Aett_Thorn

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  1. Shield and Invuln are also very good. Invuln is great because of the stacking mitigation types (a lot of Resistance to S/L damage, decent defense past level 18, and a good self heal/+HP power), and you can get some good IOs to help you add more defense.

    Shields are good because they're easy to get to the Defense soft-cap, but have no self heal (though you might not need it), but do have some good offensive tools to help you out.


    Personally, I like Ice, though it's not always the sturdiest, with Tough it can be a very good set, and a lot of fun, since after level 26 you'll never run out of endurance.
  2. Quote:
    Originally Posted by Silas View Post
    Granite is technically toughest but has awful drawbacks.

    I'd go SS/WP if that's what you want. With IOs you can softcap your smashing/lethal defense (probably e/n too, check Call Me Awesomes guide, almost all of it is applicable to WP too), cap your hp and you'll be plenty tough.
    While Granite does have some drawbacks, they're not all that bad, especially with IOs in the picture. While other sets will go for trying to soft-cap their defenses, or get more HP or Regen, you can build for Recharge and Movement speed bonuses (which tend to be a bit on the cheaper side right now).

    Stone Tanks, once they get Granite, will be the hardest tankers to take down.


    And, while WP is nice, it does have some trouble holding aggro, thanks to its weaker Taunt aura. Not to say that you can't hold aggro, just that it is tougher with that set than most others, so if this is your first real Tanker, you might have some trouble.


    I would still vote for Stone post-granite armor for the sturdiest Tank out there.
  3. Quote:
    Originally Posted by IanTheM1 View Post
    As for the OP, that third idea will never fly. Power tiers are not equal across all powersets. It would be very possible to stack various high-strength abilities without much effort at all, ie, Knockout Blow, Total Forcus, Clobber.

    Wait wait wait wait wait. How on earth do I get Total Forcus?! That power sounds awesome!
  4. Quote:
    Originally Posted by IridiumMaster View Post
    You guys should make a golden calf and call it 'current status quo.' Why so deferential to imagined authority?

    The only trouble with taking the status quo as your metric, in this case, is that the status quo was different before (balanced), and the only reason it was changed was because of a gaming system (PVP) that has now been completely separated from PVE. Thus, a proper status quo argument would actually involve reverting the power to its pre-PVP stage, as PVP considerations no longer apply.
    We are not just defending the status quoe for the sole reason of defending the status quo. I will not speak for the others, but I am worried that, if your change were to be made to the power, that the Devs would change some other factor of the power to compensate.

    PvP was NOT the only reason it was changed. Was it a large part of the change? Yes. Was it the ONLY reason? No, it was not. There were some PvE exploits with it as well.
  5. Quote:
    Originally Posted by IridiumMaster View Post
    You're conflating a bunch of things that shouldn't be conflated, in order to make me seem unreasonable.

    Ask yourself: Was Hibernate balanced for Ice Tanks, 'out of the box?'
    The answer is: 'Yes.'
    Only many issues later, when PVP exploits arose, was a sweeping 'global' change made to this power. It is my contention that this change was not properly considered with respect to the only tanker primary that uses it as a 'stock' part of its repertoire.

    If you follow this reasoning, what you are saying about game balance intentions goes out the window. As far as I am aware, the PVP change was not made to impact Ice tankers specifically, nor was it intended to balance the PVE aspect of the game. Therefore, your point has no merit... this change was not a PVE balance consideration. The fact that you think the set is more 'balanced' to your playstyle now is also irrelevant.

    I am not talking about soloing AVs, here. I am talking about a reasonable 'emergency' power used by the prime tank to prevent teamwipes in combination with taunt.
    Well, actually, no, it wasn't balanced out of the box. Hence, the reason for the change. No, the change was not to specifically target Ice Tankers, but being able to chain Hibernate -> Phase -> Hibernate was also not particularly balanced, either in PvP or PvE. Certainly, it had a bigger effect in PvP, but it wasn't supposed to be that you could use Taunt, then go into Hibernate, pop out, Taunt, Phase Shift, pop out, Taunt, Hibernate again, either.

    You have two emergency powers to use when facing an AV. Use Hoarfrost first, then if you need another, use Hibernate until you are healed back up.

    I have never had a problem, using those two powers, even after the nerf to Hibernate, against AVs. Heck, I rarely even have to use Hibernate, especially on an even halfway decent team. As such, I am not really seeing a need for a change like this. I am unsure as to why your tank cannot survive for 45 seconds against an AV with team support, when Hibernate will be back up.
  6. What powers are you testing out? Some powers aren't affected by recharge slotting or bonuses.
  7. Well, here's the question: what are you fighting?

    If you're mainly fighting +), +1, or +2 enemies, you should be fine with a 1.07 acc modifier, on top of all of the Acc that you've likely got in your attacks anyways.

    If you're fighting things higher than that, then you may notice a miss or two every now and again, but with the Katana causing -Def with every hit, it won't be that bad.
  8. Definitely not. It functions exactly as a Phase Power, except that it's better because you can heal yourself during this time. And it was Hibernate, among a few other powers, in PvP that led to the change in the first place.


    Aside from that, if you need Hibernate that often, something else is very, very wrong in your build. Ice is not that weak, and has a number of tools to help you survive incoming damage. I rarely use Hibernate on my Ice Tank, and the times that I do use it are usually when I have a small team taking on a challenge meant for a larger team.
  9. Quote:
    Originally Posted by MaestroMavius View Post
    So you want this wonderful world we've strived to protect for years to
    be destroyed in the end?

    Really?

    I'd like to see the massive influx of Incarnates become so much that crime all but vanishes. With no crime, no need for Heroes, thus we can all retire without feeling like we lost.

    Of course, I'll be here even after they turn off the lights. In spirit at least.
    I'm more inclined to want this than the destruction of the city.
  10. I am betting that there will be some version of both the black market and the auction house available for use in Praetoria.

    After all, the Resistance needs to move goods somehow, and a respectable chap like President Cole can't be seen as getting in the way of business.
  11. Aett_Thorn

    Shapeshifting?

    Quote:
    Originally Posted by Volcano_9547 View Post
    New archetype idea for both heroes and villains. instead of transforming into many different things and changing body parts. we only transform into one thing or creature. the transformation power would not cost any end and be a toggel power so you can turn it on and off at will. but would offer no abilitys such as def, thats what the other powers are for.

    Example: I chose from a list of creatures to be a crab monster or something. with that form I have a set of melee and armor powers to chose from. but I am stuck with that form for the rest of the game unless I make a new hero or villain.

    Yes I know this would take some work but I think it could be done. Thoughts?
    This idea, as you describe it, would be very tough for the Devs to create. Mostly because they would involve creating whole new skeletons for each shape that you could change into.

    A crab? New skeleton

    A dog? New skeleton

    A cat? New skeleton (and different yet from the dog one)

    An ape? New skeleton

    As such, this is likely too much work to really get into this game, when there are other AT ideas that could be realized much sooner.
  12. No, they do not need to be.

    You can have a level 20, a level 50, a level 32, and a level 41 enhancement in the same power, and you will get the 4-slotted bonus.

    HOWEVER, the exemping rules will still be there, causing you to lose the bonuses at various levels that way.
  13. Well, my question to you is what are you going for on this build? It seems like you were aiming for HP bonuses, but with Hoarfrost up and a couple of the bonuses (or just two of the +HP Accolades), you're going to already be at the HP cap, so I'm not sure that is a great direction to go.

    Also, you don't need any -KB IOs, since you've got Wet Ice. As such, those slots could probably go someplace else.

    I know this is a respec build, but taking Wet Ice that late to get tough in early seems like a waste, to me. I'd much rather switch those two powers around, mostly because I like to make sure that I get my status protection as soon as possible.

    Frozen Touch is one of your best single-target attacks. Slot is as an attack that has the side effect of doing damage. As of right now, Frozen Fists is your only slotted single-target attack, and that's not so good.


    You may want to slot Icicles for some EndRed, or at least include some IOs that decrease the end cost. It costs about as much as all of your other toggles combined, except maybe tough and weave. But if you're having many endurance problems, that would be a quick way to solve some of that.

    Wet Ice doesn't need any slotting for Recharge. You should be leaving that on all of the time. Slot it for EndRed. As little as that gives you, it's more than a RecRed will give you.


    Energy Absorption: This power almost screams frankenslotting. You can get good percentages on RecRed, EndMod, and DefBuff if you slot it well, and you should try to.
  14. Quote:
    Originally Posted by Bill Z Bubba View Post
    Correct. Coming up last is no longer an issue. We now have a handle on our drinking binges and are able to function while still drunk from the night before.

    Pinnacle. It's got Bill Z Bubba. And booze.
    Well, that's more because the server figured out that it could remain more functional if it just kept drinking, versus stopping when it went for maintenance.
  15. Usually, I'm too drunk to care. But then again, I do play on Pinnacle, so I guess that's pretty standard.
  16. Is it a bug that graystar is still allowed to post on the forums?
  17. Quote:
    Originally Posted by test100 View Post
    how do i get there
    You can't, yet.
  18. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    We have some rather drastic changes in powers already, such as with gun type powers and spines. However adjusting to size might be a bit of a problem, but they have ignored this and let it be as awkward as anything else that doesn't resize. So resizing might just need to be dropped, and we would just deal with what is made to fit the most possible like any other power.
    And you still don't really seem to understand. These Devs have gone through many headaches to make things work before, and scrapped them because they didn't look good. They aren't in the habit of letting things in the game if they don't at least work for most things.

    Motorcycles (you still haven't really addressed how that would make your characters any less tech than a jetpack would) would be one of these items. They aren't going to put it in the game unless it works for most character sizes, and that is only one of the problems.


    Others, most already discussed here that you have dodged or just ignored:

    1) Animation of powers while on the motorcycle. How do you handle this?

    1a) Do you not allow other powers to work while on the motorcycle? If you do that, then motorcycles become the worst travel power in the game, not allowing you to engage in combat, and making you weaker defensively. So, how many people would willingly gimp themselves that much?

    1b) Do you make new animations for each power? If that is the case, then let's go through this. Let's say that we've got 5 powersets per AT. This is lowballing it greatly, but I just want to do this as a thought exercise for you. In those 5 powersets, you've got 9 distinct powers. That's 45 powers total. For each of those powers, you've got three different animations to go through. So, that's 135 animations per AT. For the 10 base ATs, that means that you've got 1,350 animations to do. Add the Epic ATs (about 11 powers per set), and we're now at 1,394 animations to do. But wait! We've got ancillary pools, of which each would have to work with motorcycles as well (maybe except other travel powers). Ignoring passives, that's about 7 power pools, with 4 powers in each, times 3 again, for 84 more animations to do. Bringing our total to 1,478 animations. Oh, and then we've got Ancillary pools, too, and temp powers, etc. Basically, there are thousands of animations to be done just to get powers to work on the motorcycles.

    Let's say that it works out to about 1,800 animations (still lowballing). In the same time as they could get all of that done, we could make 33 new powersets (9 powers per set, 3 skeleton types, both flying and on the ground animations) from an animation standpoint. Which makes more sense to you?

    Also, considering that you may very well be working with a completely different tool than the animators for this game is using, please don't talk like your animation work has any impact on how long it would take an animation to be made.

    2) Realistic look while moving. This includes, but is not limited to:

    2a) Can the motorcycle go up hills? Right now, your body stays mostly upright while climbing hills, even steep ones. Could the motorcycle go up really steep hills? Would it stay flat, and look like it is going into the hill, with the rear wheel in mid-air? Or would it turn in the direction of the hill, requiring a new animation for each degree the bike was turned (times however many animations for the powers, remember)?

    2b) Can you use the motorcycle in water? Other travel powers, even super speed, work over long expanses of water, such as Independence Port and Nerva Archipelago. How would you get there if you were using a motorcycle?

    2c) How do you turn on the motorcycle, since this would be completely different from running?

    2d) As mentioned above, how do you get the motorcycle to work across all heights on the same base skeleton? Even jetpacks don't really work with this, but since you're mostly behind the character, it can be hard to see. If you were on a motorcycle on a tall character, you'd be able to tell that it's hands weren't on the handlebars by a longshot.


    3) Would they be able to work in instances? Every other travel power can, but I've never seen a motorcycle in the elevator before.

    4) If, with all of these limitations in play, motorcycles did make it in game, who would take it? It would be markedly gimped compared to any other travel power, possibly to the point that people with just sprint made it to the missions before you. How much return are the Devs going to get from it?
  19. Aett_Thorn

    VEATs and HEATs

    Quote:
    Originally Posted by JD_Gumby View Post
    Except that it's not actually easy to get to 50 (especially without AE exploits). The devs also said that the number of people with 50s was in the minority.
    Well, it is decently easy yhese days to get to 50. And the last time I heard the Devs speak on the percentage of players with 50 was a couple years ago. I'm sure that that has changed.
  20. Quote:
    Originally Posted by Kractis_Sky View Post
    Last I heard it was the case that brutes would not be seeing Ice anytime soon (ice melee anyway). In a post by Castle, he related that since the slow secondary was mechanically embedded into the melee attacks such that as fury built it would also alter the strength of the slow effect and thus was deemed too powerful. This was stated long before the forum migration and good luck finding it. The devs said they did try.

    On topic: IO set diversity extending to purple sets for heals, defense, and resistance. More general sets for ranged AoE, sets with better +rez. SS, stone, em scrap (unlikely, but you said wish).

    A lot of stuff is on the horizon, and until that is here I find it difficult to ask for more. I'd rather them stick to perfecting what we have.
    Ummm...I've never heard that, and it certainly wasn't the case in Beta that the more fury you had the more the -recharge worked.

    The secondary effects of the powers isn't tied to Fury at all.
  21. Quote:
    Originally Posted by Smash_Zone View Post
    It has been stated more times than I can count that Ice armor and Ice Melee are NOT going to be proliferated to brutes. Ice's secondary effect is -recharge, and when the enemies can't attack you, you can't build fury very fast at all. And a brute with no fury is like a scrapper with tanker damage.

    But for the topic, I myself am hoping for a ton of AV fights in GR. Although that's pretty much a given with Praetoria. =D
    Sigh...I've seen this spouted off since the CoV beta, and no matter how many times I post the following, it always just keeps being said:

    Yes, that was ONE of the reasons. It slowed down fury generation, but not any more than Dark Armor, as has been said.

    It was NOT, however, because originally Fury needed you to be hit. Otherwise, the replacement for Ice Armor, Energy Armor, would have been no good, either.


    The main problem with Ice Melee/Ice Armor was the fact that Ice Melee blew chunks back in I6, especially for Brutes. Frost was a short cone, and Frozen Aura did no damage, it was just a sleep. COMBINE that with low damage output from the other attacks, Ice Patch, and the slows, and then it becomes a problem. It was not the -recharge that was the problem, it just didn't help the bigger problem any.

    Ice Melee was bad. It was very, very low damage back then. It was okay for Tankers who wanted a control-heavy set. But for Brutes, the lower damage modifier on top of already low-damage attacks was a big problem.
  22. Quote:
    Originally Posted by _Klaw_ View Post
    I'm just bitter.
    LOL. I usually am too at this time in the morning, but good coffee helps with that.
  23. Quote:
    Originally Posted by _Klaw_ View Post
    You will need to call or email the store to get that fixed. Also complain about their stupid system that catches lots of people out.
    Just FYI: calling the store won't get you anywhere. You need to contact support, which is much different from the store.

    Yes, the system is a little odd, but I do believe that it gives several warnings for people to UPGRADE now.
  24. Okay, if you can see 2 accounts under your city of heroes, then you created a new account.

    As such, you have two options open to you:

    1) Figure out the account password for the second, full account you made, and use that to play the game, or

    2) Contact support at support@ncsoft.com, tell them that you wanted to upgrade your account, instead of creating a new one, and they should be able to help you out.


    Welcome to the game! Glad that you're enjoying it!
  25. Quote:
    Originally Posted by Kitty View Post
    oh I didn't know it could reset the clock

    that's a silly idea, but I guess I'll wait a day before I try =]


    thanks for the help guys
    Yeah, I'm not quite sure on that, but it's worth a try. I know the system was created to try to prevent fraud against the company, but I'm not 100% sure of the specifics, since I've never run against the limitations, myself.