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Quote:And resets your Mission/Base/Pocket D Teleporters, allowing you to use them more often!This seems to be happening as of recently on my /WP brute. I enter a new zone and all my toggles shut off. Dosent happen all the time but it happens enough to be annoying.
DEVS: PLEASE DON'T FIX THIS FEATURE!!! -
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Quote:Which Epic/Patron set has Dimension Shift in it?
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Quote:This confuses me a whole lot.If either of the CP powers gave 25% of your fury bar, but didn't prevent decay and had the same recharge. I might take them. Heck if clicking them made me lose all of my remaining endurance to explode into fireworks that had no actual affect on the situation other than looking cool and being another power to customize, I might actually take them. As they are now, though, I can't think of a single reason to ever take them on any ela build. I would totally take them on a scrapper though. Double CP would be pretty nice.
Since when does a Brute have fewer end issues than a scrapper? -
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Of course what no one has mentioned in this thread is that Tank Shields >>>>>>>> Scrapper Shields. -
Quote:Resistance already resists Resistance Debuffs.The problem with electric armor is that unless you're facing energy attacks, you're still taking a massive amount of damage from a heavy hitter's smashing/lethal alpha attack (with our without tough).
SR was all defense and was given scaling resists (except to Toxic and Psi) to help somewhat with Sudden Death Syndrome. Electric Armor is all resists so scaling defense (say 5 percent at 50 health, 10 at 20 health per toggle armor could work.) would be a neat otherside of the coin.
One issue I get is if an attacker uses -Res powers... oy. Longbow Sonic Grenades sometimes double and triple stack their effect if you stand in them. I wish there could be a "resistance to -res" effect for ELA. -
Quote:No. PBAoE = Point Blank AoE. There are a few PBAoEs that require targets. Thunder Strike is one. Most don't.Well, to be fair.... things like Fireball do need targets. Technically they are PBAoEs, but also need targets. Also known as Targeted PBAoEs.
You are right about some PBAoEs, though. I was in RV the other day with my Earth controller. I had killed a spider in the area earlier and noticed one of the broken parts moved. I dropped Volcanic Gasses and literally smoked a Stalker out of hiding. No targeting needed.
Volcanic Gasses is not a PBAoE, it is a drop, an object you summon and place on the battlefield. Footstomp, Lightning Field, Hand Clap, these are PBAoEs.
Fireball is a Ranged or Targetted AoE. There is no such term as a Targetted PBAoE, although Thunder Strike does kind of fit that description. -
Quote:I agree with Chaos_String:Hello scrapper forum!! 5 yr vet here who doesn't post (much) but reads here with every build I make.
I am stuck with the same problem everyone has building a capped BS/SD that I want to solo AVs without taking half an hour......not enough power pools.
I have cj/sj, fitness, medicine, fighting pools, with no room for hasten. And I dont want to softcap without cj as it gimps the slotting of the powers (I have look at this until I am blind!)
Would swapping the fighting pool with assult and manuvers hurt me too much in resistance?
I was thinking the added dam boost would help make up for not having hasten plus I would gain a power slot for conserve power.
I am 39 on this toon currently and would take all of BS except slash, confront and whirling..and all of SD except OWtS
Thoughts?
Thanks guys.
Drop the Fighting Pool. Cap your Defense without Weave, with capped Def you don't need that much Res. This way you can take Hasten and OwtS. -
Quote:Doesn't make sense.i think elA could do with some +percenption in static shield, because any enemy that can use a -perception effect is gona be a struggle for quite a few teams, and its a brutes job to back up the team and take out the hard foes right? just like a villain tanker
so without +percenption you can be left is a sticky spot seeing as most of your PBAOE's need a target anyway...
PBAoEs DON'T need targets.
When you are Blinded you can use PBAoEs to attack foes you can't see. -
You don't need Confront, and there's really no reason to take Swift if you're going to have Hurdle, Combat Jumping and Super Jump. You ought to be able to fit in a couple "just for fun" or "extra utility" powers if you drop Swift and Confront.
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Does anyone know when GR is to be released?
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Soon (tm) -
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Or you could learn to play your bots and utilize the KB effectively instead of feeling like you have to fight against it.
but you know...to each his own
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I even hear some people take Scorpions cone for even more knockback!
or use the knockup/-back powers from FF to... control
And in the end, they use force wall to pin the mobs against walls, so all that knockback is basically knockdown, and the whole gang is nicely stacked on on the burn patches and the other AoE goodness.
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And what about my other points? Or do you just pick the points you think you have an answer and ignore the rest hoping no one will notice?
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Yes, of course... why would I give you a response regarding something I have no response about?
Yeah, gang war can take the new uniques, cool, so what?
Seriously, arguing about the effectiveness of Mastermind primaries is like arguing about which Nuclear Missile is best for squishing ants. They're all fine, and some are a bit better than others at some things. There are no "gimped" materminds (assuming intelligent power and slotting choices), only average masterminds and godly masterminds. -
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Or you could learn to play your bots and utilize the KB effectively instead of feeling like you have to fight against it.
but you know...to each his own
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I even hear some people take Scorpions cone for even more knockback!
or use the knockup/-back powers from FF to... control
And in the end, they use force wall to pin the mobs against walls, so all that knockback is basically knockdown, and the whole gang is nicely stacked on on the burn patches and the other AoE goodness.
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Yup. It's really pretty easy to be honest. -
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Now that Handclap is Knock up, the only set with KB issues is Bots.
Quite a big issue since Bots rely so much on Burn patch damage.
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use Electifying Fences from Mu Mastery, stops knockback.
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I do but, to be honest, Fences suck. Short range (40) and a tiny radius (10). Unless the mods are shoulder to shoulder you can barely get more then 2 or 3. The Black Scorpion AOE is 15 yards (which for circles translates into more then double the area).
Bots are the only primary that HAS to go with Mu.
Since I have come back to CoH Thugs I have noticed:
1. 2 extra Pet Auras (along with Necro)
2. Handclap being KU
3. Bruiser AI much better (hardly use my GoTo anymore)
4. Hurl Boulder much faster animation time
Thugs were a top set before, now they are better then ever. Basically all the problems the set had have been reduced or eliminated.
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Or you could learn to play your bots and utilize the KB effectively instead of feeling like you have to fight against it.
but you know...to each his own -
Protector Bots do good damage. I slot them with as much damage as any other pet.
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Getting a whole lot of buffs before getting started, getting a lot of damage increased. Debuff/etc. to your GM to maximize effectiveness, then one blast. 1-5 minute prep time, cast 3-5 debuffs, then one attack and crippled.
That's just one of the exploits I see, not to mention a team of 2-5 doing this and each getting their one attack with all their debuffs on it as well. Force multipliers times two!
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I doubt it would actually get that extreme, mainly because the +dam would be limited by the Defender +dam cap of 300%. Enhancements work against you here as well.
I've always supported some kind of Defiance-esque buff though I doubt this idea would work very well. Personally, I think making the various primary powers provide a short term damage buff and the secondaries provide a short term end redux buff would work well.
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Not to mention being limited by the Base damage of Defender attacks. EVEN if you were to get off a single attack at capped damage, what attack is going to Cripple a GM??
And I suggested modifications in the OP, such as having the buffs not be permanent til used.
My real question is, does it address real or perceived issues that defenders have?
Also, I like your idea of the damage buff for primary powers and end red buff for secondaries.
May not work sufficiently solo tho.
The issue is that Defenders who LACK powers they can use solo wouldn't get as much out of that as Defs who already have stuff they can do solo, making the disparity worse.
EDIT: Also, just for clarity, the Defender damage cap is 400% or +300%, not 300%. -
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It would let defenders do funny things like assasinate the first giant monster they see if the vigilence buff didn't dissappate. That's probably fair, right?
The idea has merit, but you'd have to play with it.
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It only effects One attack, how is that gonna let them assassinate a GM? -
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I'm thinking of rolling a stalker soon (still in the planning stages of an Elec/Ninjitsu), and checking out whatever guides there are.
Most guides don't seem to include stamina. Is this unique to those guides or do stalkers just not need stamina very much?
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Id say maybe Electric Armor and Energy Aura can go without Stamina, but the others all do well to take it. -
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It is no coincidence that every MM pet class has ample knockback powers.
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I've wanted to ask about your sig and what that means.
Why do they? Proponents of KB usually say that it just takes skill, but there is no way to use that KB strategically.
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Say hello to my little friend....
the GOTO Command.
It's not rocket science. -
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[quote A WS can't fill as many roles as a PB on a team.
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This. PB's are better at tanking, have a minor heal, and are good at blasting. WS, IMO, are just there to do damage.
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WSs have much much better mez capability than PBs. Also WSs get Psi Resistance and can still use their forms after hitting their lvl 38 defense.
PBs Tank well, Blast ok, Heal and Control a little.
WSs Blast well, Control ok, Tank ok, and have very damaging pets.
Seems pretty balanced to me. -
Here goes.
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VIGILANCE
The Defender is a watchful sentry and can summon great power in a moment of dire need. When a Defender on a team uses a Primary power he gains a small stacking damage buff that applies only to the next Secondary attack. The more Primary powers used before attacking, the greater the buff will be. Furthermore, when without teammates, the Defender's vigilance gives him a permanent 10% damage buff.
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So to clarify with an example:
I'm playing an Empath. I spend 2 minutes doing nothing but buffing and healing. Each power I activate adds a small damage buff, maybe on the order of 1% or 2% per power (just a guess). The buffs have unlimited duration Until a Secondary power is activated. So when I finally use an attack at the end of those 2 minutes, that ONE attack, and not any subsequent attacks, might be Capped in damage, depending how much healing and buffing I had done. This lets the Defender help a bit more with burst damage, while encouraging the continued use of primary powers.
Obviously, the solo bit would help defs do more damage solo.
Ideally the powers could be set individually so that hitting Aim, for example, did not remove your damage buff.
If it's too powerful, give the buffs a limited duration, lower the solo damage buff, whatever. What do you guys think? -
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Defenders are totally fine on teams. The argument that they bring less than controllers fails on two basic levels.
1. Very Few Controllers actually do as much or more damage than Defenders can on teams. A couple of outlying builds.
2. Most Controller players don't have the time and focus to really be 100% with both their primary and their secondary. Defenders only have 1 set that requires that kind of attention (1 set meaning their primary and not their secondary, I don't mean 1 particular powerset).
I would support a changed to Vigilance that allows Defenders to solo better. -
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So, I have been playing this game for a few months, since about october or november 2008. Pretty much only on East Coast servers, mostly Freedom and Infinity. Everything was perfectly fine, I never lagged except on the ITF Laghill, my netgraph constantly showed a green bar with a ping hovering between 220 and 260 (playing from Europe).
Now, since a few days, here's what my netgraph looks like.
There's bursts of lag every second or so. It's still playable, but not very fun - people teleport forward and backward, animations often skip, powers don't activate in time. Using the Market has become tedious ; bids tend to appear for half a second then vanish after I hit enter, I often have to give the same input three or four times for anything to work successfully there.
My connection seems to work just as fine as usual on other websites, games, tests, and so on.
Now, this just happens on East coast servers. I'm still getting a green netgraph on West coast servers - along with a lovely 350-370 ping (which is normal, this was the situation when I joined months ago), and at that point the latency is so bad it's not much more fun than the laggy situation above. The Market works perfectly on West coast servers, too.
I'm not really posting this for help (although, if you've got something that could fix my problem, I'm all ears...) as I doubt there's much I can do on my end, just wondering if anyone else has ran into the same problems lately.
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Yes. I have been having similar issues lately on the Justice Server (I think that's east coast, but I don't really know). -
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Im wondering why in gravity do they put lift that does good knockup and now good damage in pvp, but give you a hold that provides the target 10000% KB and KU protection and 100 mag KB and KU protection.
So you cant throw a hold on someone, say a regen, that is running a toggle with KB and KU protection to surpress that toggle cause your just giving them more protection.
What a poorly designed set IMO.
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If they're Held why do you care if they get KU anyway? They still take the damage...extra damage if your a controller.
If it's a Boss and you're gonna have to Hold him twice, and you want him on his butt while you do it, try hitting Lift first.
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Welcome to the pvp section Wav. Thanks for helping him with pve advice.
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DOH, that's what happens when I fail to look at the section heading before clicking the thread.
Where's the exit?
EDIT: Isn't the KB protection getting supressed a bug anyway?