Adeon Hawkwood

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  1. Quote:
    Originally Posted by Aett_Thorn View Post
    If you want another example, look at the traps set, which has a number of powers that work at exactly the same base values on both Corruptors and Defenders, thanks to the pseudo-pets.
    Actually most of the Defender powers got new pseudo-pets. Caltrops and maybe PGT (I can't recall for this one off the top of my head) are the only ones that got reused. Of course in the case of Trip Mine and Time Bomb the Defender versions are worse than the Corruptor ones which also demonstrates your point.
  2. Quote:
    Originally Posted by ChaosExMachina View Post
    Why should we care to emphasize secondaryness?
    My opinion has always been that a secondary powerset is every bit as important as the primary set. To that end I believe a new character should be required to take one power from each set. However other than that the only reasons I have for forcing the secondary power to be the T1 are that is provides a bit more differentiation between ATs who have swapped powersets (i.e. Tanker vs. Scrapper/Brute and Defender vs. Corruptor) and for Stalkers and Blasters the secondary T1 is designed to support their intended playstyle so for a new player being forced to take it is helpful. That being said I can definitely see merit to allowing either the T1 or T2 from secondaries for the first power but I doubt we'll see it happen.

    Just to clarify on the Blasters comment above, Blaster secondary T1 powers are intended to aid a Blaster in keeping out of melee, for a new player this power is more useful, at least at low levels, than a melee attack would be (which every set except Devices has for the T2).

    Quote:
    It's arbitrary and it does not work with a game that's supposed to embrace customization.
    I disagree that it's arbitrary. Secondary powers are designed to develop slower than primary powers, this is merely a continuation of that.

    Quote:
    It also does not work with every powerset. Some of them have stronger tier 1s than tier 2s. Some are up to taste. If a controller prefers gale, have they broken the game by not acquiescing to your imagined secondary penalty? Should one type of taste be favored? If you want the tier 1 more does that make you overpowered?
    This is very true. A lot of powersets have T1s that are situational, only useful when combined with other powersets, outright skippable or simply powers that are better left for later in your career. For an Invulnerability Brute/Scrapper taking Resist Physical Damage at some point might be a good idea but at level one Temp Invulnerability looks a lot more appetizing.
  3. When using Detonator who counts as casting it for the purpose of the purple patch, the AMstermind or the Henchman? Based on the info provided by RedTomax I think that it's the Henchman but I'm not certain (and I don't have it yet so can't check). Secondly if it is the henchman who casts it does it benefit from enhancements in his power or does it still need to be enhanced separately (I'm guessing the latter but would like to check)?
  4. Quote:
    Originally Posted by ChaosExMachina View Post
    In that case, yeah, that is kind of unimpressive. Still, it's better than a tailor token and won't create jealousy, so I'd call it appropriate.
    It's still pretty good. Half a level of patrol XP basically means for 5 levels you only need to earn 75% of the normal XP for those levels (assuming that you don't normally wait until you have 10 bars of patrol XP before playing a character). Assuming you use it for levels 46-50 (which tend to be pretty slow) it's a nice option to speed up that last bit of leveling.
  5. Quote:
    Originally Posted by Ironik View Post
    Anyone who recalls the bug-infested implosion of -- what was it? Issue 2? -- which was released on a Thursday knows that it traumatized not just the players but also the Devs (and likely resulted in massive weekend overtime as well as exhausted people the next week). That's why releases were moved to Tuesdays, by and large.
    Yep, Tuesday is a popular "patch day" for several MMOs for this very reason. Monday gives time for a last minute go/no-go discussion and last minutes fixes to the build. Tuesday is patch day. Wednesday through Friday gives time to fix any critical issues that slipped through QA and everyone is (hopefully) free to go home and relax over the weekend.
  6. Actually as a another option how about adding a new SG badge for completing the CoP Trial in SG mode X times (where X is 1-5) that unlocks all of th eIoP models as cosmetic items?
  7. Quote:
    Originally Posted by Rajani Isa View Post
    Also, i think inspirations are per-person per mob, at least I seem to recall ambrosia working that way.
    I'm pretty sure that regular inspirations are not per-person from regular mobs although special inspirations might be and I'm pretty sure higher difficulty enemies (GMs, AVs and Monsters) drop on a per-person basis. But for regular enemies I have seen that running solo at x3/x4 I get a LOT more inspirations than running on a full team. It's anecdotal but it really looks like inspirations are not per person from regular drops.
  8. I agree with Lothic. Releasing a major patch right before half of the team leaves the office for the meet & greet is not a good option (if something goes wrong there are fewer people around to fix it), and similarly I doubt they'll want to release it Thanksgiving week for the same reason so the 9th, the 16th or December sound like the reasonable options.
  9. Adeon Hawkwood

    Ultimate Respecs

    In is the days approaching All Hallows Eve the dead rise to once more walk the earth...
  10. I base the cape/no cape solely on what looks good. Some characters look good with capes, some don't.
  11. That would be pretty cool. Maybe even make it a personal item that you can get a reward for doing the CoP trial?

    (by personal item I mean the ones that anyone can craft or accquire through vet rewards and place without needing base editing privileges)
  12. Quote:
    Originally Posted by BenRGamer View Post
    So people always use Web Grenade?
    Yep all the time on my AR/Dev, my Traps/AR and my Bots/Traps. I <3 Web Grenade.

    (Admittedly I use it to keep enemies in various bits of the ground that are on fire so it would be less useful when paired with other powersets but it is useful).
  13. I really don't see AR being good in PvP (and I love AR). It's got two problems. First it's primarily an AoE set which isn't as useful in PvP as in PvE. Secondly a lot of it's single target damage is based on leveraging Ignite which requires you to keep the target immobilized or held (not practical in PvP). Add in the long animation times for Full Auto, Flamethrower and Ignite and I just don't see it working.
  14. Or maybe the Alpha Slot will only work on non-IO'd characters and everyone will sell thier purples off .

    More seriously part of the goal with the Alpha slot did seem to be decreasing the gap between IO'd and SO'd characters so depending on how well it suceeds we might not see a huge spike in demand since people run their 50s through Incarnate content but don't feel the need to IO their characters.
  15. Quote:
    Originally Posted by Zombie Man View Post
    WRT the OPs alternative solution of auto-six slotting powers that are forced on you... I would say no because the easier and more elegant solution would simply be to allow a choice to the first tier secondary... either the second tier secondary, the third tier primary, or a first tier Power Pool.
    Personally I think requiring the T1 from the secondary is fine as is. However if it were to be opened up a little bit I would say just expand it to requiring either the T1 or the T2 from your secondary at level 1 allowing the third tier primary or a pool power would shift things to much IMHO. You choose your primary and secondary sets at character creation, I have no problems with you being forced to take a single power from each at that time.
  16. Adeon Hawkwood

    slot power pool

    It's an interesting idea. My main objection is how it would shift balance for character designs. Specifically I think it would shift things to far in favor of the "no-travel power except Ninja Run" builds.

    The current setup gives us 24 power choices which equals 9 primary powers, 9 secondary powers 4 epic powers and 2 travel pool powers. This is the "default" build and people then drop powers from those areas to fit in other pool powers they want. At the moment there's a practicla limit to how many pool powers you really bother with due to slot limitations. If you add the ability to trade powers for more slots then optimizing a character pretty much means you dump any powers not directly related to combat for more slots. I don't think this would break the game balance but I think it would increase the gap between a perfectly optimized character and one built more around what's fun and that is a sad thing.
  17. Quote:
    Originally Posted by BurningChick View Post
    Everything that is not Empathy?
    Sooo.... all those Darks, Rads and Trappers I keep running into are a figment of my imagination? I see a lot more of those three sets than I do Empaths although Empathy probably does come in 4th.
  18. Quote:
    Originally Posted by Stormbird View Post
    I wonder if part of it's from the old "it gives people headaches" graphics or rep.
    That probably doesn't help but I think there are a few other factors. First off in terms of solo ability it's down near the bottom of the heap with Empathy and Force Field which means people who like to be able to solo reasonably well with their Defenders will skip it. Additionally it lacks the flashiness of those two sets so even people who want team focused defenders are liable to give it a pass
  19. Sonic Resonance is probably the least common support set for Defenders which is a pity because on a team it is an excellent set (unless the graphics give you eye problems anyway). In particular a lot of people use IOs to boost their defenses but few use them for resistance (since resistance set bonuses suck) so added resistance is useful to them (layered defenses FTW).

    The second least common I would say is actually Trick Arrow. It's a moderately popular set but not one I see people actually playing a lot (including me, I have a TA/A but I rarely play him now that my Trapper is 50). I think the problem is that people who like debuffing Defenders tend to play Rad, Dark or Traps instead since they are, on the whole, more generically useful than Trick Arrow.
  20. Ghost Falcon requires you to do a misison before he seels to you so the Rikti War Zone is the easiest location to get level 50 SOs (talk to the Vanguard Quatermaster).
  21. Quote:
    Originally Posted by Black Pebble View Post
    The Capes
    It may not be obvious in the trailer, but the Impervium Mantle cape is Ultra-moded. The art team did some miraculous things to make that happen.
    That might be enough to make me get it.
  22. Those are very nice, unfortunately I can't see any of my characters using them so I probably won't buy it.
  23. Quote:
    Originally Posted by Nalrok_AthZim View Post
    My power description says it only takes Defense Debuff and Accurate Defense Debuff sets. Huh. I'll give it a try.
    Interesting, maybe they removed it in I18 and grandfathered it in for existing characters. If so that'll make I19 suck since I'll lose it when I respec.
  24. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Unfortunately, Acid Mortar doesn't take Ranged Damage sets so I can't slot Devastation.
    Actually unless they broke something in I18 it does take Ranged Damage. I've got the proc in my Acid Mortar and both Mids' and the Wiki agree it can take ranged damage sets.

    Quote:
    I'll check out the slotting in Triage, Empty Clips, and Bullet Rain. I think I'll put a -KB IO in FFG and replace Acrobatics with Maneuvers. Question: Will the -KB protection only be active while the FFG is up?
    No it'll always be active unless oyu exemplar more than three levels below the level of the IO.
  25. Ok, looking over your build it could definetly use some tweaking. General thoughts:
    1. You're significantly over the softcap for S/L denfese, you're probably better off losing a few set bonuses to beef up your other defenses or global recharge
    2. Some of the sets you've selected don't really give bonuses you want
    3. Acrobatics isn't that great choice since FFG provides hold protection and a KB iO will provide sufficient KB protection for most things. (I'd say take maneuvers instead).

    Comments on specific powers:
    1. 5-slotting Analyze Weakness in Acid Mortar isn't a great choice, the set bonuses are kinda weak (accuracy in particular you'll tend to pick up incidentally in any IO build, you don't need to go for it specially). You can get a similar level of recharge (and a bit of defense debuff and accuracy) with a franken slot and still fit in a proc or two (I recommend the Devastation hold proc first and the Achilles heel proc second). Make sure you're at 93+% recharge though.

    2. Removing one of the Heal/Endurance, the Heal/Recharge or the Heal/Recharge/Endurance IOs from Triage Beacon won't significantly impact it's capability and will give you a spare slot you might find handy while maintaining the recharge set bonus.

    3. For Poison Gas Trap you might want to replace the Lockdown set with 4 pieces of Basilisks Gaze, the Recharge/Hold form Lockdown and the Proc from Lockdown. The advantages of lockdown are the positional defense bonuses which don't help you a lot.

    4. For Empty Clips and Piercing Rounds Positron's Blast is probably better than Detonation (Global Recharge rocks on a Trapper). For any power with Positron's Blast I recommend 5-slotting it and leaving out the Damage/Range IO rather than the proc. The extra range doesn't really help, it's WAY over-budgeted for damage so you're still ED capped and the proc gives you more damage.

    5. You really want more recharge in seeker drones. I use 4 pieces of Dark Watcher and an Accuracy/Recharge to add more recharge and a bit of accuracy.

    Hope you find some of that useful .