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It's decent for what it does.
What it is, however, is replaceable by Trip mine, thereby making it functionally irrelevant.
The same could be said for most stealth powers. Heck, several of the Devices set alone is now functionally replaced with IOs.
Intangible powers are functionally irrelevant in 99.9% of teams.
Same goes for Sleeps.
For some Defenders, their tier 9 nukes are "useless" in that they come with an end crash.
The fact that Time Bomb is tier 9 in some ATs doesn't matter. It functionally makes something like a Traps set an 8 power set, and that's no different than a lot of sets. That kind of set does limit variability a tad, but most find that something "skippable" is handy in order to get all of those pool powers. -
Of all of the things that could possiby need endurance lowering, I think sprint is at the very bottom. Toggles aren't what ultimately drains you, anyhow, it's your clicks (which is why Brawl made a much bigger end drain at the low levels than sprint). If I have a Broadsword Scrapper, for example, I need Sprint to be toggled on for almost a full 30 seconds to equal what a 1st level Hack is using in endurance for a single click.
What needs to happen is for you to take advantage of the accuracy boosts at the low levels, and slot endurance into you clicks, instead. That negates that paltry .29 at that time, and that's really the only time this is even an issue. Of course, when you're needing click powers that are draining the end, you can always just turn sprint off. It's designed as extra speed, not the default speed.
Outside of the ultra-low levels, the amount of endredux you get by even frankslotting makes this argument moot. -
Rather than try to fit CoH into traditional roles, it is better to look at the sets and see how individual characters are put together to re-define roles, entirely.
Tank: Defense - Melee
Scrapper: Melee - Defense
Defender: Buff/Debuff/Heal - Blast
Controller: Control - Buff/Debuff/Heal
Blaster: Damage/Control - Damage/Control
Then the Warshades and Peacebringers which can do quite a bit of everything with both secondary and primary.
Lots and lots of overlap and you build towards that overlap. Anything "pure" is going to have a major weakness of some kind in this game, because as you can see above, basically every AT has several possible functions within a team. Unlike a great many other games, there isn't much of an advantage to loading up into a "pure" role, but instead an opportunity to make varied characters that are both self reliant and beneficial to a team.
It does make it an awkward transition from a game with a more narrow focus (I truthfully think the biggest hurdle to innovation in the industry is players staying to familiar old ways and always trying to move any new system into something more familiar). However, it also gives this game an enormous amount of flexibility and replayability. Your team compositions can be just about anything. You may like a certain archetype, and because of the varied nature of the game you could build highly contrasting characters within that archetype. A lot of people love their controllers, and while there is a lot of similarity in function, anybody on this board would tell you that their Illusion/Emp plays different than their Illusion/Storm, and their Earth/Emp and Earth/Storm play little like their Illusion counterparts. While it could possibly be said that the "role" of the controller is to mitigate damage, they can go about doing that in extremely different ways and are an AT capable of some truly amazing things. -
Quote:That's kinda the event in a nutshell though, isn't it?I too had the boss door after door last night.And they are hard to beat at lower levels. Hold and one punch is not that much fun. and certainly not over and over again.
Things work a lot better at the high levels than the low levels. That could be the boss frequency, traveling from banner to banner and then to the GM in time, trying to cycle through few powers in a lag filled zombie raid......... -
Quote:Thermal is reactive in the sense that the shields are just +res.......all they do is limit the amount you inevitably would heal, rather than being a proactive set that deals with problems before they occur. The set lacks the mitigation tools that others possess, and therefore I described it as reactive.With thermal's shields I'd argue that it's not completely reactive (sets like pain, on the other hand are all reactive for the most part...at least early on), but with ninjas you are right...I have a ninja thermal in training and on large teams they can be a little bit frail (small to midsize they do just fine). I deal with their fraility by picking up provoke and slotting it up and setting it to auto. I actually do this on all of my melee MM's and honestly it makes a BIG difference on my minions ability to survive. So thermal shields + provoke really helps things out a great deal with Ninjas.
So far ninja's with thermal is actually working out quite well...funky ninja AI aside (which is actually what makes them annoying to me...being paper dragons isn't a big deal to me..I accept that going in). Yesterday I was in full body guard and it was triggered as the Jounin were fighting, but the Genin were just sitting there picking their noses...for the entire fight. I thought about ordering them into action, but it was not the kind of fight where you want to drop body guard.
I've noticed since I came back last month that the AI of the ninjas in bodyguard seems to stop attacking way sooner than before. I'm constantly having to order attacks, whereas that wasn't the case before. I'll see it either not trigger, or after being triggered they stop sooner if they aren't constantly attacked.
Provoke is an awesome tool for the Ninjas, and I take it late, but I like AS for the mitigation, especially against some of the nastier bosses. -
If dying all of the time annoys you, then you just multiplied that problem by at least 3.
The Genin make the Arsonist look tough. Only the Jounin really have anything that amounts to defense, with the Oni living pretty good due to his hit points and level. The Genin are basically cannon fodder, which is why I prefer Ninjas with a set that can rapidly debuff tohit or otherwise really increase their meager defense. (Do note, I really like the Ninjas, but their frail nature can't be underspoken. You have to be very active with Ninjas or very willing to replacing the Genin.)
That said, the thermal shields can help, and you have some heals at your disposal. Thermal is a great MM set, but it is still mostly reactive and the Genin go from alive to dead in a blink of the eye.
I would recommend Air Superiority early on, even if you have to respec it later. Early on, you may find yourself very frustrated with the Ninjas because Thermal's resistances are meager early, and you'll find yourself healing a ton. Air Superiority will help by giving you some active mitigation (whch is really what the Ninjas are based on, at least in theory).
Thermal's best debuffs come clear at the end of the set. This will be a combination that will be very rewarding late, but frustrating early. You'll want Heat Exhaustion with a lot of recharge, because that's your key damage debuff, and the Ninjas need all of the protecting you can give them. Your best defense is gonna be a good offense, and Smoke Flash and Forge will come in handy in killing mobs quickly. Once you get those two, I recommend your difficulty settings being set to higher conning enemies, but not very many of them. You'll get overrun trying to heal up the damage that gets through, but you'll be a very quick killer of even high conning enemies (that's true of Ninjas in general, as they are a far better ST set than an AOE set, but even moreso with reactive based sets such as Thermal and Pain. The Ninjas are pretty good at debilitating an enemy or two with all of their knock effects, stuns, holds, and slows......but they dont have much for group mitigation). -
I don't have an Energy/Energy/Elec, and I don't consider myself a pure blapper of sorts, but I do have a 50 Eng/Elec/Elec and I do utilize my melee attacks a lot (so much so that on a team, I'm either using AOEs or melee and not a lot of single target ranged attacks).
For me, I could care less about melee defense. Everything I melee is either getting up, or hit with one or both of my two holds. If I'm stealthing a mission and see a boss I want to take out quickly, I'll hit buildup+aim, hit him with Shocking Grasp, my ranged hold, and finish him with the other melee attacks.
To me, at least, one of the beauties of heavy melee with an Energy Blaster is that you create your own safety through knockback. I may just as well have hit power push, and then jumped in for the melee, or have blasted from range, saw him knockdown via one of the ranged blast powers, and then jumped in. If I wanted to go the defense route with that toon of yours, I'd still do it via ranged defense because the times I really needed defense would be when I had to stay ranged. My mitigation is through knockback, sleeps, and holds. I rely heavily on power push and the holds for targets I don't want to mess around with.
If you're only blapping, and I mean to the exclusion of anything else, then maybe melee is the way to go, with enough recharge to keep that chain flowing smoothly. Look for Oblits in your nuke, Touch of death/Kinetic Combat in your melee attacks, Extreme measures in the snipe, Gauzzians in Aim/Buildup, and Razzle Dazzle in stun. -
Quote:If you fire them in that order, making sure to queue up Torrent into Explosive, you probably have nothing left to really 'control'. I do the same thing on an Energy/Elec/Elec and its a very nice chain of area damage.On my Energy/Energy/Elec, I skipped explosive blast thinking it was pooo, but I did a respec at 44 or so to focus on :
Static Discharge
Energy Torrent
Explosive Blast
That's some fun stuff; it isn't hard to control the KB... just slam them against a wall or from the top.
Explosive Blast has a really bad name, partially stemming from a time when we didn't have the numbers and so people felt it was lackluster in damage for a level 26 power. The truth is that Blaster powers are not balanced that way, and that particular power is cloned in several sets and it is very consistent in damage with targeted AOE blaster powers (with the notable exception of Fireball). -
I wouldn't recommend that. Even post recharge nerf, that's another source of damage, plays well in a team, and is a source of depositable knockback to keep enemies (especially bosses) pinned where you want them.
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I don't know what servers people are on who can't kill these banners, but I have still not seen a trace of this.
Even on the villainside, where populations are smaller and a little more coordination needed, I've still not seen anything remotely resembling the "need" for any such thing. -
But that's not what I quoted. I quoted the comment on the disparity between a PB and a Blaster with Surge of Power up.
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Quote:That power is replicated several times over in blaster targeted AOEs..........Yes that can. Airhammer is a single target Nrg/Nrg specialist. I hated Explosive Blast and I hated Energy Torrent. I did not like throwing mobs all over the map, not to mention how underwhelming Explosive Blast is as a power IMO.
Which means you must be disappointed with a lot of blasters. -
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Quote:Nothing switches on at 32. Tanks just don't level that fast, and judging by your previous posts and misunderstanding of this game, you're likely asking the AT to do things an experienced player wouldn't try with that set. You're also missing Strength of Will and many, many slots. WP is about stacked mitigation sources. This isn't a toon that just stacks a ton of defense and marches in to get beat on.You all have said that things will get better with SO's. It states in the post that the WP tank has IO's (level 25).
So are you saying that even having all defenses fully slotted with IO's, I still have to wait 8 levels (24 to 32) before I see a true tank? Does part of the game mechanics "switch on" at 32?
If this is true I will keep playing them to watch the transformation.
Judging by your Defender posts, and the OP (considering you no doubt have almost the entire WP set, boxing, tough, weave and likely the stamina prereqs at the very least), you probably haven't taken squat for attacks, which means you are probably having difficulty holding aggro on teams.......thus not leveraging Rise to the Challenge well enough. WP has to be around a lot of mobs to keep its regen rate up, that's its biggest form of mitigation. WP doesn't have a great taunt aura, however, so it is a little more reliant on things like AOE attacks, taunt, and slotting taunt IOs into RTTC (WP can hold aggro just fine, but it has to work at it a little more than other sets). If you try to take a WP tank in the 20s and dive head first into the mob without knowing how to get the most out of the set, it will feel a bit squishy because it doesn't have the native defense that other sets have, and most of that resistance is only to 2 types. -
Quote:Excellent advice.As a Tanker don't think that everything has to come from your build, because it doesn't. The more you know about every powerset ingame the more "out of the box" team dynamics you can come up with to get some unthinkable bleep done.
IMO, tankers are the toughest AT to play in the game, just for that reason. Most toons in this game is just a matter of getting the right attributes and hitting the button. A hamster could play some sets in this game.
A tanker is all about positioning, teamwork, and getting the most efficiency out of your team. A good tank adapts better than anyone on the team. A tank has to know when the makeup is such that it is a good time to herd, or when he needs to keep spawns separated. He needs to know when he has 5 heavy knockback users on the team to position mobs near cover to maximize that AOE potential. His positioning and choices not only protect the team, but get the maximum offensive positioning out of the team. That can't be done with slotting IOs and playing with mids, that has to be done by knowing the maps, knowing the powerset, knowing the enemies........knowing the game!
Tankers aren't about builds, they are about brains. Sadly, that means there are an awful lot of poor tankers out there that think they are nothing more than meatshields. That is completely wrong in this game. However, there are some amazing tankers in this game, and some great people playing those toons. My friends list on all of my toons is a testament to that! -
Tanks aren't tanks in this game until late 20s, early 30s at the earliest.
The game really screws the AT over in the early levels by not providing the tools necessary to fill its usual function. You can't judge tanks until about 32, imo. It isn't that it is completely ineffective until then, but the idea behind the AT as an indestructible object just doesn't cut it until about then. Even after then, and well slotted, most tanks have some form of weakness or situation where they are not optimum.
The 20s get better after SOs and stamina, but you still have to be a bit careful. The pre-stamina days are no time to judge a tank, whatsoever.
I pity tankers in the low levels when a team won't start without one thinking they're getting a tank. It's one of the things I'd definitely change in this game, because most ATs do not suffer the kind of penalties early on that tanks do. -
Quote:I wouldn't say that at all (depending, of course, on who the PB is teamed with). Blasters probably get the most use out of the power, simply because they dont have much for tools to achieve passive mitigation (same argument on why others don't get as much benefit from it).I'm ignoring Blasters simply because they are barely better than pre-Light Form PBs when Surge of Power is up.
If a Blaster has Surge of Power, he has access to Charged Armor. The two slotted combine for 75% s/l/e (Blaster cap), 55.5% for f/c/t, and 44.4% for negative. (Fire and Cold can be pushed to 66%+ fairly easily with IO slotting).
It is certainly worth having on an AT that doesn't have that kind of passive mitigation, doesn't require consistent passive mitigation, and combined with defensive IO slotting it can make a pretty big difference for the AT in certain situations.
I do agree that the more base resistance an AT has, the less it brings to the table. -
I'm not quite as burnt out this year as last year, but that's probably because I spend more time on 50s these days and far less time leveling up (most of my lowbies are SG toons for regular nights).
Last year I was tired of it at this point, though. No one wants to do TFs. No one wants to do missions. Its all Trick or Treating, with an occassional stop to do some banners. (I have run an occassional TF so far this event session, but they've all been a pain to get enough people to get started.)
Taking down GMs never gets old, for some reason, so I kinda stick to doing that. -
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That depends on who you ask.
Some people, literally, think every Blaster is a fire Blaster (the team is providing mitigation so your 'job' is to just do damage), much in the same way every Defender is naturally an empath, and every Tank should be made of granite. Those roles are so stuck in their head that nothing else is worth playing nor adding to a team.
The truth is, everyone has AOE. I've done invincible ITF's with an Energy/Elec/Elec where I'm the only Blaster/Corrupter on the team and we're doing great. I don't need to be a fire Blaster to 'pull my weight', because I am but a sum of the team's AOE (that Blaster, with 3 AOEs, gets played just the same as I would a fire blaster on teams, just with more care taken in terms of positioning and timing). I may be the biggest chunk of AOE damage on a team like that, in most cases, but everyone else is contributing as well (unless you have people that want to play with incomplete toons with pigeonholed roles, but I rarely play with those kinds, anyhow).
That's a big reason why I try to make a point every time someone skips a power like Explosive Blast (or the equivalent).
"Well, I'm not an AOE blaster" is the common response.
But you are part of the AOE component of your team!
Most blasters have a cone + targeted AOE as part of their primary, and therefore the possibility of adding a rather substantial amount of AOE damage to a team. The ones that don't still tend to bring some AOE to the table and make up for it by providing other valuable tools (such as the holds in ice).
I may not have answered your question, but that's because (outside of intentionally built concept toons) I don't think there really is such a thing as an AOE or ST blaster. Some sets tend to have a little more of one or the other, but all sets provide some of both, and therefore those components are added to the team's overall damage output if the player decides to use them. -
Quote:Those aren't nukes the way we're describing them, and the devs on several occassions have explained why the tier 9 -recov nukes work the way they do.Want to get folks to nuke more? Easy.
Make them like the "nukes" my Fortunata and /Psi Dom have.
tl;dr: reduce their damage, up their accuracy and drop the crashes.
ROA and Full Auto aren't nukes either, not the way we're describing them here. In both of those cases, for Defenders and Blasters, they are used far more frequently than their -recov cousins are. -
The problem is never empathy in those conversations. In fact, it has nothing to do with the powers of empathy whatsoever.
It's the secondary that people are really talking about in that conversation, and to a lesser extent the power pools.
For the purpose of those discussions, and I saw at least bits and pieces of what you are referring to, ignore the fact empathy is mentioned. It could be any powerset, really.
Empathy simply draws a certain player and a certain mindset from players to do things in an extreme manner and therefore we erroneously tend to call that type of player an empath (much in the same way that player and his compatriots will erroneously call themselves 'healers'). They weren't saying that empathy sucks in that conversation, or even that the players that are playing empathy are sucking but that players taking those sets tend to build characters and play characters in such a manner that they become less useful.
Not everyone, of course, but enough that those conversations become common both in game and on the forum. -
Quote:Which is, in itself, a flawed premise, when you consider that there is only a single power that increases smashing/lethal resistance (Charged Armor) and a single power that increases fire/cold resistance (Conductive Shield). By the same logic presented there, the smash/lethal and fire/cold resistances shouldn't be included in the tier 9 because they only exist in a single power within the confines of the set.
If you're going to use the same flawed argument, I suppose that's right. From a purely logical argument, both cases are flawed (you're just arguing the converse with the same problems as the original argument), and frankly, I think that horse was already beaten. That line of argument isn't consistent with this game, anyhow (At this point, we've turned it into a discussion on logic and set theory, rather than game mechanics and design, and we've only done that to clarify what we're talking about with the idea of a 'set'. It still has no real purpose in the discussion or why Psionics isn't included in the power.).
Quote:As it is, having played with the power on my Elec/Stone Tanker, I'm not as enthralled with it as I was when I first got it. The power is only slightly more useful than Elude on an */SR simply because you're adding more resistance to an already resistance heavy set: most of the +res is redundant and the comparative improvement in survivability isn't nearly as impressive as you would hope. It would be a lot more useful as a +def power than as a +res power considering how singularly focused the set is otherwise. -
It really isnt that complicated, and a lot of what is posted is just making things more complicated than they need to be.
The problems people have are pretty simple:
1)Not knowing the Deadly Apocalypse even exists.
2)Not knowing what the banners are or how to find them on their map.
3)Not realizing that all 4 banners need to be cleared simultaneously to bring vulnerability.
4)In rare cases, not realizing they need to attack the banner when the notification comes up.
5)Not realizing/using the nav to find the GM.
In other words, mostly it is interface and introduction issues (and covered well in the OP of this thread). The GMOTD didn't exactly work in relaying the basics, partly by its own fault and partly by users not really utilizing and reading the message. For most users, once they find a single banner and see the UI change, they figure it out relatively quickly. From what I've seen in the chat and on the board, that single hurdle seems to be the biggest one for most people.
Once that basic introduction happens, it's a very simple mechanic and doesnt require the kind of complexity and strategy that people are trying to apply to it. Where it works well, past that introduction, is that it takes very little complex teamwork or specifivity to function and that makes it pick up and play for all........once they understand the raw basics. -