Trickshooter

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  1. Quote:
    Originally Posted by Come Undone View Post
    This is false, as of the last time I tested the set (about 2-2 1/2 weeks ago). Lifegiving spores now hasa lower end cost, and even unslotted gives more than that back (much more if memory serves, but again, 2 weeks) I remember using the power whenever I knew I was going to be in a protracted battle to help me last that much longer, or to recover faster from unexpectedly trying spawns.
    The spore's not giving nearly as much end as they cost was changed a few weeks after the introduction of the set on beta if I remember right.
    Quote:
    Edit----
    Just logged onto my beta nature defender, the cost on lifegiving spores is higher than I remember, but still lower than the end given..
    Lifegiving Spores grants 1% Endurance every 4 seconds.

    Lifegiving Spores costs 1.04 Endurance every 4 seconds (0.26 per 1 second).

    For someone without +MaxEndurance, Lifegiving Spores costs more Endurance than it grants.
  2. Quote:
    Originally Posted by Agent White View Post
    Regrowth actually, since I playing solo like 90% of the time so an ally only heal/rez just doesn't appeal. Everything else, on the other hand, will find a use.
    Think you mean Rebirth. Regrowth is the cone heal.
  3. Quote:
    Originally Posted by Sailboat View Post
    Hrm. Do resistance debuffs therefore make -damage more effective (by lowering any resistance that might be diluting the -dmg debuff)? Does Tar Patch help Darkest Night?
    Yes, but -Resistance is also resisted by Damage Resistance.

    For example:

    50% Resistance to Lethal damage would turn -30% Resistance(All) in to -15% Resistance(L) and -30% Resistance(S/F/C/E/N/T/P).

    This would lower the targets Lethal Resistance down to 35%.

    That 35% Resistance to Lethal would turn a -30% Damage(All) in to -19.5% Damage(Lethal) (and yadda yadda, you get the rest about the other damage types), rather than the -15% Damage(Lethal) you would have applied without -Resistance.
  4. Quote:
    Originally Posted by Sailboat View Post
    Is it reduced by AV resistance (which is 85%, iirc)?
    Quote:
    Originally Posted by NoiseBlind View Post
    4. Yes. It is subject to the purple patch as well, so it is resisted a bit by Bosses, and significantly as one moves up the con ladder.
    There's a bit of confusion here.

    While yes, -Damage is subject to the Purple Patch (differences in level), Sailboat is asking if -Damage values are reduced by AV Resistance, which given the mention of the 85%, they're talking about the usual Debuff Resistances given to AVs (typically associated with the Purple Triangles that determine their Mez Protection, though their Resistances don't drop during the 'triangle down' period like their Mez Protection does). The answer to that is no, there is no true resistance to -Damage effects. BUT -Damage is resisted by Damage Resistance.

    So while an AV will not have a flat resistance to -Damage the way they might with -Defense or -Regeneration, the amount of Damage Resistance they have to a specific type will determine how much they're affected by that same type of -Damage (i.e. 50% Resistance to Lethal will turn a -30% Damage(All) to -15% Damage(L) and -30% Damage (S/F/C/E/N/T/P)).
  5. If I skip anything, it'll be Lifegiving Spores and Entangling Aura.

    Lifegiving Spores is mostly unimpressive in what it does (less Healing than other Heal toggles and +Endurance that doesn't even fully offset the cost to run it for the caster without slotting*), and Entangling Aura is just too expensive for it's limited mezzing capability.

    *And why there's a toggle that grants endurance while costing endurance is beyond me.
  6. Hi Blaster forums! I don't come in here much, as I don't really play Blasters much (I have exactly 1 and I'm terrible and reckless), BUT...

    I have a friend that I recently got to start playing with me and he really wanted to make an Ice/Ice Blaster. He's level 18 now and asks me what he should take and where he should place slots after each level up.

    Easy enough at first because I'm familiar with the Blast sets from playing Defenders and Corruptors, but the Secondary powersets and the overall playstyle are mostly foreign to me and I'm getting to the point where I don't know what to tell him he should take or skip or what needs priority when it comes to assigning slots.

    So... if you guys would be so kind, could you help me out by telling me what powers you all would consider must-haves or skippable from an Ice/Ice build?

    Thanks!
  7. Keraunos (TW/Inv Brute) 12 -> 16
    Pontus (Dark/Staff Tanker) 13 -> 26
    Elektrophor (Elec/Kin Controller) 22 -> 23
    Wahrheit (Beam/Poison Corruptor) 22 -> 29
    Puella Magi (Time/AR Defender) 46 -> 47

    Might have gotten more levels, but other than occasionally hopping on a trial or two, I was mostly duoing with a friend who I can only ever get to play during 2XP weekends.
  8. Quote:
    Originally Posted by SinisterDirge View Post
    That is my biggest issue with it. I can cast it 16 times, or I can drop a single acid mortar and it does the same thing while I am blasting.
    I actually was recently working on a spreadsheet to compare the buff/debuff sets based on how much time they would spend on average in animation time (using Arcanatime and recharge timers).

    Unless Traps has 66% recharge and uses Trip Mine and Time Bomb, Poison spends the most time of any of the other sets just animating. So it has to do more to get less than other sets.

    Worse still, all those powers being reapplied means it averages nearly as much Endurance usage over 60 seconds of combat as Storm does with all 3 of it's toggles on... unslotted.
  9. Quote:
    Originally Posted by BunnyAnomaly View Post
    you should probably read the post rather than just the title...
    You should probably not assume things.

    I did read the post. I was just explaining how I feel about this line:

    Quote:
    I'm sure most kinetics users would agree that fulcrum shift is a bit, umm, overpowered. The ability to easily bring an entire team to the damage cap in short order on a frequent (read: near perma) basis is imbalancing compared to every other tier 9 power.
  10. Eh, Fulcrum Shift only looks incredibly overpowered on it's own, but the Kinetics set overall is "defense through offense".

    It doesn't offer much in the way of safety for allies besides a Heal, an End Gain, slow protection, and limited damage resistance and mez protection. For defensive debuffs, it has a ST and AoE Damage (with only moderate values) and a ST Slow.

    Instead, it focuses on speeding up battles with Siphon Power, Speed Boost, and Fulcrum Shift. Most people don't notice how fragile a set it can be because it makes battles go by fast.

    I'm of the opinion that any reduction to Fulcrum Shift's abilities would make that way more obvious and then there'd need to be adjuments made to some of the other powers.
  11. Quote:
    Originally Posted by Obscure Blade View Post
    Didn't they already nerf the graphics significantly? I recall reading complaints about that in the Beta forums, that it had been reduced to "leaf control".
    Only Regrowth's graphics ever changed, as it was the most spammable. Everything else stayed intact (and I hope it stays that way).
  12. Quote:
    Originally Posted by Lobster View Post
    I'm confused. Was there already one of these for bio? Bio has actually gone through some decent revision and review on Beta... nature, not so much.


    Bio Armor went through extensive discussion and changes on beta. We were even told when it was considered "ready for live."

    The only changes we saw in the Nature Affinity thread were brought up June 22, and the last time a red name really posted in the thread was on June 28, and that was Synapse saying he would get back to the Nature Affinity thread once Bio Armor wasn't keeping him busy.

    I'm not saying Nature Affinity isn't good enough to go live. It was probably 80% there the day it became available for testing. But if those changes we were told about late-June were going to be the last changes, I would have liked to have been told they considered the set "ready for live" as well, because many people, myself included, were under the impression that there was still time for changes to be made.

    The set's great, I just wish there had been more communication for those of us more interested in this set, rather than Bio Armor.
  13. Quote:
    Originally Posted by Agent White View Post
    ...where are you seeing it's coming in 24? it says coming tot he market 'soon', it doesn't mention I24 anywhere.
    I think he misread part of the title, "Intrepid Informer 24," as "Issue 24".

    Meanwhile... I didn't realize Nature Affinity was considered "finished" in beta testing.

    Last we heard in the beta feedback thread was to try out changes to Lifegiving Spores to make sure it was useful and that we could expect more feedback/discussion once Bio Armor's thread calmed down. There was still plenty of discussion after that point on the usefulness of Lifegiving Spores and Entangling Aura. I mean... I would have appreciated being told that the set was considered "ready for live" long before then.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Of course this is all extreme guesswork. If you want a real head-scratcher I have a better one. There is no AT scalar for Hold strength. Instead Hold use either the Immobilize scalar, the Stun scalar or are unscaled with no real pattern that I can determine. WTF?
    The real question is: Why are their separate modifiers for all the different mezzes at all, since most are all the same?

    The Immobilize table gets used for Holds, Immobs, and Confuses.

    Sleep uses the Sleep table, but it's the same as the Immobilize table.

    The Stun table is also the same, minus the Corruptor and Mastermind values, which is probably a bug unless the CoV Devs decided that they really wanted Masterminds to be better than Corruptors with Stuns and Power Boost/Weaken-type powers.

    The only one I can understand is Fear since it looks like the Devs want Terrorize effects to be stronger for the Melee ATs than the other crowd control effects.
  15. For reference, Defenders typically get:

    ~18% higher Self +Defense
    ~18% higher Self +Damage
    ~18% higher Self +ToHit
    33.3% higher Self +Damage Resistance

    33.3% higher Ally +Defense
    25% higher Ally +Damage
    25% higher Ally +ToHit
    33.3% higher Ally +Damage Resistance
    25% higher Ally +Mez Resistance
    ~14% higher Ally Heals

    25% higher Foe -Damage
    25% higher Foe -Defense
    25% higher Foe -ToHit
    33.3% higher Foe -Damage Resistance
    25% higher Foe -Speed
    25% higher Mez Durations
    25% higher Knockback Distance

    This isn't always the case though, as sometimes... someone forgets to use the correct modifier.

    But overall, Defenders offer much more support to their allies and are much sturdier themselves because of higher debuff values and self buff values.

    Sidenote not really related to the conversation: It always bugs me when the Defender AT description in articles or reviews includes "best healing" since the difference between their healing and other ATs' healing is much smaller than the difference between everything else listed above compared to the other ATs.
  16. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm confused.
    Oh, I asked if there was any changes for Trick Arrow in the Freedom Friday thing they do on FB/G+, and they said none would be in Issue 24, but it was still a powerset on their list to review.
  17. Possibility of Trick Arrow changes in Issue 24 shot down by Freedom Friday. Womp womp.
  18. Trickshooter

    I24 Preview!

    Quote:
    Originally Posted by Bullet Barrage View Post
    NEW TIGHTS PATTERN WOOOOOOH
    First thing I noticed about the picture. I was like "Do we have that pattern? Cause I like that pattern..."
  19. Controllers and Dominators aren't exactly easy to compare.

    Controllers are Support in every sense of the word, offering reliable Crowd Control and buffs and debuffs, second only to Defefenders.

    Dominators are a Crowd Control AT, but they're also very much a damage AT. Their Ranged Damage modifier is third highest, behind Blasters and VEATs, and their Melee Damage modifier is second highest, only behind Scrappers. This is very different from Controllers who's Damage modifiers are tied with Masterminds.

    As others have said, Defenders and Corruptors are almost like playing the same AT, but with power choices available at different times (and with some limited exclusivity that might change with the Pain Domination, Poison, Force Fields, and Empathy powersets).

    Defenders offer teams stronger buffs and debuffs, typically 25% stronger, but not always, and even so it usually translates to a difference of less than 10% in actual buff/debuff value. While on a team, they get an endurance discount depending on the health of their allies, and while solo they get a 30% damage boost (which degrades by 10% at 50 for each teammate until it reaches 0%). Defenders tend to be hardier than Corruptors in most situations, though. This is something most people overlook, I think. Corruptors have slightly higher hitpoints at level 50, but in addition to Defender's naturally stronger debuffs on foes and buffs from their primaries that also affect themselves (Dispersion Bubble, Farsight, Accelerate Metabolism, etc), Defenders get higher +Resistance and +Defense values from their Epic shields and Pool Powers.

    Corruptors offer Controller-level buffs and debuffs, so still very good, and moderately higher damage than a Defender (though both are still far outclassed by Blasters in straight damage). Of course, with Scourge, the less health a foe has passed 50% health, the higher a chance a Corruptor can do double damage to them. So most of the time, what they can offer a team sits fairly close to Defenders, but once Scourge kicks in their damage just goes far passed the Defender's.

    Both have their place on a team looking for support, and both get the job done well. I guess it's just player preference. Less damage, but better buffs and debuffs and a little more resilient OR more damage, but weaker buffs and debuffs and a little less sturdy.
  20. Quote:
    Originally Posted by Agent White View Post
    'why can I do something in Atlas and its August 2012 and then go to Faultline where it's June 2009?"
  21. Quote:
    Originally Posted by Garent View Post
    I thought it was the second to last coffee talk. I'll try to be right back with a link.
    I think you're thinking of when Redlynne spoke to Arbiter Hawk at the Player Summit.

    I PM'd him about it, and this was his response:


    Quote:
    Originally Posted by Arbiter Hawk
    Hey there,

    I think he maybe got something different out of that conversation than I intended. What I meant to convey was that one of the reasons (but not the only one) that TA gets a bad rap is because it requires a high amount of skill to pull off its combos well. That is to say, there is a large delta in performance between a new player to the powerset and a longtime player with a tricked-out build. However, I agree that TA needs either numerical help or needs to have its kit improved in terms of what tools it brings to a team at some point in the future. I believe at some point in that dialogue, I told him it was definitely on my list of powersets to look at when I get the time. Force Field and TA are the highest support set candidates on my list, for reference.

    Sorry for the slow response - I was home sick the last couple days. Hope this serves as one anti-slap-in-the-face.
  22. Quote:
    Originally Posted by Johnny_Butane View Post
    True story: I once watched a video of jack giving a closed doors presentation of a pre-release CoH at some event. ATs in some form were in at that point, because IIRC he listed them all off. He made a Blaster and was showing off some of the possible sets, and SS was one of the secondaries.

    I've always wondered why they didn't just let Blasters have the melee sets as secondaries because the stuff like the ST immobs they did put in Blaster secondaries were always so underwhelming to me.

    BTW, if anybody knows where to find that video again, I'd love the URL. It's not one of the 'old CoH' videos that usually makes the rounds on the forums and it's been years since I've seen it.


    .
    I don't remember where it is, but I also saw that video. Controllers weren't in yet, but the other 4 original ATs were.

    Edit: Found it through the WaybackMachine on the old City of Heroes website in 2003. Can't view or download it, though. It was called the CoH E3 2003 Demo by Jack Emmert.
  23. Quote:
    Originally Posted by StratoNexus View Post
    I think the devs have made it pretty clear that the world will be moving forward in ways that affect even level 1 characters. Personal timelines are becoming less relevant than the world timeline. We will need to pretend things ourselves about how the older stories fit in.
    Still would seem pretty strange to have new characters doing stuff like... training up at Marauder at level 1 and then fighting him in Praetoria at level 50 and he doesn't know who you are. I'm sure there are situations like this in-game already, but still seems off if that ends up being the case.

    That's why I'm not sure the image set-up is as literal as some people are assuming.
  24. Quote:
    Originally Posted by Garent View Post
    (Note, that last sentence should not be interpreted as an intentional insult to Trickshooter.)
    No offense taken, Garent.

    Quote:
    There's never been a case when a dev team has been wanting to buff something and has thought "We just don't know a good way to buff this, but if we did, we would do it."
    I disagree, actually. I think Ice Control, Energy Melee, Force Fields, and Trick Arrow all sit in this area where the devs recognize that they don't perform as well as they should or aren't as enjoyable as they could be, but they're not sure what they can do to 'fix' them without changing a lot or making them too powerful.

    Ice Control can really neuter a group of enemies with it's slows and recharge slows. Energy Melee actually gets pretty good DPS and burst damage. Force Fields offer a level of survivability that many other sets... can't touch (ba-dum-psh). Trick Arrow can use most of it's abilities more often than other sets, and because it's the most offensive support set, it can significantly increase the damage output of ATs not typically associated with doing a lot of damage.

    But none of these change the fact that:

    Ice Control has very little synergy with itself and has unnecessary penalities on a couple of powers.

    Energy Melee feels too slow for a set that appears to be built for ST Burst damage.

    Force Fields has 6 of it's 9 powers considered "optional", and the remaining 3 considered "boring".

    Trick Arrow has to use most of it's abilities more often just to perform moderately close to, but not actually at, the same level other sets get with much less effort.

    I feel like these sets are kind of in this place where the devs aren't sure what to do to fix what feels "off" without affecting what works well.
  25. I'm going to assume the placement in Atlas and on Miss Liberty's pedastal are all just for the picture. I'm not sure it makes sense for any character between levels 1-49 to see any of those three characters hanging out in Atlas, since for their 'personal timeline', those three characters are still hanging out in non-exploded Praetoria.