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Before I responded to Biospark's suggestions, I wanted to digest them for a bit.
Recovery Aura - Perma Recovery Aura is a pretty big benefit. However, with powers like Transference, Power Sink, and AM existing in the game with much shorter recharges, I agree that Recovery Aura could do with a shorter recharge, which would help improve Empathy significantly, in a manner consistent with the goals of the set, and without negative side effects.
You might end up having to lower the +recovery, but RA is so overkill, I doubt it would be an issue. The big difference might be vs. massive recovery debuffs, which RA generally swamps. You could add resistance to Recovery debuffs in order to solve that problem. Make it a base +100% recovery buff, with AMs resistance to recovery debuffs (and maybe even drain), and go with a 360 second recharge.
Regeneration Aura - If this power could be made perma solo, it would be significantly overpowered. It could have its value lowered and be available all the time, but I prefer its use to overcome really bad situations (or to be able to create really bad situations because you know its active). I'd rather leave this as is, personally.
Fortitude - I'd rather not mess with Fort. Two minute buffs appeal to me and I find them very workable. While a longer recharge made to match the longer duration so that you end up being able to keep Fort up on the same number of people sounds appealing, I'd rather be able to make my choices with Fortitude every 20-40 seconds, as opposed to a longer recharging Fort limiting me when finding a new circumstance, but now Fort is still recharging (or having a prime target with Fort die, but with Fort's longer recharge not being able to re-apply it in a timely manner).
I could get behind changing Clear Mind's duration to 2 minutes (and ID, Clarity, Antidote, Thaw, O2 Boost, and any others I have missed). -
Heh. Here I thought Force Fields was more than just the +defense it added to a team. Not to mention that Fortitude does not have Dispersion to stack on top as well.
"The intended role of a Force Field defender is to defend his allies on the battlefield, using every trick that they have in their toolbox. We have defense to make all of our allies and ourself less squishy, we have knockback powers and a repel power to control the position of enemies, and we have 'untouchable' powers to protect either ourselves or our allies from danger."
Although I agree that Fortitude does not need to be buffed, I really do enjoy the challenge of keeping it on three people at its current duration. -
Pool attacks benefit from containment. I use Boxing and Flurry all the time on different controllers. It is good. I'd recommend taking and using a pool attack, at least to level up, it is extremely useful to a soloing controller.
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Quote:1 KB protection IO will, IIRC, protect you from most of the KD attacks Nemesis use. The big Fake Nems have one attack which will still knock you down (although you will not get sent flying as far).The KB IOs actually arent unique so you can slot multple of them. And i think you need 3 KB IOs to have enough for nemesis KB attack
While Hover is no longer total KB protection, it does mitigate it somewhat, as the knock animation is a bit shorter than if you were on the ground, and you do not move very far (if at all in most cases). The Karma KB protection IO can be slotted into Hover, which is nice as well (Blessing of the Zephyr KB protection can also be slotted, but the Karma is easier to get). Hover definitely needs Fly Speed slotting, IMO; at least +60%, but its better to go the full +95%; Swift helps buff fly speed now, so its a great choice if you plan to Hover a lot (although I just keep the base slot in Swift, as slotting it more for fly speed never seemed to make an appreciable difference to me). -
I'd strongly encourage you to take Swift or Hurdle from the fitness pool (Hurdle is better, IME, but Swift is helpful too). CoX does not often reward staying still. Shoot, move, shoot, move, punch, move, jump-shoot (you can start jumping backwards and activate an attack while in the air, it arrests your movement some but it is helpful).
Its not just about keeping your enemies away, but also about keeping yourself away. Additionally, do not be afraid to charge when that would be helpful. If you can kill that Lt. with a big melee attack, and your blasts are recharging, you should run at the Lt., kill it, and then keep moving out of melee.
Blasters can be played in multiple ways. Ranger styles can work, but you best build for movement (Hurdle and Combat Jumping are great, but there are other options if the bunny-hop does not appeal) since you are giving up some of your best attacks. Aid Self is also helpful for a ranger style, and since you may be skipping a fair amount of your secondary, you should have room to put it into your build. -
There is a minimum range below which you cannot debuff.
Even though I think it is unlikely to be true, I have heard, that -range from multiple Confronts do not stack.
GW does not immobilize (easily, like other AVs) while the PTODs are active. The other patron AVs seem not to either, but most strategies for dealing with them means they rarely move anyway.
I would want a Shield or WP scrapper to tank LR in order to prevent the pet summons. I was able to survive LR with an Inv scrapper and Aid Self, but he started summoning pets, and every pet is an avoidable risk, so I'd avoid it.
Rushing GW with 8 def capped scrappers has a serious drawback, IMO. Every time she casts the hold, she gets eight ~9% (is that right for a +4 AV?) chances to land it. Over the course of the fight, it seems pretty much guaranteed she will land it under those circumstances.
Naturally, the scrappers in melee with GW should shut off taunt auras. I'd also recommend doing what you can to body block her. If you can simply stand in her way and prevent her from approaching the range-taunt scrapper, you have avoided a thorny problem. She doesn't seem to able to figure out that she could fly over people, at least in the limited body blocking I have engaged in.
The real trick is for the range/taunt scrapper to be able to deal enough damage to overcome the range threat modifier and higher damage the melee scrappers will get. I believe the long duration of Confront (and thus its high threat multiplier) combined with a decent ranger-scrapper build should be able to manage this, but I am not sure how much the range modifier would reduce this by if we are keeping out of range of her hold.
If you rotate shield/wp scrappers to tank LR, you can try to make sure the one tanking LR always has OOtS or SoW active, which can allow a better inspire payload. You could also pull the Hover/taunt trick, while having a Shield or WP scrapper stay in melee with LR. This might prevent the summons, while keeping LR unable to attack.
The tower attackers should have an ample supply of red inspires, which they use. I'd strongly recommend being overly cautious and pulling out after each tower goes down in order to refresh inspire trays. This allows you to just go crazy and use tons of inspires without fear of running out, since you know in 2 or 3 minutes you will be getting more.
If the flyer is out, kill it. Why risk a master run for bravado?
Orange inspires do not suck here. OK, they still suck, but they are what you got, and if you are defense capped already, oranges, reds, and greens will go a long way.
Empowerment buffs are useful and work during a master run (although I haven't tested this in a long time). -
Quote:I once was in a cave with that intersection where there are two spawns very close to each other. I tried to pull one spawn so I could separate them. Each spawn had 1 Headman Gunmen and 2 drones. Even with just a Headman Gunman and 2 drones things can get nasty with their stuns and Knockdown. Since drones have +perception, I failed to split the groups. It got ugly fast.Give me one specific example of a spawn that has "too many mezzers to deal with".
Common? Eh, I'd say more often than not spawns will be easier to deal with than that. Rare? Not rare either, it happens. Malta spawns with 1 Ops officer and 1 Tac minion stun a lot. Gunslinger + Tac can stun, hold, and sleep. Carnie storngman and an Illusionist, Hold, Stun, and KD.
There are pretty many examples in game where a spawn can exist that has "too many mezzers to deal with", normally inspires can carry you through. Those "harder" spawns are not every mission, but probably every other mission will have something that can get nasty fast due to mezzing. -
Here is an amusing (to me) difference in point of view. I can't wait to get to level 12 and Fortitude because I am selfish. Fortitude makes me get XP faster and makes it so I can heal less.
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Quote:"Should" is not really the proper term. "Screams to be in melee," seems more appropriate.I'd like to keep them out of melee, but if Fire should be played more blapperly, I might need to pick it up. But...there are only so many things I can get. My only trivial power is Recall Friend at 30.
That being said, Fire/Fire can be played as a ranger just fine. I'd recommend taking only Ring of Fire, FSC or FS, Build Up, and Consume (if you feel you need more endurance). Fire Sword is very helpful in taking out pesky Lts. and bosses, but not really necessary. FSC is also skippable, as Breath + Ball is very potent. A ranger Fire/Fire gets to take lots of pool/APP powers, since the secondary has mostly melee stuff.
I have always liked TP as a travel, but it is not a set and go travel power. You have to keep playing, instead of being able to grab a cup of coffee (and somteimes it is just nice to be able to get that cup of coffee instead of click/flash - click/flash - click/flash - click/flash - etc.).
This thread has some great discussion on /Fire Manipulation. -
Quote:I'd like to see the devs totally re-design the Team Window.I sure as hell hope it does. It looks sloppy to anyone familiar with the old system.
I'd like to:- change the order of my teammates in my display
- change the size of teammates in my display individually
- remove teammates from the display as I see fit (mostly just to remove myself)
- break apart the individuals and move them around as I see fit, so the Team Window would really be a bunch of smaller windows that can be joined together (and would default to joined together).
- have more control over buff icons; specifically, I'd like to be able to monitor only effects I produce and/or have my effects display larger; it would be nice if each buff could have an optional timer that is counting down
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Quote:Scrappers (and tankers and brutes) scale better as the spawns get larger, harder (more bosses, Lts.), and higher level? That is a pretty good advantage. The armored ATs have a few other powers besides mez protection.If you give squishies mez protection to let them solo in as much safety as a scrapper (and mag 3 or 4 is all you need to solo), then what exactly does the scrapper have against the AT's that team better than they do?
Ran the Gunslinger boss test with my Kat/Regen scrapper and my Fire/Fire/Flame blaster. Both are level 50, both are IOd out (although the scrapper is IOd out for concept, whereas the blaster is IOd out for survivability/endurance). My blaster has trouble, but succeeds as often as she fails. The scrapper never succeeded. I got close a few times, maybe the extra +regen I lost due to lack of Integration would have made a difference sometimes; it's hard to say.
I would have to say it would be more difficult to play almost all armored toons without mez protection than it is to play almost all non-armored ones. Armored toons really seem to need the mez protection, whereas most squishies can get by without it.
It breaks down some vs. the new difficulty settings. I know no one makes anyone run at any difficulty setting. I understand not everyone will be able to run at higher difficulty settings. But if I can run at difficulty X on one character, I (sort of) feel I should be able to run at least close to difficulty X on any character (as long as those characters have similar levels of IO investment). This is not the case and mez protection is a one reason, but not the only reason. That being said, I only sort of feel like some of my squishies are lacking. It can be frustrating that when I want to smash extremely hard content solo, I have to switch to certain characters (but at the same time, variety is good, so I like that some sets are more team oriented; I can't handle my own dichotomies). -
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Quote:And with the blaster you are doing it from level 29 on, which is nice as well.which was my point. PB + SC also is one hit and has a much faster recharge.
Of course, Kin/Elec defenders do some other things besides drain and damage that I figured the OP might also be interested in over the damage and control a blaster brings. Its hard to tell from his original post if he wants a sapper of any variety, or if he is looking to make a Kin/Elec into a sapper. Either way, this thread has some great information for them. -
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Quote:I do not necessarily disagree with this, I just don't think I'd use the terminology "rightfully due". I also do not believe Shield Charge is a cut and dry case.If a given value breaks the rules set up by the rest of a powerset or set of powersets, it's broken and needs to be fixed.
Quote:To expand that a bit: ALL attacks made by a scrapper should crit and be based off of the scrapper AT modifier just like ALL attacks made by a brute get benefit from fury unless the attack in question is specifically tagged to ignore enhancements and buffs.
This isn't the case now. It should be.
This is not a primary attack power. This is a power from a secondary, a mitigation set as you said earlier. They haven't always followed "rules" or they have a different set of rules. They don't even necessarily fit into neat rules. Death Shroud, Blazing Aura, and Lightning Field all have the same radius, cost the same endurance, but have slightly different effects. I doubt we want to make a rule that states -3 endurance/energy damage = 1.3 damage/fire damage = its negative energy.
Quote:Of course the argument against this is that the calculation rules are just guidelines and shouldn't lock set development into rigid structures as that would make everything feel the same.
I disagree with that counter argument, of course, because not following the rules and going off of feeling is what got the powers so hosed in the first place.
I think blaster Blazing Aura should be adjusted to reflect its higher end cost than the other versions (or it should be made to follow the rules and match the other versions end cost and damage scale). But I would never say that /Fire Manipulation is rightfully due that change. I think Consume should be on a reasonable recharge to match Power Sink and Energy Abosorption, but the terms "must be changed", "need to follow rule X", and "rightfully due" get my hackles up. (Not that you could tell.)
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Quote:While I love my defenders, I frequently wish for the ability to bash, slash, or slam enemies in the face, as well as having range attacks. I frequently miss having access to stuff like Fire Sword, Havoc Punch, or Ice Sword when playing a defender.You can't be any true AT if you aren't utilizing both. One of the prime reasons I can't stand Blasters, I just find their secondary fairly useless and want to have a full character, not a half a character.
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Quote:Rightfully due? That doesn't seem a bit melodramatic to you?Your nice bug, which you're lucky to have now, versus our bugged/improper damage, that is rightfully due?
Maybe it was decided that scrapper Shields is good enough as is and the armor set doesn't need even more damage? AAO is adjusted upward for scrappers, perhaps they kept Shield Charge with the lower damage on purpose?
Perhaps it is simply an oversight, but its awfully presumptuous to say scrapper Shield Defense is rightfully due a buff.
Maybe scrapper Blazing Aura in Fiery Aura should have been based off the blaster version instead of the tanker version? -
Also of note, my SG mates fossilize lost its customization with this patch and has been reverted to the original FX.
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Quote:That is the opposite of conformity. When proliferating powers the devs are being wise enough to see how they fit into their relative ATs and making adjustments as necessary. Rather than just keeping things the same, they make changes.That means that some great powers from one set won't get ported across to another due to problematic build issues (ie. being overpowered). While there are justifiable reasons to do so, pulling out some signature powers and substituting them with power that 'fit' more in line with the AT they are being ported to runs the risk of making proliferation more of a dress up a powerset exercise as something new.
IE, imagine fulcrum shift on a /kin MM. Reducing the buff would really reduce the demand that people have for proliferation of /kin to MMs. Speed boost already stopped affecting recharge on pets...hence my extreme reservation about powerset proliferation.
I don't even know what your last sentence is supposed to mean. Are you trying to say that +recharge affecting pets was changed because of fears of eventual /Kin MMs? It was changed because of AI issues and they wanted to eliminate Hastened/Speed Boosted Lighting Storm and Volcanic Gasses (amongst other powers).
I also do not have to imagine FS on a MM. Since you can do it right now, I have seen it. -
Quote:I think you just made an honest flub which I thought you would see as soon as I quoted you. I was wrong.Not sure why you say that, set bonuses were designed on a fashion that assumes 1 def = 1 resist.
I said:
Quote:I am still moderately confused how 1 Def = 2 Res, but all the set bonuses seem to be designed as if that formula was inverted.
Quote:You got it the wrong way, it's 1 Res = 2 Def (25 def is like having 50% resist, 45 def is like having 90% resist, etc.)
Look at your ratios:
25 def = 50 res
45 def = 90 res
2 def = 1 res (this is where you make the mistake)
that last one should be
1 def = 2 res
You reversed the order you wrote the ratios, and I think that confused you. Sorry I wasn't clear originally, I was just trying to be humorous.
To further discuss the point, you mention that they were designed as if it was 1 def = 1 res. While in the back end mechanics that is kind of true, in the actual implementation, the defense bonuses are generally higher than the resist bonuses. I do not know if they average out to be twice as high, but I wasn't trying to be exact, but merely demonstrating that I thought it might have been better had the defense bonuses been lower than the resist bonuses. -
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I have two speedster characters. My first is a Kat/Regen. Level 50, great fun. I love the unsuppressed movement (I have a Grav/Storm who is also very fast, but quite up to my two scrappers).
Link to build on these forums. This thread is also about the speedster concept.
My second is somewhat based on the first in concept, although its a DM/SR. This character is only level 22, I think, it has been awhile since I even looked at whatever server they are on. Not quite as fast as the Regen, but still plenty quick.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Darquiel: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7), P'ngS'Fest-Acc/Dmg(13), P'ngS'Fest-Dmg/Rchg(25)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(11), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(46)
Level 2: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7), P'ngS'Fest-Acc/Dmg(13), P'ngS'Fest-Dmg/Rchg(43)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx/Rchg(50)
Level 6: Swift -- Run-I(A)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(15), Nictus-Heal(15), Nictus-Heal/HP/Regen/Rchg(25)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21)
Level 12: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(43)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(39), Numna-Heal(40), Numna-Heal/Rchg(40), Mrcl-Rcvry+(42)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(19), GftotA-Def/Rchg(34)
Level 18: Stealth -- GftotA-Run+(A), LkGmblr-Rchg+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(29)
Level 22: Agile -- GftotA-Def(A), GftotA-Run+(37), GftotA-Def/EndRdx(37)
Level 24: Quickness -- Run-I(A)
Level 26: Soul Drain -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(27), C'ngBlow-Dmg/Rchg(27), C'ngBlow-Acc/Rchg(29)
Level 28: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(42), GftotA-Run+(45)
Level 30: Touch of Fear -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(31), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(31), Abys-Dam%(36)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 35: Evasion -- GftotA-Def(A), GftotA-Run+(36), GftotA-Def/EndRdx(36)
Level 38: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 44: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResDam/EndRdx(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-RunSpd(A), Clrty-Stlth(42), Clrty-EndRdx(46)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 2.75% Enhancement(Terrorized)
- 36.3% Enhancement(RechargeTime)
- 43% Enhancement(Accuracy)
- 10% FlySpeed
- 286.1 HP (21.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 17.6%
- 15.5% (0.26 End/sec) Recovery
- 84% (4.7 HP/sec) Regeneration
- 10% Resistance(Fire)
- 47.5% RunSpeed