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Posts
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Three things I haven't seen mentioned yet.
1. Do not put Performance Shifter Chance for +End in an enemy-affecting power. The endurance is granted to the target of the power. You don't want your endurance drain powers to randomly give 10 endurance to their targets.
2. Force Feedback Chance for +Recharge, in an AoE power that your teammates will not kill you for spamming, is really, really good. The proc has a chance to fire for each enemy hit, and although it won't fire multiple times the chance of firing improves dramatically as the number of targets increases.
1 target: 10% chance
3 targets: 27% chance
10 targets: 65% chance
16 targets: 81% chance
Claws Shockwave, Foot Stomp, Fault, Tremor, Fissure, and all versions of Psychic Tornado are great places for this proc.
3. Achilles Heel -Res. Wherever you have spammable -def, but especially in any AoEs, Achilles Heel -Res. Acid Mortar, Sleet, Freezing Rain, Irradiate, you get the picture. -
I don't think I have any gods, per se. I have a number of moderately powerful supernatural creatures, including one who is destined to see the end of the universe, and another who is an advocate for the dead, but neither are what I'd call gods.
I do have one character who is an epiphenomenon of a Kardashev II entity (not civilization, entity) that has passed the self-improving computation threshold. That's enough of a differential in intelligence and power to be considered fairly godlike.
She is an atheist. -
I ran a more or less weekly D&D4e game for several months using Skype and MapTool. MapTool changes the DMing process: it requires more initial setup time, but once the DM and players are familiar with the tool the actual gaming proceeds at a somewhat brisker pace, with less consultation of rulebooks and mental arithmetic. Also, as you build up an asset library of frameworks, macros, tokens, textures and maps, and become familiar with the process of generating content, the setup time is reduced. I would recommend MapTool (and the rest of the RPTools.net family of programs) for anyone who wants to run tactical RPGs with a widely distributed group of players. It works and it's fun.
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Quote:Pursuing this tangent: I've noticed the change in foe behavior, but has it propagated to NPC combat allies? In my experience, NPC combat allies still frequently spend long periods standing near foes and not attacking them, and it's not due to recharge debuffs or mez. Shock Treatment and Doc Delilah stand out particularly in my mind for this behavior: they'll use their ranged attacks, then run into melee and... stand there looking cute. It's particularly striking because it only applies when they're combat allies: Shock Treatment is quite aggressive when she is a foe.The "shooting brain" is something I know a little more about: it used to be exploitable but I pointed out in what ways back in I14 beta and eventually those exploits were closed by the devs by simplifying the AI so the critters stop trying to figure out what the best possible attack to use is now and just shoot you in the face with whatever's handy.
Controller and MM pets do not have this problem. MM pets have their own problems, but being timid with their attacks is not one... -
I tend to use SOs when leveling, because I am impatient: sure, IOs save time and money in the long term, but I want to punch dudes now.
I also tend to slot IO bonuses to play to the strengths of the sets I am playing, rather than to conjure capabilities that are not inherent to the character, because I plan for the possibility that set bonuses may be altered, reduced, etcetera and I would prefer if my characters degraded gracefully under those conditions.
These two factors tend to counteract the advice-inapplicable issue being discussed. -
One solution: ask Lilitu how many kids she had.
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I note that if Cole actually wants to kill everyone in Praetoria, if that is his sole and explicit aim, then he's got a really weird way of going about it. I mean, he can go switch off the sonic fence if he wants to, or just start beating people to death with his bare hands. He is the sole Incarnate of Praetoria; he can survive nuclear weapons and the Hamidon; who's going to stop him?
Which, incidentally, also kind of throws over the entire idea of revolution against the state. When you have a physical god for a dictator, the will of the people is completely irrelevant. Even if every Praetorian took up arms against Cole, there's no guarantee that they could kill him. About the only tactic that has a chance of working is a threat of mass suicide, gambling on the hope that given the choice between maintaining power over a city of corpses and stepping down but keeping his people alive, Cole would choose the latter. Because if that doesn't hold, you're screwed any way you look at it. -
Quote:I say this in a spirit of honest confusion: I wasn't aware that the Syndicate was created by the state.Helps, but not much. The real problem is that not once in the 20 levels do you ever fight or even see a threat to Praetoria that was not created by the State.
I do agree with your larger point - that the conflicting factions in Praetoria are generally either directly working for the state, directly working against the state, or a side effect of that conflict. It would be nice to have some ordinary greedy people, although the Syndicate seems to be this. It would also be nice to resolve the question of whether the Devouring Earth continue to be a threat, because if the DE turn out to be a falsified threat then I feel this detracts enormously from the scenario as presented.
My personal feeling is that popular media, particularly in the US, tends to shy away from any implication that the designated villains have a point, and tends to reconfigure morally ambiguous stories into ones where the designated villains are the sole source of all evil. For instance, the film adaptation of V for Vendetta implicates the leaders of fascist England in causing the crisis that precipitates their rise to power; the original graphic novel takes the much more disturbing tack that the crisis was unrelated and that the people of England voluntarily chose fascists to lead them - and worse, that the alternative that V offers is not a populist restoration of democratic rule but rather a violent, bloody, anarchic revolution against a backdrop of dire and desperate circumstances that have not been resolved.
In short: if Praetorian Hamidon isn't real, then Going Rogue is V the Movie and I am disappoint. -
Quote:I'm aware of all of the above. I suppose it wasn't entirely clear from my first post that I was expressing a contrasting experience, and not a contrasting opinion on the same experience, but rest assured I did read the information presented to me (amazing, I know!) and did realize that acting as my character did for the stability of Praetoria was against the expressed orders of Emperor Cole. However, what I did not make clear in my OP was that the character I was playing so thoroughly believed in the Emperor's public image that when presented with evidence that the Emperor would allow Praetoria to come to harm, or invade an innocent dimension wholesale rather than accept badly-needed aid, she simply refused to believe any of it. Instead she snapped her Occam's Razor over her knee, and constructed a barely-plausible theory of rogue elements in the government acting without Cole's knowledge or sanction.Loyalist -> Hero is not actually the Responsibility path, and choosing "Hero" is not choosing "Loyalist". If you listen to what Marchand tells you before you make that choice, choosing to go to Paragon City is choosing to oppose the Emperor's invasion and support the people of Primal Earth (by standing as an example that not all Praetorians are evil).
The speech you get from Cole when you step out of the Rift Enclosure into Paragon City is not the speech the OP is talking about. Throughout the Responsibility path, you have been expressing your loyalty to Praetoria and to Provost Marchand, not to Emperor Cole (the penultimate Responsibility mission, when you and Kang gang up on Arachnos to save Neutropolis, is expressly against the orders of the Emperor). After that, even if you put down Kang because he has snapped and wants to join the anarchists now, choosing to follow Marchand's path over the Emperor's is most definitely being a traitor to the Emperor. Whether that makes you a traitor to what matters to you is up to you.
The speech the OP is referring to is at the end of the Power arc, when the moral choice is literally between "do what the Emperor commanded to protect the people from Neuron's insanity" and "blow it all up for the lolz and impress the Resistance". When you call the Emperor and do as he asked, you see the hero that Emperor Cole once truly was shining through.
I suppose if you then went to Paragon City, you would probably still get the traitor speech, though.
Which is why the Emperor's speech, in which he confirms that the invasion plans do indeed originate from him, was so unpleasant for her. -
Three more things to consider:
1. Level 50 characters earn a pile of money just by defeating enemies.
2. With the new difficulty settings, everyone can easily fight as many enemies as their build allows.
3. Vendors destroy 100% of the influence involved in a transaction, but the market only destroys 10%. -
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If you can't beat the rap, own it. Well done, sir!
My Responsibility Loyalist (who went Loyalist at every decision point, including the Warden arcs she ran undercover) was very disappointed with her interview with Cole, for what it's worth. To be called a traitor, after sacrificing personal friendships and emotional attachments for the greater good? Too cruel, sir. Too cruel. -
I've used recolored Dark Blast as Lovecraftian deep ocean magic, complete with drowned corpses and horrid pseudopods.
I've also used Plant Control as spiky tentacles of unpleasant inquisitiveness.
My Warshade isn't a Warshade. She fights crime by channeling fish ghosts.
And Dominator Earth Assault with the Crystal theme and blue/white coloring looks like ice-covered rocks, which works well for Comet Assault. -
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Interesting.
I'm leveling a Traps/AR myself, albeit with a somewhat different build and focus. Less defense, more recharge. Something that tends to get overlooked is that Defender AR Ignite drops exactly the same fire patch as Blaster AR Ignite - if you can tack down an enemy with Web Grenade, the ST damage is enormous.
Edited to add: Another quirk relevant to Traps is that resistance debuffs also debuff damage debuff resistance. Acid Mortar multiplies the effect of Seeker Drones. This is one of the reasons why recharge is important to Traps - the more Acid Mortars and Seeker Drones you can stack, the lower enemy damage will be. The Achilles Heel -Res proc also helps. Of course, this is more relevant to targets that can survive more than one round of debuffing.
Also, I'm not sure that Seeker Drones can ever be made to do what I'd consider significant damage. The -tohit seems slightly more worthwhile to enhance, especially on top of high personal defense, but really it's the -dam and the ability to absorb alpha strikes that makes them handy IMO. -
Quote:My Elec/Elec has been a beast so far.
Drop the AoE sleep (which pulses and keeps them sleeping), and then hit them with melee goodness, which also sleeps...
I may as well have rolled up a bruteQuote:I gotta disagree with the AoE Sleep... That is beyond crazy. Even though it less reliable in the higher levels, it still does work, and acts like a fire and forget crowd control. Plus when it recharged, the first one is still going (without hasten) and you can keep it dropped continuously if the fight goes that long.
Bring 2 or 3 Electric Doms and you have an area on complete lockdown.
They wake up when they get hit? Sure, but they go right back to sleep, or you just knock them down, and they go back to sleep. -
Perhaps I'm cynical, but I can only see this ending in tears.
Base editing is a steaming pile of legacy code. It has bugs so old they've become cherished features: stacking, for instance. It has legacy items that people have repurposed to the point where improving their resemblance to the thing they're supposed to be is considered a terrible mistake. It has an editor that intimidates new users with its absurdly fine-grained control, and has no expedited path for reasonable defaults - all editing must be done at the detailed level, one piece at a time. Incremental improvement is not a realistic option - it would be too much effort for too little gain. Wholesale replacement would basically be a choice to discard a significant fraction of the current editing userbase - because all current bases would have to be invalidated in order to make enough changes to make a difference - in the hope that the new system will attract enough people to make up for the loss, and I'm pretty sure we all remember how well that went for PvP.
Basically, any changes significant enough to be worth doing would alienate the players who would theoretically be the target audience for the changes. The reason why devs aren't giving bases love is because there's no form of love they could give that would be returned.
Again, though, I'm cynical. But that's the cynical analysis, FWIW. I'd be overjoyed to see an effective rebuttal. -
It doesn't take Accurate Healing because it doesn't take Accuracy. Energy Drain is autohit. Powers generally don't accept set types that provide enhancements to aspects that can't be improved.
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For my Stone/ Tank: Boulder. While in Granite. During the Eden trial.
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I think this would be as good a time as any to mention that I love Ghouls. Finally, an enemy group that you want to scatter.
Protean's kind of a jerk, but abusing the elevator shuts down his gimmick pretty quick. -
There is a critical difference between rewarding PvP - the specific act of attacking and being attacked by player characters (or supporting player characters who are engaged in same) - and rewarding avoiding PvP in a PvP zone, which is what badges, nukes, shivans etc. do. Rewards for PvP induce a positive feedback loop in zone population: the more people there are in the zone, the higher the chance of engaging in PvP and earning rewards, repeat. Rewards for PvP-adjacent activities induce a negative feedback loop: people come for the rewards, people come to fight those people, the difficulty of obtaining the rewards goes up, the people seeking the rewards leave, the people who came to fight get bored and leave, repeat.
This is Dumb. -
I've said it before, because I mention it every time it comes up, and I'll say it again, because I mention it every time it comes up. The PvP mechanics can certainly be improved, but there is no change that can be made to the PvP combat mechanics that will make PvP fun and popular. PvP in this game has basically only ever been fun when a lot of people are PvPing, and the only way to make a lot of people do anything in this game is to bribe them for doing it.
So, once again, I propose rewards for PvP commensurate with rewards for PvE. A modest reward for losing, a good reward for winning. XP, inf, drops, merits, the whole shebang. Anything less, and PvP remains a marginal activity that will get - and deserve - about as much attention as base building. -
If you take away Hide from a Stalker, you're not left with an invalidated character. The failure mode of Stalker is Scrapper. Like a ninja who has been discovered, your only recourse is to flip out and kill everyone.
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I could get behind any of Elec/Psi, Elec/Elec, or Elec/Earth.