StratoNexus

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  1. Quote:
    Originally Posted by Johnny_Butane View Post
    Battle Maiden, Neuron and Bobcat are still big bags of HP and massive damage that can stand up to eight players.
    Nonsense. You can easily go beat the snot out of them in a few arcs. Only when they are massively supported on a major invasion where they have used a boatload of resources to prepare and come with loads of allies are they increased in power to the point where the player needs to respond in kind and also get modest support of 7 others.

    Its not like Battle Maiden is presented as having this type of power all the time. The NPCs only have very, very high levels of power when they are planning something major. If you want to fall back on story driven reasons for why your character should be the most powerful person in the game solo, the game gives you plenty of ways to live out that fantasy. The fact that the game also has stories where the protagonists must struggle to overcome daunting foes is a good thing. Variety is important.
  2. I chose Cardiac (End reduction/Range), but I do have all the end heavy toggles. I am considering also making the Musculature so I can switch out when I have teammates which make endurance management a non-issue (which is frequently enough that I question my choice of Cardiac in the first place).

    Spiritual would be potent for your build, IMO. You would have more of your options available more often. Since you lack any set bonuses for recharge and all of your powers are below the ED recharge cap and most have no recharge slotting at all, the effect of a Spiritual should be pretty noticeable.
  3. Quote:
    Originally Posted by MrsAlphaOne View Post
    Alpha is a Merc/FF MM. He bubbles at the beginning of the battle, pops Dispersion bubble and that's all he CAN do to participate. :P He rebubbles when needed..other than that, what else can he do?
    Maybe repeatedly using Force Bolt, Repulsion Bomb, and/or a Vet/temp power will make a difference? Perhaps bubbling people who already have bubbles could "game the system." Maybe bubbling NPC allies could trigger getting better rewards?
  4. Quote:
    Originally Posted by Beelzy View Post
    Please correct me if my understanding is wrong.
    Resistance debuffs can go negative. They cap at -400%. Resistance debuffs are very potent.
  5. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Yeah, but now that I read his sig and (for some reason) have the correct dates now (last time I looked it was 2010 not 2009) I'm redacting my earlier post. I would still say it's a bit much to say it was his idea, though...
    It is a pretty common idea I have seen many times, true. It was suggested a lot as a change for Assault Rifle.
  6. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Since I can't PM you, I hate to break it to you but your sig is wrong... Ammo swap for DP was suggested way back in the early bits of the pre-release Closed Beta during a play session with Castle. >_>
    Which closed Beta? The one for DP this spring?
  7. Mob AI is programmed to run out of damage patches (and oftentimes debuff patches too). The Fear in Burn just made them run sooner and more assuredly. Now it takes a second or so longer for them to decide to get out of dodge. I use Caltrops and the Knock in Soaring Dragon and Golden Dragonfly to keep them in my Burn patch longer.
  8. Quote:
    Originally Posted by Vel_Overload View Post
    You can say it's better than earthquake all you want but it is -still- Earthquake, better or not.
    It is not Earthquake. I am sorry you fail to see that. Is Freezing Rain Earthquake because it also knocks things down?

    Quote:
    Originally Posted by Vel_Overload View Post
    not everyone wants to play a tactics game with a knockback power and not everybody wants to waste their endurance on a power that could potentially ruin one of their more important power's effects if their Sonic Repulsion target makes a mistake.
    Agreed. However, I think the game has room for some more niche choices. I am NOT sorry that some powers fall outside of your vision of the game and of how you think it is played by most people (and you may even be correct about how most people play). There are several powers that fall outside of my general liking as well, but I do my best to look at them objectively and realize that while I am not a fan of them, they can indeed make some players happy.

    Quote:
    Originally Posted by Vel_Overload View Post
    Do you honestly want to buff 7 people with 3 different buffs and keep up 3 toggles? This is fun? Yeah some people would consider this fun (Cheers, Westley! We miss you). But in all honesty, its tedious keeping up with 2 buffs as it is on 7 targets combined with the 2 toggles we're apparently suppose to keep as far away from each other as possible. And even that uses endurance at a decent pace. Clarity's uses are good, but generally not worth keeping on allies. It's almost always turned into a reaction device: Only being used after an ally gets mezzed. Too bad that's not very often or very long. It's useful for certain groups like Malta or other mez-heavy enemies but outside of them: it's hardly used.
    I don't choose to play a powerset with 3 ally buffs and two ally targeted toggles in order to take pool attacks and use those. If I did, I would not complain that it is the set that is lacking, but rather I would accept that I am working WELL outside of the design intent (My Ice/Sonic controller actually has two pool attacks, but I do keep the shields up when teamed and I use Dispersion and Disruption all the time (although I am level 34, so no Clarity yet)).

    If you find buffing tedious, why play a set that is so obviously dependent on buffing allies to be good? I find buffing to be fun and challenging. When you have a team screaming around a map like lunatics because they can't get mezzed and lose life slowly, that satisfies me. Therefore I like playing buff sets. When your team has to wait for you to engage, when they depend on your debuffs, I find that less fun, so I stay away from debuff sets (well, except Storm, but I really like Storm for concept reasons). Should I come here and insist that AM be changed to a single target click buff so I can keep it perma on my whole team (except myself) like I can do with Speed Boost? Maybe Fearsome Stare can be removed from Dark and replaced with an ally buff that grants the target a Cloak of Fear type power? That would be great!

    Quote:
    Originally Posted by Vel_Overload View Post
    Comapring it to Empathy's Clear Mind: It's the same but each set plays drastically different. Empathy's only applying Fortitude on targets while healing, So theres more time in Empathy's (I guess what you'd call) rotation to get Clear Mind in. They also have the endurance to spare quite easily. You could also arguement a mental state of active protection while the sonic player is about passive protection.
    You could argue that, but only because you want to play Sonic your way (and then complain that it doesn't work well when played that way). Sonic is a very active set in that you can keep Clarity up and use your blasts/controls a lot. You might choose to use Cage and Repulsion, if you are a good communicator or play with SG mates a lot. If you want to toss out a few buffs and then do the newspaper emote, try Force Field (although I'd argue that you should be using your other powers on them as well).
  9. It is possible the damage dealers were used to teams where the tanker moves quicker than the team and two defenders would usually be enough to handle the spillover. If those things fail to happen, you usually have to slow down as a damage dealer (or die more often).

    Maybe they either did not know how to handle slower teams or they just did not care.
  10. Quote:
    Originally Posted by Vel_Overload View Post
    Liquefy ...

    It's Earthquake
    While I do not think the recharge time on Liquefy needs to be 5 minutes, it does a lot more than Earthquake and it does it very well.

    Quote:
    Originally Posted by Vel_Overload View Post
    Including a Ally-targeted AoE Knockback, which is completely counter productive to it's ally-targeted AoE res-debuff and Liquefy.
    If you had to put both effects on the same target you might have a point. Also, an ally who knows how to use it can knock things back into patches or back at the character with Disruption. Yes, Sonic Repulsion is probably difficult to use with a PuG, because most people have trouble typing simple instructions.

    Quote:
    Originally Posted by Vel_Overload View Post
    Clarity would be nice, but generally it's not worth keeping on everyone, expecially since Sonic Dispersion already provides adiquette mez protection (expecially since it's a toggle).
    Clarity provides so much more than Dispersion and grants the receiver huge freedom of movement and the Sonic user piece of mind that his team has protection even away from the dome.

    Quote:
    Originally Posted by Vel_Overload View Post
    Sonic Cage is a joke and I doubt anyone would defend it's existance, but that power also exists in Forcefield, so mabye it's a general power that these types of sets get?
    Cage is definitely very situational. I call it and Repulsion skippable, but respectable, options.
  11. Quote:
    Originally Posted by EricHough View Post
    I thought the range on the def/res aura IO's was about the same as supremacy, which has a 60' range.
    I thought that too for quite a long time. 40 feet is not terrible, but it is noticeably shorter than Supremacy.
  12. Scrapper/Brute/Tanker
    Fire Melee
    Shield Defense

    Defender
    Cold Domination
    Sonic/Ice/Dark
  13. Quote:
    Originally Posted by _Jonathan View Post
    thanks , could you add the data link ( Click this DataLink to open the build!)
    I think its in the export short forum script thing
    I changed my MIDs to the unofficial I19 version, so the data chunk is unlikely to work. However, if you select the entire build and copy (I start from Villain Plan by Mids' Villain Designer 1.803 and copy all the way to Level 4: Ninja Run), MIDs will often be able to interpret that just fine (or at least mostly fine, sometimes a few IOs fail to show up).
  14. Quote:
    Originally Posted by Hockeypuckhead View Post
    I dont really care about my attacks all that much. Im hoping to get teams on a regular basis although I would like to atleast be able to solo missions out in rwz(I never see people teaming for those).
    Also, when you want to run RWZ missions, juts send a bunch of tells to scrappers, brutes, stalkers, and tankers. One (or more) is bound to join you and combining any armored character and a Kin makes missions fly by.
  15. Quote:
    Originally Posted by BrandX View Post
    But lacks the crit ability, which puts the others (at least a few) ahead, does it not?
    CS will never do extra damage true. A critical on other sets single target tier 9s will indeed outdamage CS. CS is still a big hitter and still an extreme damage attack.

    The 20% chance to recharge Power Siphon is pretty nice too (and probably better than a true critical in the long run).
  16. Quote:
    Originally Posted by Forefinger_ View Post
    I just don't understand the need for everything to be the same. The game has different ATs for a reason.
    [sarcasm] Agreed, they should eliminate Brutes. They are too similar to scrappers and never should have been added. The powersets scrappers do not have can just be ported and all is well. [/sarcasm]

    I suggest replacing them with a an AT that has a melee primary and a buff/debuff secondary. That would be different.
  17. Here is another option. Very strong defensively, Dull Pain recharges faster, capped D to Sm/Le with just one enemy in melee. Loses out vs. Psi though.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    JonathanOG: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/Rchg(7)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), S'fstPrt-ResDam/Def+(11)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), P'ngS'Fest-Dmg/Rchg(21), P'ngS'Fest-Acc/Dmg(23)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), P'ngS'Fest-Acc/Dmg(27), P'ngS'Fest-Dmg/Rchg(27)
    Level 10: Swift -- Run-I(A)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(29), Numna-Regen/Rcvry+(31), Numna-Heal(31), Numna-Heal/EndRdx(31)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(40)
    Level 18: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-Rchg(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(36)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 24: Resist Elements -- ResDam-I(A)
    Level 26: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
    Level 28: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(42)
    Level 30: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(43), AdjTgt-ToHit(43), AdjTgt-ToHit/EndRdx(43), GSFC-Build%(45)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), FrcFbk-Rechg%(46)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 41: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(42)
    Level 44: Superior Conditioning -- P'Shift-End%(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48)
    Level 49: Taunt -- Zinger-Dam%(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
  18. Quote:
    Originally Posted by Happy_Cat View Post
    1) If I slot the +5% DEF unique in the tier 1 pets, do all pets benefit from the DEF bonus, or just the pets that actually have the set?
    All pets benefit when in range of you. The uniques are granting you a power which buffs your pets, but they have a pretty short range.

    Quote:
    Originally Posted by Happy_Cat View Post
    2) If I use the recharge intensive set with the +5% DEF unique in Gang War, does the 5% only kick in when Gang War is activated? (I'm thinking yes on this one, but want to be sure)
    This unique works all the time (as long as you do not Ex below its range). You do not need to activate the power it is slotted in.
  19. It depends on your build goals. If you want more HPs and regen with some some added control, you slot Devastation (the +damage is a nice plus). For Defense, you slot Thunderstrike (the Acc and Recovery bonuses are nice little adds though).

    My Pistols/Fire blaster is a defense build and uses the following slotting for the first tier attack.
    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)

    My main Fire/Fire is a regen build and uses the following slotting (before I got the purples I used 2 Thunderstrikes).
    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)
  20. Quote:
    Originally Posted by Deathstroke33 View Post
    Someone earlier said something about the set having a "heavy hitter" but when I check future powers there isn't anything that does extreme damage. is this due to PS making it extreme damage?
    You need to look at the tier 9 again. Outside of Lightning Rod, I think it does the most damage with a single click of any scrapper attack set. Concentrated Strike deals 20% more damage than Head Splitter.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    It is virtually impossible to "tank" as a Controller if you're teamed with a heavy damage dealer because they will peel aggro off of you.
    Crushing Field washes away many sins. It is more effective than actual Taunt against large spawns. Of course, I usually combined it with Freezing Rain and Hurricane, but I can see Repulsion Bomb and Repulsion Field having similar aggro controlling abilities (Bomb and Force Bubble seem to work well on my FF defender for keeping aggro off of other people, although the Bubble's size limits its use a bit more than Field's).
  22. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Just because something is "pure resist" doesn't mean it's a failure.
    I agree completely. I love Sonic Resonance just as it is. I'd love it on a MM.
  23. Quote:
    Originally Posted by TeutonicRogue View Post
    yes, I have the prereq's...RotP was my choice for lvl 49, actually, though I suppose I could take it now, and choose between HF and Burn at 49 ;p
    I still think you should take something else. If you go with Leadership, I would go Assault instead of Maneuvers (unless you team with people granting you Defense a lot).