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I'm not sure if this is something you want. From your original build, I think you're trying to get some +recharge bonus as well, while mine doesn't try to do the same thing apart from the ranged defense. I tried to keep your power choice, but I think it's easier to pick something differently. I have a dark/cold as well, and I found it's slightly easier to raise aoe defense. Anyway, trying to soft cap defense always end up with a tight build.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Calvary-ranged def: Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Cold Domination
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Acc/Dmg/Rchg(37)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 4: Ice Shield -- DefBuff-I(A), DefBuff-I(5), RedFtn-Def/EndRdx(15)
Level 6: Maneuvers -- RedFtn-Def/EndRdx(A), S'dpty-Def(9), S'dpty-Def/EndRdx(13), RedFtn-Def(15)
Level 8: Hurdle -- Jump-I(A)
Level 10: Glacial Shield -- DefBuff-I(A), DefBuff-I(17), RedFtn-Def/EndRdx(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(21)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Night Fall -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(19), Posi-Acc/Dmg/EndRdx(19), Dmg-I(21)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(27), P'Shift-End%(45)
Level 22: Arctic Fog -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), RedFtn-Def(31), RedFtn-Def/EndRdx(42), S'fstPrt-ResDam/Def+(46)
Level 24: Frostwork -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(34), Numna-Regen/Rcvry+(36)
Level 26: Snow Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(37), P'ngTtl-Acc/EndRdx(39), P'ngTtl-Rng/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl--Rchg%(50)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 30: Benumb -- RechRdx-I(A), RechRdx-I(31), Acc-I(42)
Level 32: Tenebrous Tentacles -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(33), TotHntr-Acc/EndRdx(33), TotHntr-Dam%(33), TotHntr-Acc/Immob/Rchg(34), TotHntr-Immob/Acc(34)
Level 35: Sleet -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(36), UndDef-DefDeb/Rchg(36), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(42)
Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Adrenal-EndMod/Acc/Rchg(43)
Level 41: Blackstar -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(46)
Level 44: School of Sharks -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(45), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 24.6% Defense(Energy)
- 24.6% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 33.9% Defense(Ranged)
- 5.5% Defense(AoE)
- 1.8% Max End
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(RunSpeed)
- 6% Enhancement(Heal)
- 10% Enhancement(Immobilize)
- 41% Enhancement(Accuracy)
- 2.5% Enhancement(JumpHeight)
- 23% FlySpeed
- 108.4 HP (10.1%) HitPoints
- 23% JumpHeight
- 23% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 4.4%
- 6.5% (0.11 End/sec) Recovery
- 30% (1.34 HP/sec) Regeneration
- 23% RunSpeed
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Quote:SR was considered one of the worst power set at that time. Since then, it received a couple buffs, for example scaling resistance, some resistance to slow, confuse, and increased perception. And also, higher-level mobs now have higher accuracy instead of higher to-hit. One of the complaints in the past was that resistance scales better than defense regarding level difference. As players understand how defense works and realize the power of flooring to-hit, SR becomes one of the best now.I left a great deal of my in depth knowledge (not that it was very deep) with the Great Defense Nerf of 2005 and went on to build resistance based toons...One last question, I was always told that SR was hard to play, heavy cost to endurance, and only really good for PvP. I have found that to be untrue personally, he survives as well or better than my Regen/Dark Scrappers I made and seems average to light on Endurance, did something change?
The old DE crystals, auto-hit attacks, Rularuu eyeballs are still problems for SR. I read somewhere that summoned pets have 75% to-hit rather than 50%, and some defense debuff can't be resisted. So, these are some additional things you should watch out for. Maybe dark/SR makes your life easier because of siphon life. -
yzzlthtz, I think it's more productive to open your own thread in the Technical forum. You'll get more professional help there. You should follow Zombie Man's advice and post the CoH helper and Hijack this output in the new thread. Maybe there is something you can adjust to speed things up a bit.
I also have a computer with P4 2.4GHz cpu, a Radeon 9800 Pro video card and 2G of memory. It used to be pretty good with CoH, in particularly before CoV came. As you described, the game is pretty choppy in team now. I didn't try to tune the setting, the graphics quality is probably medium, I guess. Now, I just use the computer for internet and word processing. -
Quote:I like these additions.Concealment: Pacify (target click). Like Placate, but watered down numbers-wise. You're so good at hiding that you can convince someone who's looking right at you that you're not there!
Flight: Bum Rush (Click attack). Target a distant foe (within 100 feet), and click this power. You'll fly towards the foe with amazing speed, hit them, and probably knock them down. Moderate damage, long recharge.
Leaping: Smash Dive (area attack). Clicking this will bring up the targeting circle. Once placed on the ground, your character will jump to that location with all their might, causing any nearby foes to fall backwards. Deals no (or very little) damage.
Presence: Recruit (target click Confuse). You are so well known, so feared and respected, that you can convince an enemy to join you, against his or her comrades. The confuse effect doesn't last very long, though, but it may be enough to turn the tide of battle.
Quote:Fighting: Combo (click attack, moderate damage). A 1-2 attack that does just a little less damage than boxing and Kick combined, but takes less time to activate than both separately.
Quote:Fitness: Strength (Toggle self buff). Focusing on your training, you can hit harder than normal. Doing this eats up endurance, however! (+10% dam for .33 end/sec. Might seem a bit high, but this is in the same pool as Stamina, and you can slot end redux in it, so no problem)
Quote:Leadership: Encouragement (toggle team buff). Your abilities as a leader allow you to push your comrades to their limits. This power allows you and your team to move and attack faster, as well as moderately resist effects which would hamper your progress. (Team + self: +5% movement speed, +7.5% recharge, +10% movement debuff resistance)
Quote:Medicine: Experimental Serum (Click ally buff). Much like the "Mystic Fortune" power, this will give a small, random buff to an ally. Might be +dam, +recharge, +defense...
Quote:Speed: Deft Evasion (toggle). While moving, you are harder to hit. Gives you a healthy defense bonus (up to 20%!), depending on how fast you are currently moving. Holding still is only a 3% def bonus. jogging would be about 5%, running would be about 7.5%, swift would add 3%. Ninja run would be about 10%. Super speed unslotted would be about 15%, and just over 20% at the speed cap. Note that you have to be moving, and not just have a power activated, for this buff to take effect (if the game can keep track of that sort of thing).
Quote:Suggested before, not needed, yadda yadda, but i felt like being creative. -
Quote:Apart from looking cool and interesting, kb is a form of mitigation of incoming damage. A mob being thrown around can't attack. I believe you can appreciate kb more when you solo. The problem comes when no mitigation is needed, as in the case of the level 50 scrapper. I bet the scrapper has no problem surviving, and he just needs to kill more and faster. In fact, this is not a particular problem with kb, but with control in general. If there is no need to control, it just gets in the way of killing.I am rolling my first energy/energy blaster and its pretty fun. Im at lvl 11 with her now.
I then teamed up with a lvl 50 scrapper to help him and I start firing.
Immediately he says "No KB".
So I looked at my powers and they ALL caused knockback lol.
I couldnt help him more than throwing my apprentice charm and using sands of mu. I felt pretty useless.
So while the blaster is fun to play, I dont want to play her anymore because I dont want to hear "no KB" for the next 39 levels and people not wanting to team with me because of knockback
In general, if kb is inappropriate, you should stop it. If it's used well at the right time, it can be quite effective. The problem with energy blast is that kb is a secondary effect of your attacks, there is no way you can stop it unless you stop attacking. In my opinion, this points out the problem with the game design that you can't control whether to kb or knockdown during combat, and you're stuck with an effect that should be used situationally. You can only control the knockback distance by slotting with enhancement. That also means that you can't control the kb distance during combat either because this is determined when you do the slotting.
Regarding whether to delete the character or not, I think you should try hover-blasting and kb-to-the-wall technique. There should be more detailed description somewhere in the forum. Hover blasting can turn a kb into knockdown in principle, but more likely just reduce the kb distance practically. If mobs are close to a wall, the wall can act as a barrier to stop the mob from flying away. I suggest not to knock mobs to the wall in caves, as the mobs can easily get stuck.
After you try out these common tricks, and you're still not happy with energy blast, go ahead and do what you want.I believe that most people are quite tolerant with kb as long as you're not using energy torrent inappropriately.
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Quote:lol, I did read. Well, technically, yeah, most of them don't say no explicitly. They talk about other games transfer fees are more expensive, so ours are relatively cheap. I think it's implicitly saying no or unnecessary, at least not very supportive. Actually, discussing SWG policy is a little off-topic.I think you need to actually read the posts because of the four people that posted before you, only one can be interpreted as a "no" response.
Agg couldn't think of a Tolkein joke.
M_B said it wasn't necessary.
I said I wasn't against the idea but don't bet on it happening
Techbot only commented on my example of SWG's policy.
Quote:And just so you know there's a reason they set the fee at $10 bucks. It's just low enough that everyone can afford it if they feel they really want to make a transfer and just high enough to discourage people from making frivolous transfers all the time.I won't say making unnecessary transfers are frivolous, probably not very good from a managment point of view.
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Since this is rathma's first post and everybody says no, I'll be the weirdo here and say yes.
Regarding people saying that $10 is cheap, actually if the fee is just $1, I'm pretty sure that some people will transfer 10+ times and NCsoft ends up earning more. -
To Tokyo:
Actually, the original CoH is what you want. At that time, everybody had the same stuffs. I bet the design is that players can have fun through combat, rather than having "fun" (it should be satisfaction and sense of accomplishment, but most people also call it fun) through equipping a character.
The good thing about the original design is that players won't feel gimped. The bad thing is that players can't be uber. And also, there is nothing for a level 50 to do. With the advent of IO and market, CoH is no longer the same. Now, the good thing is that level 50 can have something to work on, so the uber can be uber. The bad thing is that some players become relatively under-performing. Fortunately, CoH is still on the casual side among MMOs, a character won't be trash even if it's not well-equipped.
I don't know, both the old and new systems have their good and bad, but you can only pick one. From the dev point of view, they try to make people subscribe longer. So, it's natural that they want to introduce things (IO in this case) that can make players work on for a extended period of time. Maybe, IO does not have much to do with game design, but merely a tool for the company to sustain a steady inflow of money. -
Do we have to sign up every week?
P.S. Sign up for next week as well. -
Quote:TP in combat - teleports you to the enemy you have targeted, within X range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering.Quote:What if I want to teleport somewhere other than right on top of my target or 100 yards in the direction I'm facing?
If the nearest mob is 30 yards in front of me, the next one might be 70 yards. Teleport can go about 100 yards, so wouldn't that send me flying past the second mob, when I'd rather just teleport to slightly in front of the first? It would be taking away my choice of where I'm going, either way.
Quote:Just an idea for the Teleport Travel Power. Not really sure what the logistics would be for changing it or if there are even enough people who would care, but figured I'd throw it out here and see.
Instead of a click point click system for teleport, have it be a toggled ability. While toggled it could allow you to simply click where you want to teleport for the entire time that it's active. It would also eliminate the forced hover time, since the hover would always be on unless you click the toggle off, thus giving each person the ability to choose when and where they're sitting in the air not moving.
This is not the first time that I want a power to have two different ways to be activated. It would be nice if we can click "A" (for example) to activate teleport as a click for short teleport, but click "B" to toggle on teleport as a toggle for long travels. -
Actually, the logical issues that you mentioned are true. I believe that few people will agree with you though, coz the game mechanics are quite deeply engraved into our mind. As some posts already mentioned, it's too late to change even things does not really make sense.
Quote:Powers that give the ability to reduce the amount of pain and injuries one suffers, but does not nullify pain or injury, will be given as Resistance. This mechanic isn't problematic as every power that fits is already applied. But the intention that no matter how high your Resistance is (to the cap), every single attack will hurt to some degree. You'd expect a Willpower Defence user to take less pain through honing their ability, but not an Invulnerable Defence user who's special ability is to NOT be harmed.Quote:And for Protection, to inplement Damage-protection much like Resistance is to Status duration. Damage protection is a fixed amount of damage reduction that works in the same way as magnitude does. If a character has 15 damage protection to Smashing, dealing 16 damage will only inflict 1 point of damage with the attack. But if the Smashing attack is 15 or lower than it will have no effect.
And before you go on about 'abuse/unbalance' issues, much in the way of status magnitude, if Damage over time powers are involved, Damage protection will stack in the same way. An attack that deals 20 damage over 20 seconds will start seeing the protected character taking damage after 15 seconds have passed. And also if the devs did take it on, I'm pretty sure they'd know the right values to use for the powers.
An easy example for Damage protection would be like Invulnerability, if you can take a bullets to the chest and be smashed through buildings, why would a regular punch to the chest have any effect? Resistance cannot do that as even 99% RES will deal 'some' damage as a result. And there's no skill involved to being invincible as I would guess most of it is automatic. If the Invul character can nullify the most weakest attacks whilst taking less damage on more powerful attacks, it would make it a lot better than simply taking less damage from anything you're supposedly 'Invulnerable' to.
The other limit is that an resistance armor should have a maximum damage that it can resist. If a person wears a bullet-proof vest that can resist 99% of the damage from a bullet, does it mean that the person can also resist 99% of the damage when a bulldozer hits him?
In my opinion, these two extreme cases illustrate that the current implementation of resistance does not really make physical sense. But on the other hand, good luck trying to convince any people to stand on your side.
Regarding your suggested "protection," it has been discussed a really long time ago when Statesman was still here. I don't remember what the dev said so long ago. I only remember that it is a no.
Quote:Powers that grant the character the ability to evade or deflect attacks with skill will use Defence. This is the one that needs most standardisation as Defence should be the measure of skill to avoid damage, not because you're made of rock and somehow your body can deflect attacks without any after-effect.
Defence is suited towards Super-Reflexes and Shield Defence sets which cause the character to react or act skillfully to save them from harm. Much like Reflexes to swerve out of the way, or moving your shield to block a blow.
Furthermore, to rid of all typed defence and convert it all into positional defences. If defence is all about the character's skill, it shouldn't matter if it's physical, temperature-related, psionic or anything. Melee, Ranged and AoE are sensible categories to avoid damage, as one character might be a brawler skilled in close combat, while a shield user might be good at blocking ranged blows, or a reflexes nimbly dashing between [Rain of Fire] drops. -
I suggest that you just play, do story arcs and join tfs for fun. Inf will come in automatically when you play. From my experience, leveling from 1 to 50 should get you enough inf to IO your whole character with uncommon sets and a couple rares. The intention of the rare and purple IOs is for level 50s to further progress their characters without earning more levels. Therefore, don't expect to be able to get all the best IOs in a short time, as they are intended to take a long time to get. Actually, you will feel that your characters are enhanced significantly by just using uncommon IO sets, which are very affordable. You can upgrade to better sets slowly.
About farming and treating the market as a stock market, it is up to you. If you enjoy doing those things, there are guides in the market forum.
Quote:You're not missing anything. It sounds like your characters are still low level. You'll earn more inf when you're higher level. There are some luck about recipe drop, sometimes you'll get only 1 or 2.So, what are we missing that we are only getting 0-1 recipe drop a mission and a few thousand inf? -
It's not entirely about the ability of sonic itself, but also the game content needs to present the challenge that requires resistance buff. A lot of the game contents are either a little too easy for IO-ed characters, or players are just rushing to the end to grab the final reward regardless of defeats.
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The suggestion itself is ok. I think you don't need to tell people why you want to call detectives in details. The ability to call the detectives is cool by itself. Now, people are just criticizing you about going to PI as lowbie, how you get your Isolator badge, which are remotely related to the suggestion.
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I think forcefield is ok for corruptors. To fit the evil theme on the red-side, I think it's ok if the power set has an offensive component. The offensive components do not need to be a debuff. Forcefield has knockbacks, force bubble for example which can attack mobs.
In my opinion, it's ok even if a villain power set doesn't have an offensive componet as long as it's not something full of love like empathy. New power sets usually have various abilities including buffs, debuffs and heals because players like to be more multi-dimensional and hence more varieties during game play. Strong buff power sets like forcefield are considered a one-trick pony and a bit boring. Some villain power sets are relatively new, therefore they tend to have various things like debuffs. I'm not sure if it is a must to have debuffs in order to be qualified as a corruptor power set.
For potential improvements of the forcefield during proliferation, I think it's fine as it is. It can use some tweaks. And you can already see how cottage rule works through energize. Basically, the essense of a power is kept, changes are simply adding some flavor on top. For forcefield, the knockbacks that people complain about will most likely be there no matter what. I don't expect powers to be replaced by something radically different in nature. I think brutes and stalkers get energize as well, I don't see porting changes back is an issue, unless the dev decide to make a new evil forcefield designed specifically for corruptors. -
You can adjust the chat window size by dragging the side of the window. If you tune the window scale slider to 149%, every window will be universally larger, which might not be what you want. Does your "big" monitor can go up to 1080xsomething?
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I'm in NY using Time Warner. I do see occassional lag and there are fluctuations of the "green grass" in netgraph, and some duplicate-in (I forget what it's called exactly) on Pinnacle. But I don't have extreme lag and rubberbanding.
If the issue only occurs for east coast but not west coast servers, I think your connection from your computer to the pole is fine. I don't think the cable from your computer to the pole is so intelligent as to tell if something is going to the east or to the west. As mentioned by others, this is probably something beyond the cabling on your side. -
For fighting Rularuu, the usual +def and +recharge IO set bonus don't help much. Electric armor has high energy resistance, so you should do pretty well against the brutes and eyeballs. You can take tough to help against smash/lethal damage. You can consider +psi resistance that will help against the wisp. It's known that there aren't a lot of resistance set bonus, but there are actually quite a lot of +psi resistance bonus. I capped psi resistance for my dark armor brute for concept, I believe electric armor tank can do it too. Note that honored brute bosses can debuff resistance, maybe what I said won't work that well after all.
For Nemesis, I believe it's their vengeance that kills you. I'm not sure if +def helps a lot in this case either.
Actually, defenders need to make a living too. If you can make yourself too strong, they are out of business. -
You can also try both east coast and west coast servers to see if there is a difference. If you play other online games, do you get similar lag? You can also try connecting your computer directly to the modem by a cable. And also some standard things like virus check.
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I think kinetics and empathy are the busy defenders. Empathy is busy if the team needs healing, and you've to buff as well. Actually, if defenders have thermal radiation, then thermal will be the most busy one because you have to bubble, heal, buffs on a different timer from the bubble, debuff enemies, and people want you to attack too.
Most relaxed defender is harder to answer. Because the most relaxed defender should be the ones who only have AoE buff toggles, so you only need to stand there to fulfil your role of defending. However, none of the sets have only AoE buff toggles. Maybe if we can bubble all the team members with a single click, I would call FF pretty relaxed. -
Quote:Technically no. The design of IO drop is that everyone can get it if they play. A lot of the stuffs can be acquired solo, and you can buy anything from the market.Does anyone else feel that the cost of certain things in WW/BM are making certain aspects of the game more & more inaccessible to certain people?
Practically yes, because the more you play, the more you get. Therefore, if you don't play a lot or don't play in the "optimal" way to maximize your profit, you'll find that it'll take you forever to achieve certain goals, although you'll eventually get there.
However, asking in the forum probably won't get you anywhere. There are people who enjoy the current system and the market, and have a sense of achievement for being able to do something that other people can't. This is always a problem for a system with items, as there are always people who can get the good stuffs, and there are some who feel that they are under-achieving.
This has been discussed many many times in the past. The IO system is something for level 50s to spend their time to further improve themselves. Therefore, it is intended that equipping your character with IO sets to be time consuming. I think the issue here is how time consuming it should be. From the dev point of view, I bet it should take forever such that you'll pay their salary forever.In my opinion, something which is a billion is a bit too much. I prefer the expensive stuffs to sit around 100 mil, then IO-ing a character with all the expensive stuffs can be done in a reasonable amount of time. However, this is only me, other people will have different opinion.
Quote:Why don't you just avoid using the IO/Recipe system?
It's all very well saying you don't have to use the recipe system, but the sad truth is.. you do. I mean if you didn't everyones build would be essentially the same & it would probably render certain powersets obsolete for certain tasks both PvE & PvP..
Not to mention I bet it would make some people feel pretty useless if they are on the same team with a character with the same powersets, one decked out with the most expensive IO's - the other having SO's.. one would be far superior than the other at every task.
There are some expensive builds. It depends on the situation, sometimes it makes a difference between heaven and hell, for example perma-dom and an ordinary dom. Some builds are just expensive for some minor improvements. -
From the thread title, I thought that somebody saw me outside of their house.
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Quote:Adding an offensive aura to a toggle (not only entropy shield) in energy aura is problematic. If you want to stealth, the offensive aura will get in the way, but then you don't want to switch off your aura because it is your defense.I like the idea for possibly adding the -DMG aura to Entropy Shield. It fits the name, and considering EA is meant to be the Brute version of Ice Armor, very appropriate. Though I'm not sure how I feel about a taunt aura in a status protection power.
I mentioned this in the past and somebody said that dark armor has a stealth and also a damage aura. For dark armor, you can switch off the damage aura and even stealth independently according to the situation, therefore the offensive aura and stealth won't interact with each other. Energy aura is quite different in this aspect. -
Quote:Only the dev can tell you. It's not even clear whether the dev think that EA is ok or still needs improvements. We had a sticky EA thread in the brute forum (gone now), the dev never made any comments on this issue.Has anyone heard any information about what changes will be made to Energy Aura and when this will occur ?
What changes should be made to Energy Aura ?
From the title you gave to the thread, I guess you're asking these questions because you want to make an energy aura brute/stalker. The characteristic powers in energy aura are stealth and energy drain, the rest of the powers in the set are pretty standard toggles and passives. If you don't think that you like the two characteristics, you're better off trying other power sets.
Quote:Like Force Fields, conceptually Energy Aura is supposed to represent deflection of enemy attacks from the character. This is why it's typed rather than positional defense (which is conceptually dodging in most instances).
The developers abandoned this distinction with Shields, btw, probably because the playerbase hates positional defense.
Quote:My take is that the playerbase doesn't give this set enough credit. Especially after the buff, this set can really shine. You can quite easily soft-cap Sm, Le, En and get very high on the rest with a bit of work. This doesn't feel functionally much different than my Shield or SR who are soft-capped to all positions. And with an in-set heal and endurance recovery tools, it's actually quite strong.
However, if you compare only defense-based power sets, energy aura may be at the bottom, mainly because people can't find much use of the stealth (from the perspective of a brute, stealth is ok for stalkers) and conserve power, while other power sets have other more useful utilities.