Adeon Hawkwood

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  1. Quote:
    Originally Posted by DMystic View Post
    As for Cloaking Device offering benefits over Stealth, it's benefit is no movement penalty. I also think it has a portion of unsuppressed stealth, and IIRC it's about the same as the stealth powers in the Energy and Dark defense sets.
    There are (as far as I can recall) 6 non-Stalker sets that offer a self stealth power. Of those 6 Cloaking Device is the only one that has the same defense and stealth bonuses as Stealth (none of them have a movement penalty).

    Energy Aura: Defense is unsupressed (which effectively doubles the bonus since the suppressed defense gives no benefit in combat)
    Dark Armor: Defense is unsupressed, plus it provides immobilization protection and a perception bonus
    Bane Spider: More stealth, sneak attack and 50% more defense
    Widow: More stealth, sneak attack, has more suppressable defense (which isn't hugely useful)
    Stalker: More stealth, sneak attack, no endurance cost, has more suppressable defense (which isn't hugely useful)
    Illusion Control: Much higher stealth
    Cloaking device:
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    Yes, you can replace Cloaking Device with pool powers, but why would you waste picks on something your secondary can already do?
    You're missing the point. It's not that a Devices Blaster would skip CD and take Stealth, that would indeed be stupid. The issue is that anyone else can take Stealth and get most of the benefit of CD. Cloaking Device is the Tier 6 power in the set, it should really be noticeably better than a pool power available to anyone. I wouldn't mind it being a glorified pool power if the rest of the set made up for it but realistically it does not.

    EDIT:
    For example, compare Taunt to Provoke. Taunt gets 2.5 times the base duration, a slightly longer range, applies a -range debuff and (most importantly) is Auto-Hit.
  3. 50ft range is standard for all Blaster single target immobilizes despite that fact that the controller equivilents have 80ft range. Personally I think it's fine. I wouldn't object to 80ft range for all of them mind you but I think the shorter range is useful for balance. The shorter range encourages blasters to use them as immobilizes rather than attacks (obviously this is aimed at the ones from other sets).

    No argument from me regarding slow IO sets.
  4. Quote:
    Originally Posted by redtornado View Post
    I agree with those numbers. I didn't put numbers into my original post because I wasn't in-game to see what they were; so I just said what needs to be done. Thank you for your numbers and ideas. I know you, Seebs and Nethergoat are discussing Seeb's /Devices Guide. 5% Cloaked and 2.5% Revealed would be a good start to bringing this power up to useful.
    Actually I advocate 5% both cloaked and revealed.

    Quote:
    Did you care for any of the other suggestions? I am very particular about the Defiance Bonus while Toggled. Maybe 1.25% Constant? More/Less? At all? Why?
    No I don't. I tend to agree with adding a permanent damage bonus to Devices but I think a better option is to decrease the to hit bonus from targeting drone and add a damage bonus there. Adding it to CD doesn't make much sense thematically and I think it would make the power to mandatory. TD is supposed to replace Build Up so adding a damage bonus there makes more sense.
  5. Quoting myself due to ego and laziness:
    Quote:
    Originally Posted by Adeon Hawkwood View Post
    For CD I'd change the defense buff. Currently it provides 1.75% defense to all plus an additional 1.75% defense to all which is suppressed in combat (and therefore can be pretty much ignored). I favor changing this to a +5% buff to Ranged Defense only. This would provide a more noticeable defense buff (and one worth enhancing) while still keeping it low enough to avoid being game breaking (for comparison the S/L defense shields in epics provide 10.5% but have the opportunity cost of not being able to take a S/L resistance shield). Having it be ranged only reinforces the idea of Devices as secondary designed to keep foes at range through area denial (i.e. Caltrops, Trip Mine and the lack of melee attacks) while also preventing it from stacking with Frozen Armor or Scorpion Shield.
  6. Quote:
    Originally Posted by Nethergoat View Post
    On the villain side I really like playing /traps and I'd like to see /dev get a makeover along those lines.
    I have an AR/Dev and a Traps/AR. Even ignoring the fact that Traps is a buff/debuff set and as such is going to get powers of a type inappropriate to Devices the simple way that the powers are designed makes Traps a much more enjoyable set to play. Caltrops, Triage Beacon, Acid Mortar, Poison Gas Trap and Seeker Drones all manage, in their own way, to complement the "fortification" style the Developers seem to be aiming for with gadgeteer sets while at the same time remaining usable in the "run and gun" style that epitomizes CoX combat.

    I think the phrase that best describes Traps is "operationally offensive, tactically defensive". It's designed to go to the enemy but then once there quickly set up a a defensive position from which to fight. Devices, on the other hand is purely defensive. You can setup fortification in the enemies face if you desire but doing so isn't fast and isn't particularly useful with Caltrops being the only power that really encourages the mentality.
  7. Quote:
    Originally Posted by Jophiel View Post
    Personally, I find the "set ups" prone to hyperbole in how long it takes. The time's never bothered me much but your mileage may vary. The only time the set-up feels ridiculous is when I'm doing something ridiculous like laying down a giant mine field to lure an EB into.
    Except for Time Bomb I don't mind the setup times when solo (although I do get annoyed at the combination of long summon and short duration of my Gun Drone), the problem I have is that the cast time for Trip Mine make it less than useful to use in combat. A 5 second interruptable cast time means that most of the time it's not actually worth using the power in combat (as opposed to using several powers from your primary) not to mention the possibility of getting hit and wasting the activation time.

    In my opinion Trip Mine suffers from the same basic problem as Snipe powers. They aren't inherently bad but due to the way powers work they are designed for a situation that isn't really that useful. The problem is that attack powers in this game are balanced primarily based on recharge and while that matters, activation time is more important.

    As you and I both said the best use of Trip Mine is as a Defiance boost and a little close in defense. To me that says that something is wrong with the power.
  8. Quote:
    Originally Posted by Gilia View Post
    Do you actually believe that Targetting Drone and Cloaking Device are "most of the set?" Or do you have a pool power/IO that can do what Web Grenade, Caltrops, Taser, Trip Mine, and Time Bomb, and Gun Drone can do?
    I think Goat's wording was poor. I hold a similar sentiment although I would phrase it as: "IMHO most of the useful functions of the set that aren't in other Blaster Secondaries are easily replaced by pool powers and either individual IOs or set bonuses. Stuff like Targeting Drone and Cloaking Device used to be great but are largely redundant these days."

    A good comparison is comparing a Devices Blaster to one with Ice Manipulation, the Leadership pool and either Super Seed or Stealth. Shiver and Ice Patch fill pretty much the same niche as Caltrops (and provide a little more damage mitigation which is fair enough since it's two powers). Freezing Touch is comparable to Taser (although from a leveling point of view it does come later). From the pools Tactics (plus a possible Kismet IO) covers most of the benefit of TD while Stealth or Super Speed covers the benefit of CD. Chillblain and Web Grenade are pretty comparable, the latter does have a better debuff but Ice Manipulation gets recharge debuffs from other powers so it actually has more overall and I'd consider it a wash.

    Smoke Grenade is, admittedly, something the set doesn't have a direct counter. However, the perception debuff is largely situational (especially if you have full stealth) and while Chilling Embrace does provide comparable mitigation the short range makes it a bit iffy for me so I'll give the point to Devices.

    At this point you're basically comparing Trip Mine, Time Bomb and Gun Drone to Build Up, Frozen Fists and Ice Sword. Now in terms of simple damage output Devices wins here for AoE and Ice wins against a single target. The problem is Build Up skews the AoE damage towards Ice (and the ST damage further towards Ice). Buoldup provides a 50% increase to damage (assuming ED slotting) which most Blasters will use to toss out their heaviest AoE attacks. In a lot of cases this renders additional AoE from Trip Mine/Time Bomb superfluous especially when you consider the long cast time for Trip Mine. Obviously for blast sets with lower AoE potential the fixed damage of Trip Mine is more useful but even there the long cast time hurts.
  9. Quote:
    Originally Posted by seebs View Post
    Ahh, I see. Yeah, it would make sense to improve cloaking device in some way. Better defense, or a lower end cost (since, after all, it's just a device you're using), or something.
    Well assuming I was given free-reign here's what I'd do.

    For TD I'd probably lower the To Hit buff somewhat and give it a damage buff as well, the idea being a Devices Blaster loses the ability to front load damage with build up but gains a more moderate continuous damage boost.

    For CD I'd change the defense buff. Currently it provides 1.75% defense to all plus an additional 1.75% defense to all which is suppressed in combat (and therefore can be pretty much ignored). I favor changing this to a +5% buff to Ranged Defense only. This would provide a more noticeable defense buff (and one worth enhancing) while still keeping it low enough to avoid being game breaking (for comparison the S/L defense shields in epics provide 10.5% but have the opportunity cost of not being able to take a S/L resistance shield). Having it be ranged only reinforces the idea of Devices as secondary designed to keep foes at range through area denial (i.e. Caltrops, Trip Mine and the lack of melee attacks) while also preventing it from stacking with Frozen Armor or Scorpion Shield.

    I would then seek to reinforce this idea by lowering the cast time of Trip Mine and making it uninterruptable as well as changing Time Bomb somehow (see my comments in your other thread). The net effect would be to encourage a style of play for Devices Blasters from "prep ahead of time" (which is not something the game really encourages) to a mobile Gurillea warfare style of play where the Blaster sets up a fighting position and when at risk of getting overrun falls back to open up the range and can quickly setup a new defensive line.

    Eh, I can't see that ever happening to be honest and I also acknowledge that those changes would not necessarily appeal to everyone but that's my $0.02.
  10. My suggestion is to turn it into a simple target AoE. Call it Satchel Charge, it's a location targeted AoE with a short range (say 25ft) where you throw a satchel charge that explodes with a short (about 2second) delay. Make the casting time 3-4second uninterruptable (in line with the various nuke powers) balance damage and recharge accordingly.

    Actually because I have a twisted sense of humor what I'd really like is to call it Petard, give it the same effects as above except that when it explodes you get a moderate magnitude, unresistable, knockback applied to you. Unfortunately I can't see that going over well with to many people (plus I'm not sure if it's even possible with the powers system).
  11. Quote:
    Originally Posted by seebs View Post
    I love the semi-control nature of the set; caltrops are one of my favorite powers ever, for instance.
    To me this is actually the main problem with the set. I too like the control based nature of the set. The problem is that the non-control powers are pretty poor compared to other sets. In particular Ice Manipulation offers equivalent or slightly better control but it's other are more generically useful (especially if you consider Ice Control with Tactics).

    Quote:
    TD is a fair hunk of +to-hit and also to-hit debuff resistance.
    The To Hit debuff resistance is pretty much the only reason I keep TD over Tactics (that and the fact that I like the little guy buzzing around my head). Honestly though it's not that much better than just carrying around a few yellows.

    Quote:
    See, I view this one exactly the opposite way. Cloaking device plus the stealth IO is amazing. Full invisibility is not just slightly better stealth; it's a complete change to how you can play. You have full control over positioning and setup, including being able to wander around mining things, search for the leader of a leader-and-guards quest, etcetera.
    The problem is that CD + Stealth IO is no better than Super Speed + Stealth IO or Stealth + Stealth IO which are easily available to any Blaster. Comparing CD and Stealth the only advantages to CD are that it doesn't have the speed debuff and it's 0.06end/sec cheaper to run. When you factor in the I18 Sprint buff and the I19 inherent Swift the speed debuff from Stealth is a pretty minor drawback anyway. That's why Goat and I refer to it as a glorified pool power.
  12. Quote:
    Originally Posted by seebs View Post
    My impression of trip mine is that with a couple of slots, a stack of five or so will kill a lot of fairly tough stuff, and that 4-slotted with obliteration bits, it's doing quite nicely indeed. (Aiming for 5-slot obliteration and an eradication quad.)

    I loooove trip mine. It is a genuine competitor with caltrops for my affections, that is how awesome it is.
    I think the variable opinions of Trip Mine have a lot to do with what primary you have. In your case both Energy and Dual Pistols are on the low end for AoE damage with both their standard AoEs being the lighter 0.9ish damage scale type rather than the heavier hitting Breath or Rain style types plus you don't have Hail of Bullets yet (the awful animation times on Dual Pistols don't help either). In my case I run AR/Dev so between Buckshot, Flame Thrower, M30 Grenade and Full Auto I can toss out enough AoE to not need Trip Mine for AoE damage making it more useful as soft control. In my current plan for an I19 respec I'm going to toss either M30 or Trip Mine, I'm currently leaning towards keeping M30 because honestly I use it a lot more than Trip Mine but I haven't made up my mind.

    Quote:
    Originally Posted by Nethergoat View Post
    IMHO most of the set stinks and is easily replaced by pool powers and either individual IOs or set bonuses. Stuff like Targeting Drone and Cloaking Device used to be great but are largely redundant these days.
    I pretty much agree with this. I play Devices mostly because I like the theme (and Caltrops is awesome) but most of the other advantages of the set can be gained from pool powers/IOs.
  13. Quote:
    Originally Posted by Gilia View Post
    • Perhaps more than anything else, readers should be advised not to base their impression of Trip Mine or Time Bomb off of the Traps sets. The damage numbers are much lower in those sets.
    Only for Defenders. Corruptors and MMs do the same damage as Blasters with those powers
  14. Here's my quick opinion on each power:

    Web Grenade: A change on the normal Blaster secondary T1 it trades damage for a hefty recharge debuff. IMHO this is annoying in the early game where the extra damage would be nice but useful in the late game where the damage from the T1 immobilize is meh and an extra debuff is handy.

    Caltrops: An excellent area denial power and a cornerstone of the set. Can be used as a damage power (by slotting it with lots of procs) but personally I prefer to slot it for slow and save some slots. It doesn't need a huge amount of slotting but it's worth putting a single slow enhancement in it to increase the effectiveness against +1s (add more if you like fighting higher cons).

    Taser: The utility of this depends a lot on your primary and play style. It's pretty much identical to the single target stun in several sets, just with a shorter range. It's most useful if you have a stun in your primary and want to easily stack it on bosses or mez two LTs at once. Primaries with a Hold instead (Ice, Electric and sort Dual Pistols) just get the ability to mez two LTs instead which is handy but not as useful (Ice Manip is probably more useful for them since it has a Hold).

    Targeting Drone: What used to be the main reason to take the set, this power has fallen on hard times. It's well worth taking but a poor trade off for Build Up when you consider that a Blaster with a different secondary could take Tactics to get ~50% To Hit bonus as providing a To Hit buff for the team (especially annoying since I19 makes taking leadership a lot more appealing for a Blaster anyway). The fact that high end IO builds tend to have a lot of global accuracy and a Kismet To Hit IO anyway further decreases the value of what should be the set's defining power.

    Smoke Grenade: A moderate to hit debuff (not great, but not bad for a Blaster) and a underrated perception debuff (awesome for grabbing guarded glowies). One thing to remember when slotting is that the perception debuff is auto-hit but the to hit debuff is not.

    Cloaking Device: A glorified pool power, worth taking if you've got the space but only marginally better than Stealth.

    Trip Mine: A decent damage power for the patient (especially if you've got a primary on the low end of the AoE damage scale). While it is possible to run into a pack and place a mine effectively acting as a Blapper it's not really playing to the strength of the rest of the set (although I know some people like doing it). Personally my preferred use is to drop one at my feet before engaging. This serves two purposes, first it provides a 26.4% defiance damage bonus and secondly the mine serves as a deterrent to melee oriented enemies. Interesting factoid, Trip Mine, Time Bomb and Gun Drone have a longer effective Defiance duration than they should. Defiance bonus is supposed to be 7.5s + Cast Time for regular powers and 7.5s + Cast Time - Interrupt Time for interruptable powers the intent being that the buff persists for 7.5s after you finish casting the power. However the interruptable Devices powers have defiance durations equal to 7.5s + Interrupt Time which means they last for 7.5s + 2 * Interrupt Time - Casting Time after you finish casting the power.

    Time Bomb: Theoretically a good power, it deals almost as much damage as the crashing nukes (except for Inferno). The problem (in my opinion) is that it is horribly boring to use. It takes 9 seconds to setup and then another 15 seconds before it goes off. I'm just not that interested in it to wait that long.

    Gun Drone: A reasonably decent pet and a nice distraction, can be out permanently with little effort. The only real downside is that you have to re-summon it every 90seconds and it has that awful 7second interruptable casting time. Still the defiance boost is nice.
  15. According to the fluff Bane Spiders do indeed have a combination mind control/hive mind thing going on. However, there are a number of Banes who have broken free of that conditioning. In the case of player controlled Bane Spiders I figure it's up to the player to decide whether his Bane is part of the collective or not and if he isn't whether or not he is still loyal to Arachnos.
  16. If you did the new arcs you are probably missing Siege (who for some reason no longer appears in Maria's arc). If you run random missions from Maria you should get him eventually or alternatively run her old arc in Ouroborus, he shows up in the third mission.
  17. Quote:
    Originally Posted by Airhammer View Post
    awww man I was gonna add ignite back into my build come issue 19.... oh well...
    It's still a good power, it's just no longer spammable.
  18. I see plenty of AR/Dev and DP/Dev with both tech and natural origins. I think (as Jophiel said) it really comes down to a skill versus gear question. Any Gun/Dev character is technically using both so it's a question of which is more important.

    My AR/Dev is Technology since in his case the most important piece of equipment is his power armor.
  19. Quote:
    Originally Posted by warden_de_dios View Post
    Let's say the goal is to click all 3 glowies without having to fight that mob. A stalker can't do it with Hide. Hide is going to suppress and that stalker is gonna get seen. A steath IO thrown into Superspeed isn't gonna get at all three glowies. That steath is going to suppress. That Master Illusionist is going want to know what you're doing in her boxes.
    Yep, I do that quite a bit on my AR/Dev. Of course that doesn't just apply to Smoke Grenade several other power sets have equivalent powers (Fire Control and Trick Arrow off the top of my head).
  20. For primary I'd say Earth Control. It's got a very nice selection of hard and soft controls plus the defense debuffs it tosses out (especially in Quicksand) helps the rest of the team if they are having accuracy problems.

    Secondary is a little trickier since it depends heavily on what the rest of the team has. Cold Domination is a nioce alrounder since it has defense buffs, resistance debuffs and -regen for those pesky AVs. Sonic is another nice choice, it provides resistance buffs which are more useful than defense buffs to some characters (primarily heavily IO'd ones) and in gneeral people with resistacne buffs (i.e. sonic and thermal) are rarer than those with defense buffs.
  21. Quote:
    Originally Posted by Sailboat View Post
    What's going on here? Is this working as intended, or a bug?
    Working as intended. The stealth bonus you get from those IOs (and most Stealth powers as well) is suppressed when you use most powers. So it sounds like teleport is suppressing your stealth right as you teleport. Now I can definitely see an argument for changing Teleport to not suppress stealth effects but as it stands now it's WAI.
  22. Quote:
    Originally Posted by DrunkenNoob View Post
    So I have a new AR/Devices blaster (lvl14) and I am totally disappointed. Damage feels sub-par, redraw is a pain, I'm not real fond of the Targeting Drone noise (personal problem I know) and I can see the lack of Aim and Build Up to real limiting factor. With out Aim and Build Up some mutant freak that can shoot fire out of his @$$ is a better sniper than a guy with an actual sniper rifle? Am I the only person that has a problem with this?
    In my opinion AR is fine as is with the possible exception of Ignite (it's a bit weak on characters who don't have a control power in their other powerset).

    Devices is a bit weak however, largely due to the fact that the it's got several powers that are of limited utility and two that can be basically replaced by pool powers.

    The particular combo does suffer due to the lack of any ability to boost your alpha strike which limits your options. Personally I quite like AR/Dev but I'm not going to claim it's the most powerful combo out there. As Panzerwaffen said you will probably be happier with another combo. AR/Energy is very popular since it has good synergy, the mele attacks in Energy help counter the low ST damage in AR and Boost Range increases the effectiveness of the cones. AR/Mental is also a popular combo since mental adds even more AoE damage to what AR already has.
  23. Quote:
    Originally Posted by KonekoMeow View Post
    What powersets/Archetypes do you love to see on your team??
    For the most part I don't realty care what powerset/AT a person brings as long as they know what they are doing.

    That being said, I do love any and all characters with force multiplication powers which pretty much means Defender, Corruptors, Controllers, Masterminds and VEATs (Dominators are ok as well). Once you start stacking force multiplication the game becomes ridiculously easy.
  24. Quote:
    Originally Posted by Bad_Dog View Post
    If a power has 1.0 inherent accuracy on one date and .75 at a later date. That's not a misunderstanding of accuracy and tohit, it's a nerf.
    That would be a nerf if it happened. However it has not. The values Mids shows are not the Accuracy or ToHit of individual powers but instead the final change to hit. With no modifiers whatsoever an attack with a base accuracy of 1.0 has a 75% chance to hit against an even level enemy. This is because the player's base chance to hit an even level enemy is 75% so you get 1.0 * 75% = 75%.
  25. Quote:
    Originally Posted by Psychic Guardian View Post
    Thanks, I did notice it affected Bone Smasher, this explains it. Any idea as to what Power Boost effects?
    Power Boost effectively adds additional enhancement to any power that takes the following enhancement types (obviously it isn't affected by ED since it isn't actually adding enhancements):
    Healing
    Controls (Stun, Sleep, Confused, Terrorized, Immobilize, Held)
    Defense Buff/Debuff
    To Hit Buff/Debuff
    Run Speed Buff/Debuff
    Flying Speed Buff/Debuff
    Endurance Modification

    The only exceptions are if the power is a pet or is tagged to not benefit from external buffs. This latter case mostly comes about in powers that buff Resistance (such as the shields in Cold Domination).