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Posts
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Joined
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Yeah, but I always imagined they were just a bunch of people damaging each other while spamming heals. I can't think of any healing pets I've had, though it must be something in praetoria since I definitely saw it before ever having a pet from a mission in paragon
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I don't know, but I found I somehow have progress on the healing badge on my Tanker who has no healing powers...So maybe that's not the only power that has some kind of bizarre healing behavior/healing bug type thing.
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Holy **** dude, how many hours is it gonna take to transfer the prize? Hahaha.
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A martial arts secondary would be rad. It would be two months of dead gokus everywhere, and also pretty cool to boot.
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If you want to boost your damage remember that KM's attacks are all very quick, and as such you can slot a proc in each and you'll get a lot of benefit from them.
Definitely pick up power siphon; it's up much more than you'd expect, particularly if you have hasten. When using power siphon I take bosses down at about the same rate as my dual pistols blaster friend. He might just suck though.
If kick is doing more damage than any attack something is DEFINITELY wrong on your end. Kick does the same amount of damage as the first attack but has over double the animation time. -
Quote:You'll almost certainly need to use mace or ice for defense if you want capped def and perma dom, and if he gets it villain side then moves to hero side he can stilll use mace.k after bugging him i got him to set down read some guides.. and watch a few dom vid. and look at mids.. and he has come down 2 wanting ether a (anything in this type of wrighting is my comments)
if he goes red side and gets say mace mastery can he still use it on blue side.
fire/fire/fire or fire/fire/mace dom (to me seem pianfull having to wait for lvl 28 for consume but probly more dam outbut)
or
fire/psy/fire or fire/fire/mace (seems less end painfull but less dam also but not by alot)
but the above Qs on def. i told him with fire mian u want S/L (he has no skillz with mids nor do i)
out of thows what well fit the folowin beter.. mostly team play with some solo. and some farming (when he plays the market he has a habit of over spending so end up 2 broke to make the cash back sometimes. so he well need to farm once in a blue moon.)
For damage I'm pretty sure fire is better, but with psi you can help debuff AVs and monsters regen with drain psyche and can debuff their recharge too. So he should probably just pick the one he likes the look of more. -
Because the cap for resist is different among different ATs I think it isn't actually a huge deal to boost the resists in IOs. Defense set stacking's real balance issue is that the defense softcap is the same for all ATs. If Castle could make any change to the game, I'd imagine the change would be different defense softcaps for different ATs and stacking buffs debuffs.
The real issue for boosting the resist numbers iis stacking def and resist io sets together. I think the devs definitely don't want to boost top level survivability, but maybe having different ways to get there would be OK for them. It'd probably have to involve a shakeup where they made sure there were no resist and defense bonuses in teh same set in order to make us choose.
Either way though I can't imagine buffing io set bonuses is even on the radar given the work being done on incarnates. -
Wow, you even used an image just to highlight how you can't read...
Overall I don't think the PPPs are too useful for widows, but if I were gonna pick one i'd go with soul mastery or leviathan mastery. Soul has a -damage toggle which will help mitigate the big hits, while leviathan has a nice debuff you can fire off so that your AoE damage is still good even without crits. -
Personally I'd prefer you take into account computer speeds etc. before making the decision to update them. If a really large number of people are still using old computers, removing the low rez stuff might leave them only with newer pieces that look crappy on their machines.
That said, I personally prefer the replacement method. Just don't take anything out unless you're putting in something very similar: for instance, there's only one male ponytail option, so if that got taken out there would be no more ponytails period. Having your character suddenly lose the hairstyle they've had for 4 years with nothing that looks very similar left to replace it would suck tremendously. -
TRAVEL POWERS!
I have city traveler so I'll make a character with all 4 travel powers at some point just because I can.
As for the tanks...
On my inv/em my attack chain, endurance, and defenses are already great, so I'm going to add teleport and energy torrent because they're cool.
My Fire/SS will have room for consume and temperature protection and weave, so I'll add those to his build.
Then my wp/km won't change at all because I don't have fitness on him anyway. -
Well, one thing I do like about the use of unstoppable throughout the game is it's about the only time psi damage really feels super useful to me, haha.
Overall though I think the way the illusionists work is better; some kind of pulsing resist that lasts a short time per pulse. It forces you to time your attacks and pay attention rather than just pressing numbers constantly. -
Adding +recharge to defiance is actually a really cool idea...The faster you fight and the faster you damage the quicker your big aoes and nukes recharge. Makes it more frantic, which I think is the point of the blaster!
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Am I really the only one who thought "OH YES two travel powers!!!"
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I was pretty pissed when I found out scrappers and stalkers got the instant recharge too, but then when I actually got and slotted power siphon it's already up so often that I forget to use it sometimes, so it's actually not that big a deal.
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Quote:I dn't have it, but I do have the city traveler thing....But all the first powers are so useful that I always take them anyway. But since I have more freedom I can do things like take combat jumping instead of hover, then afterwards take fly. You don't lose all that much without ninja run. I dn't actually see all that many people ninja running either. You just have to remember most of hte people on the forums are more hardcore players, so a higher percentage buy things like ninja run, and therefore make their builds including it.So does everyone pretty much have ninja run these days?
I have been looking for build ideas/help on the forums for the last few hours and pretty much every build expects the person to have ninja run.
Are the days of a travel at 14 or a bit later due to a temp travel gone?
Do I have to buy the booster pack to have some of these builds work?
ugh I did it again...
Rather then playing the game I am stuck on the forums too scared to experiment with my own builds. -
Looks like no one's pointed out doms, so I'll go ahead and do two:
Ice/Psi dom. You can easily stack so many recharge debuffs that it literally becomes meaningless, and have enough power to significantly impact AV recharge. Arctic air's melee range confuse and slow also has a synergy with drain psyche, letting you take a lot more damage than you might expect to be able to. Drain psyche also helps with handling the extreme endurance costs of arctic air. Lastly, psychic shockwave will help add some extra hard control to all of the slows and knockdown from ice.
Elec/Earth dom: Elec's end drain control is based on being in melee range, and earth is a melee set. It also has a lot of knockdown mitigation, and electricity's immobilize doesn't stop enemies from being knocked down. It's also got a decent AOE disorient to help add some hard control to electricity's soft control. -
I'd go for the S/L defense. Most melee attacks in the game have smashing or lethal, and the ones that don't are usually fire, which I'm pretty sure you've got covered. You also get bonus protection from bullets and a ton of other types of ranged damage.
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Whoa, that's crazy. I've seen him AS stuff in some of the bank missions villain side, but I didn't know it was so high. Was he a boss or a lieutenant?
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Quote:Yeah, it's almost comical. I asked my friend why he picked stone melee and didn't try out kinetic melee for a brute he was taking to 20 then abandoning, and he told me he couldn't handle kinetic melee's long animations....I think the devs were testing us when they designed Kinetic Melee.
devs: Alright! Here it is!
players: WTF! This set is stupid slow!
devs: *looks at animation times* Actually, much of the animations are actually faster with some being basically on par wi-
players: Nope! Slow! And the damage sux too!
devs: *looks at numbers that coincide with Super Strength* Uhh....
players: And this Siphon thingy is retarded! Why I gotta use this stupid gimmick to make this set even playable!?!
devs: 'Future Note - Players don't know what the f*** they're talking about...do not listen to them.'
What? Really? -
If you go for claws there's one set that has very very low visual effects, almost like wearing spiked knuckles rather than having claws.
Regardless, though, if he's a kickboxer I'd go MA. There are some boxing like animations in there if you replace the kicks, and he wouldn't be much of a kickboxer if he couldn't kick. If he's a trained fighter I don't think fury matches all that well for him anyway. Even if he's got anger issues, if he just plows ahead with blind rage he's not really a kickboxer, he's more of a psychotic brawler.
As for RP, I think WP fits better than regen. You even have a power called heightened senses, and you get some resistances to further simulate the tough aspect. -
Energy Melee: Bonesmasher and Energy punch are kind of boring. You could just replace those with the new superstrength animations, but energied up. The assassin's strike for MA and EM is kind of silly, too.
The total focus animation; it's used in so many powers, yet is so, so, so ridiculous looking.
I'm echoing the idea to include a crystal and a lava customized appearance for granite. Granite's appearance is the reason I never wanted to make a stone tank, but if it was crystal or lava I could definitely see myself playing it, having seen how cool the stone melee crystal effects look.
And then, most importantly, the travel pools. Add some particle effect options to fly (energy flight-esque), some new particle effects and alternate animation for teleport (like maelstrom's!) maybe some special superspeed animations, and a no FX option for all of the travel powers. With some alternate animations, a particle effect-less teleport could be pretty cool looking. -
Well, rad already has -damage, so if you haven't tried it already it might not be a bad idea to try stacking the -damage from toxic rounds and seeing how that pans out. The other option I guess would be trying cryo rounds + lingering rad. Even ~40% recharge debuff always helped out on my dominator.
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Like everyone said, the first one is they just get their ***** kicked constantly, either because they built wrong or don't have good team support, so they're timid about jumping in first.
As for the second one, I'm not sure there's a good gameplay reason now that going rogue's out. You can play all the tanker sets on brutes, so powersets isn't a good reason anymore (aside from characters already built), and if you're doing damage those extra defenses don't mean too much. And if they build themselves up to have super duper defenses then...well...they're basically a tank using punchvoke to taunt anyway. -
Quote:Well, first off, I'm not whining and don't think it's particularly mature to insult me because I have a different view about willpower than you do. I don't think that you bothered to read my sig before insulting me to show everybody how awesome you are since I have a number of non-50 WP tanks. I don't even have a 50 WP, I just started one for GR.No significant damage weaknesses is still a secondary trait of WP, much like the endurance management. WP is all about the Regen, which is simply amazing. You can find builds here with 350+ hp/sec regen and capped hp. It's all passive, so you don't have to blow billions on global recharge IOs and sets or crash after a few minutes. That's what gives the set it's survivability.
The resists and defenses are great, too, especially when stacked with the regen & hp (edited... heh). So is the endurance management (again, passive). The +perception is nice. The exotic mez protection is nice. It gets everything and it gets it in good quantity. Well, everything except a standard taunt aura. That is the one and only weakness of the set. It also gives the Tanker AT a single option that isn't going to suck up aggro by default, which is a good thing on a lot of levels. Not everyone wants to be a meatshield.
Is this state of affairs good for people that want an everything set? No, but there are no everything sets. Build appropriately for what you want out of the character. I don't build an Invuln and then whine about how they need to give Invuln psi defense & resistance. The inadequacy of the set regarding psi damage is disclosed up front. Just like RttC's taunt aura. If you want a better taunt aura, roll something else.
The 350hp/sec thing is just flat out not true, and you DEFINITELY aren't getting that much passive, so let's put that one aside.
The resists aren't what I'd call strong, shields has higher resists to all but S/L, so the non-psy exotic resists are like ice's damage debuff, although they affect all enemies rather than those hit by chilling embrace. They are passive, like you said.
I'm not sure the end regen being passive vs active makes much of a difference; the real question is how well it works. For instance, drain psyche isn't passive, yet it's amazing end regen. Hit one enemy and your end problems are solved until it drops. I literally ran all the leadership toggles and arctic air while leveling my ice/psi dom and never took stamina. But QR on its own doesn't remove end concerns. It does make end concerns better like stamina, but I'm not sure "it's passive" is a particularly huge benefit for a tanker as compared to a damage AT. I'm not sure whether it's enough to completely solve end concerns on its own or not; I'm going to try not taking stamina on mine and see where it gets me.
People make a big deal about the +perception and the exotic mez protection, but the question is WHERE do those even matter? When's the last time you actually saw fear, confuse, or repel in PvE? I figured we'd see more of it in praetoria, given that it was intended to be more difficult, but I don't recall seeing it anywhere. The only place it's useful is AE content. As for +perception, it's useful on the scrappers and etc. but I can't see it being particularly useful on a regen tanker given that as soon as you get hit you can see whoever hit you. You're a tank, so in theory they're all attacking you already.
Next, willpower DOES have weaknesses. -recharge makes you lose most of your aggro, and regardless of quick recovery willpower still has a weakness to endurance drain, just like most tank sets. It also doesn't have huge non-SL resists, so sudden bursts of exotic damage can still take you down. Beyond that, I think we just have a different opinion of how significant the damage type "weaknesses" in the other sets are. I think they're not particularly significant, and you disagree.
I don't think willpower's taunt aura weakness is disclosed up front unless you check the detailed info really closely. At least most of the WP tankers i've met who didn't read the forums didn't really know why it was hard to keep aggro, and I didn't really read the power descriptions since I already knew what they did.
I don't think it's a particularly good argument that willpower should be weaker at aggro generation because it's the set for people who want to attack things; you've already got shield and fire, both of which are much more heavily offensive sets and both of which have a strong taunt aura. If you want to attack and do damage be one of them, that's what they're there for.
I also think that having an aggro management weakness for the set compared to other tankers is alright, but that at the moment it's just TOO weak. Regardless of the aggro management weakness, if you go all out you should be able to hold aggro better than any non-tanker AT. They should not be able to steal aggro from you IF you're going balls to the wall. As soon as they do, the tanker, in the current game, becomes the worst AT option in the game. Low damage and its only damage multiplying skill is a single target resist debuff. -
Quote:But I think half the sets have pretty good utility that they don't sacrifice aggro control for. The main thing Willpower gets is the extra endurance. But it's not the only set with utility. Fire has consume (newly buffed version) and of course the damage, though it sacrifices survivability for that damage. Invulnerability has invincibility's tohit bonus; I've used it to avoid slotting acc, so I know how valuable that is for attacks. Shield has AAO and of course can also buff defense. Ice has energy absorption which handles endurance issues about as well as quick recovery does, I think.Myself, I believe that Willpower sacrifices team utility for personal use. You get powers that help nobody but yourself (I mean that broadly - of course, the tanker being alive, if the tanker is well played, benefits everyone), and in exchange, you have to work harder to maintain aggro. Makes the set quite good for solo, and means that you have to learn a skillset to play it teamed well.
So why is willpower the only one sacrificing its aggro generation capability for its utility? The self rez? I love the self rez, but don't make me laugh.
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.
You can use purples to make up for damage weaknesses, but you can't use an inspiration to hold aggro.