Adeon Hawkwood

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  1. Quote:
    Originally Posted by Jade_Dragon View Post
    There's actually nothing wrong with any of the powers, it's the animation times that need work. None of these powers, even Time Bomb, would be a detriment to a team if they had a shorter cast time. In fact, none of them are a DETRIMENT to any team even as they are.
    Well I think Time Bomb needs a shorter click to boom time rather than just a shorter animation time but I agree with the fundamental assessment. Giving Trip Mine and Gun Drone shorter animation times would fix most of the problems I see with the set. Gun Drone does not to enough damage to make up for the frustratingly long animation time and shortening the animation time on Trip Mine would effectively make it a more useful replacement for the hard hitting melee attacks in most other Blaster secondaries.

    Adding other improvements such as a damage or defense boost of some type to Cloaking Device would be nice but overall I think it's the last three powers that need the most help. Web Grenade, Caltrops, Taser, Targeting Drone and Smoke Grenade are all basically fine as is, providing abilities in-line with those in other Blaster secondaries. Cloaking Device is a glorified pool power but that alone isn't a problem, it's simply annoying when considered in relation to the rest of the set. Buffing Trip Mine, Time Bomb and Gun Drone to make them more effective in fast paced, mobile combat would do a lot to bring the set in-line with other secondaries.
  2. Adeon Hawkwood

    Issue 19.5

    Quote:
    Originally Posted by Techbot Alpha View Post
    Given that without the toxic sludge the turtle would never have turned humanoid and thus been able to learn martial arts, I think it's a safe bet to say Science would trump Natural in that case.
    Well since Silver Gale feels differently it comes down to a matter of opinion.

    Origin as a term is very loosely defined in the game and subject to different interpretations, the various threads on "becoming an incarnate makes someone magical origin" show that.

    Personally the definition I use is "their Origin is what made it possible for them to become a super" in which case the TMNT are science. On the other hand I know some people prefer to define it as "the power source for their abilities" in which case the TMNT are Natural since being a mutated turtle doesn't give them any significant advantages in terms of martial arts.
  3. Adeon Hawkwood

    Issue 19.5

    Quote:
    Originally Posted by Silver Gale View Post
    The radioactive sludge gave the TMNT human-like forms and intelligence, but the actual *powers* they use are the result of martial arts training. In this game, they would be considered Natural origin.
    The thing is it depends on a particular person's view of the meaning of origin.

    Science: The Turtles were modified by Science to be able to learn martial arts skills
    Natural: The Turtles learned martial arts skills

    A player could realistically pick either as an origin depending on their personal interpretation of the definition of "Origin".
  4. Another possible theory would be people redoing their I19 respecs. A lot of builds I saw on the forums people seemed to be adding Leadership and/or Fighting in place of Fitness. Those are all high endurance cost toggles so it could be people did a respec to include them and are now changing their build because they are having endurance problems.
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    Off the top of my head, Fearsome Stare only uses the Negative_Attack vector. The only powers I can think of with one single attack vector that haven't been mentioned are a few of the Kinetics powers, which use Ranged_Attack, and therefore don't meet the criteria for the question.
    Also Smoke Grenades and Web Grenades only have a positional vector.
  6. Adeon Hawkwood

    Mid level market

    Quote:
    Originally Posted by Santorican View Post
    Yeah exactly L30 I need it for TF running to name one of the reasons.
    Well actually since there are no TFs that cap out at 27 you could also get level 31s since those work for the same TFs.
  7. Quote:
    Originally Posted by seebs View Post
    Result: Anti-flipping works. Fill your market slots with bids on something at 123 inf, and list everything you get in stacks at 1 inf. You will get anywhere from 10 inf on a stack (leaving you out 50 inf in listing fees!) to 600k or so on a stack, because your stuff always sells before anything listed at a higher price, but people just bid whatever looks reasonable.

    What happens is, someone comes along and they've already got 1000 in the window so they just click, and someone else sees a bunch at 123 and then one at 1000, so they figure they'll bid 2k so they don't have to wait, and pretty soon someone's bidding 100k on the 7th of the 200 rubies you have listed at 1 inf.
    Or in other words, impatience is the strongest inflationary force on the market.
  8. Adeon Hawkwood

    Inspirations

    Quote:
    Originally Posted by Cptn_Courageous View Post
    1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.
    I'm not entirely sure what you mean here but all the variants I can think of are not things I'd want. If you mean allow them to stack 5 deep while still having 20 slots I'm going to say no, 20 inspirations is sufficient for most purposes, I would like to see the levels at which the size expands changed so we get larger trays earlier but that's a different issue.

    If you mean only have 4 slots but allow us to keep 5 of the same in each slot (so still a limit of 20) I'll also say no. A decrease in flexibility is not a good thing (IMHO).

    Finally if you mean allow them to stack up to 5 but still maintain the max limit of 20 I'll just say it sounds like a lot of coding effort for minimal benefit.

    Quote:
    2- Invention Inspirations... the current workshop buffs are tied to an immediate timer which starts ticking as soon as you make them. It would be nice to have some craftable inspirations or buffs that would sit in your inspiration tray and not activate until you actually click on them and use them...kinda like those holliday ones.
    This I quite like, I probably wouldn't make them clones of the base buffs but the idea of craftable inspirations is nice. If they were priced correctly it would be a good way to suck some excess salvage out of the economy.

    Quote:
    3- Single Origin inspirations: these could be made to give a normal buff to most origins, but a larger buff to AT's of the same Origin as the inspiration. It would be cool if they were craftable and tradable.
    Seems like an unnecessary complication. Origin doesn't really mean much anymore and honestly I prefer it that way.
  9. Quote:
    Originally Posted by Tired Angel View Post
    From what I remember the only attacks that don't have a positional tag are some of the Mind Control attacks, someone please correct me if I'm wrong. In those cases you would need to soft cap to Psi damage.
    I think so. This also illustrates somewhat why positional defense is slightly better than typed defense. There are a handful of psi attacks that lack a positional tag but there more debuff and mez powers that have a positional tag but no typed tag and overall I think those are more common on NPCs.
  10. Adeon Hawkwood

    Just started

    Quote:
    Originally Posted by Synyster View Post
    So right now, my Defender is lvl 15, has 5 slots in Healing Aura and Heal Other, 3 in Absorb Pain and Fortitude. What should I slot Dark Pit with? How many slots? I can work on that skill next. Anything else is appreciated. -Syn
    With Dark Pit you probably want enough recharge to get it up every spawn, a little bit of accuracy (2 SOs if possible as it has a lower natural accuracy than most powers) and some stun duration if possible.

    One thing to remember is that due to diminishing returns it's not worth slotting more than 3 SOs of the same type in a power. This doesn't apply to DOs and you don't need to worry about SOs until level 22 but it's something to keep in mind.
  11. Quote:
    Originally Posted by Laserblitz_Emcc View Post
    I am slowly buying a soul bound allegiance for my fluffy balls of doom
    Personally I'd recommend 4 pieces of Expedient Reinforcement and two pieces of Soulbound Allegiance (one of them the proc) over a full Soulbound Allegiance. Soulbound Allegiance doesn't have a recharge bonus (unlike most purples) but Expedient Reinforcement does.
  12. Adeon Hawkwood

    Just started

    Ok, the first, and most important, thing to realize about Defenders is that they do NOT play the same way as healers in other MMOs. There are two major differences. The first is that a Defender is expected to take and use their attack powers including slotting them for damage. Yes, Defenders do less damage than other ATs but in a team situation a Defender who contributes damage and support is more useful than a Defender who just supports.

    The second difference is that the healing powers in Empathy are not the most important powers in the set. They are very useful, especially before you reach the late 20s but as you get to higher levels you'll notice that people need less healing (at least on good teams) and the buffs that Empathy provides are important to achieving that.

    At level 12 you'll get access to a power called Fortitude, personally I would say this is the most important power in an Empath's arsenal. It provides a very strong offensive and defensive buff to a teammate has a base recharge of 60 seconds and a duration of 120 seconds. So you can keep it constantly on two people with no slotting and with good slotting can potentially keep it on 4 at a time.

    Regarding Dark Blast, the important powers to pick up are (IMHO) Dark Blast, Gloom, Dark Pit, Tenebrous Tentacles and Nightfall. I'd skip Moonbeam (I find the activation time on snipes makes them inefficient to use) and Torrent (the damage is sub-par and while knockback is sometimes handy it's not really critical). Life Drain is useful if you solo a lot although less important on a team and Blackstar is a personal choice (it's a nice power, some people don't mind the crash and some people hate it).

    Dark Pit, Tenebrous Tentacles and Nightfall are your primary team support powers in Dark Blast. Dark Pit will stun most of the minions in the spawn which is a good way to reduce the amount of damage the team takes. Tenebrous Tentacles and Nightfall are primarily damage powers but the immobilize form TT and the to hit debuff both provide will also help reduce the damage the team takes. The only advice I'd give regarding TT is try to let the enemies bunch up a bit around the melee guys (if any) on the team before using it otherwise you're making things harder for them.

    Before I forget, one pool that is worth picking up for everyone (but especially Defenders) is Leadership. It provides a set of 3 toggle powers that buff your entire team (including yourself). The numbers aren't huge but they are stackable and they do make a difference. The only thing is they are endurance hogs so be a bit cautious taking them until you are comfortable managing your endurance. My general recommendation for order would be Assault first, then Tactics and finally Maneuvers (if you feel comfortable with all three running).

    Other than that welcome to the game.
  13. Quote:
    Originally Posted by Night-Hawk07 View Post
    Toooootally off topic somewhat (only cause it was discussed earlier in the thread), but did that "3rd game" launch already? Last I'd heard it wasn't coming out until March, but the website makes it look like it's here.
    It launched in the US today. UK and Australia are coming later.
  14. Quote:
    Originally Posted by Gehnen View Post
    I don't understand the "just get tactics!" squad. Sure, it buffs the whole team, but the freaking Endurance cost stinks when all you want to do endlessly dish out the damage (yes, even with Stamina). It's one of those things that works on paper, but is less than optimal for actual play.
    The difference in endurance cost between TD and Tactics is 0.078end/sec (with no slotting). Yes, it is slightly higher but unless you are right on the edge of endurance management it should not prove a noticeable difference. In regards to the actual bonus ED capped tactics, a Kismet IO and a single accuracy SO will give you 95% to hit against anything up to and including +2s. Yes TD helps above that but in most situations a non-devices blaster with Tactics will do better than a Devices blaster with it. The Devices Blaster's main advantage is aagainst enemies with heavy to hit debuffs due to the to hit debuff resistance in TD.
  15. Quote:
    Originally Posted by PuceNonagon View Post
    This is part of why people think Devices is so lame. You don't really notice that you hit EVERYTHING, all the time. It's not as noticeable as big orange numbers, but it really is half of the effect of Buildup/Aim and you get it for every attack, always.

    What is best about Devices is subtle and what it doesn't do is obvious, so the truth of the set is obfuscated.
    Here's the problem I have with that argument. If you take a different secondary you can still pick up Tactics form the Leadership and a Kismet IO and get a large enough chunk of To Hit bonus to cover most situations (the main downside being the loss of to hit debuff resistance). With inherent fitness this becomes even easier since it's easier to fit in Maneuvers or Assault as the pre-req for Tactics.

    Targeting Drone is a nice power but compared to taking another secondary and using Tactics it's not a great bonus.
  16. Quote:
    Originally Posted by Eiko-chan View Post
    Brutes are not Tankers. Masterminds are not Tankers. Redside does not have a parallel to the Tanker, and I think the only reason Tanker didn't rate higher on that list is because Tanker is overall a less popular AT.
    Fair point, I didn't mean to imply that Tankers don't have a direct counterpart, it's just that I completely forgot about them .

    On the subject of tankers I would say that they don't rate higher for two reasons:
    1. Tankers are not a hugely popular AT, I think that a lot of people who like that sort of play-style opt to roll Brutes or Scrappers instead.
    2. They don't bring many new powerset combinations to Redside. The only sets Tankers have that Brutes don't are Ice Melee/Armor so there is less incentive to a redside focused player to make a Tanker to test a powerset combo.
  17. Quote:
    Originally Posted by warden_de_dios View Post
    I assume Ultramarine is a term that unique to Warhammer while the phrase Space Marine is a term used in several video games and the scifi genre.
    Actually Games Workshop has the name "Space Marine" as a registered trademark.
  18. Short answer, AR/Traps (or a Traps/AR Defender) will probably be the closest to what you seem to want. However, your preferred difficulty is not where AR shines. AR is very much an AOE damage dealer, and pays for it with weaker single target damage. Ignite is a good way to up your single target damage but the need to immobilize (or at least heavily slow) the target beforehand means it's slow to bring out the high damage so you tend to only use it against bosses. With my AR characters I generally run at +0 or +1 and crank up the pawn sizes to get more targets for my AoEs.
  19. Quote:
    Originally Posted by FizRep View Post
    Color me SHOCKED Doms got the 3rd highest AT made in Praetoria.

    Is that for real?
    Personally it doesn't surprise me at all, in fact I'm surprised they came in third and not second. There are a lot of people who played Blueside exclusively for various reasons (no desire to be a villain, a dislike of the redside look/content, or simply that it was easier to find teams blueside). With Going Rogue it makes sense that a lot of these people would make praetorian/heroic versions of the redside ATs to see how they compared. Of the redside ATs the two that differ the most from the blueside ATs are Dominators and Masterminds. On the inverse the two blueside ATs that don't have a solid redside counterpart are Controllers and Blasters which are the 2nd and 3rd most common heroside ATs to switch.

    As for Brutes and Scrappers being popular to switch, I would guess it's a case of the grass being greener on the other side. While the ATs are very similar they do feel different to play and both have a number of powersets that aren't available to the other so I would guess it's a case of people taking their preferred play-style to their preferred side.
  20. Adeon Hawkwood

    X2 XP weekend

    Quote:
    Originally Posted by alyssa_jones View Post
    To jump in on this - I have never done an X2 weekend and was wondering what the best way is to take full advantage of it?
    Others have touched on this but I think the critical advice I'd give is do not buy anything on the market that weekend (unless you're planning to resell it). Prices for salvage and IOs go absolutely crazy so my advice is either stock up on IOs for your characters beforehand or use SOs until the market has cooled down again. Of course if you have the memorization badges on a character you can make a lot of cash selling common IOs (although you might need to run AE to get salvage).
  21. Technically Devices does provide you with good ability to keep out of melee but in practice taking Cold Manipulation and the Leadership pool is probably a better option.

    From a min/max point of view Devices is pretty weak. If you have the patience to stack Trip Mines it can be very effective solo but that's about it. Most of the time people play Devices because they like the concept and with Traps being available to Defenders and the ability to take a Corruptor/Mastermind Blueside there's less reason to take it for concept either.
  22. Warshades do benefit from significant recharge because it allows them to get perma-eclipse and get mire up more often (as well as allowing them to spam their AoEs more). You can get a build that's almost as good without purples but they do help.

    Warshades also benefit in that unlike a lot of characters they can easily slot 5 purple sets in powers that are themselves very good so the extra enhancement values help while a lot of other characters would end up putting one or more purple sets in powers they they don't really use much.
  23. Quote:
    Originally Posted by Night-Hawk07 View Post
    Yeah, I mean, I know my statement was a "well duh" statement. I guess what I'm seeing is they're (the community anyway) almost grasping for staws trying to find reasons to support their beliefs (read: wishes) that our game is dying. Maybe I'm just biased, but it seems like when our community "knocks" one of the other it's more..."logical" I guess.

    For example, I made a comment how our servers have been in the yellow or better for the most part since GR launched, and the response I got was something to the effect of "while it's possible there's more players, it's more likely the devs scaled the server's maximum load back to cope with losing players, thus making it appear as though there are more players than before" (paraphrased). Seriously? Remind me, who's going F2P because they're hemorrhaging subscribers again?
    It's called Confirmation Bias. Fans of anything tend to believe that the object of their fandom is better than the equivalents and will accentuate the negative attributes of the other while minimizing their own.

    There's nothing wrong with that, but the knocking of other games that goes on here isn't inherently more logical, it just seems that way because we're pre-disposed to view it that way. The server load issue is a great example, both theories are perfectly feasible but only NCSoft employees know which one is true and so other people will tend to believe the one that supports their bias.
  24. Quote:
    Originally Posted by Forbin_Project View Post
    I really enjoyed it and would love to see more movies done based on all the factions and not just from the Space Marines point of view.
    I think in many ways the Guard or the Inquisition would actually make for a movie with more wide-ranging appeal than Space Marines.
  25. Quote:
    Originally Posted by Night-Hawk07 View Post
    Also on the topic of CoH vs. other superhero MMOs, if you look on the 2nd competitor's forums, they seem to really want CoH to fail. Thought that was interesting.
    Well realistically all companies want their competitors to fail (although most are not so blase to say it out loud). I'm sure the Paragon Studios team sacrifice a chicken every so often to try and ensure the failure of their competitors (and by sacrifice I mean eat for dinner).