Talionis

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  1. Quote:
    Originally Posted by Kelenar View Post
    I generally like it, but it'd need some heavy inspection to keep things from getting unbalanced. If you think soft-capping is crazy now, just imagine if anybody who wanted to could grab any +defense toggle in the game at 35...

    (Me, I'd just have Defenders with Shield Charge.)
    Kelenar,

    I've thought the "Signature Power" idea of one additional power from any powerset being available at level 35 was a great idea for a long time. It would be cool to have some really difficult story arc attached to getting it.

    I agree with you that some powers might have to be taken off the table. Like I said, I doubt you'd want to allow Fulcrem Shift.

    But I would say the most a single power could do is put you to the cap in one category. Right now you can already soft cap most builds for defense with IO's. So if they choose to do that it wouldn't be game breaking. I don't see any builds substantially stronger than say a Fire/Kin Controller is now.

    The other reason I like it is that with very little change to the game you open up a ton of new different possiblities, themes and combonations. And more interesting combonations would make for some really neat game play.
  2. Talionis

    Bodyguard+Regen?

    Quote:
    Originally Posted by Wassabi View Post
    The reason it's so great as it's basically 6x stronger because of BG. Damage split 7 ways, all 7 ways getting regen.

    Not that I should say this... I fear what they should ever do about it.
    It is working as intending. All it Body Guard does is give you more Hit Points, since you have your hit points along with all your minions.

    With more Hit Points you regen faster.
    You also have more time for heals to work.
    Aura heals are really the big gainer because you can heal yourself and all your minions.

    All of this is working as intended though.
  3. Body Guard Mode allows you to provoke and keep the damage from being focused on your weak minions. Thus keeping them alive. You use your heal to recover hit points and do your best to lower the enemies to hit enough to yiou and your minions alive. Your pets have some small layer of defense which goes well with - to hit from dark.

    Good luck!
  4. Talionis

    Bodyguard+Regen?

    The regeneration aura in Pain is supposed to be better for MM than for Corrupters. I think it has to do with having more total hitpoints, but I could be wrong.
  5. I wonder how broken every character getting a signature power at say 35 would be. The signature power could be anyone one power from any powerset. This would allow your character to do something different from every other character in your Archetype. Maybe you could even keep certain powers like Fulcrem Shift off the table. But I think a broader single choice would create a lot of lot of stylization for toons.

    I'm sure this could result in some level of brokenness, but not the absurd brokenness that some of the other suggestions would do.

    I think we all have noticed that AE has a ton of good and bad associated with it. But overall its been a good choice for the game and doesn't have to ruin peoples experience. So too would a signature power not ruin people experiences.
  6. Quote:
    Originally Posted by PC_guy View Post
    yes



    No. Nothing in the game increases the mag of mez. power build up/power boost simply increases the duration of whatever the mez is.
    Domination does increase the magnitude of mez, but you can only get Domination on a Dominator.
  7. My Trick Arrow/Dark is a magic origin character. I can also light my own oil slick, with that magic origin power. The theme works fine for me.

    Trick Arrow is a fun set, but it won't have a ton of damage associated with it. Trick Arrow is one of the weaker sets in the game right now. So you have to enjoy the challenge of it.

    Archery is a decent damage set, and works well for Blasters. Energy or Mental could make for good secondaries if you are looking to do more damage.

    Best of Luck!
  8. No question recharge.

    Being able to permadom is awesome. The status protection, not having to build up Domination, extra endurance, higher mag controls, yeah its a great goal.

    Controls have longer timers and getting them up every fight is crucial. It also does fill in the attack chains from the primaries.

    Dominators can burn a lot of endurance and the extra endurance from Domination and either Consume or Drain Psyche is exceptionally helpful and makes playing Doms more fun.

    Even though you don't really need soft capped defense, Earthquake and Dark Oblivion can get you a lot closer than most other Dominators can. And the Defense granting powers like Combat Jumping, Hover, Manuevers, Vengenance, Weave, etc give you a good place to put Luck of the Gambler IO's.
  9. Quote:
    Originally Posted by hewhorocks View Post
    I think they have managed to capture the comic book feel of Trick Arrow though. I can hear mobs mumble to themselves : "Its only Green Arrow / Hawkeye we dont have to worry. Its not someone impressive like Batman/ Captain America"

    ((I tried to go with less epic Icons though Superman/Thor would have been equally valid))

    Nothing that Trickshooter has proposed would hurt the feel of a green arrow toon. In fact a buff would help them to be more playable. I never thought Hawkeye or Green Arrow were gimps both always were significant members of the team.

    If anything, Green Arrow and Hawkeye have more effects that target more than one target than many of the other Super Superheroes out there.

    Batman has nothing really to affect more than one target at a time.
  10. Quote:
    Originally Posted by Negate View Post
    Oh Ignite...How I love Thee. Even after the Nerf it's sick. Before the Nerf I only needed to use three powers...Flamethrower,Ignite and Full Auto...Yum!
    Didn't you need to use a fourth power to keep them in the Ignite patch?
  11. Quote:
    Originally Posted by MinMin View Post
    I'm a fan of Earth/Psi (I have one at L42).

    Drain Psyche is one of the best utility powers available to Doms and while it's good for regen and recov as you indicate above, it's also fantastic for shutting down the regen of EBs and AVs. However, it's not a replacement for Stamina early on unless you're very careful. Usually you need a fair bit of +recharge before it's up often enough to eliminate the Fitness pool.

    A couple of other things you should consider is that Psi has a good range of useful secondary effects, including the KB from Telekinetic Thrust, the solid slow and -rech from Psychic Scream, the immobilize from Subdue and the stun from PSW.
    I would probably take Stanima early and then respec out of it later, if I can. I like Telekinetic Thrust as a power. I liked the Blaster version even though it was low damage, just for the fun of knocking around dead bodies.

    How is the the damage of psychic assault? I know it was recently nerfed, especially shockwave. In the past, the first powers were fairly low damage and the good damage power was Shockwave. Will that make it hard to level up?

    I'm really trying to figure out how much difference in damage am I loosing by going with Psychic? I'm inclined to go that way, but I want to be able to solo some and feel ok about he damage I put out on teams too.
  12. Checking for Guides and other threads I found that Earth/Psychic and Earth/Fire might be interesting.

    I'm trying to gauge which I'd like better Earth/Psy or Earth/Fire.

    Fire is more damage, but Psy used to be the farming build so it can't be too bad on damage, can it?

    Psy doesn't have a buildup power. Does that hurt the damage? I like that Fire has a build up power that lasts 30 seconds and with the +recharge the Fiery Embrace will be up more often than not.

    I know they nerfed Psy Shockwave some. But I figure Shockwave would also produce even more control stacking disorients with Stalagmites.

    I imagine that Drain Psyche is stronger than Consume for Endurance help and would let me run without Stanima more easily. Plus, I get a self heal that I wouldn't have under Fire.

    What do y'all think?
  13. Checking for Guides and other threads I found that I might also consider Earth/Psychic.

    I'm trying to gauge which I'd like better Earth/Psy or Earth/Fire.

    Fire is more damage, but Psy used to be the farming build so it can't be too bad on damage. I know they nerfed Psy Shockwave some. But I figure Shockwave would also produce even more control.

    I imagine that Drain Psyche is stronger than Consume for Endurance help and would let me run without Stanima more easily. Plus, I get a self heal that I wouldn't have under Fire.

    What do y'all think?
  14. Quote:
    Originally Posted by Rejolt View Post
    I can't play Broadsword either, but I don't say it out loud as not to get set on fire by Ichigo and Cloud fans (I refuse to add Gutso from Berserk because he's too bad*** for words).
    Sometimes I wish I had a cannon for a hand.
  15. This is a good question because I've been trying to avoid taking the fitness pool lately, and it has been very difficult. Someone recently was trying to figure out the theoretical maximum leveling speed and said that Endurance was the key to max speed. Unfortunately, I agree with that.

    I would rarely take Health, Swift, or Hurdle. Although with Hurdle and Swift are nice with Ninja run to not have to take another travel power.

    My builds always feel tight and I'd always be able to find something to take. It would be nice to feel like you could take some of the powers that are helpful only some of the time and more situational.

    Something to think about for the Dev's if they read this. With the way slotting works in the game. It probably isn't too powerful to give people more powers without giving them more slots.
  16. Traps - its very pigeon holing on theme. Tremendous set that I want to play and I just can't ever come up with a Toon theme that I want to play that works for it.

    Radiation Emmission -- Tremendous set and I hate anchors so much I won't play it.

    Gravity -- I wanted to like this set, but I always feel like I'm playing in gimp mode. I have a Gravity Storm that I want to play, but just don't simply because the mechanics don't really work that well.

    Sonic Resonance -- It eats endurance and it bugs me that Sonic Disruption can't be cast on yourself, so its useless solo.
  17. Quote:
    Originally Posted by MaxLongstreet View Post
    The best set to compare it to is really Dark, IMO, since like TA, it's basically a debuff set. I'm currently playing a /Dark Corruptor as well as a /TA Corruptor, and it's like night and day - /Dark seems like "easy mode". By the numbers, the Dark powers tend to be about twice as good as equivalent TA powers. Compare Darkest Night with Poison Gas Arrow (I'm looking at those wonderful Corruptor numbers for PGA), or Tar Patch with Disruption Arrow, for instance. TA has a much better second to last power in Oil Slick, but Dark makes up for it ten times over with things TA has no answer for - great mitigation through Fearsome Stare and Shadow Fall, and healing through Twilight Grasp. Basically, in Dark M. every power but Black Hole is at least good, compared to about 2 or 3 of the same quality for TA before Oil Slick.
    Don't forget Dark also has Dark Servant to cast most of the debuffs a second time.
  18. For pretty cheap, I was able to get really good recharge and defense which should be softcapped by by Earthquake and Dark Obliteration.

    I didn't take Stanima. But I do have Consume, Domination, and Dark Consumption to fuel my endurance woes.

    Here is what I came up with:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Talionis Rex: Level 50 Mutation Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Fossilize
    • (A) (17) (36) (36) (37)
    Level 1: Flares
    • (A) (42) (43) (43) (43) (46)
    Level 2: Incinerate
    • (A) (3) (3) (15) (37) (40)
    Level 4: Fire Breath
    • (A) (5) (5) (13) (13) (15)
    Level 6: Quicksand
    • (A) (7) (7) (9) (9) (11)
    Level 8: Salt Crystals
    • (A) (48) (48) (50) (50)
    Level 10: Combat Jumping
    • (A) (11)
    Level 12: Stalagmites
    • (A) (23) (27) (29) (50)
    Level 14: Boxing
    • (A)
    Level 16: Tough
    • (A) (17)
    Level 18: Earthquake
    • (A) (19) (19) (23) (31) (33)
    Level 20: Fiery Embrace
    • (A) (21) (21)
    Level 22: Combustion
    • (A) (34) (34) (36) (37)
    Level 24: Weave
    • (A) (25) (25)
    Level 26: Hasten
    • (A) (27) (29)
    Level 28: Consume
    • (A) (33) (34)
    Level 30: Maneuvers
    • (A) (31) (31)
    Level 32: Assault
    • (A) (33)
    Level 35: Animate Stone
    • (A)
    Level 38: Blaze
    • (A) (39) (39) (39) (40) (40)
    Level 41: Dark Consumption
    • (A) (42) (42)
    Level 44: Dark Obliteration
    • (A) (45) (45) (45) (46) (46)
    Level 47: Soul Drain
    • (A) (48)
    Level 49: Dark Embrace
    • (A)
    ------------
    Level 1: Brawl
    • (A)
    Level 1: Sprint
    • (A)
    Level 2: Rest
    • (A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 5% Defense
    • 6.63% Defense(Smashing)
    • 6.63% Defense(Lethal)
    • 6.94% Defense(Fire)
    • 6.94% Defense(Cold)
    • 18.8% Defense(Energy)
    • 18.8% Defense(Negative)
    • 6% Defense(Psionic)
    • 7.25% Defense(Melee)
    • 18.5% Defense(Ranged)
    • 7.88% Defense(AoE)
    • 7.2% Max End
    • 1.5% Enhancement(RunSpeed)
    • 3% Enhancement(Stun)
    • 4% Enhancement(Sleep)
    • 1.5% Enhancement(FlySpeed)
    • 60% Enhancement(RechargeTime)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(JumpSpeed)
    • 17% Enhancement(Accuracy)
    • 9% FlySpeed
    • 38.2 HP (3.75%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 10.3%
    • MezResist(Held) 7.5%
    • MezResist(Immobilize) 9.7%
    • MezResist(Sleep) 9.15%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 7.5%
    • 12.5% (0.21 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 1.25% Resistance(Smashing)
    • 1.88% Resistance(Energy)
    • 1.88% Resistance(Toxic)
    • 2.5% Resistance(Psionic)
    • 9% RunSpeed
    • 1% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DAA594C94F13511CC7DF748A656929052950E80A081529E0C9E5600C4B6202098|
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  19. Quote:
    Originally Posted by Necromatic View Post
    You could use the vet pet (small buff one). But he will die even sooner now.

    Or use shivans.
    It is a shame.

    Probably for the best, electric isn't a great blast set anyway.
  20. I was wondering if anyone had tried this build and what it would be good at? I thought it would be neat to be able to solo with your minus resistance power.
  21. Mike,

    I would do Traps, but I don't think the toon I have in mind would use the Technical stuff. Mechanically a great set, but I just can't use the Animations for the Toon I want to build.
  22. Secondary,

    I've wanted to do a Sonic Secondary for a long time. I've heard it has endurance problems, and I've never liked not being able to use the - Resistance Ally buff aura, while solo. Not that I solo a ton, just I'd like to have access to it solo, since it really helps up damage. Too bad there isn't a melee pet in the Primaries.

    I've also thought about Pain, but I really don't have a good feel for it.

    As for a primary, I already have a Trick Arrow/Dark Defender, that I like. But I could see doing Fire or Electricity as a primary.

    Its funny, but I hadn't thought much about doing other AT since I really do like those Defender/Corrupter/Mastermind/Controller sets that are buff and Debuff. I guess Controllers have access to them.

    Masterminds, I have a Thugs/Dark. He's cool and all, but its so hard to fit themes with the minions.
  23. Defense Soft Capping is obsessive because:

    1. Defense is also limited mez protection
    2. More available in pool powers than resistance, mez protection, or heals (ie, you can get Defense from Combat Jumping, Weave, Stealth, Manuevers, Hover, etc)
    3. More availabe in IO's than resistance, mez protection, or heals
    4. Each additional % closer to 45% defense makes you exponentially more survivable thus the obsessive seeming all or nothing softcap mentality.

    Game Design has pushed the obsession. Its often the only defense that many toons can put together because of IO's and Pool Powers. Its not like there is a Negative Energy flack jacket power available in the Pool Powers to raise your resistance to Negative Energy. People are flocking to the available defense out there.

    Mezz Protection really is part of it. Being mezzed while a vital part of the game is annoying and people will go to great lengths to protect there ability to go down swinging and not die all tied up. At least if you are swinging you can still implement your strategy for survival.

    I don't believe that this means the game is broken in this regard. It does give characters goals to shoot for in high end content to tweak out their toons. What I would suggest is improving some of the other methods of protection.

    Possibly by proliferating power pools with:
    resistances and allowing for IO resistance bonuses.
    Possibly resist disorient, sleep, held, etc powers spread out in a variety of pools to allow for some improvement much like elemental defense works now in IO's.

    By bringing other avenues of mitigation in line so that there are more options for tricking out your toons at high levels, I believe the situation can be improved.
  24. I'm looking for a new toon to set up to do the "high level" content that coming.

    I already have a few Kins. So I don't want one of those.

    I'm looking for something that:

    1. Does Decent Damage
    2. Can survive aggro from AoE damage
    3. Has interesting mechanics that make it survivable and help a team with difficult content

    Any and all suggestions very welcome.