Adeon Hawkwood

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  1. I'm definitely looking forward to more slots and like several other people in this thread I'm hoping for some more passive buffs rather than more click powers.

    In many ways Alpha is my favorite slot, it enhances my character's powers rather than giving me a new generic power. I would be ecstatic if we got a new slot that was powerset-specific (i.e. every powerset in the game gets a unique Incarnate tree, you can use a power only from the trees corresponding to your character's Primary/Secondary) but I'm realistic enough to know that will never happen. So to that end I'd love to see another slot like Alpha that provides a passive buff to your existing powers.
  2. Quote:
    Originally Posted by Sailboat View Post
    The Defender AT mod for ranged damage is .65. The Corruptor AT mod for ranged damage is only 10 percentage points higher -- .75. If I understand it right, that means that with any Vigilance bonus after level 20 (three or fewer on the team), your damage will be at least equal to, or better than, a Corruptor's damage excluding Scourge.
    This isn't quite true since damage bonuses work off of Base damage and not enhanced damage. The way it works is that assuming 95% damage enhancement in your attacks and no other damage buffs a solo Defender and Corruptor will do the same damage which is why the devs selected 30% for the solo Vigilance buff..

    0.65 * (1 + 0.95 + 0.3) = 1.4625
    0.75 * (1 + 0.95) = 1.4625

    If I recall correctly several people did an analysis on Scourge and concluded that in general it's approximately equivalent to a 20%-25% damage buff.
  3. Two items I recommend are the "Aura Unlock" and "Back Slot Unlock" which allow you to use the Aura and Cloak costume pieces at character creation without having to get to level 20/30 and do a mission first.

    Other than that if you like melee characters there are three new powersets for melee characters that you can buy: Staff Fighting, Street Justice and Titan Weapons. Plus Bio Armor is coming in the near future (on beta now so we'll probably see it in late August).
  4. Honestly I don't really see the problem. Ever since the devs added the downgrade option I just downgrade all of my extra uncommons to commons.
  5. Quote:
    Originally Posted by SteelRat View Post
    Rolled it and teamed a bit for half an hour last night. Got to just shy of level 5. One thing did cross my mind though, other than the obvious "the focus is on support rather than blasts" aspects of defender game play, is there anything that would make this particular combo more effective on a defender than the reverse combo for a corruptor? I tend to play in small teams (2-4) and solo.
    Well the pretty obvious one is stronger buffs and debuffs. For example Defenders get 12.5% Defense form Farsight compared to 9.375% for Corruptors. This makes it a lot easier to softcap a Defender than a Corruptor (especially when you factor in stronger Maneuvers, Combat Jumping and possibly Weave). This is even more noticeable when you stack an Epic shield since Defenders get noticeably more resistance from them than Corruptors (30% versus 22.5% for Temp Invulnerability).

    Similarly Defenders get 30% resistance debuff from Slowed Response and 20% from their sonic attacks compared to 22.5% and 15% for Corruptors.

    At the moment, in my opinion there isn't a huge amount to choose between the two ATs, it's kind of like the differences between Scrappers and Brutes. Defenders are a little better at debuffing and a little tougher while Corruptors are a little bit shootier.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    This my friends, is an example of a perma-noob. Someone who so tenaciously clings to ignorance that it cannot be rectified by any means.
    Indeed. Although I did find the gender-based insult hilarious.
  7. Quote:
    Originally Posted by Aett_Thorn View Post
    Though I'm already having trouble with mob scatter on teams, so really looking to get some sort of immob in the build if possible. Though with all of the chances for Hold, it might not be that big of a concern later. Will have to see if that changes as I level up.
    That may be solvable with a playstyle change. I find that if I jump in and drop a PGT first that I don't have much issue with scatter. However, I rarely use Caltrops when teamed either since they tend to cause a lot of scatter. Similarly I only use Ignite if I've already immobilized the target, I also rarely use it on teams anyway since AR has enough AoE damage to keep me busy while other people kill the bosses/Lts that are tough enough to be worth the trouble of igniting.
  8. Quote:
    Originally Posted by Rakeeb View Post
    Fear of nerfing to bring your game into balance because of player response? Says a lot about the dev community.
    Yep, but not what you seem to think. It shows that the devs are rational thinkers who realize that attempting to "balance" the game the way you want would probably drive away more subscribers than it gains. People here ENJOY being ludicrously overpowered and for the most part it isn't hurting anyone. The main argument I see against it is that it makes the game "boring" but given the player retention rate in CoX that doesn't seem to be a problem.
  9. Quote:
    Originally Posted by Nethergoat View Post
    Story arc: something in the Negative Zo...er, Shadow Shard.

    Task Force: Fix/replace Quarterfield in the Negative Zo....er, Shadow Shard.

    Zone: Spruce up the Negative Zo...er, Shadow Shard.
    What the goat said (although without the Negative Zone reference since I'm not a huge comic fan so I wouldn't know to make that reference).

    However I would add a few caveats. I'd probably revamp Faathim's TF before Quaterfield's although it would be a tough call. Also although I'd like to see the Shadow Shard zones revamped, I'd hate to see them made smaller of have the Gravity Geyser's changed those are a large part of the fun . Just do a revamp of the graphics and maybe re-balance the Ralaruu a little bit.
  10. Are you talking about a build to use while leveling or a level 50 build that's exemplar friendly? For a level 50 build I'd just drop some Membrane Exposures in Farsight to get both Defense and To Hit and then add a Kismet.

    For a build to use while leveling it's pretty tricky. Personally on Time/Energy I'd probably skip my snipe and respec into it at level 50 once I have PBU and the ability to slot Membranes. Energy has a pretty decent attack chain even without FastSnipe so it's easier to wait.

    Alternatively, have you considered Frankenslotting? If you slot a mix of To Hit and Defense Sets you can probably cap the core attributes without having to wait for level 47 and Membranes.

    On the general subject of Leadership versus Aim for Defenders I always used to come down on the side of Leadership but with the I24 PPM changes I'm not so sure. Aim slotted with the proc from Gaussian's is a pretty potent damage buff, especially when combined with a crashless nuke. On a Defender I would say that currently Aim out-damages Assault. In I24 though, I'm not so sure.
  11. Quote:
    Originally Posted by Arcanaville View Post
    Its ironic that the best way I can see to adjust for the proliferation of defense bonuses in a way that makes defense sets more balanced in performance across higher end builds is to slowly escalate critter defense debuffing.
    The problem I see with that is that it also has a strong negative impact for non-IO builds, especially for ATs that lack any base levels of Defense.

    Quote:
    Originally Posted by Arcanaville View Post
    Accuracy doesn't work in a way that allows that to happen in the way you describe.
    Well technically you could do it by varying the To Hit chance for individual powers, I know a few powers in game already do that although mostly to make a power effect that normally auto-hits not auto-hit for some things (i.e. Smoke Grenade). Although doing it for all NPCs would be a major PITA.
  12. Quote:
    Originally Posted by Rajani Isa View Post
    Alphas should count. Basically if the buff shows in the enhancement screen it should affect the PPM.
    That would be my assumption as well but I haven't seen it confirmed by a dev.
  13. According to the original explanation given PPM values will increase by 25% in I24 to partially compensate for the lowered proc rate due to recharge. So Gaussian's should end up at 1.25 PPM (the attuned version is at 1PPM ATM) meaning that it will have a 90% proc rate unless you have 114% recharge in Aim/BU (which means an Alpha Boost although I'm not sure if recharge from those will count for proc rate or not).
  14. Quote:
    Originally Posted by Olliande View Post
    Question from a noob: the recharge time of a power begin A) when i click the power or B) when the power is on (after the activation time).
    The power starts recharging on the server tick after power activation completes. This means that you need to increase the activation time to the ArcanaTime value:
    http://wiki.cohtitan.com/wiki/ArcanaTime
  15. I put single target attacks in my first row and randomly hit them until I can find my mouse cursor again. I also bind location targeted powers to convenient keys/mouse buttons so I can more easily launch them.
  16. Quote:
    Originally Posted by Aett_Thorn View Post
    Triage Beacon only looks like it'll be good for fights where you know you won't be moving around much, and on teams, that doesn't happen very often, which is why I pushed it off so much. But I'm willing to hear arguments to the contrary.
    You're correct, on a fast moving team it's only really useful in AV fights. However if you like to solo it's extremely useful. Additionally a lot of the incarnate trials feature long static AV fights where you can pretty much toss it down to buff the entire league.

    It's not a critical power the way that FFG and PGT are but it's a very useful power in any extended fight.
  17. Quote:
    Originally Posted by The_South View Post
    Yes, I literally used no enhancements all the way to 50. I'd been playing a long time and use to slot stuff every couple of levels like one would usually do, but in the last year or so I just decided to stop as you scrap many of your older enhancements in the future and decided to wait til 50 for all my newest characters including this one. I played on and off so it took a few days.
    That sounds very, very painful.
  18. A few thoughts:

    I'm not a huge fan of proc-trops. I find it more useful to slot them for slow to stop enemies running out of them as easily (they are only 80% slow base).

    I'd switch out M30 Grenade for Buckshot. It gives you a nice one-two punch with Flamethrower, plus it's useful for filling out your attack chain until I24 and Fast Snipe. Also if you can slot Flamethrower and Buckshot for Range it is handy (especially if you pick either Cardiac or Intuition for your Alpha). I also wouldn't bother with the Overwhelming Force proc, I find the knockback it does is relatively mild and quite useful.

    Regarding Defense, I wouldn't go for Scorpion Shield with Traps. If you take Fighting then it's pretty trivial to hit the normal softcap at which point I find a resistance shield (Charged Armor in Mu Mastery is the best IMHO) increases your survival a lot more than trying to hit the Incarnate softcap even in Incarnate content (besides, Seeker Drones and PGT are potent survival tools on their own).

    I'd take Vengeance over Aid Other, you can stick an extra LotG in there .

    I'd also try and give Triage Beacon a bit more love. It's a very good power but very underestimated.

    For Seeker Drones slotting for stun isn't that useful, it's low mag and short. I'd slot a four piece Dark Watcher's Despair there for a recharge bonus and move two of the slot to Tactics to complete the Gaussian's set and make up for the defense you're losing.

    Also in general I'd be worred about endurance with that build, it's probably worth putting the recovery procs in Health.
  19. Quote:
    Originally Posted by RaikenX View Post
    The irony here is...I've never thought of Cloaking Device as being an unpopular power. Most every /Dev blaster I've ever seen (including mine) HAS cloaking device. Hell...if you were to ask me...CD is one of the major reasons TO take up /dev...to say nothing of Targeting Drone.
    Yeah most Devices Blasters take it but then a lot of non-devices Blasters take Stealth since a bit of stealth is a pretty useful tool for a Blaster. Objectively CD isn't that much better than Stealth which is why I classed it as an "unpopular" power. It's used but is virtually replaceable by a pool power. If I were going to class thye powers that are a big draw for Devices I would say it's Targeting Drone, Caltrops and Smoke Grenade (for stealthing guarded glowies).
  20. This has been bought up before, personally I'd be fine with it and since a character who side switches remains in their SG (just in inactive status) it is presumably possible to have mixed alignments in an SG. Of course that may not mean that base access is possible cross-faction given how screwed up the base code is.
  21. Quote:
    Originally Posted by Molten_Crusader View Post
    What would you suggest I toss in Fortitude then? The reason I have Adjusted Targeting in there is for the +5% global recharge rate of course the +7.5% LotG is self explanatory. Red Fortune maybe? For the Def and it also carries a +5% global recharge bonus.
    I'd just do the LotG and 3 Membranes. Sometimes it's better to slot a power for enhancement and not worry about the set bonuses. Plus you can use the slots saved to give Recovery Aura some recharge.
  22. Quote:
    Originally Posted by Canine View Post
    From here it looks like 25%, so I'm assuming the 2% above is a typo
    Yeah I actually typed 25% first but then I decided to reword it at which point I made the typo.
  23. Quote:
    Originally Posted by Madadh View Post
    But, still, that doesn't totally fix it's wonkiness... But, buffing an individual power here or there won't do that, either. The only way that might be fixed is with a total redo from the ground up, and as I like it in it's present form, I'd be against that. If they decided to make a new TAish set, and learned from the first one, I'd happily give it a try, but not at the cost of seeing the one I enjoy go away.
    I disagree. While the total number of debuff powers do mean that the set will always be slightly wonky I think it's entirely possible to fix the set without nuking it and starting over. Due to the fast cast time of Trick Arrow the time to apply all debuffs isn't awful, it's longer than other sets but not awful. The real issue is the lack of Alpha Strike mitigation (which most sets handle with either buffs or healing) and the fact that most of the debuffs are quite short duration (most sets use toggles to limit the number of buff applications during a fight).

    That being said, I think Trick Arrow does have the potential to be given decent Alpha Strike by buffing a few key powers. In particular the fact that Flash Arrow doesn't trigger aggro means that it can be used as your first debuff without triggering the Alpha strike. Next Poison Gas Arrow will allow you to trigger the Alpha Strike from Bosses and LTs only (as well as decreasing their damage).

    Now if you go back a few pages to where I did a debuff comparison you'll see that Trick Arrow is competitive in terms of -damage but is falling behind in terms of To Hit debuff. It's slightly ahead in -resistance but not a huge amount.

    So given that I would do the following:
    Increase the To Hit Debuff in Flash Arrow to 12%-15%
    Make the sleep component of Poison Gas Arrow stackable
    Increase the resistance debuff in Acid Arrow to 25% and increase the radius to at least 15 feet
    Increase the resistance debuff in Disruption Arrow to 25% and increase the target cap to 16
    Do a bit of general duration/recharge re-balancing so that debuffs don't have to be reapplied quite so often.

    And maybe do the following:
    Buff the duration/recharge of Ice Arrow, this isn't a TA specific change, I'd like to do it for all Blast sets and Buff/Debuff Sets
    Increase the -recharge in Glue Arrow

    The basic idea is that a TA should lead with Flash Arrow which is a "free" power in terms of enemy aggro. Then follow up with Poison Gas Arrow, the LTs and Bosses will attack for 2.5seconds but then they to will join the minions in slumber. This gives the TA time to cast Disruption Arrow and possibly Glue Arrow if desired. Total elapsed time: about 5 seconds.

    At this time the TA has to make a choice. He can use Acid Arrow to further debuff the group's resistance but at the cost of waking them up. Alternative he can opt to focus either on attacking or mezzing specific targets with a lower resistance debuff while using PGA to keep the spawn asleep.

    Obviously this is the solo strategy, on a team the TA will likely launch a flash arrow to effectively buff the melee's defense and then use Acid Arrow/Disruption Arrow to increase damage.

    Essentially the goal of the change is that TA can't take a full Alpha Strike the way that sets like Dark or Time can but by combining Flash Arrow and PGA he can mitigate and spread out the Alpha Strike.

    However to compensate for the lower than average damage mitigation TA gets a 50% resistance debuff capability and a powerful AoE attack (OSA).
  24. Quote:
    Originally Posted by Nethergoat View Post
    One question about my grav: occasionally I'd bonk people with a telephone pole, or dumpster and I'd get an IMPACT! notice over my targets head- what the heck is that? Some kind of damage bonus, I assume, but of what nature?
    If you use Lift or Propel on an enemy after using Gravity Distortion (I think it's a 12 second time frame) on then Lift and Propel gain bonus damage equal to 25% of their non-containment damage.