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Posts
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Hopefully, any changes go beyond IOs, as the way FF and Cold and Traps (and others) are is just as problematic (if not worse).
It is likely a good assumption that the "base" slot will still be included. Which means we get 3 extra slots (although no choice as to where they go). -
Quote:I think you read more into that than I intended, although re-reading what I wrote I can see how it could easily be taken the way you took it.Good thing I don't feel compelled to min/max and hate doing it. I'd have to agree that such a person would be a loser. Much like those that assign false motivations because they're too ignorant to make logical statements.
I meant the only people who have a negative from this change are those who like their current power level and yet are compelled to increase their power level anyway because of this change. As in they are losing out.
I won't lie, I fear power creep too, although I think this particular change is not a problem. I have long been a proponent of fixing the underlying issue(s), because I think it helps allow changes like this, which IMO will make the game better.
I do have to admit, I am still having trouble understanding your dichotomy though. The following seem contradictory to me.
Quote:I'm also not being forced by this change to continue to augment my main's already prodigious performance levels. I will do so because that's what I do with him. It's what I've always done with him. It's what I will always do with him.
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Good thing I don't feel compelled to min/max and hate doing it. -
Quote:Are you being obtuse on purpose? You can still opt out of power increases even with respecs. I know you know this, because you already do it to an extent, but you do not HAVE to make every power choice and every slot about further increasing your might and uberness.Oh goody. I can opt out of this change by NEVER RESPECING MY CHARACTER AGAIN.
This does not dumb down the game in the slightest. I wholeheartedly believe the intent was for more people to be able fit in a concept power or two. I believe most people will do just that. I believe some few will simply increase their power (and hopefully they are doing it because that is what they find fun). All in all, the change seems to be a big benefit to everyone.
The only losers are those who want to maintain their current power level, and yet are compelled to min/max everything they do, so they MUST increase their power, despite not actually wanting to. -
Why is the change going to happen? I think I am confused about what you are saying. Am I following you correctly?
My build is fun right now and I find the game just challenging enough to entertain me.
This change will allow me to make a "better" build, but it will remove enough of the challenge that I believe I will find the game less entertaining.
So why do it? This change forces ZERO changes upon you. Why complain about something that is completely optional? If you are sure this change will make the game less fun for you, simply opt out. -
Eliminate DOs. Replace current DO drops with TOs. Make Training enhancers have the same value as DOs. Eliminate level 10 common IOs.
This makes slotting lowbies make more sense. This reduces a vast amount of clutter at stores. This makes the game much less confusing for new people. -
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Quote:They ought to just combine all movement bonuses. Any +movement applies to fly speed, run speed, jump speed, and jump height.Doing that creates a slot count issue.
Today, you could have both powers and have enhanced each with the base slot. If you merge them into one power, you gain two power picks but have to spend an additional slot on the combined power to maintain your previous movement bonuses. -
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Quote:I was talking about leveling speed, not play at 50. My Fire/Earth Dom just dinged 31, but I am planning on the Ice Epic for the capped Sm/Le defense as well as the team friendly Sleet debuff.(I also wonder what APP your Dominator has, because Fire/Earth/Fire is ridiculous at the moment.)
And that Dominator Fireball is indeed Epic! Is that correct as is or an error?
I get what you are saying, but in a topic about soloing a controller, I expect us to be talking about those better controller sets. And no matter how good Doms get, I just cannot ever see them outdoing the best controller builds, because of the power of buff/debuff. -
Quote:Well, I am pretty sure my Fire/Rad/Earth controller has been and will continue to be nicely more effective solo than my Fire/Earth dominator is. Not to say my dom is bad, it is great fun and wonderfully effective, but the controller was and is just stunningly good.Well I think if we're going to break it down far enough, the argument ultimately becomes "why solo a Controller at all when you could just go Dominator and 9 times out of 10 have an easier time?" I think we're talking less about what is best than what is functional.
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This is my Kat/Fire build as an attempt at damage and more damage. When I made this build FE was meh, but I included it anyway. Since it is better now, it should probably be squeezed in sooner.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Blue Pyroken: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dmg/EndRdx(15), Achilles-DefDeb(43), Achilles-ResDeb%(43)
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(40)
Level 2: Flashing Steel -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg(15), Oblit-%Dam(37), Achilles-ResDeb%(46)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(17), Dct'dW-Rchg(37)
Level 6: Hurdle -- Jump-I(A)
Level 8: Divine Avalanche -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dam%(37), LkGmblr-Rchg+(46)
Level 10: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
Level 12: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(13), Oblit-Dmg(13), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(40)
Level 18: The Lotus Drops -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Dmg(31), Oblit-%Dam(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Acc/Rchg(45)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(50)
Level 24: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(39), Efficacy-EndMod(42)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), LdyGrey-%Dam(29), Achilles-ResDeb%(31)
Level 28: Super Speed -- Winter-ResSlow(A)
Level 30: Temperature Protection -- S'fstPrt-ResKB(A)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34), Achilles-ResDeb%(43)
Level 35: Burn -- Erad-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(36), C'ngBlow-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36)
Level 38: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39)
Level 41: Caltrops -- TmpRdns-Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(45), P'ngTtl-Dmg/Slow(45), AirB'st-Dmg/Rchg(46), Det'tn-Dmg/Rchg(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit(48), AdjTgt-EndRdx/Rchg(48)
Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(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: Critical Hit
Level 0: Ninja Run -
Thank you all for the comments so far, I have some nice things to think about. Teaming with electric controllers and dominators has really helped me while leveling so far (it is also spoiling me, I am sure).
As my recharge ratchets up through the builds life, I will be able to rely more and more on Domination for that nice end bar refill. Also hoping Tough and the imps help lower my incoming damage enough where I can let Hot Feet do more of my work for me. -
I am a big fan of Flurry myself, although I also love Boxing. Air Sup is my least favorite on a controller.
Here is a handy chart for reference, damage is level 50 unenhanced.
DPA = Damage per Animation Time
DPE = Damage per Endurance
Arcanatime = the animation time accounting for stuff explained here.
Damage = Damage per click of the power.
Code:Attack DPA DPE Arcanatime Damage Boxing 19.33 5.25 1.20 23.2 Kick 13.11 5.20 1.96 25.7 J-Kick 18.77 5.60 1.63 30.6 AirSup 18.77 4.71 1.63 30.6 Flurry 10.94 6.41 3.20 35.0
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An explanation of arcanatime might be useful to include at the beginning with the damage formulas.
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Quote:That is an interesting concept, but I am not sure I can agree with your observation. Outside of the old Praetorians, the enemy groups seem to have decent variety of effects and damage types. Even 45+ Crey, as boring as they all look, do different things. There is also concept to consider, as it would not make a lot of sense for Malta to suddenly be shooting negative energy beams.As obnoxious as foes like the Tsoo and Arachnos can be at times, I usually feel like I can pick out particularly obnoxious foes in their ranks. They aren't all uniformly obnoxious to me. I like that, because it allows/forces me to make important tactical decisions as I go if I want to succeed. This is in contrast with how I sometimes feel about more homogeneous foes, where I feel compelled towards a more up-front, binary choice of whether avoid and entire enemy faction or not.
I too would love to see a new high-level boss type for CoT, but power-wise, a spawn of them are anything but homogeneous. Off the top of my head, Negative, Fire, Cold, Lethal, and Smashing damage types. AoE Stun, single target Hold, and AoE KB for controls. -Recharge, -to-hit, and -regen debuffs. Some enemies fly and they have a decent mix of those who prefer range and melee. -
The Fire/Rad should be applying a -32% to-hit debuff to +2 enemies. That means you need another 13% to cap. Liberal use of Lingering Rad will assist in keeping them in the anchor.
The Elec/Kin can use sapping to great effect, but for a corruptor it takes until level 36 to really shine. Tesla Cage should give you a nice option to keep the damage down by getting something really annoying out of the way as a first strike.
Here is an Elec/Kin build idea.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Heal(15), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(27), Theft-Heal/Rchg(43)
Level 2: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(3), Det'tn-Dmg/Rng(7), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(15), EndMod-I(43)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(5), RechRdx-I(29)
Level 6: Hurdle -- Jump-I(A)
Level 8: Short Circuit -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(9), Oblit-Dmg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(31)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(17), P'ngTtl-Rng/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl--Rchg%(46)
Level 12: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(37), LkGmblr-Rchg+(43)
Level 14: Health -- Empty(A)
Level 16: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 22: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(36)
Level 32: Thunderous Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/Rng(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(50)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42)
Level 44: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 47: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Inertial Reduction -- Jump-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 1: Ninja Run -
Quote:If you believe the first part of your statement, then you have reason to consider the second part at least valid for discussion.So this HP disparity that is equally or even more noticeable on the resist armors with self-heals (and the extreme example of what a flop they are on Stalkers) should mean resist armors should have all their vulnerability holes taken out of them for Scrappers and more importantly Stalkers? Following that logic and all I mean...
Since I do not think this HP disparity is equally or even more noticeable on the resist armors with self-heals than it is on Willpower, I do not think it is valid. -
Quote:I would think for farming you would be better off at +1 / x8 (or 6 maybe to reduce boss count).I'm thinking of rolling either a SS/Fire Brute or a Fire/SS Tank. Obviously, the Brute would do a bit more damage and the Tank would be a bit more durable. My two questions are really as follows:
1. Is the SS/WP Brute (I actually have a 32 WP/SS tank that's sat neglected for a while, so that's an option too) a potentially o.k. enough farmer that another reroll is stupid?
2. What would you recommend for survivability and speed of killing--a SS/Fire Brute or a Fire/SS Tank. I'm o.k. with killing a little slower if it means less risk in the middle of a ton of +2/8 mobs or greater, but not if it means killing A LOT slower.
Once you get Foot Stomp and slot it up, I think you will feel better a lot better about your current SS/WP Brute. That said Rage + Fury + FE + BA + Burn + FS is downright awesome. -
WP is significantly less good on a scrapper than a tanker. The HP disparity has an outsized effect on this set when comparing scrappers to tankers (not to say it is bad for scrappers, just that it is not as good relative to its peers). Honestly, you probably want to lose aggro, since RttC does not give a good ROI until you add significant outside help.
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Quote:That assumes the game is all about scrappers and the primary reason devs made NPC powers was to counter scrappers.I have a completely unfounded suspicion of why they're like that. I think they were specifically designed to counter old toggle Instant Healing. Barring massive burst damage, there wasn't a lot out there that would clearly challenge an old-school Regen Scrapper's survival unless you could somehow turn IH off.
The Regen debuffs that are so strong are supposed to conceptually STOP all regen. They are not there to just slow you down a bit, they are intended as a dead stop. Therefore they made them so very high to make sure no matter how many buffs you had (AB/RA/IH) your regen was still stopped cold.
IME, this is actually a very good type of debuff. It is strong enough to have a noticeable effect and yet it is not an instant gank on the player once you are hit with it. It makes you have to think about how to proceed, instead of just insta-splatting you (which can happen real fast with defense debuffs). -
Quote:You are ignoring the fact that regen is NOT the only thing Regeneration does. Regeneration also has 5 click powers that can prevent a run to the hospital. While even Instant Healing may be overwhelmed by -regen during the duration of the debuff, it will still help you recover quicker for the next fight(s) since it will be active when the debuff fades./Regen feels like it was left to do one thing and while it can do it, it has no back-up support like /SR had put in place, or safeguards to ensure it can always do the one thing it does (regen), wheres SR's 95% DDR means it's pretty damn hard to cause cascade failure.
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Quote:Heh, my Willpower tanker reduces that all the way down to -41.67% ! That is only -1104.25 hp/second. Thankfully, it doesn't seem to proc too often.Oh yeah, I was fighting one of the malta robot leuts today(+1 my level), and looked at my combat attributes to see exactly how nasty that -regen debuff they do is.
It was showing as -43% regen. I think that would translate to -10,200% regen rate in the way we're used to thinking of em as. I don't think regen debuff resistance will help against that. How bad are other regen debuffs in the game? -
Since I believe a defender should be blasting quite frequently, suffice it to say that I disagree with the notion that corruptors are more complex to run than a defender.
I also find it amusing that you call corruptors a high damage AT, when they are the AT with the 2nd lowest damage, only barely edged out by defenders as the leader of low damage. -
Quote:Normally, just enough. It is noticeable, but not game changing. Corruptors and Contollers can buff/debuff very well, but defenders do it just enough better that it can matter (but not usually much).For instance, Dark Miasma... how much weaker is it for a Corruptor compared to a Defender?
...been away awhile and forget how they compare.
Dark Miasma, however, has a few powers that are identical to the defender version, Tar Patch for sure, parts of Twilight Grasp and maybe Howling Twilight?
Either way, the sets are fine for both ATs, so I'd choose between the two based on which powers I want to get early game and which other features of the AT I prefer to play.