Adeon Hawkwood

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  1. I really like the idea, although I think it needs some more work, I'll give it some thought and come back later.

    Quote:
    Originally Posted by AzureSkyCiel View Post
    1/2 Boost Morale - Click, PBAoE (Self affecting), Team: Heal over time (10% +3% boost to the HoT per-teammate* within range, max contributors: 10*), Radius: 25 ft., Recharge: Moderate (15 seconds)
    *Pets will only contribute 1.5% boost to the healing aura.
    **The aura can still heal the default 255 players but the boost caps at 10

    6/10 Phalanx Maneuvers - Toggle, PBAoE (Self Affecting), Team: +Defense (All, 5% +2.5% Per-teammate* within range, max contributors: 10*), Radius: 60 ft., Rechage: Moderate (15 seconds)
    *Pets only contribute +1.75% to team defense buff
    **As per Morale boost, this can affect standard Ally buff target cap, but only 10 add a bonus
    I don't think it's practical to make these work the way you want them to, specifically I think making the extra buff per teammate apply to all teammates is going to cause problems. The only way I can see to do it is for the power to give you an aura that buffs all teammates with the base amount and then grants them a short duration temporary power that provides further buffing based on how many teammates are near them. This could cause all sorts of problems and would require a lot of server power to update meaning it's probably not something the devs would go for.

    Quote:
    32/38 Tactical Genius - Toggle, PBAoE (Self affecting, does not require line of sight), Team: Stealth (1000%), Foe: -Perception (-100%), Special (Shouting: "CREEEEEEEED!!!!"), Radius: 2000 ft., Recharge: Moderate (15 seconds)
    Win!
  2. Quote:
    Originally Posted by je_saist View Post
    For starters, Dark Armor is a purely resistance set. Unless you spend a significant amount of change on IO's, this means every single attack will be hitting you.
    Base to hit chance for (most) NPCs is 50% so even against an AV only 75% of attacks will hit, this also completely ignores the fact that you do get a little bit of defense in Cloak of Darkness and can easily stack a bit more with power pools (Combat Jumping in particular gives a little more defense and costs almost nothing to run), additionally Cloak of Fear has a to hit debuff which effectively adds more defense. Dark Armor is about layered defenses, true you can't (easily) match the passive defenses of other sets but you get decent passive defenses combined with a lot more active defense than most sets.

    Quote:
    Notice... anything peculiar about the Freakshow I have targeted. Say, maybe where he is in relation to me?

    Oh yeah, he's way outside melee range. He's way outside taunt range. When that stun wears off and I've got a team-mate around, and I'm pushing a perception debuff on myself and my team-mate is not, what exactly do you think is going to happen?

    If you thought... he's going to wake up and fire on my team-mate... you win the gold star.
    So take Taunt, move around or find a Controller to team with. There are plenty of options for either holding aggro on enemies who aren't in melee range or keeping mezzed enemies in melee range.

    Quote:
    Then there's the problem with both auras that they pretty much only work on minions and some lewies... So unless you've got an attack with a stun or fear component, you probably aren't going to be able to mez out that boss or ebby that's ripping away at your spinal cord like a terrier chewing on a bone.
    So what? You mez the minions which lowers the incoming damage you face and means that your lower base resistance/defense compared to other sets isn't as big a deal.

    Quote:
    Now, while all of these factors make Dark Armor a complete and total waste as a tanking set...
    One of the best Tankers I've ever met was Dark Armor.
  3. Quote:
    Originally Posted by Silverado View Post
    Rad's main advantage is IMO that it's a fire-and-forget set; toggle EF, launch LR and go to town with your attacks. Cold and Dark on the other hand, see a lot of interruptions in their chains with reapplying their debuffs (and buffs in the case of Cold)
    That's a fair point.
  4. Quote:
    Originally Posted by BrandX View Post
    I think Dark is underplayed in AV matches, only because players don't use HT to it's fullest.

    Many times I've seen Dark Miasma users, not use HT at all, saving it for rez's.

    I've even seen a Dark or two not take HT, thinking it couldn't help them solo, even though that's a large mag 2 stun.
    Even with a DM user who spams HT is lags behind the other two simply because it has the worst duration/recharge ratio and is impossible to make permanent. Of the four sets with high -regen the ratios are:

    Traps: 40d/90r
    Radiation: 30d/90r
    Cold: 30d/120r
    Dark: 30d/180r

    Traps is the best on paper since it's very easy to make permanent and it provides twice the debuff of the others. In practice it has some issues, primarily you need to move into melee range to drop the trap and you need to keep the AV reasonably stationary to get the full duration (the actual debuff lasts 10 seconds so you need to keep the AV in the cloud to reapply it).
  5. Quote:
    Originally Posted by Silverado View Post
    While I respect for opinion, I'd have to disagree.

    For all the awesome it can do, rad is, if anything, underrated. It's usually overshadowed by Dark Miasma (and Cold Domination to a lesser extent) while being a far, far superior set.
    Don't get me wrong, I think Rad is a very good set, I'm always happy to see one on my team however my experience is that I see Rad being elevated above both Dark and Cold in player estimation. Overall I think all three sets are pretty equal in power (with Dark lagging a bit behind the other two in AV fights).

    Rad is more toggle based while the other two have patches. There are pros and cons to both approaches although personally I prefer patches.
  6. I like the one in a mission with Freakshow and Nemesis (I think it's the weapon deal side mission in one fo the safeguards) where the Nemesis soldier says something along the lines of: "I assure you my good man Nemesis is down with the street, word up my homies".

    Also I like the radio mission where you rescue Dr. Frank N. Scott even though I don't particuarly like Rocky Horror.
  7. Less combos but individual sets I think are over-hyped:

    Illusion Control: it's a fun set to play but compared to the other options it's light on actual control so in practice it's closer to a damage set than a control set.

    Radiation Emission: Another decent set but I think it tends to get a bit to much regard relative to other sets. -Regen is useful but several other sets (Cold and Traps) provide equivalent or better -Regen alongside other useful tools. It's not a bad set but I think it does get over-hyped.

    Empathy: Over-hyped amongst the portion of the player-base that values "healers". It's a decent enough buff set but outside of Hamidon raids there are better option (p.s. Devs, Defenders plz can has Thermal now?)

    Stone Armor: Actually the fondness for this seems to be dying, I haven't seen one in ages but in any case it used to be over-hyped. It provides very good base mitigation but other sets are almost as good and don't have the negatives. Still this is a set that shows the difference between a good player and a poor one.


    Finally, most over-hyped power:

    Speed Boost: It's a nice enough buff (+50% recharge never hurt anybody) but it's not as great as people make out. If I had to choose between Fulcrum Shift and Speed Boost I'd take Fulcrum Shift every time. A good Fulcrum shift provides a huge damage boost to everyone which provides a huge damage boost on it's own and effectively multiplies the usefulness of and -resistance powers other people have.
  8. Cobalt covered the basics but I'll add that there are also time limits on the bombs. Each team can only plant one bomb and each grate can only be bombed once within a certain time period. I've heard it's half an hour for both but never attempted to verify that.
  9. I took it on my AR/Dev's I19 respec in place of Fitness but I was deliberately building up ranged defense to supplement it.
  10. Quote:
    Originally Posted by _Pine_ View Post
    Are only level 50's allows to do the Tin Mage or Apex TF? If not, I can see a wonderfully awesome Power Leveling opportunity for those people 45-50. I'm surprised it was not made Incarnate only.
    My understanding (based on the contacts dialogue, I'll admit I haven't tested it) is that all members must have unlocked the alpha slot to start the TF.
  11. I pugged it once without any real difficulty. We did have a team wipe on Director 11 but we got him the second time and finished in 1:15 or so.
  12. There are two TFs that pretty much require you to have an alpha boost slotted: Apex and Tin Mage, that's it. None of the other level 50 TFs require it and several of them (ITF, STF, LGTF, LRSF, Khan TF, Barracude SF and CoP Trial) also offer you a component (equal to 4 shards) in place of merits.

    So if you want to do Apex or Tin Mage do what the rest of us did and run the other level 50 TFs to get your Alpha boost. Now if people were refusing to let you on the other TFs without it my advice is to add a player note and move on because honestly someone who is that picky about team composition on an older TF is probably not someone you want to team with anyway.

    Now I will admit I would much rather the devs had made it so that you can't even start Apex and Tin Mage without an Alpha boost slotted rather than the current situation of letting you start but debuffing you to uselessness but that's another subject.
  13. Quote:
    Originally Posted by DarkGob View Post
    2. I honestly haven't even managed to run a full Apex or Tin Mage on any character (got maybe halfway through mission 1 of Apex on a Blaster before it fell apart), so I can't really comment on how MMs fare on those, but any problems they may have are likely due to a flawed or unforgiving design rather than a specific bias against Masterminds. How well do Stalkers fare on these TFs? (Not rhetorical, I'm genuinely curious.)
    I would say that Stalkers are actually better off relative to Scrappers than they are in normal content. The main issue people have with Stalkers always seems to be the lack of AoE damage and these TFs are much more ST focused than older content (i.e. lots of tough single enemies) so that disadvantage isn't as important. Additionally fighting +4s means you're less likely to have an enemy die before AS finises animating.
  14. Don't take it so seriously Dark, I don't think anyone really believes Posi actually hates masterminds except possibly for the headaches they cause him in regards to designing and balancing content. That being said the newer content (specifically the Preatorian zone events and the new TFs) do come accross as somewhat anti-MM.

    In the case of the new TFs MMs have two major issues. First fighting +4s hurts them worse than other ATs. Most have their damage reduced to 48% of it's norm against +4s and while that is true for the MM and their T3 pet the damage from their T1 and T2 pets is cut proportionally more (to about 33% and 19% of the damage they'd do against enemies that are +0 to the MM). Additionally the need to move around precisely during combat is significantly more difficult for the MM, especially given the issues with pet AI. Ideally MMs need more precse control tools to keep their pets positioned correctly.
  15. Adeon Hawkwood

    30,750?

    Quote:
    Originally Posted by Dreamt View Post
    The only thing I want to comment on is the apparent dogma that being impatient is a sin to be punished. "Want it nao!" I probably take that meme from around this forum too seriously but it seems, to me at least, that is is a pejorative when used by most of the posters here. It places bricks in the wall separating people.
    It's not really a matter of being impatient needs to be punished, in fact several of the regulars here (myself included) cheerfully pay "BUY IT NAO" prices when we're shopping for one of our characters. It's only used as a pejorative in reference to people who pay "BUY IT NAO" prices and then complain that prices are to high.

    There is a cost to being impatient, if a person is unwilling to be patient they don't really have a right to complain about the cost.
  16. Unfortunately I don't have any characters with KCs slotted but I checked on one of my characters with several different speed bonus sets slotted and based on that I am 99% certain that Mid's is correct.

    The issue is that in the game there are 4 different types of speed boosting set bonuses:
    <Size> Improved Run Speed Bonus
    <Size> Improved Flight Speed Bonus
    <Size> Improved Jumping Bonus
    <Size> Improved Movement Bonus

    The Movement bonus boosts all three movement types and, since it's a different name, is separately subject to the law of fives (i.e. you could stack 5 Moderate Movement Bonuses with 5 Moderate Run speed Bonuses).

    The problem is that not all sets USE the Movement bonus even when they boost all three speeds. Compare the wording for Thunderstrike and Gaussian sets:


    Both provide a buff to all movement types as a single bonus but Gaussian uses the single Movement Bonus while Thunderstrike actually provides all three different bonuses. Given the wording on the KC set it looks like it follows the Thunderstrike route and also provides three bonuses.

    I hope that helps.
  17. Quote:
    Originally Posted by Arilou View Post
    Huh, interesting how high Cold Domination features on the list. Considering I don't think I've ever seen a cold domination character...
    In general the most popular support sets are the ones that combine good team support with good solo abilities which mostly means rad, dark and kinetics. Traps is also on this list but due to the fact that it's only recently become available on blue side and that red side has always had a lower population it lacks the raw quantity of the other three. Empathy also tends to make it into the high end of popularity due to people who enjoy reactive support (i.e. healing) as opposed to pro-active support.

    There are several very good sets (Cold and Sonic in particular) which provide very good support but lack the strong soloing tools of other sets which makes them less popular overall.
  18. I'd lean towards either Mace or Mu for the AoE immobilize power depending on whether you'd rather have a resistance or defense shield. If you don't want to muck about opening up the patron sets Electrical Mastery is quite nice. The shield covers Energy damage as well as S/L (and energy is probably the third most common damage type), Shocking bolt gives you another hold to stack with Suppressive Fire and you've got a choice of two decent panic button powers.
  19. Quote:
    Originally Posted by Burning_Brawler_NA View Post
    On Traveling:

    A large portion of the playerbase will not touch any improvements to this zone if they still feel moving around it is more hastle than it's worth. Without doing a total overhaul of the zone in reconnecting landmasses and such, the easiest solution is to offer cheap jet packs via the military presence in Zulu. This only makes sense, given the soldiers need some method of getting around as well.

    Or perhaps there has been some form of construction, such as the forming of a bridge network by the military. Taking the uncertainty out of the jump jets, the military presence has created a series of bridges between isles to better transport supplies, troops and refugees. Alternatively, the efforts of heroes in their assaults on both Lanaru and Rularuu could have given Rularuu just the tiny touch of control he needed to begin to reform some larger sections of the Shadow Shard. This also lends the potential for new stories to tell, quite a few of them in fact.
    The problem here is that the gravity geysers are part of the appeal of the zone. In addition to being fun to use they also allow for movement around the zone to be a LOT faster than would otherwise be possible which in turn means that the larger zones are actually faster to travel accross than, say, Independence Port. Rather than trying to devise a work around my suggestion would be to make the geysers easier to use. I have a few suggestions on that line:

    1. Make the map use the city zone style fog of war so someone new to the zone can see where landmasses and areas are.
    2. Make the geysers more visible on the map. The are technically shown but are rather hard to see. Do something like the Vidiot Maps overlay and have the routes marked in thick, easily visible lines with the geyser itself as a large dot.
    3. Fill in the geyser network, some routes are rather tricky to do with the geysers and while I enjoy that I can see it annoying other people so add more connecting routes. FBZ and The Storm Palace are fine as is but The Chantry and The Cascades both have areas that are very tricky to navigate unless you have Super Jump and/or know the tricks.
    4. Where possible add a little more flexibility to the jumps to make the learning curve easier. In particular for jumps where you have to hit a little island make the island larger and add a little extra height to the jump to give a larger margin of error.
    5. Make vertical geysers more obvious (different color smoke maybe?).

    I think rather than trying to devise a work around the devs should encourage people to use the zones the way they were designed.
  20. Quote:
    Originally Posted by Tidbit View Post
    In general I find the Miracle special and the Numina special really help with endurance issues, as well as some of the set bonuses. It will depend on what type of power sets you have on your characters as to what advice can be given.
    ^This. I've started running a few tip misisons on my newer toons to get these cheaply. Adding one or both to Health solves endurance problems on all but the heaviest users.
  21. Yep, that's the reason I keep returning to this game despite periodicly trying other games (MMO or otherwise). The teaming dynamics are what really make the game. I still have several heavily IO'd toons but I do it because I enjoy having heavily IO'd toons not because I need them.
  22. Quote:
    Originally Posted by Ultra_Violence View Post
    Do not assume those at high level know how to play. Unfortunately you sometimes have to play with them.
    Very much this. Sometimes you have to play worse because the people you're teaming with can't adapt to you playing well. Yeah, it sucks but think of it as a challenge and it becomes more enjoyable .
  23. My opinion has always been that IOs are a lot more useful solo than on a team. Support ATs are so ridiculously overpowered in a team environment that they completely overshadow the effects of IOs. I could spend several billion softcapping a toon OR I could use SOs and find a FF defender (or a pair of Cold or Traps Defenders). Once you stack 3 or 4 support toons on a team you pretty much break the game. In the case of the higher tier sets (such as Dark) you don't even need that many.

    That being said I do think cheapish IO builds (a mix of Frankenslotting and some cheaper sets) do give a very good return on investment and make things that much easier. In the case of dark Frankenslotting means you can afford to add more -to hit slotting in without needing to sacrifice damage/accuracy/recharge which helps push the team to higher difficult by countering the purple patch.
  24. Quote:
    Originally Posted by DrMike2000 View Post
    Sleep protection?
    Oh yeah! I've never understood why this was there, and its a major annoyance.
    I think the rational was to give it some weakness so as not to compete with sets that provide more comprehensive mez protection but require individual buffing. Personally though I think FF should get sleep protection so as to give it a boost over Traps.
  25. I don't have any characters I actively hate but I do have 3 50s I never play:

    Marcus Taldari (TA/A Defender): He was fun to play but Defenders have Traps now and I much prefer my Traps/AR so poor Marcus got sidelined

    Blackhawk Quasar (Wardshade): I had great fun playing him on the way to 50 but he got sidelined because I could never design a build I truly enjoyed. He's basically Nova/Dwarf at the moment only using the support/pet Human powers and I just don't enjoy that. I've tried to make a decent Tri-Form build but I can't do it in a way I like. One of these days I'll probably end up redesigning him as Human/Dwarf but I never seem to get around to it.

    Duncan Halleck (BS/SD Scrapper): He was fun to level up but I've come to the conclusion that I just don't like playing Scrappers on teams. I feel a lot more useful to teams with my various ranged characters or my tanker.