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Posts
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I contemplated suggesting that but doing that is going to make soloing VERY slow. Given the limitations presented I would skip either Piercing Rounds or Suppression Fire depending on whether I felt a need for more damage or more mitigation to stack onto my primary which would lean towards Piercing Rounds for most primaries except Kinetics and maybe Storm.
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Quote:I can see your point, and it's largely why I view healing as the weakest form of damage mitigation. However I do view it as mitigation for three reasons. First is does mitigate the effects of damage albeit after the fact rather than before. Secondly you can view healing as mitigation for the NEXT attack by proactively buffing your hitpoints. Finally this means you can refer to most powers as either damage boosting or damage mitigation rather than needing 3 categories and I REFUSE to give healing it's own category, it is not worthy.I have one quibble with that, good sir. Healing is NEVER a form of mitigation. It does not, and cannot, prevent or reduce incoming damage. It is, instead, a form of reactive assistance. It can only be effective AFTER damage has been dealt.
It's mostly a semantics issue though. -
Quote:If you're anything like me it'll be the Defender (well ok, they both exist but I play him more).I didn't realize Traps had been proliferated to Defenders. That does sound interesting. I think I'll probably make one of each then (blaster and defender) and see which one survives.
AR is a very solid blast set with very high AoE damage (albeit not the best) and decent ST damage against tough enemies through ignite. Devices is a mish-mash of powers designed for a game that (as the Goat said) no longer exists. Conversely Traps is made of purest awesome. -
I did the math on this a while back. If you have decent accuracy set bonuses then TD is easily skippable. Even without them you can replace it with a Kismet and Tactics, you lose a bit of to hit but provide a nice buff to your team. Personally the only reason I still have TD on my AR/Dev is that I haven't quite convinced myself I can manage without the to hit debuff resistance (I enjoy fighting carnies ).
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The other option is to reroll him as a Traps/DP Defender. You get a bit less damage than a Corruptor but the Traps powers are more powerful (as are the debuffs from your pistols). If you want to roll as a DP/Dev Blaster you'll get a lot more damage but the secondaries are very different. Devices is often regarded as one of the weakest Blaster secondaries whereas Traps is one of the stronger support set (I would argue that solo it IS the strongest for a Defender/Corruptor but I'm biased ) .
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I don't hide from searches because I don't find being unhidden particuarly bothersome
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If you have to choose then Empty Clips but as others have said it's well worth looking at getting both.
Dual Pistols for Defenders (and Corruptors) is always going to be a tight build. Most blast sets need 4 or 5 powers to give you a decent attack chain and the rest is optional depending on your primary and personal inclinations. Dual Pistols has that but also has two very useful debuffs (Swap Ammo and Piercing Rounds) a hold instead of a stun and a crashless nuke meaning you really want 7-9 powers instead of 4-8 for other sets. So realistically if you're doing Dual Pistols on a defender or corruptor you really want a primary where you can easily skip two or three powers and are probably not going to have room for leadership powers (essentially you're trading leadership buffs for better debuffing through your secondary). -
I have posted builds multiple times either when I was looking for feedback or as an example build for someone using the same/similar powerset combo. I have no reason to believe that my builds harbor some secret knowledge known to few (in fact I'd go the other way, I'm idiosyncratic in my builds and they often sacrifice some power for "what I want"). I've gotten ideas from builds other people have posted and I in turn hope people get ideas from my builds (or at the very least a good laugh).
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It depends a LOT on the character. I tend to favor taking out the minions first because that plays to the strength of the majority of my characters. But in general, here are my thoughts for the ATs I'm really familiar with:
Blaster, Defender, Corruptor: It depends a lot on the set, AoE heavy sets such as Fire, Archery and Assault Rifle are much better off killing the minions and then focusing on the boss. Others that are single target focused or have an AoE mez (generally a sleep) are better served killing the boss. Some which have good single target hard mez capability (like an Ice/Ice Blaster) work best by mezzing the boss and killing the minions first.
Controller: I generally prefer to hold the boss while killing the minions and then finish him off afterwards.
Tanker, Scrapper, Brute: Again somewhat set dependent, I lean towards killing the boss first since that means I get more mileage from my AoEs against the minions (especially on a Tanker) but more AoE heavy sets (especially Shield Scrappers) can AoE the minions to death quickly and easily and then focus on bosses.
Warshade: Depends a bit on the situation but assuming I'm in lobster form boss first so I have more enemies to fuel Mire. -
Quote:Traps was actually originally a redside exclusive.Wow, thanks for all the info guys. And I didn't realize Traps was redside I could've sworn it was blueside too, must've been confusing it with devices or tricks.
Quote:I don't know if I could put off having a travel power until 44 but I notice you didn't take Stamina until 41 too in there can I really put it off until then without really feeling it? It'd be great.
Quote:Did you take Combat Jumping for the defense? Just wondering if I need it to cap defenses?
Quote:I have a super rough build that I'd love feedback on. Should I put off some Trap powers to take Stamina earlier? Am I taking blast powers too late? I haven't decided what to do with the last 3 power slots, the only epic power pool I'm familiar with is Psychic Mastery but I am leaning towards Power Mastery for Build Up. Or I'll just grab Hasten and some other Pool Powers to finish it off. I'm sure by the time I get up to the levels I'll figure out which one will be better.
Regarding Epics, Traps is well rounded enough that you don't absolutely need an Epic other than for the shield (and even that is skippable if you have to). Of the Epics Dark is probably the best choice if you've got 3 power choices since you'll be in melee range anyway and can do Poison Trap -> Soul Drain -> Hail of Bullets while laughing maniacally. If you're only going with 2 choices I'd say either Psychic Mastery for a mez and a shield or Electric Mastery for Thunderstrike and a shield (ok, Thunderstrike isn't actually that great but I love the animation and it does get people out of your face).
And always remember as a Trapper: if the Tank takes the alpha, you aren't trying hard enough*.
*Special circumstances such as master runs are excluded of course. -
The old base salvage no longer serves any direct purpose. Some people collect it so you might be able to sell it. If not you can convert it into invention salvage at an invention table (convert it to brainstorms and then the brainstorms into salvage).
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I disagree about Leadership. Yes all of the toggles are weak individually. The reason is they are intended to stack on a team. If everyone on a team takes a leadership toggle or two the team gets a strong benefit.
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I agree. IOs make things easier but all of the core content up to and including things like Hamidon Raids and MoSTFs were done before IOs were a glint in a programmer's eye.
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The math is correct so yeah, as long as you don't fight higher con enemies you should be mostly ok. The one exception is Rain of Arrows. The power says it has a high accuracy modifier but from testing it seems like the pseudo pet it summons (which performs the actual attack) has an accuracy of only 1.00x so you'll definetly want some accuracy in Rain of Arrows.
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Take a look at the AT list, excluding the EATs only one AT has a truly unique powerset type and it has the fewest powersets of any AT (Manipulation and Assault sets are technically unique but they draw heavily from other powersets). The devs made ATs reuse powersets as much as possible because there is a LOT of work that goes into making a new powerset so it makes sense for as many ATs as possible to be able to use it.
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I can't recall ever hearing of any specific instances where they did this but I strongly suspect they do. If they did get sued and the IP owner could demonstrate that they had been notified about the arc and had ignored it then it would make it a lot harder for them to defend themselves. They generic any characters who are even potentially infringing on copyright just to be safe.
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Like characters based off of other licenses they are technically a copyright violation and NCSoft could get sued if it was bought to the attention of the copyright holder. The problem that when you publish an arc everything in it becomes the property of NCSoft and they are, technically, distributing it for money. So if the arc contains content that infringes someones copyright then NCSoft is illegally distributing derivative versions of the material.
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Quote:The important thing to remember though is that sets like Empathy currently solo a LOT worse than the debuff based sets. Sets like Dark, Rad, Storm and Traps don't really need the ability to buff themselves since they already get the benefit of their own powers (although a self heal for Storm would be nice). The sets that hurt solo are the ones like Empathy, Sonic, FF, Cold etc. which have a lot of core powers focused solely on buffing teammates.Empathy Defenders would get permanent Instant Healing level regen, enough recovery to overcome nuke crashes and +100% recharge pretty much perma with slotted Adrenalin Boost. Add in self-Fortitude and they'd never want a teammate ever again.
Meanwhile, Dark or Rad Defenders would get nothing. -
Well first off welcome to the forums. To answer your question you are not a Healer, you a Mezzer and a Buffer. You see, unlike other MMOs Healing is a very weak form of damage mitigation in CoX. It's useful up until about the mid-20s at which point people start slotting SOs and the value of healing as a form of damage mitigation drops off sharply while other forms of mitigation become much more important. Healing still has it's place but good buffing can easily render it unnecessary.
Now this isn't to imply that Empathy isn't a useful set, after all it only has four powers that are really heals. The critical power for Empathy in the higher levels is Fortitude. The provides a strong damage and defense buff to one character. A good empath can keep this going on at least 3 characters at once and by careful selection of who needs it can prevent a lot of incoming damage as well as increasing outgoing damage. Additionally Empathy has four other useful buffs. Clear Mind provides mez protection and can theoretically be kept on the entire team 100% of the time (although in practice this frequently isn't the best use of your time). Regen Aura and Recovery Aura are both very powerful team buffs that can keep your team healthy and moving without any intervention from you but unfortunately aren't up all of the time. Finally Adrenalin Boost is a lovely buff that provides a huge recharge boost to a single character (it also boosts regeneration and recovery) which can, if used sensibly, allow characters with game altering powers to use them a lot more often.
Now to answer your questions regarding Defenders versus Controllers. In theory Defenders are a hybrid (De)Buff/Damage class while Controllers are a hybrid Control/(De)Buff class. This should mean that defenders get better damage and buff powers while Controllers have worse damage and worse buffs but the ability to lock down a spawn providing 100% damage mitigation. However in practice while Defenders do get better buffs than Controllers they are only slightly better and Controller damage at high levels is equal to or better than Defenders (particularly for Fire and Plant Controllers). It doesn't really make a huge difference in a team setting so I would say play a Controller if you prefer to deal damage less directly and are willing to wait a bit for it to get good and play a Defender if you prefer more direct blasting.
However whichever way you go do not pigeonhole yourself as a "Healer", healing is the least of your powers and while it has it's place skilled use of your other abilities renders it unnecessary. -
Quote:Agreed, if anything I would say they have dropped in price slightly from their pre-I16 price.Purples and PVP IOs aside, there hasn't been a huge surge in the pricing of the majority of IOs that I slot and use (Thunderstikes, Doctored Wounds, Crushing Impacts and their ilk)
Quote:However, I do see the inflation at the very top end, and recongnise that eventually this will trickle down into the mid-tier type sets. So action taken sooner before it becomes a major issue would be better than later after it is an issue. -
Quote:If there are the devs have not revealed them to us. It's possible that Going Rogue will produce some new changes to help balance things but we don't know yet.Are there any plans, any possible solutions to the spinning out of control in game economy?
Quote:Am I alone in thinking the markets and economy in the game need a fix?
Quote:Maybe it is just my perception, but the price on items some of us want goes up and up like a rocket putting some things out of reach, seemingly forever. My veteran characters have several hundred million influence and infamy, and seem dirt poor.
Quote:Is there any way to stop it? -
I would disagree slightly with this in one situation. For a Controller taking Air Superiority or Jump Kick as a fast recharging third attack makes soloing at lower levels a lot easier and with containment the damage is decent enough.
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Quote:But the converse is also true. Less experienced Controller players will tend to focus on their primary so they are dealing damage even as they focus on control. Conversely a lot of less experienced Defenders have a habit of over-(de)buffing and spend more time using their primary than the team need sand consequently doesn't deal as much damage. For example the rule of thumb I use with my Traps and Trick Arrow Defenders is that if I spend more than half of an engagement using my primary I'm probably overdoing it (there are, of course exceptions).Assuming I represent any kind of baseline as an 'average' CoH player- my playtime is somewhat limited, but I do some theorycrafting and I've been playing for close on to four years now (with a two-year gap in the middle)- then our hypothetical 'average' CoH player is going to have a rough time pushing Controllers far enough to seriously overshadow Defenders, simply due to the complexity of action and situational awareness needed for it.
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Can you post the data link or the data chunk please? It's much easier to examine a build in mids than in the forum post.
In regard to your build I will point out that a pure support FF defender doesn't really benefit from IOs (I will ignore the question of the usefulness of a pure support defender at all). In general IOs provide damage mitigation in the form of defense or increase the effectiveness of your powers in the form of recharge. Force Field as a set doesn't really need much recharge (as opposed to other sets like Traps and Empathy that really benefit) and a pure support toon doesn't need damage mitigation.
Frankly I would say leave this guy with SOs and find a character who will benefit more to IO. If you really want to IO this guy then I would say build for defense, take the presence pool and make him into a Tankfender. He will at least benefit from set bonuses that way. -
http://tomax.cohtitan.com/data/power...rk_Consumption
http://tomax.cohtitan.com/data/power...ery.Power_Sink
From an Endurance recovery point of view Power Sink is FAR superior. They both provide 25 endurance per enemy but Power Sink is autohit and has a 2 minute recharge time compared to 6 minutes for Dark Consumption.
The other thing to consider though is the rest of the set they are in. Dark Consumption is a level 41 power in it's set while Power Sink is level 47. So if you're short on space DC might be a better option since you don't need a pre-requisite. On the other hand if you do have three power choices available for your epic DC might still be a better option since it opens up the rather nice damage buff from Soul Drain while Power Sink requires you to take either Electric Fence or Thunderstrike which may or may not be powers you want (I will admit a certain fondness for Thunderstrike as a "git outta mah face" power).