffen mit 50% Wahrscheinlichkeit.
Hat man nur 5% Defense treffen die selben Mobs noch mit 45% Wahrscheinlichkeit, das heißt, man nimmt nur noch 90% des Schadens, den man ohne die Kraft, die einem diese 5% gibt, nehmen würde.
Hat man aber schon 40% Defense (d.h. die Mobs treffen noch mit 10% Wahrscheinlichkeit) und bekommt dann noch diese 5% Defense dazu, dann treffen die Gegner nur noch in 5% aller Fälle, das heißt, man nimmt nur noch die Hälfte des Schadens, den man ohne diese letzten 5% Defense bekommen würde.
Da ein Löwenanteil der Überlebensfähigkeit des Schildsets später von der Defense abhängt und man sich damit je nach Build und anderen Umständen im Bereich des Soft Caps befindet, würde ich empfehlen im Zweifelsfall (wenn Slots knapp sind) später vor allem Defense zu slotten (und auch über den Fighting-Pool nachzudenken wegen Weave), da man damit auch haarige Situationen überstehen kann, während die Resistenzwerte dieses Sets zwar ein netter Bonus sind, aber (zumindest ohne die Tier 9 Kraft) bei Weitem nicht ausreichen um einem Gegneransturm standzuhalten. -
Now, the video fight against Siege is intriguing... looks like SR does provide the necessary boost in recharge. Well, he does take almost 10 minutes to pull it off, but the fact that he succeeded indicates that a brute can do it probably better with full fury and all that.
And please take note that I did not say burst damage was the key to soloing AVs. My point was that great bursters profit more from very high recharge, because great bursters usually have some heavy hitters with high dpa and as my Fiery Melee example shows they can build attack chains full of those heavy hitters, leaving out "filler attacks" completely. -
Meh, that's what I meant with theoretical calculations. They look impressive, but if you want to see what is really going on you have to make a real build with real slotted powers and a real attack chain.
Those calculation tables are deceiving, because they do not apply to builds fit for AVs (or any final build for that matter). A maximum of 150% recharge bonus, including slotting for recharge, set boni, recharge IOs and recharge powers? That's not much of a build! Great burst sets skyrocket dps-wise after a certain recharge threshold which is significantly higher than 150% while poor bursters' dps increase roughly proportionally. Fiery Melee for example can have an attack chain consisting of Cremate, Incinerate and Greater Fire Sword alone which generates brutal dps at high fury levels. Try that with only 150% recharge bonus altogether! -
I would suggest a controller/blaster duo such as fire/rad plus psi/psi. Should give you a nice combination of control and damage and lots of fun to boot.
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This will never work. The I12 crowd will never accept a defeat under I13 rules.