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Posts
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Quote:Fair enough. I do not believe I agree with that position, I'd rather people learn how to play the game as is, instead of changing the game to suit a small subset of anti-KB players (and I am not talking about people with KB learning how to use it, but instead players on teams that have KB learning how to use it). I also lean towards as little control being taken away from individual players as possible; being a team leader should not be a position of command, in almost all circumstances.Interestingly, when you phrase it like that, I'm even more convinced it's just. Team leaders do a somewhat thankless job, especially when recruiting for TFs that take a goodly amount of time.
Giving that person some ability to control the experience of the team in a way superior to the other players just doesn't seem unfair.
Quote:But then, doesn't that ask another player to subjugate their fun (using Soul Drain) to another player (the KB player)? And doesn't that undercut the argument that KB isn't at least mildly deleterious to other players?
Quote:By contrast, I'm a big proponent of legislating for health and safety reasons. Taking this back into the CoX context, are you saying that it's OK for the Scrapper in this context to not get to use their powers because the Blaster could kill them?
So if the DM is the team leader and kicks the Blaster immediately after this spawn dies, because as you say the Blaster makes him superfluous (thus eliminating his fun), you would have no quarrel with that? -
I enjoy single target Speed Boost like I enjoy single target Blaze. I'd rather they stay single target.
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Quote:It doesn't seem fair to say the DM loses out while the BS does not, since the BS now misses out on using Whirling Sword on the whole spawn while BU is active. It also seems odd to be sad the DM misses out on hitting with SD because a blaster pummeled a spawn with ET or EB (or both) (I guess if a defender did it, it might be less stellar).However, KB effects themselves don't affect all allies equally. Take two Scrappers, one DM, one BS. The Broadsword Scrapper hits BU. Get his or her buff and is good. The DM clusters up a nice group of mobs for Soul Drain and then right before hitting the button, the Energy Blaster scatters them to the four winds. DM wastes both an AoE attack and gets no buff.
Either way, the anti-KB argument usually comes down to this: Someone else on the team is doing stuff and making me feel less needed/awesome/cool.
IME, KB rarely causes issues and the claim that it drops kill speed measurably is dubious.
Quote:But, this doesn't do that. You always, always have the ability to quit a team and play with people who agree with your playstyle. Teams are social constructs, and I can see much merit in allowing a team leader a great amount of control of team dynamics. Why?
Well, forming teams in my MMO experience is not something that many people want to do. I know from experience that if I want a particular TF done, I often have to build it myself. So I think that giving team leaders a greater control of their experience could be a fair tradeoff.
I like (or am often forced) to lead teams and frequently am a team leader. I wish team leaders had more control over the actions and powers of the teammates they are leading. -
I used purples on my Fire/Fire/Flame blaster for the +recovery, +regen, and some good procs as well as their good enhancement levels.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Betty Sizzle-Purples: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(7), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Apoc-Dmg(17), Apoc-Dam%(33)
Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Hold%(33), HO:Centri(34)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg(9), Posi-Dam%(9), Ragnrk-Knock%(27)
Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(5), Mako-Dmg/EndRdx(7), Mako-Acc/EndRdx/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Dam%(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43), LkGmblr-Rchg+(46), LkGmblr-Def(50)
Level 10: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(13), Armgdn-Dmg/Rchg(13), Armgdn-Acc/Rchg(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), Numna-Heal(43), Numna-Heal/Rchg(43), RgnTis-Regen+(46)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 18: Blaze -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(19), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(23), Dev'n-Acc/Dmg(23), Dev'n-Hold%(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Super Jump -- Jump-I(A)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Boxing -- Acc-I(A)
Level 28: Consume -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg(29), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(40)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/Rchg(31)
Level 32: Recall Friend -- Range-I(A)
Level 35: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36), Sciroc-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Dmg(37)
Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Dmg/Rchg(39), TmpRdns-Acc/Slow(40), TmpRdns-EndRdx/Rchg/Slow(46)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(42), G'Wdw-Hold/Rng(42), G'Wdw-EndRdx/Hold(42)
Level 44: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45)
Level 47: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48)
Level 49: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(50), TSM'n-Stlth(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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I am not sure what your numbers mean. However, changing the base to-hit in Mids to 39 (which is the base to -hit vs. +4s) instead of 75 gives the exact same result as my previous post, so I am pretty sure I got the maths correct.
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Your Drain Psyche is Accuracy capped vs +4s. 39% base chance + 16.7% to-hit = 55.7% to hit times 1.71 global accuracy = 95.247 (capped at 95%).
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Solo farming even con warriors.
The biggest concern you have is endurance burn. Hot Feet, Maneuvers, Tough, Weave, Fire Shield, and Combat Jumping on top of Fire Sword Circle and Fireball makes blue bar go away fast. Consume just isn't up to the task of keeping you going.
You have Purples in your build, so I assume your budget is unlimited. Below is a build that follows your general outline and should achieve your goals handily, with much better endurance management.
Rain of Fire, Combustion, and Burn are overkill on anything +2 and lower. Hot Feet, FSC, Fire Ball. Dead minions and most Lts are dead. Finish off stragglers with single target attacks. Rotate Aim and Build Up (and use them as often as possible). Combine and Eat inspires by the truckload. Do not let your tray fill up, keep a few reds/purples/oranges active, maybe save a break free or two, in case a macer gets a stun off.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Farm Warriors: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(17), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Hold%(43)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(15), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(3), Ragnrk-Dmg/EndRdx(9), Ragnrk-Knock%(9)
Level 4: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(29)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(50)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), Mrcl-Heal(36), Mrcl-Heal/EndRdx(36), RgnTis-Regen+(37)
Level 22: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-End%(23), P'Shift-EndMod/Rchg(37)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(33)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(37)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(50)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(39), TmpRdns-Acc/Slow(40), TmpRdns-Dmg/Slow(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45), TtmC'tng-EndRdx/Rchg(45), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-EndRdx(48)
Level 47: Rise of the Phoenix -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(48)
Level 49: Swift -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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I have always liked the idea of having time Bomb be a placeable pet, like it is now. However instead of going off in 15 seconds, it goes off in 30, with one addition. You can dismiss it anytime after you place it. Dismissing it, blows it up. I also would drastically reduce the place time.
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Solo farming or will you have a Kin, Cold, or Emp buffer helping? What level of enemy are you farming?
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Quote:I'd prefer if the Fire attacks caused either a fear/runaway scatter or a Stop/Drop/Roll scatter.Frankly, if it was up to me, I would sooner eliminate all *non-KB* options than all the KB powers. In fact, knowing what I know now, in retrospect I would make all AoE damage deal knockback, and all powers above a certain DPA threshold deal mandatory knockback. That would be a deliberate shot across the bow of the efficiency police, and it would simultaneously resolve the problem with AoE balance in this game.
To be honest, I am not sure how much AoE KB would reduce efficiency/balance AoEs, since I am not convinced it has a big impact now. -
Need more recharge in Dull Pain. End reductions in toggles are not as efficient as a 2nd end reduction in some attacks (and with Stamina and PP and CP, I can't imagine you even need all that much end reduction in attacks, so once you get PP, you may want to swap out an end reduction for another recharge in some attacks).
Tough Hide is vastly more important and effective than Resist Elements, thus it should be taken right away. Hand Clap is fine with just two Accuracies, but I left 2 disorient durations in for flavor (they could probably find a better home elsewhere). You would probably be more effective dropping Hand Clap for Hasten, but Hand Clap is a lot of fun, IMO, so you may find it hard to drop.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Canadian Shield: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(3)
Level 1: Jab -- EndRdx-I:50(A), Acc-I:50(5), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(9)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(11), Heal-I:50(21), Heal-I:50(31), Heal-I:50(31)
Level 4: Haymaker -- EndRdx-I:50(A), EndRdx-I:50(5), Acc-I:50(11), Dmg-I:50(13), Dmg-I:50(13), Dmg-I:50(15)
Level 6: Air Superiority -- EndRdx-I:50(A), Acc-I:50(15), Dmg-I:50(17), Dmg-I:50(17), Dmg-I:50(19), EndRdx-I:50(50)
Level 8: Unyielding -- ResDam-I:50(A), ResDam-I:50(19), ResDam-I:50(21)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Resist Physical Damage -- ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(23)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(25), Flight-I:50(25)
Level 16: Health -- Heal-I:50(A), Heal-I:50(27), Heal-I:50(27)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(29), DefBuff-I:50(29), ToHit-I:50(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(33), EndMod-I:50(33)
Level 22: Knockout Blow -- RechRdx-I:50(A), EndRdx-I:50(33), Acc-I:50(34), Dmg-I:50(34), Dmg-I:50(34), Dmg-I:50(36)
Level 24: Resist Energies -- ResDam-I:50(A), ResDam-I:50(36), ResDam-I:50(36)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(37)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(50)
Level 30: Hand Clap -- Acc-I:50(A), Acc-I:50(39), Dsrnt-I:50(39), Dsrnt-I:50(46)
Level 32: Unstoppable -- RechRdx-I:50(A)
Level 35: Hurl -- EndRdx-I:50(A), Acc-I:50(39), Dmg-I:50(40), Dmg-I:50(40), Dmg-I:50(40)
Level 38: Foot Stomp -- RechRdx-I:50(A), EndRdx-I:50(42), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(43), Dmg-I:50(46)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 44: Laser Beam Eyes -- Acc-I:50(A), DefDeb-I:50(45), Dmg-I:50(45), Dmg-I:50(45), Dmg-I:50(46), EndRdx-I:50(50)
Level 47: Physical Perfection -- Heal-I:50(A), EndMod-I:50(48), EndMod-I:50(48), EndMod-I:50(48)
Level 49: Resist Elements -- ResDam-I:50(A)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Quote:You yielded a lot of information from a short demo of the visuals on a set that isn't even in closed beta testing yet.The DP set looks flashy, but it took forever for him to kill those mobs. Seems like the set might be weak. I would also guess it is a short range set, so not sure how it will compare to the other blaster sets.
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Option one, Hasten alone will provide more survivability than the extra defense of option two.
With Hasten (always click right after you activate RA) and Power Sink, you should be able to comfortably skip Stamina, (although you don't have to, you just could). -
Quote:/e facepalmI normally don't question changes made. But really what practical application does walking have? We can't use powers while walking. Why, why, why is this important? I know many players would have rather used this time for base improvements.
Thank you for the Walk toggle, it's awesome. -
I never understood why all the other AoE stuns are a 25 foot radius, but Wormhole was only 15 feet. When it first changed to its current version, I was just so happy they made it AoE instead of single target and that they added the stun, I didn't realize how small it was.
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Quote:I have a different perspective. I found my Fire/Rad worked very well early. From level 13 on, I could FlashFire and melt enemies with Hot Feet. I did take Boxing fairly early, which helps immensely in the lower levels (any pool attack will do, I just happened to want Tough and Weave, so I went with Boxing). Even without Flashfire, Char and Ring of Fire would get me containment action on two of 5 mobs right away, while the rest started running thanks to HF and I'd just keep target switching to lock down as many as I could, letting Hot Feet do most of the work. RI kept me fairly safe usually and RA was enough to make up the rest (If I needed RA too much, I'd have end problems).One thing you need to be aware of -- Fire/Rad is a fairly slow starter. It doesn't really come into its own until around level 35 or so. You need to get Flashfire, Fire Cages, Hot Feet, Choking Cloud and Fire Imps all slotted up properly. Plus AM really helps.
After 20, Stamina, SOs (then IOs when they came out), faster recharging Hasten and AM (thanks to those SOs), it was very smooth and efficient spawn decimation, IME.
Quote:In low levels consider taking Air Sup/Fly for travel. The added control from knockdown in Air Sup saved my tail quite a few times -- a knockdown to keep a foe from attacking while you wait a couple of seconds for Char to recharge can save you if you have a sliver of health away from a faceplant. At 50, I still have Air Sup/Fly, but I also have Super Speed with a Celerity Stealth in it for battlefield maneuvers. -
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They made it so you can't do anything else while walking. That probably made it a tad easier to do, but already someone has said it looks silly on their male character.
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Quote:Nah. Telekinetic lightsaber combat would be more of a Katana Blast set (although, I guess the defensive wall thing could be manipulation, its like a PBAoE damage aura).Is that anything like telekinetic lightsaber combat?
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Quote:I'll have to see where we end up. Even on my toughest characters, I normally only like to go to +2 (which means I fight +2s and +3s) for regular use, with the occasional foray into higher settings just for challenge and change.While one could fight +0 or +2's with either of these pairings (and blow thru them faster than the proverbial hot knife) myself I'm thinking more or less how far can either pair push it. If fighting +4's (or +5's or higher ... and I know the Emp+Emp duo likely can, particularly if the spawn sizes aren't set much higher, from my Green Machine experiences) then you will want Tactics as your Base Chance to Hit is much lower and Fort is only going to recover half(ish) of it prior to any considerations of To Hit Debuffs coming your way. Part of the thrill, for me anyway, about duo's of this sort rather than a random duo is how the the pairing lets you tackle stuff that normally would eat you alive solo (or with any two AT's pulled off the shelf).
I often found Unyielding to be a bit tougher than Invincible, the extra spawns complicate things in ways an extra level does not. I do normally like to increase the number of enemies since that provides the type of challenge I prefer (and the increased drop rate is just something I have to live with).
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Quote:I would not welcome them. The fun of buff sets is in using their powers.QoL things like this are always welcome IMO. There are though, as stated vehemently, virulently and venomously, some logistical problems to be worked out. We've added all kinds of elements from other MMO's (loot, rest xp, etc.) so 10-30-60 minute duration buffs as appropriate to the buff would be welcome, I guess?
I want the joy of using Blaze, Fireball, Golden Dragonfly and Ice Storm; all of which involve me choosing when to use them, choosing a target, and pressing a key (or pressing a key and then choosing a target on the ground in the case of Ice Storm).
I want the joy of using Clear Mind, Speed Boost, Deflection Shield and Accelerate Metabolism; all of which involve me choosing when to use them, choosing a target, and pressing a key (or positioning myself in the center of my allies and then pressing a key in the case of AM).
I could see raising some of the current 1 minute duration buffs to 90 seconds or 2 minutes (although the 90 seconds of CM and Antidote are plenty, IMO, 2 minutes might be better for them as well). -
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Quote:I think the lower defender (and to a much lesser extent Tanker/Corruptor) damage is more of a hindrance in the late 20s to late 30s (or early 40s sometimes) than in the lowest levels. While the end issues do start to creep up in the late teens, that happens to all characters. Once you get Stamina, even defenders smooth out nicely, IME, until the post level 25 mob HPs start to seriously outpace damage.Although, I am all for making the earlier, pre-stamina levels a lot less painful for all ATs (like the brawl change which was awesome!), I don't see how this is the way to do it.
As far as intent of the devs, we can view the context of the design as well as outright ask them.