StratoNexus

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  1. Quote:
    Originally Posted by Another_Fan View Post
    Supposedly blasters solo just fine. I suspect that statement used fine in a way most people wouldn't.
    Who said that and in what context?

    Quote:
    Originally Posted by Another_Fan View Post
    A mezed blaster has on the order of 1/10 the survivability of an unmezed blaster which puts them well behind all the other "damage dealer" ats in the game.
    I still like the idea of having Aim and Build Up both be usable while mezzed AND having them grant mag 6 protection to immob, kb, stun, sleep, hold, terrorize, and confuse for ~12 seconds.

    Do the same for Full Auto and Hail of Bullets, maybe shorten the duration to ~8 seconds.

    Give TD a steady on Mag 3 or 4 protection to hold, sleep, and stun.

    I don't think it is likely, but I do think it would be interesting.
  2. Quote:
    Originally Posted by AnElfCalledMack View Post
    Also, level 8 is Hot Feet. It's nice, but it costs way too much endurance to use as anything other than an "outta my face" button before heavy IO builds. And, well, I have a Fire/Earth, so "outta my face" isn't really a priority.
    Hot Feet makes dead things efficiently. I take it and slot it early, since it is the best attack you can get. This was before inherent Stamina. It is even more awesome now.

    I do agree that Seeds short recharge and long duration are a huge benefit early game (and it is nice late game too).
  3. Quote:
    Originally Posted by AnElfCalledMack View Post
    I'd rather have my key controls by 12 and not really notice what I'm gaining in the 20s than have all my good control come post-20 and spend the first 20 levels faceplanting. *cough*Fire*cough*
    But you get Fire controls two best powers at 8 and 12? Its best control comes at lvl 12 in Flashfires. I know Seeds is way better early because of its faster recharge and longer duration, but Fire control is certainly not floundering until post 20.
  4. Dark/Cold is a great set, but its solo power blooms very late. If you mostly team up to level 36, this is a solid choice. Great buffs, fabulous debuffs. Drawback, it might feel a bit too similar to Storm (or that may be a plus since you like Storm, but want something a bit different).

    Dark/Traps is where I would go. Great solo. Great on a team. Great vs. large spawns. Great vs. single hard targets. Tentacles plus Traps is super groovy (I play a defender Traps duo with my wife, I am Traps/Archery but she is Traps/Dark).
  5. I think they should just remove the end crash and -recovery. Leave the rest of their stats as is (or maybe change the recharge on them to 300 seconds as well).
  6. Quote:
    Originally Posted by DanZero View Post
    Ten +1 mobs get into melee with you, you're going down. I stay out of melee until the junk is clear, then it's a quick hold/hold on the boss (which, drops some of their unique resists etc allowing MORE DAMAGE) and we're done.
    I herd 10 +1 mobs into melee so I can destroy them with AoEs.

    I prefer to play on settings where 10 (or more) +1 mobs are standing together so I don't have to herd and can leap into melee (or TP) into melee and destroy them. Fighting +1s, going for recharge is silly, IMO. I can AoE kill most of a spawn in under 10 seconds then have another 5 ro 10 seconds to finish a few stragglers. All of my AoEs recharge in under 10 seconds without Hasten and with just 17.5% global recharge.

    I can see going for +recharge on Archery, Rifle, and Pistols, in order to get those sweet tier 9s up faster. +Recharge on Devices is also very nice (that way you can use your primary more...). And +recharge on MM is OK (although I find DP is up plenty often with just good slotting and perma-DP is not much better than DP every 50 seconds). But for most other blaster combinations it seems frivolous in the general sense.

    Perhaps if you fight a lot of +3s and +4s, then maybe the +recharge could also be better in a general case. I am still assessing this by playing on +3 or +4 more often (or running the new TFs). In the old days, I found spawns at those settings would live long enough that I often got to use my AoEs twice a spawn (and wishing they recharged in 5 or 6 seconds instead of 8 or 9). However, that is not as common now. More often I have more teammates that can also do AoE destruction with me and even when the +4s take longer to kill they do so in a way that I can use the AoEs twice in spawn A and they are still recharged when we hit spawn B (or as is more often the case in the group I run with, 3 of us hit spawn A, while 3 hit spawn B and 1 hits spawn C, while 1 of us bops in between all three, then after the AoEs on spawn B go off I switch to spawn A for single target cleanup and maybe another volley of AoEs if necessary, then some of us go help on spawn C while others look for spawns D and E and F...).
  7. Quote:
    Originally Posted by Dispari View Post
    I'd rather devs take the path of least resistance. Balance one class instead of two (or even more than two if there starts to become a problem between them and Tankers, or them and Blasters). In some cases the path of least resistance means nerfing. In this one it would mean buffing.
    One class vs. two assumes one is only talking about the balance of brutes and scrappers vs. stalkers.
  8. Quote:
    Originally Posted by Dispari View Post
    I can't pretend to assume I know exactly what's right for the class or could balance them immediately. But if I was in charge the first thing I'd do would be to make Stalker base damage 1.125 and their self-buffs enough that Build Up does +100% instead of +80%. And then see where that puts them.
    TBH, they should probably lower Brute and Scrapper damage, rather than raise Stalker damage. But that is not likely to happen either.
  9. StratoNexus

    Rikti EBs

    Make sure the team kills Famine first. Jump in, use an AoE, jump out and taunt the riders. I am pretty sure Famine's worst end drain is a PBAoE. If you have range attacks use them and taunt. You can likely jump back in once Famine is at half health, but it does put your end bar at some risk again.
  10. Quote:
    Originally Posted by Dissolution View Post
    New Dawns point of auto hit in taunt makes it more reliable than relying on a ranged attack for threat also.
    But the -range is not the important aspect, rather the threat generation is. Auto-hit is good. Threat generation is good. -Range is helpful, but not vital; at least I do not think it is; am I mistaken? If they make Recluse immune to -Range, will this tactic no longer work for a taunting tanker?
  11. Quote:
    Originally Posted by Dissolution View Post
    Ribic, I think what New Dawn is getting at is that the OP has a tank that can avoid physical attacks with hover which leaves the endurance draining ranged attack. The minus range in taunt can help beat this with the adjustment of some slots.

    The point about minus range from a stormy was that storm could help keep the tank from being hit also, you did not just need a healer. At least that is the way I understood it.
    The point is: the -Range is not what makes hover tanking Recluse possible. You can do it without -Range just fine.

    Smersh suggested they would eliminate the tactic by making Recluse immune to range debuffing.

    Ribic stated it would make no difference because the -Range was not the key to the trick.

    New Dawn then stated, "Remember when -range was added to taunt and it was on test? I was against the change in PvE then, gave the very obvious reason and mentioned so on the European forums...."

    Ribic then reiterated that -Range was NOT the issue.

    New Dawn continued to insist that "The issue is with AVs and their resistance to -range."

    -Range can be useful, but you can hover tank Recluse without it. The issue is that Recluse is not smart enough to ignore an enemy he cannot attack. Rather than continually jump at a target he cannot reach, or stand still staring at a target he cannot attack, he should wise up and either punch the stormy right next to him or go kill some people attacking his precious web device. It is an AI issue, not a -range issue.

    It is one thing when he is attacking someone who is threatening him and his device. It is a bit different when he is not attacking. At least to me.
  12. Quote:
    Originally Posted by Obitus View Post
    Pure damage dealer is well and good in an MMO that incentivizes that sort of thing, but we don't play one of those (and by incentivizing I don't mean to suggest that CoH should enforce hard-and-fast team-composition requirements). In any encounter where damage output might actually be the difference between team success and team defeat, a debuffer is almost always a better option than a Blaster -- and not just a better option. A much better option. Likewise, few if any competent high-level teams have any issue clearing large spawns of normal opponents quickly, with or without so-called dedicated damage dealers.
    I still think the VEAT model is fascinating when compared to blasters. The Dominator is also of great interest. The guiding principle of Dominators is that have dual primaries of control and damage (Link to I15 dominator revamp thread). It is interesting to point out that the general gist of that conversation was that the blaster team role was so well defined, no one ever needed to ask what they brought to teams.

    The issue with defining blasters aside from damage is that the AT is kind of all over the place when it comes to a secondary role. Control is mostly the secondary function, which is why Doms play similarly. However, that is not strictly the flavor behind the various blast and manipulation (devices) sets. Also, any improvements to the blaster AT that pushes more control at them just makes them more like dominators, which would be less than desirable, IMO.

    Quote:
    Originally Posted by Obitus View Post
    And if that's what people like, that's fine. I'd just like to see some more interesting build options than, "Take a zillion attacks." And I don't see the harm in buffing some of the AT's under-appreciated powers and sets, which in my opinion include nearly every Secondary. We've clearly reached (or nearly reached) the limit of the devs' inclination to boost our damage to differentiate us from other ATs. We've also clearly seen other ATs break the set of rules that are supposed to have restricted Blasters from receiving more (or better) utility powers for all of this time. (Play a Dominator or a Widow or any number of Controller builds if you haven't realized that already.)

    If the concern is that adding more general utility to Blasters would make them as tank-magey as, or even more tank-magey than other ATs, then we've got a lot of room yet to work with.
    I agree that they probably could do quite a bit to make the AT more entertaining and less prone to face-planting. I'd prefer to see them focus on the variety in the AT, rather than draw the various sets closer together (although a few changes could be AT wide, especially if it were to involve powers shared across many sets (nukes, snipes, AIM/BU)).

    But /Devices seems to have a special need, IME. I'd rather address that one set first and see how it goes. In other words, I'd buff the crap out of /devices and then assess its state after several months. If it is in a good state, I'd re-work all the other sets then. And all of that is aside from the fact that Gun Drone going into melee is a bug (or an unfortunate consequence of how some new code functions, but either way, it should be a priority fix).
  13. Quote:
    Originally Posted by Smersh View Post
    There's no need for anyone else's powers, or a tanker to use any power aside from taunt and hover/fly, to keep Recluse at range and shut down his options. No toggle debuffs or -fly need apply. It is as simple as -range and the ability to keep at range. Recluse cannot use his KO Blow if he cannot come close enough to do so.
    Indeed. But as far as I know, you can keep him from attacking even without -range. The -range is not the important part of the equation. It may make it easier, but the real trick is just the AI manipulation. He gets locked onto a target and even if he cannot attack it, stays locked on.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    4. Targeting Drone: Add a 10% global damage buff to the owner to make up for the lack of the aim power OR program it so that it affects pets and pseudo pets belonging to the caster so that it actually helps you with a good chunk of your secondary powers. Making it so that it doesn't suppress when mezzed so that it actually works with defiance would be a nice touch too.
    Interesting. I like the idea that it could affect pets.

    Quote:
    Originally Posted by Miladys_Knight View Post
    5. Smoke Grenade: Remove the to hit check roll from the debuff portion of the power. Having it check twice is double dipping and makes the power suck far more than it should.
    I am not sure what the check twice part means. I thought the -perception was auto-hit, only the debuff portion rolls to-hit.

    Quote:
    Originally Posted by Miladys_Knight View Post
    6. Cloaking Device: Double the stealth and defense values.
    AND make it cost no endurance. Compare to Hide. IMO, you could even make it an exact clone of Hide, with all the AoE defense that comes while hidden.

    Quote:
    Originally Posted by Miladys_Knight View Post
    7. Trip Mine: 1 second cast time. Remove the interrupt.
    I like the flavor of interrupt, just not the length. I'd prefer to see the total cast time dropped to 2 to 3 seconds, leaving the interrupt, but reducing it to 1 to 2 seconds and allowing the user to slot for interrupt.

    Quote:
    Originally Posted by Miladys_Knight View Post
    8. Time Bomb: 2 second cast time. 4 second count down. Remove the interrupt.
    I really like the idea of being able to detonate it remotely. I have never been a fan of the countdown timer. Give this the current Trip Mine cast and interrupt (allow slotting for interrupt), let it last 60 seconds. But the owner can dismiss it at anytime after it is dropped. Dismissing it makes it explode (as does the 60 second expiration).

    Quote:
    Originally Posted by Miladys_Knight View Post
    9. Gun Drone: Replace with Malta version. (ie: 1 second cast time, no interrupt, the gun drone stays until destroyed.)
    I totally agree. I could sort of see leaving the interrupt, as long as it was a permanent pet, but even then the current cast is way too long. 3 to 4 seconds tops is plenty. Definitely fix the AI issue, this should not be entering melee.
  15. Quote:
    Originally Posted by John_Printemps View Post
    You know what would be awesome for [non taunt] damage auras? Taunt Proc!
    That would be cool. I'd slot two on my Fire/Fire/Flame blaster and cackle madly.
  16. Quote:
    Originally Posted by UberGuy View Post
    Not the part about getting shot. I've struggled some with that myself. But you really shouldn't just go clicking them willy-nilly. They blast the 5th Column who are in the room, basically one-shotting anything that's further up than about 1/2-way up the stairs. You reserve them when your team is being overwhelmed by the ambushes. There's not much value in chain firing all four, since one will probably clear most of the room, leaving few foes for the subsequent activations to defeat.
    Well, I did not click all 4 in a chain. I clicked the first one and my team said nothing happened, so I clicked the 2nd one and they again said nothing happened.

    Later it got a bit full again so I clicked the third one. I ran out of the room, and it still looked like a whole lot of badguys were there to me. Eventually I also clicked the 4th one and I saw no visible effect, but of course I am in the room so I can't really see. But my team was reporting a lack of any effect to me.

    That being said, I got to run it today on my tanker, and when the Stalker used the power, I saw enemies fall over dead. So, it seems to work fine.
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    To be a little bit serious, I think the OP is in the context of the Barracuda SF, in which case only Scrappers and Stalkers get the Power of Captain Mako, to set off the Fail Safe devices.
    Does that do anything? I just ran this on my Stalker and I think I must not know how they work.

    So I went in to click the failsafe device, but some perceptive enemy had aggroed on me and stood outside the room shooting at my hidden stalker. Even with good defense, the click time on those things is so long he kept eventually getting a hit in. So after I killed it and ran back in, another 3 guys aggroed on me because I had left the room and they got bored with the rest of the team and decided to go beat on the stalker over there obliterating their buddy Joey the rifleman. But I digress.

    Anyway, eventually I was actually able to click the thing. I heard a nifty sound effect. That was it. So I clicked the next one. More cool sound effects, but nothing else happened. I eventually clicked all 4, but saw no result. I am sure I am missing something, but am unaware of what.
  18. StratoNexus

    Willpower / Mace

    Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Looks like you're ignoring Rise to the Challenge's -acc. Doesn't that could as sort of a general +def?
    And indomitable will probably only needs 2 luck of the gamblers. Unless you realy need that bonus to accuracy. You can move 1 to combat jumping for the 10% Regen and equip one of your attacks with 2 pounding slug fests for 8% Regen.
    And I've never found much use for taunt if I need to pull I'll use any ranged power be it a; ancillary power, vet power, Even a temp(rock throw :P ). And by the time I notice one of me teem mates needs help it's probably to late.
    TY for the perspective.

    The To hit debuff in RttC is very small, slotting for it is wasteful, IMO.

    The third LotG in IdomWill gives me a HP bonus which is much more improtant to me than more +regen. I do indeed need the +tohit of the Kismet as well. It allowed me to short slot accuracy and still be capped to hit +4s as an incarnate, but also allows me to EX and still hit well (normally when Exing I face even cons to +2s).

    I like Taunt. I tend to notice my teammates are about to get in trouble and Taunt is one of many tools that can help me prevent it. I also fight AVs a fair bit.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    To add to his reasons... I dislike making anything that has only one primary damage type. With a fire/fire/fire, if you start fighting fire resistant mobs, you're hosed. Sure you have some lethal or smashing components in /fire/, but there's nothing like a Havoc Punch to someone that doesn't feel fire damage.

    Choosing a set with that second damage type gives you some important latitude.
    While Fire Tarantulas do take an extra hit or two, I have never been hosed against fire resistant mobs. Dra'gon dies just fine (although his AoE incinerate has hosed me even through 65% fire resists). Infernal is a wuss. I had trouble with that EB Castle in AE, but once I got an ally to keep me alive he died just fine.

    That said, Fire/Elec is an extremely strong choice. The single target damage on top of the AoE damage on top of some control on top of Power Sink makes it very, very good.
  20. Quote:
    Originally Posted by TriAngel_EU View Post
    TLDR; blue, red, yellow, green.
    I think you are wrong as well. I think the tower order should change depending on the team.

    Sometimes I kill the red first.
    Sometimes I kill the blue first.
    Sometimes I just kill the yellow and green towers.

    The ability to vary the tactic depending on the team is more important to me than relying on a set script.
  21. Quote:
    Originally Posted by Demon_Shell View Post
    When people are in a queue in a game that has dailies, that's what they do while they're waiting. They do dailies. Dailies in this game are tip missions.

    We need the ability to at least do solo missions while queued (or ideally while on a team with other people that are queued).
    I agree with this concept completely. Starting a Task Force, Trial, Ouro arc, or an AE arc should boot you from a queue. Joining a team or running an instanced regular mission (normal contacts, newsies/scanners, or tips) should not boot you from the queue.

    Once the queue is full and the system determines you can start, you should also not be INSTANTLY TPd to the location and teamed. Instead a pop-up with a countdown should come up. The countdown should likely be somewhere from 30 and 180 seconds.
  22. Quote:
    Originally Posted by HelinCarnate View Post
    It is not so much that scrappers can have a taunt aura, it is the degree of aggro it can strip from a tank. WP is the worst out there for tuant arua. A WP tank can be neck deep in mobs attacking away and a shield or invuln scrapper walk in the room and they all aggro on the scrapper. That should not happen IMHO.

    A scrapper should be able to keep some aggro if there is no tank or brute in the group, but they should not strip aggro right away from these other ATs.
    I have never had this happen on my WP tanker. If I am neck deep in a spawn AND attacking, I do not lose aggro. If a Shield or Invuln scrapper jump in at the same time or only just after I do, sure, they can get some aggro since my aura does not just snap it up right away. But once I start using Whirling Mace and Crowd control, they snap right back to me. My experience with the Nerve Alpha suggests that a scrapper who slots for taunt, may be a different matter (although my WP is slotting the Nerve as well, so that may make up for it).
  23. Quote:
    Originally Posted by Antoinette View Post
    What about Apex? :P *hides*
    That would be covered in the following paragraph.

    Quote:
    Originally Posted by Arcanaville View Post
    Risk actually matters almost not at all to how much rewards we get, or ever got. Risk is not a "factor" in rewards. What it is, is a threshold. To earn X xp/hour and Y xp/hour, you must tolerate some Risk R. If the encounter offers less than R, it cannot be allowed to grant X and Y, except by special dispensation. What happens if the encounter offers *more* than R risk? The devs can decide to offer more rewards or not. It depends on whether they feel they can do so reasonably, and if the encounter is a reasonable one to reward. Attacking Lusca solo exposes the player to a lot more risk than normal, but the devs have no requirement to reward that extra risk with sizable increases in reward rate. Soloing Lusca, even if you can, probably offers an incredibly low reward rate even if the reward itself is actually kinda large. And that rate is low because the devs don't care if you can solo Lusca.
  24. Quote:
    Originally Posted by Positron View Post
    Time:Reward and Risk:Reward are both things that are examined when dealing with an MMO. It's not all Risk:Reward, since there are a wide variety of character types, some of which mitigate risk far better than others.
    I would love to see improved drop rates for up level enemies. I do not necessarily believe the improved rates need to be directly proportional to the increased "difficulty". Even a small bonus would be a nice add, IMO.

    If a problem with this concept lies in solo farming differences, only enable the bonus on teams (since drop rates already currently encourage soloing, this might help balance out that discrepancy).
  25. I miss the old animation time on my Fire blasters.

    Scrappers get the 1.2 second version too!

    One thing you have not considered is that Fire Blast gets some extra DoT. Even on Blasters, Fire Blast can have better DPA than Flares, although Flares does barely nudge it out on average. The difference between the two attacks is small enough that I recommend you take whichever you prefer (I take Flares normally, I like its fast recharge).