Twilight_Snow

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    But I'm getting frustrated, because I can't figure out how to use this powerset on a team without making a huge mess. The issue, of course, is the knockback. I spend more time positioning myself than actually shooting at stuff, and no matter where I'm standing things still go flying everywhere. I feel like I'm a huge hinderance to the team, even when I try to knock things down or into walls.
    Quote:
    Originally Posted by Oedipus_Tex View Post
    BTW I do Hover and shoot from above, but I have found even doing that that enemies still get flung further than I want. It works out well enough solo. Luckily I'm familiar enough with Storm Summoning that holding back isn't a huge issue.
    It's not necessary to position yourself perfectly. It's already ok to make an attempt to reduce the knockback distance when you don't want to knockback.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    So what are the secrets of dealing with this set? Or are there any? I've teamed with Energy Blasters before and noted things didn't go flying all over, but was it just because they decided not to shoot as much?
    You already did all the secrets. Some energy blasters skip explosive blast and energy torrent, then they won't create any mess. Also, fighting mobs higher level than you can sometimes make kb becomes kd.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    After trying Energy/Energy to level 28, I gave up and swapped the character for Energy/Mind. I know some people really like Energy/Energy but I was struggling to enjoy it.
    Actually, I was thinking that you could use your level 1 immobilization to protect the mob from KB. Unfortunately, subdue doesn't have such effect.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't know. I'm not the hugest fan of playing Blasters to begin with, tho I always like a good one on my team. The only characters I can compare this guy to are my Assault Rifle, Archery, Fire, and Radiation Blasters who all stalled around lvl 25. I think I am just more of a Controller player. But Energy Blast sure does have great graphics.
    If you like controllers, you should try ice/ice blaster which has holds and slows. Archery and fire are more on the damage side. Radiation has defense debuffs.
  2. See below for my suggested build. I kept your power choice, but moved a couple slots around. Your build can now cap s/l defense by one application of divine avalanche instead of stacking two.

    I think your endurance usage is ok. Mine probably uses a bit more because the attacks don't have as much endurance reduction as your original build. My build has less recovery bonus. I have a willpower tank that has more toggles and less total recovery, and I think it is pretty efficient. I cleaned up several franken-slotting such that you can acquire the set bonus more efficiently. In addition, I made it more expensive, but it shouldn't be insane for a level 50.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 1: High Pain Tolerance
    • (A) Aegis - Resistance
    • (3) Aegis - Resistance/Endurance
    • (9) Healing IO
    • (13) Aegis - Resistance/Recharge
    • (15) Healing IO
    • (19) Healing IO
    Level 2: Flashing Steel
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (3) Eradication - Accuracy/Damage/Recharge
    • (5) Eradication - Damage/Recharge
    • (5) Cleaving Blow - Damage/Endurance
    • (11) Cleaving Blow - Damage/Recharge
    • (19) Cleaving Blow - Accuracy/Recharge
    Level 4: Fast Healing
    • (A) Regenerative Tissue - +Regeneration
    • (9) Healing IO
    • (37) Healing IO
    Level 6: Mind Over Body
    • (A) Aegis - Resistance
    • (7) Aegis - Resistance/Endurance
    • (7) Aegis - Resistance/Endurance/Recharge
    • (45) Steadfast Protection - Resistance/+Def 3%
    Level 8: Divine Avalanche
    • (A) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Accuracy/Damage
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Defense Buff IO
    • (40) Defense Buff IO
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Boxing
    • (A) Empty
    Level 14: Tough
    • (A) Aegis - Resistance/Endurance/Recharge
    • (17) Aegis - Resistance
    • (17) Aegis - Resistance/Endurance
    Level 16: Rise to the Challenge
    • (A) Miracle - Heal
    • (31) Miracle - Heal/Endurance
    • (46) HamiO:Golgi Exposure
    Level 18: The Lotus Drops
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (21) Eradication - Accuracy/Damage/Recharge
    • (21) Eradication - Damage/Recharge
    • (27) Cleaving Blow - Damage/Endurance
    • (31) Cleaving Blow - Damage/Recharge
    • (34) Cleaving Blow - Accuracy/Recharge
    Level 20: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (25) Performance Shifter - EndMod/Accuracy
    • (36) Endurance Modification IO
    Level 22: Weave
    • (A) Luck of the Gambler - Defense
    • (23) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Serendipity - Defense/Endurance
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge
    Level 26: Soaring Dragon
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Serendipity - Defense/Endurance
    Level 30: Build Up
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 32: Golden Dragonfly
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (33) Eradication - Accuracy/Damage/Recharge
    • (33) Eradication - Damage/Recharge
    • (33) Cleaving Blow - Accuracy/Recharge
    • (34) Cleaving Blow - Damage/Endurance
    • (34) Cleaving Blow - Damage/Recharge
    Level 35: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (45) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 38: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (43) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 41: Conserve Power
    • (A) Endurance Reduction IO
    Level 44: Physical Perfection
    • (A) Endurance Modification IO
    • (46) Endurance Modification IO
    • (48) Numina's Convalescence - +Regeneration/+Recovery
    • (48) Numina's Convalescence - Heal
    • (50) Miracle - +Recovery
    • (50) Miracle - Heal
    Level 47: Strength of Will
    • (A) Aegis - Resistance
    • (48) Aegis - Resistance/Recharge
    • (50) Aegis - Resistance/Endurance
    Level 49: Hasten
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    ------------
    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)
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 18.6% Defense(Fire)
    • 18.6% Defense(Cold)
    • 19.3% Defense(Energy)
    • 19.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 15.8% Defense(Ranged)
    • 15.5% Defense(AoE)
    • 5.4% Max End
    • 5% FlySpeed
    • 145.6 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 8.8%
    • 8% (0.13 End/sec) Recovery
    • 52% (2.91 HP/sec) Regeneration
    • 25% RunSpeed



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  3. Twilight_Snow

    Reverse Missions

    I won't call it a reverse mission. Most CoH missions are the offensive type. An example of a defensive mission is the hero respec trial, where we have to defend the reactor core. There are ordinary missions that have a defensive objective, for example protecting a glowie or a hostage.

    I would like missions that are more defensive in nature. The design seems to be more difficult though. For example, the respec trial is quite boring now as the assault waves are far apart, and we are basically monitoring the doors to ambush the assault.
  4. Quote:
    Originally Posted by Stormfront_NA View Post
    There are two knock effects: back and down. A flag is essentially set to where if the mag of the knock effect is below 1, it will result with a knock down/up; but if anything is done to increase the mag to 1 or more, then the effect is Knock-back.

    Am I accurate?
    You can read Paragon wiki for further information. It has a link to knockdown and knockup as well.
  5. Quote:
    Originally Posted by Stormfront_NA View Post
    But when I use an invention set, it may have a Knock Back recipe in it, and to ge the full effect of the set, you turn your knock-down power into knock-back. As a melee type, the knock-back is annoying for I have to go chasing after them. It would be nice, if those recipe sets had a second version where there is a choice of knock-back or knock-down recipies.
    Suggestions regarding knockback and knockdown pop up frequently. I hope that something can be done. The underlying motivation of all the suggestions that I saw is the poor and restricted control between knockback and knockdown (except powers that are designed only to do knockback). My opinion is that the control between knockback and knockdown should actually be done in real time rather than using enhancement (probably only me think this way).

    Unfortunately, the suggestions are often disregarded because changes to the knockback/knockdown mechanics are probably needed, and there should be a corresponding change to all the knockback/knockdown powers, knockback enhancements and recipes as well. This looks like a pretty huge project for a relatively minor complaint. I guess if you can come up with something that is basically just flipping a switch, it would be more appealing to people.
  6. Quote:
    Originally Posted by DarknessEternal View Post
    I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?
    I went for a cheap build, just defense bonus and darkest night. The defense is not soft-capped, but together with darknest night, the mobs' to-hit is floored unless the debuff is resisted. I fight in x8 missions of various types, and I'm pretty happy with the build.

    If you've more inf, then +HP and +recharge should be the second best thing you can maximize. I use the power sink and lightning-field end drain combo as well. It's not very reliable as a mitigation but it helps. When I solo large spawns, it takes a while to beat down all the mobs, so there is time to do some end draining.
  7. My opinion about drive-by buffs is that they don't hurt, that means it is not wrong, but they also don't serve a purpose most of the time. The best example is buffing inside Wentworth, there is no rule saying that buffing is wrong in Wentworth, but it is obviously unnecessary.

    Drive-by buff thread comes up again and again, and every time is the same old arguments. It's really tough to argue that something should be stopped when it is not wrong and it is free, but just useless.
  8. Quote:
    Originally Posted by Shard_Warrior View Post
    I think that's quite an overstatement.
    lol, I know, I shouldn't say every team was doing it. We just need one team to do something different to make my statement invalid. But I guess people get the idea, and you actually know what happened.
  9. I guess we don't need to sign up anymore, right? Because it's the first to show up who gets the spot.
  10. Quote:
    Originally Posted by paytoplay_hero View Post
    Please let players skip the first power of the secondary pool, and pick a different power instead if they choose to.
    Yeah, it would be nice if the first two powers in the secondary are available at level 1.

    Quote:
    Originally Posted by M_I_Abrahms View Post
    Hm. A Stalker without Hide...
    The suggestion needs not be applied to every archetype, for example hide should be made compulsory for stalkers.
  11. Quote:
    Originally Posted by flashrains View Post
    Can we please have an option to only show OUR buffs in the teammate buffs rollout? If I could just completely hide everything except the icons for the buffs that come from my own powers, it'd be a huge QOL change for me.

    Thoughts?
    Yeah, and preferably allow me to set when the buffs begin to blink as well. For the time being, you can use herostat to track your buffs to other people. It can do nearly what you want, but it takes up part of your screen.
  12. Quote:
    Originally Posted by Perfect_Pain View Post
    Can't they just remove the agro cap? Or make it something like capped at 30?
    I think you've to go back to the old days to see what happened. It was the playstyle that is not what the dev want. Basically, the tanker herded the whole map, and then a couple blasters went to nuke. The rest of the team just stood and watch. Then reset the mission and repeat. Every team in Peregrine Island did the same thing, and nearly nothing else.

    In principle, there is no need to stop the herd-and-nuke, and impose artifical aggro cap and max-target. It boils down to the fact that certain characters are very tough (with respect to certain types of mobs), and can't be defeated even by the whole map of mobs. Since it is not easy to buff the mobs without causing problems to other players, and there was enough nerf to players already (GDR and ED), such artificial caps are used, unless you guys want another GDR.

    Regarding the suggestion using diminishing return, I believe a tanker can probably herd the whole map, just that the aggro can be lost easily. I bet the lost aggro is probably not a big deal if the team just want to nuke. Under such scheme, the team just needs to bring more nukes because of the max target.
  13. Twilight_Snow

    Input Lag?

    You can type "/showfps 1" to show the frame rate in game. "/showfps 0" to turn it off. I use an HP in my office, and it comes with a lot of unnecessary softwares. Maybe some of them interact with the game. You can turn off some of the startup programs that you won't use and see if it helps. Also, you can update drivers and do virus scan, although I doubt that you manage to catch a virus so quickly. Lastly, you can post hijackthis and CoH helper results and see if there is anything that catches people's eyes.
  14. Quote:
    Originally Posted by The_Alt_oholic View Post
    If I try to read between the lines, it appears that you think that using broadcast and globals is the way to go (as I discussed above), and that using tells to prompt replies for invites is confusing to people.
    If that is the case, I really don't understand the difference in complication between seeing a message on your screen from a tell, broadcast, or global and sending a tell as a response to information from any of those sources.
    lol, I didn't say that using broadcast and global channels are the way to go. For populated servers, using broadcast and global channels are usually very convenient. For people who are interested, they will send the team leader a tell. Those who are not interested will simply ignore the broadcast and move on.

    I believe there are people who use the search function with great success. Just that the thread talks about lft flags, and I think that the flags are not as popular as it should be because of such alternative ways to put together a team easily in some cases.

    Quote:
    Originally Posted by Quinch View Post
    Broad has a very limited range, global channels have too low a capacity for widespread use of any single one and any serverwide channels are either unsuited to teaming organizations or just too obscure.
    I think it's ok on populated servers like Virtue and Freedom.
  15. Twilight_Snow

    FF/Energy

    Quote:
    Originally Posted by ClawsandEffect View Post
    I created a Force Field/Energy Blast defender just for grins (planning on emphasizing KB with him) and was curious as to whether anyone has tried softcapping to ranged and running Force Bubble at all times.
    Mine is force field/psychic. I run force bubble with capped ranged/aoe defense. I found that I'm not that endurance efficient, maybe because I run too many toggles on top of force bubble. Most battles are pretty safe, mobs can still rush in to land occassional melee attacks when I fight large spawns. My experience is that AoEs are not very efficient with force bubble, because mobs tend to move around its periphery and circle around me, so they won't form a good bunch. I'm not sure that I'm efficient, but it certainly looks interesting for a while.
  16. Twilight_Snow

    Kamikaze

    Maybe use whirlwind as well.
  17. Quote:
    Originally Posted by Quinch View Post
    My point is... is there a point to searching by LFT flags anymore? I get about the same success rate from asking non-teamed people who aren't flagged as searching for a team as those who ostensibly are. At least there's more of them.
    I think people like broadcast and channels. It's easier because team leaders just need to say what they are doing, then interested players will send tells. There are a lot of frustrations associated with sending tells and invites.
  18. Quote:
    Originally Posted by MondoCool View Post
    If I had enough room on the screen I'd have the salvage and recipe windows up, too, and the Combat tab in it's own window. Just because I like having information.
    giggle, more than half of your screen is covered by windows.
  19. Twilight_Snow

    Input Lag?

    Type
    /netgraph 1
    to check the ping time and if there are packet losses. /netgraph 0 to switch it off.
  20. I think it's possible to inject new things into old power sets, for example adding scaling resistance to super reflexes, and changing conserve power to energize. For the first case, a new ability is simply added on top of the set. For the second one, the original functionality of the power is kept while new thematic abilities are added. Quite a lot of things can be done in these two ways without replacing existing powers by something completely different.
  21. I like the nasty cysts though.
  22. There isn't a best way to slot. So, feel free to modify it to suit your style.

    Quote:
    Originally Posted by Reptlbrain View Post
    I did have a bit of surplus on s/l, mainly to buffer basically one def debuff. I was wondering whether building the neg def was worth the cost, but I do see that the concomitant range def could help with some of the psi problem.
    I think the surplus is not really useful. If your defense is debuffed, the numbers can go down the drain pretty quickly. I would just use darkest night to make up for it. If you really like higher s/l defense, you just need to put kinetic combat into punch instead.

    For capping the negative energy defense, it's not essential, in particular if you decide to use darkest night. Actually, there isn't much cost associated with capping it. All the powers are slotted normally with no weird slotting, and I'm not really using expensive IO sets to do it. If you think the slots can be used better somewhere else, you can do it differently.

    Quote:
    Originally Posted by Reptlbrain View Post
    Why Dampening field? I thought about it--maybe to squeeze a slot by being the +res/def mule--but its benefits seem pretty puny. If 5% of smashing damage is coming in, it's reducing about 0.5% of incoming s/l if my math is correct.
    It stacks with tough. It's not essential. You can change to something else that you like. You probably need to move some slots to Dark Obliteration.