StratoNexus

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  1. Quote:
    Originally Posted by Ethical View Post
    electric, ninja blade, DM, most of them are pretty solid
    Focused Burst is a solid big hitter just about on par with Soaring Dragon and it has range. It should serve the purpose when a guaranteed damage crit from hide is desired from a power other than AS. It does seem like it might be better for this power to be on a 10 to 12 second recharge with the corresponding damage bump.
  2. StratoNexus

    Hand Clap

    Quote:
    Originally Posted by Mr. DJ View Post
    did you seriously type that?
    Not only did they type that, but they typed that just before they typed the following in the same post:
    Quote:
    Originally Posted by Novella View Post
    Can SS do more damage than EM? Sure. Fury and double stacked Rage can easily make it surpass EM, but those are special factors and factors that do not apply to every person playing the SS set.
    It made me giggle.
  3. Quote:
    Originally Posted by Miladys_Knight View Post
    Part of the fun is the suspension of belief that "most" of the power sets in the game could actually be done in the real world given the right circumstances. All powers beyond the tier 2 power in DP are outside the realm of that. I find that immersion breaking in a game I play at least partly for the immersion.
    I don't know how to respond. "Most" (why are we putting this in quotes?) of the things I do with my characters in this game are flat out unbelievable. Walk is fairly immersive and doesn't crash into my suspension of disbelief too much.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Ah, but it isn't bias. My comments are entirely made through my experiences playing the set.
    I am not entirely sure you know what the word bias means. I agree you are basing your comments on your experience. But your experience is not the only thing that should matter. It is fine to state that it has some drawbacks and that you think it should be improved. IMO, it is not fine for you to say, "DP as it stands now is not a good blaster set though it is a decent defender secondary/corrupter primary."

    The fact is that it has middle of the road single target damage and low top end AoE damage when you want and can drop the damage to low tier for more control/debuff. Only your bias that that choice is not worth much makes the set "bad".

    The set is simply not bad enough to actively encourage people away from it. It is not old Mace. It is not Barb Swipe.

    Quote:
    Originally Posted by Miladys_Knight View Post
    My experience differs from yours in that most of the veteran players on the server that I play on do not like the set and are vocal about it.
    Most of the veteran players that you know about and deal with in global channels. I doubt that is most of the veteran players on your server. Still, it is interesting to note that we both may be subject to groupthink.
  4. StratoNexus

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I am not having an argument and no I have not undermined it. With rooted you can if you have tp, still tp about, you can get swift, up the run speed and Mudpots is a good aura.

    I have a stonetanker and I have a willpower tanker. The willpower tanker has the poo aura. You can get around the fact that stone isn't great at recoveries through movement just by asking a kin to a team if your that bad. WP has no such options. The second something has left the aura or the second, a scrapper attacks what it might not survive that's it. Stonetanks really don't have that type of issue. I will test my Stone with my mates Scrapper to see but I am doubtful as Mudpots lasts 13.5s so a Scrapper would have to be able to beat that, now what I tested with Willpower happened to be a Scrapper with and without a taunt aura and going through different attacks. Given how easy it was without the aura with light attacks your just not going to get the same results with mudpots. Also the good thing about Mudpots is its visibility, people can confirm more so a npc has been affected and when it was last effected.
    You are having an argument. You are disagreeing with me and presenting alternate viewpoints and opinions. It is OK, we are here to argue and learn from each other. Arguments do not imply screaming matches where we are angry or upset, simply that we want to discuss things and we are all coming from different viewpoints.

    If your tests are just you standing there and letting your aura be the only taunt effect, they are worthless. We already know that RttC has a weaker taunt effect. It has been repeatedly acknowledged that Willpower has to do things other tankers may not in order to hold aggro (although the things that need to be done are usually things a good tanker player would likely do even on a non-willpower tanker).

    TP? On top of the time it takes to shift-click, it has a two second cast time and is not end friendly. It works OK but is usually slower than another tanker would be, and you are using it to overcome your weakness, just like a WP tanker will need to use something to overcome its weakness.

    Sure, Speed Boost overcomes the movement problem, of course speed boost also helps a Willpower tanker get its AoEs back faster as well as move faster so they can keep aggro better.

    Stone tankers have a drawback that can be a detriment to the team just as much Willpower, IMO. Both can, of course, overcome those drawbacks and be a valuable team member.
  5. Quote:
    Originally Posted by Umbral View Post
    Are you just asking to be trolled by bringing up a singularly pointless dead horse yet again?
    It is not dead unless we the players let it die! Long live the Dual Pistol / Invuln scrapper dream!
  6. Quote:
    Originally Posted by EvilGeko View Post
    All I said is that the majority of characters post-30 virtually eliminate downtime.
    How do you know that? What evidence do you have to back up that statement? Is it simply self-evident in your mind?

    Arcanaville brought up the blaster thing to demonstrate that what we think we may "know" about the game is not always true. It was meant to caution you against believing with certainty that "the majority of characters post-30 virtually eliminate downtime." It is possible you are right. It is also possible you are wrong.
  7. Quote:
    Originally Posted by streetlight View Post
    No, the taunt effect just ticks at 13.5 and refreshes at 13 back to 13.5. Invuln's ticks at 16.9 and 15.9 back to 16.9. Taunt duration remaining gets multiplied by 1000 as part of the threat calc. Nothing stacks, it just refreshes at the highest available value.
    I believe it is likely that the number of attacks made as well as the time since the last attack are also a factor in threat.
  8. Quote:
    Originally Posted by Lazarus View Post
    Would have been nice for him to announce that here so everyone would know to stop waiting.
    Well, burnout causes that type of thing. When I submitted my arc for this contest I had to remove a few objectives as well as most of the story. With the I17 size increase, I was able to add it all back in on the test server. I had the arc all done and it just needed a polish pass (or two).

    But then I burned out (well, my hard drive burned out and I was not really in a rush to get back in game, a break seemed like a good plan). So while I probably just need an hour or two to edit and publish my arc with a real story, my burn out of two months ago has prevented me from even still getting back to it.

    Also, +2 works on dev made task forces again.
  9. StratoNexus

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    Sacrificing aggro control is not a pay off for survivability really is it not like Stone Armours rooted which affects the player.
    By choosing Stone Armor and Rooted you have undermined your own attempt at an argument. Rooted is a serious drawback and weakness for your whole team. Turning it on and off in order to move through a mission or getting to the next spawn well after the rest of your team or making them wait as you try to get to the next spawn. Occasionally getting mezzed because you did not turn it back on in time. Ugh.

    Maintaining aggro with that nightmare power turned on gets very tricky, since you can't simply jump when blocked in somewhere in order to reposition as needed (and even if you don't need to jump, running around the group can take an extra second or two that other tankers would not need). It is a definite skillset working with Rooted, at least as problematic as working with RttC. My Stone/Stone tanker is level 40 now and it has been a learning experience (logging out at the trams, someone needs to keep the monorail system safe). Definitely different dealing with the movement penalties.
  10. Quote:
    Originally Posted by PrincessDarkstar View Post
    it is way to late for me to fully understand all this thread, but to prevent any targets being out of range of a jump, do these mechanic make it best to hit a target in the middle of a spawn or near one side? Or does it not matter?

    It sounds like aim in the middle and watch the ripples, but my eyes only stay open long enough to read 3 words at a time ...
    fifteen foot range

    tells me that

    it not matter
  11. StratoNexus

    Question!

    Quote:
    Originally Posted by ChrisUlrich84 View Post
    So you think fire/kinetics is a good match when mostly pairing with a battle axe/stone brute?
    A fire/kin corruptor and an axe/stone brute would be a fabulous duo. While the corruptor could focus on their single target attacks, I would encourage you both to consider that Mud Pots + Whirling Axe + Taunt + Rain of Fire + Fire Breath + Fireball is a thing of beauty early in the twenties (and in the teens, sans Whirling Axe), that can be followed by those single target attacks.
  12. StratoNexus

    Hand Clap

    Quote:
    Originally Posted by Novella View Post
    Exactly, after level 39. What happens before you get Foot Stomp? You have a completely single target focused power set that can be out damaged by many other melee sets.

    I know that Foot Stomp is wonderful, but I am not talking about Foot Stomp, that is completely irrelevant to anything I am talking about.
    Powers cannot be balanced in isolation of the rest of the powerset. What Foot Stomp and Rage do is very relevant.

    Most Tanker sets do not get real AoEs until 28. Not even Fiery gets three 15 foot radius AoE powers, much less two 15 foot AoE powers with massive mitigation (only Stone and SS can boast that).

    Yes, until level 39 a SS tanker is just great at single target damage, although they have great AoE aggro control despite that. Even if YOU were willing to give up something for damage in Hand Clap, I am pretty sure the devs are not willing to make that kind of a change.

    Quote:
    Originally Posted by Novella View Post
    I am simply asking if it has even been explained why certain NPC's can do damage with Hand Clap where as we cannot.
    Because balancing powers for NPCs is different than balancing powersets for players.
  13. StratoNexus

    Question!

    Quote:
    Originally Posted by ChrisUlrich84 View Post
    I did a few searches but everytime I looked up something, it always returned with a melee class.

    My brother wants to be a blaster/corruptor. Well, mainly those two but any ranged caster will work.

    We're looking for the best overall damage done. Single target is preferred. Any suggestions, please?
    Fire/Dark corruptors are awesome, single target and AoE. A Mind/Fire dominator should have some good single target ranged damage potential (and locking the spawn down with the sleep and then picking them off one at a time is very effective).

    If I wanted to play a ranger/damager, I would choose either a corruptor or a defender.

    Blasters will start with more damage and on a team they can often deal much more damage, since they are not spending time activating powers that buff/debuff. However, I have a great deal of trouble playing a blaster or dominator without taking and using the melee powers, as the melee attacks are often very potent (and they also often look/feel impressive on top of actually being good numbers-wise).

    That being said, blasters can be played as pure rangers very effectively, so they are still a good choice. Controllers can be played very rangery, but not so much as a damage thing.

    Fire, Assault Rifle, and Archery are very effective AoE damage dealers. Rifle's single target lacks some punch at later levels. Fire's single target is very strong, but you have to be within 40 feet for Blaze (and Blaze is one of the most amazing powers in the game, so it is worth it). Energy Blast is not the most damaging, but it gets all its single target attacks early and the knockback can be quite satisfying as well as helpful to staying alive.

    Ice Blast is also an excellent choice with a good secondary effect as well as a great hold in Freeze Ray.
  14. Quote:
    Originally Posted by mauk2 View Post
    Fiery Embrace is the only power in the game (that I know of so far) that has the new 'added damage' mechanism.
    Domination had it (and still has a form of it, with added mez instead of damage).*

    IMO, Defiance should have been handled this way as it would have been a much more controlled way to balance AoE vs single target attacks (in addition to a few other benefits).

    Quote:
    Originally Posted by mauk2 View Post
    ...which naturally segues into my Standard Rant number 3, "When are the Dev's going to address infinitely stackable buffs?"
    The damage cap and target caps address this fine in relation to DM/Shield.

    *Edit: I was wrong and just thinking of how the extra mez works. Domination's extra damage was a straight up damage buff.
  15. Quote:
    Originally Posted by Ethical View Post
    This kinda angers me. It completely goes against the entire concept that a stalker is built around IMO. That is what made stalkers appealing over scrappers (well the fact that you have stealth along with being able to control when you critical hit someone). I know you still have assassins strike, but like you said KM has no heavy hitting attack other than that in which you can make crit....come on devs!
    Which Stalker attack set(s) do you like?
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    And apparently Dual Pistols works better for Defenders and Corruptors because it lacks Aim (which they don't really need) and has secondary effects that synergize better. Blasters don't really have any powersets that synergize with DP all that great, but the other 2 have many that do.
    I disagree that corruptors should regularly skip Aim.
    While I do often skip Aim on my defenders, it is not because Aim would fail to improve my blasting performance, it is because I usually only need my blasts to be just good enough (but I frequently find myself pining for Aim on those characters).

    I also disagree that Dual Pistols does not have good blaster synergy. Outside of the redraw issue, which will affect defenders and corruptors equally, I think it works quite exceptionally with many of the secondaries.
  17. Quote:
    Originally Posted by Miladys_Knight View Post
    (That would actually be good. DP really needs to be sped up quite a bit. At release it was in as bad a shape as Archery and Assault Rifle were at their release(s).) DP's animations were old and annoying for me a mere week into closed Beta. They are still annoying and distracting now.
    It is not possible for your first point to be true, since new defiance made the tier 1 and 2 attacks be standard. Beyond that, you severely underestimate how long the Rifle animations used to be. While I wish at least one of the Pistol AoEs were in the 1.5 to 2 second range instead of them all being ~2.5 seconds (not counting HoB, which is fine in relation to the other tier 9s like it) and I would have liked to see Executioner's Shot at 2 seconds or a bit less, Dual Pistols has much better damage per animation times than Rifle and even Archery had at their release points.

    Your second point is subjective. Outside of the forums I have only seen one person complain about how the animations look, while I have seen many express how awesome they thought they were. Even on the forums, despite the fact that negative criticism is more likely to be expressed, the praise for how it looks has been much more prevalent (although not nearly as oft repeated by those who like them).

    Your bias against Dual Pistols has gotten to the point where if someone asks about the set, it is almost assured you will make a post in the thread decrying its deficiencies and painting the set in the most negative light possible. You even go so far as to tell people to not play it. You should take a more balanced approach to your description of the set, IMO, because there are plenty of things it does well.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    1) It's AoEs are all DoT, which benefits greatly from Scourge.
    Two myths that I really want to die, all in one sentence.

    1) Dual Pistols is NOT DoT. DoT refers to powers that tick Damage Over Time. Time is going to be longer than the animation. DoT is damage that happens after the attack that inflicts it, while you get to do something else. Outside of Incendiary bullets, DP has no true DoTs.

    2) Rains/patches can benefit from scourge. Trust me, as a player of a Dark/ corruptor, DoT and scourge are not good bedfellows.

    3) Even if you would count the damage over animation and the incendiary bullets extra damage into the mix, they get no extra scourging benefit. That is not how scourge and DoTs from a player work, sadly.
  19. StratoNexus

    Hand Clap

    Quote:
    Originally Posted by Novella View Post
    I'm strictly referring to damage AoE which Hand Clap is not. The gauntlet radius of Knockout Blow is also irrelevant seeing as Gauntlet does not help you defeat enemies.

    As to the person that said Super Strength is the most overpowered melee set in the game I have to disagree highly. Energy Melee does consistently more damage than Super Strength unless you are on a Brute in which case SS is very powerful.

    If Hand Clap did the same damage as Whirling Hands it would not be overpowered being Whirling Hands does terrible damage as it is since its smashing damage over energy damage.
    SS is leaps and bounds ahead of Energy in mob mowing after level 39. Yes, it is extreme you have to wait that long. But it is also extremely good. If you want more damage from your own attacks, play a brute. If you want to play the extreme defense/aggro AT and have early damage and AoE punch, team with a blaster, then Gauntlet will help you defeat enemies.
  20. Quote:
    Originally Posted by Sailboat View Post
    A Martial Arts-like set, sure. Martial Arts itself with anything like its current numbers would be pretty overpowered on a Blaster, wouldn't it?
    WTF is this ******* thing I see all the time that assumes blasters aren't blooming allowed to have good damage powers?
  21. StratoNexus

    RTTC - Change?

    Quote:
    Originally Posted by Tsuji View Post
    Is the ability to have no significant damage type weaknesses that strong? Given that I've played fire and ice tanks, which both have a big weakness to two types of damage I'd say....No, not really. Not the way CoH is setup right now. It COULD be worth it, in theory, but there's no content in the game where this advantage is particularly game breaking.
    The ability is pretty impressive, IME. I certainly would not call it game-breaking, but plenty of enemies have a good mix of damage types. It also has no holes in its status resists as well as effective resistance to some debuffs.

    It really has almost no weaknesses at all, no damage is particularly troubling, no status is any trouble, and even most debuffs are not that big a deal (due to a variety of factors; defense makes many debuffs just miss, it has enough +value in the set to counter the debuff, it resists the debuff, and/or it just doesn't care about the debuff). It also has two emergency buttons.

    On top of all that, it has a taunt aura that will prevent runners and one that does aid significantly in holding aggro, although not as well as all the other sets.
  22. Have you ever seen the initial tick of damage miss (you or any enemies)?
  23. the debuff is always there, and the damage bonus only when you use PS

    The damage bonus is a stacking bonus when you click PS it activates the damage buffing portion of the KM attacks, but they can only stack up to 5 times and (I am pretty sure) each activation of PS only allows 5 buffs. Each buff lasts 10 seconds and you have a 20 second window to activate the buffs.
  24. It rolls a hit check on all the targets in the AoE until it hits the maximum possible. Anyone missed takes no damage. Anyone hit gets all 24 chance to damage rolls made against them (even if they leave the AoE in the meantime).
  25. Looks like an excellent set for both ATs.