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actual belief that my team will actually follow me into the battle (usually the reason I tend to die)
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I get that. I find that, usually, the team gets it after my second or third death and all of a sudden they start keeping up. Sometimes, they never get it, sadly.
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Today, they started to get the idea, but then when someone else got aggro and the *team* started to die because of dual aggro, my KB using aggressive self was to blame, even though the group we were supposed to go after was the group I was going after.
I say supposed when the tanker was standing less than a few feet away from me. Evidently the Empath gets ticked off when the team wipes and there's someone the melee characters dislike. I like to call it scape goat.
Once again noting, I wasn't really using KB to prevent the possible second group aggro. Silly me and my not using KB in paranoia for the very reason we got killed. -
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...its almost like were in a MMO that allows team play or somthing.....
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Kill the heretic! -
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Defenders tend to use less endurance on teams because they don't have to spend it all killing things. My Dark/Rad Defender has never had endurance issues on teams, not in Issue 1, not in Issue 7, not in Issue 15. Solo, though, he's always running out despite my slotting.
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I think the real reason is because slow people delay the team inbetween battles, so you have more time to recover.
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That could explain why my experience is mildly different. Most teams I am on move quicker than we should.
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I was kicked from my 2nd team this weak for a combo between too aggressive and actually using KB on teams that really need more mitigation. Both being the Tankers yelling to let them go in first, standing around for a long time, me getting bored, me attacking, and the enemies coming towards them when they "aren't ready yet". Both times there was an Empath on the team who was team leader and kicked me because I went after the mobs first and was using KB.
First time was a 3-4 man team with my Cold Dom/Energy Defender. Second time was on a 7-8 man team who someone asked me to join because the team was doing poorly, to which I pulled out my Storm/Sonic and took a SK. It went from the entire team dying to me dying every other spawn or so and no one else dying.
Maybe I'm mistaken, but sitting around for a few minutes before each spawn isn't fun. Even 30 seconds I start to get itchy. That's why I use a cunning use of the map, actual belief that my team will actually follow me into the battle (usually the reason I tend to die), and the use of flags. Anyhow, that might just be me and my over idealistic points of view. -
This is why I like using Global Channels for my TF needs. Sure there will be the occasional jerk or somewhat uneducated person who doesn't know exactly what you do, but most of the time the uneducated tend to be happy to learn. Most of the time you'll get decent players. At least that's my experience.
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I should be around. In fact, if anyone wants to RP with Kismet tonight, I should be off work at around 8, and thus poking around CoH at about 9 if not earlier.
It's great to have the entire group sessions, but I think some one on one or a small group just meeting up to RP would be amazing to help interactions and possibly start up some story between the different characters. Just a thought... -
I've been under the personal opinion (though I could be incorrect) that Going Rogue was going to come out before i16, since i16 feels like it's going to be coming out around February (guess), and Going Rogue would make perfect sense to coming out for Christmas.
That's just my feeling since people need to buy Going Rogue and they don't need to buy i16. -
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Interesting then, that so many De Fen Der characters can't De Fend themselves...
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But they can defend the heck out of everyone else.
Maybe someday they will create a new archetype: Self Defender.
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You mean the Defender AT is specific in who it's defending?
Hmm... if a tree falls alone in the forest, does it make a sound?
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The funny thing is that my Sonic/Sonic defender doesn't feel particularly squishy when he solos. His damage doesn't feel subpar. He isn't even designed specifially to solo. Isn't that weird?
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After returning to my Kin/Rad on Liberty after probably a year or so of not really playing her, I've found my soloing with her fairly easily. She's level 28.
On the other hand, my level 33 Rad/Kin Corruptor on Virtue seems to have some issues. Not sure why this is. Might of been I had a skill increase since the last time I played her, but they are built the same. -
I've not seen lack of teaming due to my AT, but I have seen lack of teaming due to my power sets.
Sometimes people really get at me with their priorities. -
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Interesting then, that so many De Fen Der characters can't De Fend themselves...
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But they can defend the heck out of everyone else.
Maybe someday they will create a new archetype: Self Defender.
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You mean the Defender AT is specific in who it's defending?
Hmm... if a tree falls alone in the forest, does it make a sound? -
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Also, as for Going Rogue killing defenders. Not going to happen, I love defenders but can never seem to enjoy a corruptor. Im sure I cant be the only person with that problem.
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I thought I was the only one!
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You both aren't alone, as I've said before. -
My First 50 was my Storm/Dark, my 1st Villain is going to be my Fire/Storm Corruptor... only 9 more levels to go.
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Healzor!
Actually, there was a Dr. Q that of 3 defenders, by Storm/Dark was the only one with a heal. Great fun! -
The problem with taking it early on a Mind Control is that you don't have Stamina to help it with major endurance cost, and no SO/IOs do help either.
By the by, mine comes from 5+ Storm characters, and 2 38+ FF characters. KB is a tricky thing, but it you know how to properly utilize it, it's an amazing asset to any team. -
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I like Telekinesis on all my Mind Control characters and my Empathy/Psi. However, Telekinesis is also one of those KB powers, so it takes so getting used to in order to see good situations for it and also knowing when it's bad to use it. However, for you it'll allow you to triple hold things, Pet. Gaze, Dominate, and Telekinesis. Allowing you to keep bosses held, and since Telekinesis is a target AoE, you can actually plausibly hold an entire group, in a corner, while debuffing stuff other than their to-hit, and defeat them faster with teams.
It just takes some playing around with the power and knowing when to and not to use it because of the KB component.
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Could you give me some advice on what to do with my Telekinesis and its single slot, and how to use it effectively?
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Well, I personally find the best way to one slot it is Endurance Reduction. That's because it takes a heck of a lot to use. However, if you wanted to more than 1 slot it, I'd probably suggest 2 Endurance Reduction, 1 Recharge Reduction.
As for using it, I'd say the best menatlity you can do is take a close to you member of the mob (preferably a ltn or boss), in roughly the center of the mob of the way you want to push them. That way, when they start getting repelled, they get pushed into more members of the mob and then holds more people. Then, focus on people of the mob that didn't get caught by telekinesis first before moving onto your trapped mob.
As far as KB/Repel is concerned, it's a note that EB/AVs don't usually get effected by this (can't think of one that does), and so that's just another Mag 2 Hold that's a toggle. The other thing with KB/Repel, is corners are your friend. Also, since the repel goes directly away from where you're standing, you can always push them into one wall, run to the right or left, and then push them into a corner. It takes some finessing but I find it quite useful to keep most of a mob caught. -
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Uh..... blueberry pie is better than Force Bubble.
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Lies! Force Bubble is very tasty! -
I like Telekinesis on all my Mind Control characters and my Empathy/Psi. However, Telekinesis is also one of those KB powers, so it takes so getting used to in order to see good situations for it and also knowing when it's bad to use it. However, for you it'll allow you to triple hold things, Pet. Gaze, Dominate, and Telekinesis. Allowing you to keep bosses held, and since Telekinesis is a target AoE, you can actually plausibly hold an entire group, in a corner, while debuffing stuff other than their to-hit, and defeat them faster with teams.
It just takes some playing around with the power and knowing when to and not to use it because of the KB component. -
Getting a whole lot of buffs before getting started, getting a lot of damage increased. Debuff/etc. to your GM to maximize effectiveness, then one blast. 1-5 minute prep time, cast 3-5 debuffs, then one attack and crippled.
That's just one of the exploits I see, not to mention a team of 2-5 doing this and each getting their one attack with all their debuffs on it as well. Force multipliers times two! -
*sighs*
Why must some Tankers be stupid when it comes to this? I mean really. A Empath, a Cold Dom, and a Inv/Mace tanker in the lower 30s (the tanker a friend of the Empath being Exemplared to 32). We only got about 6 mobs into it before things... umm... blew up.
I'm, personally, a very aggressive Defender player. As such, when the tanker decided several times to not head into the group after a bit, I moved in to pull (some if not all) of the group. I finally made a tactical mistake of doing an AoE debuff, causing all aggro instantly on me with Dannan green tree/earth things. Naturally, I got ranged attacked by all of them and instantly fell.
He asked why I went in first, to which I responded, "Well, someone had to do it." He then said he was waiting on his Healers before jumping in. I responded "Healers?" He asked if I were new, to which I responded "No. Are you?" He said no and that Empathy are Healers, to which I responded that Defenders do more than heal. The Empath buffs, heals, and attacks, which is called a defender. In my mind, I was screaming that I was playing Cold Domination... a power set without a heal. The tanker said thanks for the lesson and sarcasm, to which I said I give it when it's due. He turned me on ignore, then the Empath ended up kicking me from the team because the Tanker was a friend of his.
*shrugs*
I was only somewhat sarcastic with his calling us Healers. However, the gloves were off when he asked if I were new. When I've played every power set of the Defender AT and have several Defenders and Controllers at or above 30, but naturally, me scoffing at the word Healer with an Empath in the team, automatically makes me new?
The other thing that make me smile was the fact that he was complaining about his blue bar as well. I know my Cold Dom didn't have Heat Loss (level 30), but we had an Empath using Recovery Aura. I have the feeling that we had an Empath that knew what he/she was doing and myself along with a buddy AE baby. Heck, when the tanker dropped, my Energy Blast was causing enough mitigation (along with my Debuffs and the Empath's Buffs) that me and the Empath almost duo'd the rest of the group, until the Tanker took the 2nd rez by the Empath. For some odd reason he missed the first one... Probably wanted to see us fail and then laugh at us to let him do his thing.
Do all Tankers really have this ego streak? I don't believe I do with my one level 40 Dark Armor/Mace Tanker, but I'd be willing to chalk that up to being a Defender and having that mentality. Any else have this problem recently? -
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Well, to be on a different take on this, somewhat, my experience pre-i15's Dom buff was shaky except with my Plant/Psi. I'm not sure pre-i15 if I just wasn't skilled enough in my attempts to really understand Dominator's capabilities.
That being said, my Plant/Psi was a ton of fun, got her to level 26. However, I've only pulled her out a few times now and the increase on the recharge of the psi powers makes me sad. I enjoyed the shorter recharge times of the psi powers compared to the other power sets. Since the recharge times have increased, I've found myself at a somewhat loss with her. I'm happy to have an overall damage boost to the AT, but when I triggered Domination, it felt great. Quick attacks with higher damage and harder controls? She was a blast! Now, I just feel somewhat blah'd by the whole thing and wonder if I'll be able to get back into her. Might just take me time to get back to that spot.
So yes, happy in the overall spectrum of things, just saddened by the higher recharge values for Psi Assault.
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Yes, but now Domination can be saved to be used for what it's meant.... to hold the hard targets.
Before it was used when available by myself because I couldn't stand the pew-pew low damage.
Now I actually feel like I can contend in DPS without needing to pop Domination and get tons of IO global rech.
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Oh, I was silly not to fully make this understood. I've played mostly on teams before i15, but because teams are slowly becoming more AE oriented, I've not had a chance to find myself on a team with 4 people... if that.
I was also fine with the less damage for more recharge. Not saying that anyone will agree with me on that. Also, since I was on a team, when I had the difficult battles ahead, or ones that turned into such things, I would pop Domination then, since I knew that I didn't want to have a time when it was really needed and I didn't have it.
Sure, I was probably only using it once per a person who always was popping domination every two or so times. However, I felt that Domination was more of a situational boost than an actual keep always active power at level 26. Sure, maybe perma-dom later when I have money, am 50, etc. but not on the way up the charts. -
We're playing the Priests (clerics) or non-evocation wizards. Sure, Defenders have some damage capabilities, but it's not what we specialize in. We're that Illusion/Transmutation/Abjuration/Necromancy people. We've got a bit of damage but our specialty lies elsewhere.
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People are still farming AE missions?
*tsk* When will people learn that every mob killed in a farm, a kitten dies.
Think of the old school farming and how many kittens where saved by that one mob between the buildings...
Think of the kittens and go back to old school farming! -
Well, to be on a different take on this, somewhat, my experience pre-i15's Dom buff was shaky except with my Plant/Psi. I'm not sure pre-i15 if I just wasn't skilled enough in my attempts to really understand Dominator's capabilities.
That being said, my Plant/Psi was a ton of fun, got her to level 26. However, I've only pulled her out a few times now and the increase on the recharge of the psi powers makes me sad. I enjoyed the shorter recharge times of the psi powers compared to the other power sets. Since the recharge times have increased, I've found myself at a somewhat loss with her. I'm happy to have an overall damage boost to the AT, but when I triggered Domination, it felt great. Quick attacks with higher damage and harder controls? She was a blast! Now, I just feel somewhat blah'd by the whole thing and wonder if I'll be able to get back into her. Might just take me time to get back to that spot.
So yes, happy in the overall spectrum of things, just saddened by the higher recharge values for Psi Assault. -
The problem I see with this are the people who would do it just like your example. Charge it by only buffing/debuffing, then firing it off in a blaze of glory... every 2 minutes. If they use an AoE power with it, it'll be like having a nuke without it!
However, when I play a defender and how I want other defenders to be played is to not only utilize their primaries, but also use their secondaries more than every 2 minutes. All power sets being the case.
Other things that can easy break this is FF/Ice/Sonic/Etc. with fast recharge shields. Buff really quickly getting massive damage increase and then tossing the AoE nuke at the mob. IT also doesn't account for toggles, which could easily make it even easier for some who have toggle buff/debuffs.
An interesting idea, but I see it either making Defender believe they can only attack once per 2 minutes and/or exploit through many different means to slowly, but safely, kill harder mob spawns. -
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My personal biggest gripe is not time to kill, but endurance to kill. Increasing damage will help my end to kill issue, but I'd rather them keep the slower pace, just with less downtime.
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This reminded me of something from a while back. I don't have a link but some time in the past a Red Name mentioned that Blasters have a built in endurance reduction baked into their blasts. This makes me wonder if Corrupter Blasts were based from Blaster Blast sets and scaled to the correct damage levels only. It feels from play that the Corrupter Blasts are more endurance efficent than Defender which leaves the Defender huffing after a fight while a Corrupter can take a moment and then move on. Well except for the Defenders with End buffs.
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This was actually addressed way back in Issue 1 or 2, I forget which. Defenders got an across-the-board end reduction on their blast powers, a significant one, too. It used to be a whole lot worse.
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That's probably where our current inherit spawns from. Instead of being just the flames on the candle on the icing of the cake, it was probably the cake itself.
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tl;dr version- stop trying to confuse my prejudices with facts.
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Isn't the discussion around who will play corruptors vs. who will play defenders all about prejudices? I doubt 18% more damage vs 12% more support vs. 3% more hitpoints vs. 6 levels sooner on certain powers really key in on it.
If someone wants to make a buff/debuff, they will lean defender. If they want to blast they will lean corruptor. The color of the loading screen probably has more influence on the decision than all the facts people try to present.
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This makes me smile.