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Posts
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Joined
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Quote:What actual problem does that solve? Is 4 minutes really a problem?I don't think it would be too unreasonable to increase the duration and end cost of ally buffs two or threefold
It would create problems in that now there is a complaint about the duration (give the people the world, and they'll complain they didn't get the universe) AND the end cost.
Endurance cost at triple rate for a FF defender would now be 327.6 for both shields on 7 teammates. -
Quote:All of the secondaries early on rely heavy on healing until they mature. Either the sets don't have other mitigation or its of low value with long recharge timers.Hi. I have a problem trying to find a secondary that i can use that doesnt use heals as a main power. I want to use poison or traps but I die really easy at low level and that sort of not make me not wanna use it. Is there a way to use poison or traps without needing to use heals very often?
I'm sorry to say, but for lowbie MMs get used to healing the pets and surviving through bodyguard. Its really not that bad, and no worse than the lowbie struggles other sets have to endure. -
The set has 4 better powers already, and if it didn't I still wouldn't use EM Pulse.
The shields are great, and Static Discharge will combine great with MM to bring your AOE up in line with everything else. For me, unless you have some specific purpose with another set, the electricity mastery set is the best overall epic set to take because it can fill in so many holes. -
Quote:Frankly, we're better than Scrappers at melee range in terms of single target attacks. Charged Brawl, Havoc Punch, and Shocking Grasp have better DPA numbers than Scrapper single target melee attacks.How come people roll Blappers? Why not roll a toon thats suited and intended to be played at melee range, especially Scrappers?
Besides, who says we weren't intended to move into melee range? I can understand giving a Blaster (1) attack for when the enemy gets close and thereby arguing that the AT wasn't intended for melee, but /Elec is littered with abilities designed to work in melee. You don't give a set (4) melee attacks, a damage aura, a PBAOE recovery, a PBAOE disorient and come to any conclusion except that you're going to be using that set in melee. (That's more strictly melee powers than a Spines Scrapper.)
The better question, in a post IO world.....Why roll a Scrapper? -
Quote:If there is one big thing I would change about the wiki it is the search tool. It's rather poor unless you know exactly how something is phrased on the wiki, and even then it seems to fail an inordinate amount of time.Or if you just want to actually search the good site, you can do what I do and type into the google search what you're looking for, followed by "site: paragonwiki.com" without the quotes. I find that far easier and faster.
Searching the wiki via google is the way to go. -
Quote:Yep. Like the folks that "have to do all of the banners at the same time" in a fully loaded zone because they need all of the badges NAO for an event that goes on for weeks.The anal people who inherently ***** all the time because their teamates won't play the game exactly how they want them to play, will continue to *****.
Seriously, this banner event can't end fast enough for me. If I wanted to hear drama every few hours, I'd watch Oprah. -
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Which is a shame, as it would drastically improve the playability of some sets.....and in some cases, entire ATs!
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I've quit more steamrolling teams than any other. If I become so functionally irrelevant that I might get 1 power off per spawn, then why bother playing? I'm a hamster hitting the button at that point in time.
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Quote:Try to be as proactive as possible. I've never quit a TF in progress, but I have quit before a few started if the team just doesn't seem to be jelling mentally. Some people still get greatly agitated with that, but they can easily replace you then.......they can't replace you once it is started.I understand your point of view, and I realize why leaving TFs is considered taboo. But at what point does a person have a right to leave if they're not having fun, and not being allowed to perform their role? That's a serious question, not a rhetorical one.
No one wants to spend potentially hours with people they can't stand. I've done some of the Shard TFs back in the day on teams like that, and it was some of the most unpleasant experiences I've had in gaming. I still didn't quit even though these were seriously grating personalities because that would have potentially wasted hours for them......and as much as I didn't like them, that still wouldn't have been fair. -
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Quote:Depending on server population and faction, it may be more of a necessity, and of course banner events draw the entire level range basically wherever they are at. 38's certainly do go to Atlas for Banners, Invasions, and the like.Why would a level 5 even wanna go to a 38 zone anyway? There's a reason that level 38's aren't in Atlas where level 5's are.
The fact that the limitations of the SSK system are more easily noticeable at the event, do to the 'clumping' of the player base is probably what spawned this thread as much as anything. Certainly in normal situations, again depending on server population and faction, these problems don't arise nearly as much. -
Everything he complained about is actually easier to remedy with Ninjas, in large part because any competent Ninja player is accustomed to ALWAYS telling those little buggers what to do.
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Several things:
1) Your sign is backwards. The sign shows greater than, and I'm pretty sure by context that you mean less than.
2) In some respects, I agree. The banner event, for instance, is a pain for low level toons trying to move around big zones. For really low level toons, the GM mechanism has always been a little wonky because you often do not have full attack chains or are on a character that has had to prioritize powers in an odd way. Most toons are somewhat 'gimped' early on simply by trying to cram everything in, not to mention the 5 power slots usually reserved to get a travel power + stamina by level 20. ToT-ing at low levels, provided you're actually fighting low level enemies, isn't too bad, except bosses can be a real handful for some groups.
3) 'Getting the kills' is meaningless in this game. You don't get anything special for being the one to kill something in a team/multi-user setting. You get credit like everyone else on the team, meaning that even if you aren't doing a ton of damage, the fact you are on that team sidekicked up means you still get credit and therefore badges, etc. Just join a team, don't sidekick way higher than yourself, and things work out well enough. I turned down an invite from a level 48 the other day on a level 8 Mastermind. That just isn't going to go well for that toon, and at best I'll be the 8th wheel on a steamroll team (at worst, I'll be perpetually dead). That's not my idea of fun. SSK'ing to 48 on a level 32 Mastermind, however, is a completely different story. You gotta be somewhat realistic with your expectations when deciding who to team with. The sidekick system is a nice idea, but it isn't without its own limitations (Halloween Event or otherwise).
4) As to your damage, what kind of Blaster was it? The damage resistance by type can make a very noticeable impact in this game as can the conning of the enemy you were fighting. You don't give anywhere near the level of detail necessary to tell you if your damage amount is suspect or not. -
Funerals are never fun. See you on Monday.
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Quote:At least you can tell the difference between games. So you got half of this little segment right. CoH is indeed not WoW. Yes. Players do have roles on teams. Yes, Players should attempt to play their roles on teams.
Yes, multiple players on this forum do not like being told that they are bad players and outright dangerous for playing like idiots. Case in point, stalkers that try to land continuous and consistent melee damage rather than stalking. Controllers that try to play in scrapper range. At some point players have to be told what they are doing is wrong... and too many players honestly believe that there is nothing that can be done in the game that is wrong.
I'll start then.
You are wrong. All of the above is just flat out generalizing and therefore wrong.
Glad I could be of service. -
Its not hard at all to organize any of these TFs via the Virtue Global Channels. These TFs and more are run all of the time in the evenings on Virtue, and if the one you want isn't being run, simply advertising it on the Globals tends to get it up and running fairly quickly.
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Quote:I agree with you. It's also odd that they introduce this set (albeit its limited slotting abilities game wide) and then remove the ability for pets to do anything with recharge! Frankly, that's just poor design all around.
Personally I find it shoddy design that only a few MM's can slot these incredibly valuable IO's. In my book either ALL of them should be able to or none of them should, but the last time I brought this up I was shouted down by the forumites - probably because they feared the dev's would go for the second option, not the first, so I can't say I blame them too much. However, I still think the dev's screwed up here. -
A few comments on Energy vs Elec:
Depending on how you play a 'blapper', boost range could be almost totally useless. Great power, but maybe not a great choice in this application.
Shocking Grasp is a far superior hold than any ST epic hold (or ice hold) in that it does a great deal of damage as well. Neither of the popular defensive options have an ST hold (Ice Epic and Force Epic). That leaves Char (Fire) that does about 2/3 of Shocking Grasp, Cryo Freeze Ray (Munitions) which does almost none, and Shocking Bolt (Electric) which does about 1/3 of Shocking Grasp.
Charged Brawl, Havoc Punch, Shocking Grasp is a full melee attack chain that just happens to have a hold effect in there (and all three animated fast). With an epic hold, that's another action you have to take to achieve the hold.
Powerboost, slows and the like:
Powerboost is a nice power, in that it affects so many things, but hold duration is not something I generally struggle with on a Blaster, simply because the amount of time one needs to hold something is proportional to how fast you can kill it.....and melee attacks take care of things plenty fast for base hold duration.
As someone that plays a lot of Stormies, Darks and the like......slow is either a really great effect or a pretty paltry one, depending on circumstances. When an enemy is floored, it is great, but it doesn't scale up with enemy level that well and a little doesn't help a ton (For this reason, toons that rely on the effect I tend to grossly overenhance because I rarely play even cons). Enemies are not effected by -recharge nearly to the same level that players are.
I would not try to combo melee and Ranged defense simply for the fact I'm not sure you could get appreciable amounts of both (32%+) without seriously gimping your aspects, and the way defense works you'd rather be softcapped to one positional defense than just have a little of both. If you went with the Ice Epic, S/L isn't too tough to cap with a lot of melee attacks, so that could be another option. -
Blapper can mean a few things:
1) One who eschews the usage of ranged attacks. This person prioritizes melee attacks in slotting, preference, and pick order. They are moving directly into melee, always, and any usage of the primary is for mitigation. AOE attacks are commonly used more for mitigation than damage, and the Blaster as a whole plays extremely ST oriented. An Elec/Elec blapper is commonly of this type (Traditionally, the most commonly associated with the term Blapper, but has seriously fallen out of favor since the new Defiance and the introduction of IO sets).
2) One who takes and utilizes melee attacks, but not to the exclusion of ranged attacks. Many blasters fit this bill. They take, slot, and use melee attacks, but not at the hindrance to ranged attacks and only use melee attacks when the enemy comes towards them. This type of blaster would use Ranged/AOE/melee pretty equally, but would not eschew melee attacks the way a Ranged Blaster would (Most common blaster, least associated with the term Blapper).
3) Just like point #2, but this blaster prefers melee over ranged and actively seeks melee. Unlike #1, however, he will use ranged attacks when situations warrant it (particularly AOE attacks), and moves towards the mobs, rather than waiting for them to come to them. This Blaster would prioritize AOE and melee attacks, and rarely use the Ranged ST attacks.
Animations aside, I would make this blapper combo as /Elec rather than /Energy for a few reasons. First, /Elec is faster animating as a set, thereby getting more damage out per animation time. You can easily skip Thunderstrike on /Elec (and is recommended) whereas Total Focus makes up a much bigger chunk of /Energy's damage. Secondly, Shocking Grasp works well with the holds in Ice, should you choose to take those as mitigation. Finally, for a pure Blapper type role, /Elec has a few neat tools that work strictly in melee such as Lightning Field, Lightning Clap, and Powersink.
For slotting, it will depend on which version of a 'blapper' you are playing and what epic you choose. Ice is popular for the defensive shield, as is Force for PFF and Force of Nature. Common melee defense sets are Oblits, Touch of death/Kinetic Combat, Extreme Measures, Gauzzians, and Razzle Dazzle. -
Quote:Like all random events in this game, that is common. One night last week I got on in Talos and a few groups were running, claiming they'd spent hours going for Jack. He spawned 8 times in the next hour, with several back to back spawnings. I was on about 2.5 hours that night, not consecutively, and I was on various teams who took him out 18 times in Talos that night.The other night on Virtue, a few teams in Sharkhead spent quite a while trying to get Jack to spawn. Finally after close to an hour, he was spotted. Everyone rushed to him and took him out in short order, relieved to finally get the badge. On the very next spawn cycle, guess who spawned again. It was truely a forehead-slapping moment.
It's rare for me to run Eochai for an hour and not see Jack at least once, but it does happen, particularly if I'm the only team running. I've personally never seen these 3 hour type runs where at least one team is consistently killing Eochai, although it isn't hard to believe with the 'bunched up' nature of our RNG.
What I do see is a lot of people who only want Jack, aren't willing to run Eochai, and then complain that Jack doesn't spawn enough! -
Quote:All of which are dying to move to the side with less population.......Very little, or a slight positive bump.
Yes, some villains will skip town, but heroes will cross over too. And there are a LOT more heroes than villains.
How many heroes have you heard that want to switch sides besides myself? Just check the forums and talk to people and the pulse is not good for redside. -