-
Posts
388 -
Joined
-
-
I'm figuring that because BABs is homeless (stuck in the police station in Atlas, at the moment) and because people just keep assuming he's on the Phalanx, they'd put him there. Mechanically he's a good fit, sure, but I don't think they'll move Positron out of Steel Canyon and give him three TFs. That, and I don't think the leader of the Phalanx has to give out the STF. BABs has that "grizzled veteran" feel to him, so I don't see why not.
-
Quote:Well, the way it's working out now, every member of the Phalanx has to give out a TF. Since Penny's pet already has Phalanx group tag on it (and for other reasons, we know she's in), she's most likely going to be giving out the Psyche TF from now on.Penelope Yin Task Force is the obvious choice, sub in one psychic for the other, even if the level range creates continuity problems with Faultline. Still leaves the question of who takes over Statesman's though.
I don't see them giving the fan-created contest winner Statesman replacement status, so BABs will likely get recruited and hand out that one, and the player addition will probably give out a new TF. -
Apparently every character that Jack Emmert's created. At first I thought the whole Statesman thing wasn't such a big deal, he is the figurehead and all that, but Psyche too? Wowzers. Batmanticore doesn't need to do any more team killing, really. I get it, he's teetering on the edge of vigilantism, and the lead develo-... err, head of the Phalanx, Positron, is going to have some natural conflict with him. But we already had that aspect with him and Statesman, because States had that stubborn old guy mentality to him. Why did we need to bring in Penelope to fill an identical roll that Psyche did? Was she too hard of a character to write, so much that you needed the extra aspect of rookie hero that needs to prove herself to round out a character? More importantly, where the hell has Citadel been during all this? Oh, right, having absolutely zero significance aside from, "hey a robot."
Hopefully part 7 makes more sense of this, and maybe chimes in what the heck the patrons and Recluse have been up to aside from sending Mako off to get in barfights. -
IO set bonuses don't apply to your pets, except the few pet IO sets that have uniques. Those give you an aura that applies to all your pets.
Your two castable shields (~17%), dispersion bubble (~11%), maneuvers (~4%), the protector bot shields (~10% unenhanced), and the Edict of the Master set unique (5%) will get you to 47% positional defense for all of your bots. That's with 2 level 50 common defense IOs in all of the Force Field powers, and in maneuvers. None in the Protectors, as mentioned. If you want, you could go a little higher on the slotting, or pick up some extra defense in the Alpha slot, but it's mostly irrelevant for regular content.
For yourself, dispersion, maneuvers, hover/combat jumping (1 slotted with a defense IO for 2.8%), Scorpion Shield from the Mace Mastery patron pool (~20% to smash/lethal), and the protector's bubble will get you to around 48% to smashing and lethal, and a little over 40% to energy, with everything else hovering just under 40%. A little slotting on the protector shields should get you closer to softcapped everything, and you might pick up some extra defense from IO sets by accident.
edit: And as a sidenote, I believe Personal Force Field is one of the very few powers still in the game that will give you Base Defense. Your base defense checks against literally everything that rolls to hit you, and with 1 defense IO gives 84% base defense. You could probably go dance in front of Hamidon, if you like. -
Quote:Good to hear! Glad to see redside getting some attention in any capacity. As a Rogue, you can cross over to blueside through the appropriate zones - Pocket D, Underground Imperial, Rikti War Zone, Midnighter Club... maybe some others? Instead of alignment merits, you'll get a bunch of Reward Merits from doing 10 tip missions and then a morality mission (somewhere around 90, I think). The same recipe costs about 200 or so Reward Merits, and you also get Reward Merits for just doing stuff: story arcs, Strike Forces, Task Forces, Giant Monster kills, etc.My problem is that some of the friends I've started with really want to play Villains and we've started a supergroup villain side.
As for the knockback concerns. Depending on the power, you get different levels of what's typically accounted for as the same effect. There's knockback, knockdown, and knockup.
A knockdown, like in Foot Stomp or Spinning Strike, is a very low magnitude (0.75 or lower) of knockback. The enemy doesn't move anywhere, they just fall over and get back up, and can't attack during that animation. A knockback, like Hand Clap, is above the magnitude threshold (0.75) and sends them into the goofy ragdoll. The ragdoll's slightly bugged right now with some recent physics update, so enemies sometimes get stuck in the ground and can't do anything as they violently twitch everywhere. Happens.
Knockup, like in Knockout Blow or Crushing Uppercut, is still a variant of knockback, but it just tosses the enemy into the air. They ragdoll a little bit and move slightly, but they mostly stay in place. Magnitude changes don't alter the effect into something different, just increase the distance.
Thing is, if you're slotting for knockback, you can turn powers with knockdown that are generally seen as beneficial mitigation effects into powers with knockback. In the cases of Foot Stomp or Spinning Strike, two pbaoes, this will send the enemies out and away from you, rather than nicely bunched up and susceptible to more aoe attacks. Teams can sometimes find it disruptive when you do scatter enemies willy-nilly like that. On the other hand, some characters (like Storm Summoners) can use knockback as a powerful means of mitigation: when the proverbial s*** hits the also proverbial fan, turn on hurricane, hit tornado, and go full on panic mode. Subtler applications work too, like knocking enemies back into a larger group to make sure they get cleaned up by aoes.
Moooost people won't care if you're really excessive with it so long as you do it intelligently. Even then, most people won't care if the stuff ends up dead. A general mantra is that the most powerful secondary effect isn't stuns or knockbacks: its damage. If you're at the ED cap for damage in a power and can't find a better use for a slot, feel free. Most people wouldn't recommend it.
Addendum: there's an IO in the Force Feedback set that's a proc. When you craft it, it'll give you a 20% chance for every enemy hit by a knockback power to give you a short buff that gives +100% recharge to all your powers. Very handy in Foot Stomp. -
Quote:A "mule" is a power that you don't actually use, just take to slot sets for their bonuses. Kinetic Combats go great in Boxing or Kick since it's a mid-level set that gives a nice amount of defense, but doesn't have amazing enhancement values for a level 50 character. That, and both of them aren't stellar powers to begin with.on ranged toons its wasted, and on melee toons i have much better powers to pick usually
personally ive never liked any of the pool attacks, they are just crazy weak and inefficient that i dislike them enough to avoid them greatly
if im making a build for someone though i almost always throw it in though cause i know they either like it or want to have it -
Quote:The description is misleading and is meant to be on average. The ppm isn't affected by recharge buffs, it only takes the base recharge and target cap of the power into account (and in the case of damage auras, it assumes 10 second recharge).You get a critical every time after AS? Is it within 15s or after 15s? When I tested my SJ/Ice without CE, I don't get a critical right after AS every time. It only seems to happen once in 15s which fits the description - the proc only happens 4x in a minute.
Between a critical or chilling embrace, I think I still take CE. CE is just so good for keeping mobs together and slow and reducing their damage.
PS: By the way, what does Superior version do? Proc more often than 4x in one minute?
You could hit the recharge cap and get AS down to 3 seconds, and the proc still should be going off every time because AS's recharge is 15 seconds by default. Any behavior that isn't adhering to that rule goes against what we've been told of the mechanics and should probably be assumed a bug.
I'm assuming Chilling Embrace is the issue, since it's functionally an attack. The proc will fire, and the aura will hit, effectively absorbing your one free critical. Since the aura constantly reapplies itself to the enemies every so often, you can end up in situations where you can get an attack off in-between pulses, and in situations where a pulse occurs before your next attack does.
For your question, the Superior version ups the PPM to 5. An attack with a 12 second recharge would have a 100% chance to fire the proc, and would be more frequent in faster recharging powers. There's no real incentive to upgrade the proc ATO for Stalkers who have it slotted in AS unless you're doing it for the set bonuses. -
Quote:Since you mentioned construction getting done, they could tie in the war walls getting torn down in the north area of Steel with a Boomtown revamp. Either add on to Steel and get one really big zone, or (more likely) add in a loading prompt like in Praetoria. Some new lower level mission content in Steel and a Boomtown incarnate zone sounds like fun.Well, I believe the best zone for the dinosaurs to appear in is Eden. That place is perfect. Then Devouring Earth can battle for supremacy with the Dinos for control.
I would love to see them begin the rebuilding process on Boomtown and complete it in Faultline. Enough time has passed that these should be the case. Boomtown's potential is great and there is all kind of possibilities for new storyline mission arcs there. That is what I hope to see in the next few years. -
Assuming i22 hits before then, I'll be leveling a new Dark/Dark dominator. Assuming Staff is around before then, I'm gonna need more time and less pants.
-
In general, I think the idea is cool. On paper both sides probably should be about even, but even on paper you can really see the attention levels being paid to either side being fairly lopsided. I could probably list the advantages villains still have going for them on one hand. Smaller travel times, "better" mission structure for their legacy content, that free Notice they can get from that one SF, Patron sets, and... peace and quiet, I guess? Oh, they do get a buff instead of a debuff in the new tutorial. So there's that. Anyway, adding some appeal or downright advantages to being a villain/rogue couldn't hurt - it's not like the heroes will be switching sides in droves or anything.
-
Quote:Right, but I believe that's a trade off for a chance to proc against each enemy it hits. The rational person in me wants to say the chance to fire is just the standard recharge formula divided by the target cap, but knowing how screwy systems can be in CoH, I wouldn't be too sure. That, and no official formula has come out for aoes.Oh so aoe attacks will have less chance even if it has longer recharge.
Did some fairly extensive testing with it using Staff on beta, and I was getting the Hide proc with every AS. If it's not doing that (especially on the superior version), I'd file a bug report or wait till i22 to see if it's really working. -
Random is random, sadly. I've gotten two of the exact same purple recipe within an hour of eachother, one during a tip mission and one during a BAF trial run. Similarly, I've never gotten a respec recipe once, at all.
-
Quote:Yeah, it's based on recharge. Hawk's example was a 2 proc per minute single-target power requiring a base recharge of 30 seconds to go off 100% of the time.Synapse replied to one of the private messages that Assassin strike is supposed to proc 100% chance. It sounds a bit high to me but then again, this is a new mechanism so I don't know.
So, based on that, the Stalker proc being 4ppm would mean you need a 15 second base recharge to be 100%, which handily enough, AS is. The chance is allegedly lower the higher a power's target cap is, though. -
Quote:Huh. Never knew that. Learn something new every day!It's actually a constantly (every 1s) reapplying mode set for 20 seconds. This is why it will continue to check every 10 seconds.
http://tomax.cohtitan.com/data/power...k.Power_Siphon -
Should only be per Power Siphon activation, since it's a click power. Clicks check once per activation, and toggles check once every 10 seconds.
edit: Or maybe not. -
Quote:Hawk clarified it a little bit in the beta forum.Is that really true? I've never seen that said by devs or in patch notes anywhere. Or is it the results of player research?
Quote:It is not limited to its displayed number of procs per minutes - that is representative of the average number of times it will proc over a minute if you use a single-target power every time it comes off recharge. You can still "get lucky", roll high numbers on the under-the-hood dice, and get many more than 4 procs in a minute. Its just that instead of a flat 20% chance to proc (which gives higher proc uptime per minute to a power that can be used more times per minute), the chance of proc'ing is now variable with the recharge (and other special factors) of the power that you're enhancing.
Store bought ones (and by extension, ATOs) are dependent on recharge and target cap. In reference to damage auras:
Quote:These procs should function identically in damage auras as they do in powers with the same Max Targets and a 10 second recharge time.
How exactly they vary in AoEs is still something nobody knows, since Hawk just dismissed the request for exact math with "well just put it what you like and it'll be fine". The one constant people have noticed though is that the Stalker proc placed in Assassin's Strike (1 target, 15s recharge) has an almost 100% activation rate, so take that as you will. -
Why not? They could replace Rage on Brutes with Build Up, and leave Rage for Tankers. I'm not suggesting that's a good idea by an stretch, but they totally could if they wanted to.
-
Tested it myself by tossing it into Psionic Tornado since Dark Obliteration and other patron attacks couldn't take it. I'm not sure what the PPM stuff is all about, but I'd say it was going off way more often than 20%, and far more frequently than 4 times per minute. I've got no idea if they use new mechanics or if the frequency numbers are accurate, but it's pretty awesome thusfar.
-
I believe they'll start dropping from incarnate enemies once i22 hits (presuming they're not dropping already). I'm positive they drop in DA, not so sure if they do in trials or not.
-
-
I can give a quick overview, though there are a few guides on every set that can go far more in-depth. As a general rule, unless it's noted otherwise, none of the sets are "bad." Most sets work very well, and it's really just a matter of playstyle.
Broad Sword: The slower recharge, higher damage and less "elegant" cousin of Ninja Blade. Quirks of note include Parry coming kind of late at level 18, but it would certainly help a defense based set like /nin through periods where it's still far and away from the softcap. Head Splitter is actually a very narrow cone, which is great considering it hits pretty damn hard.
Claws: It's set theme is light on end, and fast activating. Quirks of note include Eviscerate losing the cone it has on Brutes and Scrappers, and having a slightly higher crit rate. It also loses Follow Up in exchange for typical Stalker build-up, so it feels fairly different than the other versions overall.
Dark Melee: Theme here is -tohit, which means getting hit less (which happens to be /nin's specialty). Quirks include Siphon Life, the set's self-heal which will blend nicely with Ninjitsu's heal and aid in survivability. Touch of Fear is, as expected, a Fear power, and offers a bit of utility. Midnight Grasp is an immobilize, which while not amazing, can be slightly useful.
Dual Blades: Well, this one's a bit of an oddball. With the i22 changes, Dual Blades looks a bit better, but it loses out on some of the sets unique combos by putting them in Placate and Assassin's Strike. Since the play of it is so tied to the combos, I can't speak much of it otherwise since I haven't played Dual Blades.
Electrical Melee: Considered one of the better Stalker sets due to it retaining a good amount of AOE. The set's theme is end drain, which isn't stellar. Quirks include Lightning Rod, the tier 9 and hardest hitter not breaking Hide. It flows nicely into Thunder Strike, which is a melee AOE that will always crit the selected target from Hide, and has a 50% chance to crit anything else it hits.
Energy Melee: Never bothered with it, and it's been nerfed rather heavily so it's fallen out of favor with most people. Quirks include Total Focus not doing double damage, Energy Transfer not draining health instead of critting, a total lack of aoe, and a utility power in Stun... which, well, stuns.
Kinetic Melee: Theme here is stuns and knockdown, and a bit of -dmg in the first power. KM works rather well, because rather than having its tier 9 crit, it recharges Build Up instantly. Other oddities include Burst, the pbaoe, having a 100% crit chance from Hide. With the i22 changes and putting the new Stalker hide proc into Assassin's Strike, maintaining 100% uptime on Build Up isn't as crazy as it sounds.
Martial Arts: Mostly just stuns here, but there are a few things to note. MA is one of the best single-target only sets, but is literally single target only. No aoe to speak of. Oddities include Cobra Strike and Crane Kick being the same exact power with two different secondary effects (stun or knockback), the aforementioned lack of aoe, and Storm Kick being awesome.
Ninja Blade: As expected, the faster and less hard-hitting version of Broadsword. Not much else to say that Broadsword doesn't cover.
Spines: Toxic DoTs and small magnitude immobilizes in every power, here. Also, an abundance of aoe, -speed, and -recharge effects. Spines is looking to benefit a good deal from the Stalker changes in i22, since it's a bit lacking in single-target as of right now.
Street Justice: Theme here is combos, built with most powers in the set, and finished with 1 of 3. Higher your combo, the better the damage of your finisher, and level 3 combos have extra effects tossed in as well. Oddities include Assassin's Strike building 2 combo points instead of everything else's 1, and the fact that the set kept all of its aoe when it got ported to Stalkers. That, and a combo level 3 Crushing Uppercut crit from Hide hits a tad harder than Assassin's Strike. With the i22 changes, that might be easier to set up though. -
Quote:1. Nope! Titan Weapons has their parry-like power at level 1. It's also a cone.It can't be stalker exclusive. Everyone will want it. Few other issues.
1. Shield Block is at too early a level to be able to do a parry-like power.
2. We can't do shield throw for 2 more reasons.
1. We can't throw costume parts which means once the shield leaves the player it becomes part of the power system. Only way for it to work is if the set forced players to only have one default shield.
2. City of Heroes would get sued for copying Captain America.
3. Final issue is shield bash, which is already in Shield defense.
My overall issue with the set is a shield is for defense mainly, not offense. And what stealthy person would carry something as clunky as a shield if they were being subtle?
2a. True, but it doesn't mean you can't just throw a colorable effect that looks like a shield. It's not a perfect solution, and you're right in saying the shield has to stay on your arm, but it could work.
2b. Nope! There's a ton of reasons why that wouldn't happen, and a ton abilities ingame already that would be far more infringing.
3. True. Unless Shield Defense isn't ported to Stalkers (and if the proposed Shield Melee is, why not?), you can't have an exact duplicate of the same power. It's why /ice Stalkers have Icy Bastion instead of Hibernate.
Anyway, it looks kinda cool. I don't think there's much that could be done unless, like I suggested with the shield throw ability, the effects for the power use a colorable "holoshield" or some sort of projection similar to what Dual Pistols does with its tier 9. It'd just be a bunch of punches with a shield attached, which you can already do with Super Strength, MA, KM, and Street Justice.
Though, this would probably be better off under the Suggestions forum at any rate. -
Might not qualify as "best ranged damage dealer", but Fortunatas (with the Soul patron) can be quite effective.
Highlights include:
- Double leadership buffs for yourself and the entire team, along with easily softcapped defenses to melee/ranged/aoe. With a little extra effort, you could probably get them to the incarnate softcap as well. Team bonuses are around 20% unenhanced to all defenses, and 30% extra damage.
- A default of 80' range on all their attacks (except for the crashless nuke, that's a PBAOE with a stun). Psionic and negative energy damage aren't as highly resisted as smashing/lethal. Cast times are also very low. The two oddballs are Psionic Tornado (2.37s) and Subdue (1.67s). Everything else is 1.1 seconds or lower.
- A 16 second mag 3 hold on an 8 second recharge by default that's one of your main damage components in your single target chain. A 8 second mag 3 immobilize is there as well, and they're both cycled (along with Gloom from the patron pool) very quickly in a single target attack chain.
- Knock-up for a smidgen of mitigation with Psionic Tornado. Dark Obliteration and/or Soul Tentacles (another immob!) help round out a ranged aoe chain.
- Stealth, and a choice of either a fast recharging single target confuse, or a long recharge PBAOE confuse.
The damage isn't monumental, the end costs can be a tad high unless you build to overcome them, there's no DDR (though the extra defense serves as a nice buffer) and it requires a decent amount of recharge to make work. Not a huge investment, mind you. I've sunk about 100 million into mine and I'm pretty happy with the results. -
Quote:In a majority of situations, yes. It's also likely through DA progression that you will have earned thread-based components, which makes the threads even more of an attractive option.I'm not sure if Dark Astoria even offers Astrals (I suspect it does), but I do know it drops threads, so doesn't that just divide your efforts between two no-cooperative modes of progression? For instance, say I only have 9 Astrals, in obtaining them, I've also earned around 30 Threads? Would it be smarter to go with Threads, then?
The one fringe case I can think of is creating a tier 1 alpha directly from Astrals with no threads, shards, or components. Common shard components cost 4 shards, and you need 3, which totals to 12. Common thread components cost 20 threads, still needing 3, totaling to 60. With 12 Astrals, that'll either get you the needed 12 shards or 48 threads, leaving you short.
Of course, that's entirely redundant considering any avenue that nets you Astrals is going to give you components or threads anyway, and that you can only use shards with the Alpha slot. So unless you really freaking hate trials and really hate Dark Astoria for some reason, threads are the way to go.
edit: Or maybe some strange setups where you end up with a Notice from the WST. Unlocking the tier 3 and 4 alphas is less RNG based when you do it with shards, and more "do this very specific thing". Still, this all only applies to 1 of 5 incarnate slots.