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Quote:The upside of both of those being that you can use them from range (and in the case of Rain of Arrows without needing line of sight). Conversely Hail of Bullets has twice the recharge, less damage than Rain of Arrows (although slightly more than Full Auto) and requires you to pretty much be in melee range of the enemies for the entire duration. The small defense buff does help with the latter admittedly but I would stay it's still harder to use than the other two and the double recharge is painful.On paper I agree with you about Hail of Bullets, but in practice I actually find it better than the other two crashless mini-nukes. Rain of Arrows has a large delay between casting and damage that can mean the pack is dead before anything happens and Full Auto is a long narrow cone with a 10 target limit.
I do wish they'd increase the target limit on Full Auto thought . -
There isn't really a simple answer to this since it actually depends on how much recharge you already have.
Stealing DrMike's explanation:
Quote:Now assuming you time it perfectly the Force Feedback Proc will be up one-third of the time (this represents the best case scenario).The best way to think about it is that Hasten (and all powers) recover 1 point per second. Hasten needs 450 points to recharge.
Recharge buffs change the number of points you accumulate every second, so with hasten active, you get 1.7 points back per second for each power that's recharging.
So, click Hasten. For the next 120 seconds you accumulate 120*1.7 = 204 points
You still need another 246 points for Hasten to recharge, and will have to wait 246 seconds for them to accumulate at 1 point per second.
So the total recharge time will be 120 + 246 = 336 seconds.
Eclipse needs 300 "points" to recharge. Let X be equal to the amount of recharge you are getting from slotting in eclipse plus global recharge from other sources.
When the FF proc is up you'll get 2 + X points back per second and when it's down you'll get 1 + X. So over the course of 15 seconds you'll get 20 + 15X points or (4/3) + X points per second.
Without the FF proc you'll get 1 + X points per second.
So the percentage improvement from the FF proc is (4 + 3X)/(3 + 3X)
What does this mean? If you have no slotting or global recharge then the FF proc is, at best, equivalent to a 33% global recharge buff. If you have 95% enhancement in Eclipse and no global recharge then it's equivalent to a 17% global recharge bonus at best. -
Yeah, I've been thinking a bit about this and I'm inclined to say that Dual Pistols is one of those blast sets which really needs a lot of powers to be effective, especially for a Defender/Corruptor.
If you look at the "generic" Blast set you have the following:
3 Single Target Attacks
1 Cone
1 Targeted AoE
1 Aim
1 Single Target Mez
1 Snipe
1 Nuke
Obviously most of them don't follow this exactly but it's pretty much the base version that they differ from.
So... in general with the generic set you want 5 powers: the 3 single target attacks and the 2 AoEs. This gives you a decent single target attack chain for tough enemies and AoE damage for dealing with minions. These 5 powers also tend to be in every set (although in some sets the format for them is a little unusual such as Ignite for the third st attack in AR). The other four powers in the set (Aim, the Snipe, the Mez power and the nuke) are the more skippable powers (depending on the rest of your build) and are also the ones most likely to be replaced with set-specific powers.
In Dual Pistols three of these four powers are replaced with other powers that are generally more attractive than the original power (in 2 cases MUCH more attractive). Swap Ammo replaces Aim, Piercing Rounds replaces the Snipe and Hail of Bullets replaces the nuke. Swap Ammo and Piercing Rounds are both VERY attractive to a defender since they increase your ability to perform your primary goal of debuffing enemies, in particular Swap Ammo allows you to tailor your debuffing to fit the situation. Hail of Bullets is less attractive since it isn't quite as good as the other crashless mini-nukes (Full Auto and Rain of Arrows) but for a Defender who will be in melee range anyway (such as Traps or Kinetics) it makes a lot of sense.
So for a Dual Pistols Defender we have got the 5 damage powers most Defenders will want plus two powers that provide solid increases to the Defenders debuffing potential. The last two (Suppressive Fire and Hail of Bullets) are less essential but depending on your primary there is a good chance that one or both will be useful to the Defender.
The net effect of this is that Dual Pistols is a more power intensive set than most other Defender secondaries (for example on my Traps/AR I only have 6 AR powers but on a Traps/DP I would take or even 9 of them).
Now the question I'm sure you're thinking is "but Adeon, surely a Defender doesn't need all 5 damage powers?" Well technically no he doesn't but for most sets skipping them is a poor idea. Archery and Radiation are the main exceptions since the lower than normal recharge on their first two blasts make it easier to spam their T1 blast and skip their T2 but for other sets the longer recharge means more downtime between blasts without this. As for skipping the AoEs, doing this decreases the value of the blast debuffs. The debuffs in blast sets are relatively short duration and often impossible to enhance (for example the -dam from using Toxic Ammo) as such stacking two different AoEs provides better debuffing than you get with just one. This also applies to skipping one of the single target blasts when you are fighting a tough AV.
The primary purpose of blast sets for a Defender is, of course, damage but the debuffs they provide do have utility and it's important to keep this in mind when planning out a defender build. -
Quote:In that case Spines and Dual Blades are the best options with on PBAoE and two medium cones (compared to the PBAoE, one wide cone and one narrow cone in most other sets). Melee sets all have relatively limited AoE damage, it's part of what balances them against Blast sets. Blast sets get better AoE but it tends not to be PBAoE since characters with Blast sets don't like PBAoE. And of course except for a few Defenders/Corruptors (like Traps) who have high defense most Blast set ATs are a bit squishy.Well, I was thinking something that would be primarily PBAoE, not just one radius and one cone, y'know?
EDIT: Here are the red tomax pages for Brutes and Scrappers. You can scroll down and see at a glance what AoE capability each set has:
http://tomax.cohtitan.com/data/power...etype.php?at=5
http://tomax.cohtitan.com/data/power...etype.php?at=9 -
Quote:I don't think there is anyone who thinks the market as currently implemented is perfect. However like you the majority of people who understand it recognize it as a decent compromise system that is a lot fairer to casual players than most other systems would be. The changes we generally want are more about tweaking it to make it more accessible than burning it to the ground and starting over.I disagree on one point, Many people who do understand how the market works still have complaints about it.
There is also a general recognition amongst such people that you can't effectively adjust market prices by changing the market mechanics (or at least you can't adjust them in a way that would favor the majority of the player base). If the devs wanted to decrease prices they would need to either reduce the rate of inf generation for level 50s relative to everyone else, increase the rate at which inf is removed from the game or increase the supply of items (by increasing drop rates). Playing tricks with the market mechanics won't impact any of these, increasing the listing fee would but that has it's own set of issues. -
Huh, that is really weird, I always assumed that the image used by the consignment house was identical to the actual enhancement one.
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Not a huge amount of difference to be honest. Most melee sets have a 8ft PBAoE attack and a cone attack of some description. The only exceptions I can recall are Energy Melee (no cone), Super Strength (no cone but a 15ft range on the PBAoE), Claws (has a knockback cone as well), Electrical Melee (has a 90second recharge but more powerful PBAoE) and Spines.
If you want good AoE damage without Spines an Electrical/Shield Scrapper might suit you. You can almost alternate Lightning Rod and Shield Charge on spawns and use other attacks to mop up. -
You make a custom group that contains only LTs. Be aware that due to the number of people exploiting it if you only have one enemy rank (Minion, LT, Boss) in a group then you get minimal XP (25% IIRC)
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Having recently got my dual pistols Corruptor up to the point where he can use Piercing Rounds I have been experimenting with the best method for getting the benefit of the resistance debuff in Piercing Rounds while still easily maintaining the use of the other special ammunitions for my other attacks. To that end I have a set of 5 macros I use to facilitate switching to lethal ammo for piecing rounds and then switching back for subsequent attacks. In case anyone else would like them here they are (note that due to the complexity of the macro the /macro command doesn't seem to handle it correctly, you need to create the macro and then edit in the actual commands):
Code:Basically the idea is that you press the macro for the ammo type you want to use and thereafter every time you move forwards or backwards it will attempt to activate that ammo type if it isn't already on. The PR macro then toggles off any ammo types you have before firing Piercing Rounds and after four seconds the ammo type macro you set will turn it back on when you move./macro Cryo "bind w "+forward$$powexectoggleon Cryo Ammunition"$$bind s "+backward$$powexectoggleon Cryo Ammunition"$$powexectoggleon Cryo Ammunition" /macro Fire "bind w "+forward$$powexectoggleon Incendiary Ammunition"$$bind s "+backward$$powexectoggleon Incendiary Ammunition"$$powexectoggleon Incendiary Ammunition" /macro Toxic "bind w "+forward$$powexectoggleon Chemical Ammunition"$$bind s "+backward$$powexectoggleon Chemical Ammunition"$$powexectoggleon Chemical Ammunition" /macro Lethal "unbind w$$unbind s$$powexectoggleoff Cryo Ammunition$$powexectoggleoff Incendiary Ammunition$$powexectoggleoff Chemical Ammunition" /macro PR "powexectoggleoff Cryo Ammunition$$powexectoggleoff Incendiary Ammunition$$powexectoggleoff Chemical Ammunition$$powexecname Piercing Rounds"
The only issue I've found so far is that it won't try to toggle it on if you just hold down W or S, you have to actually start pressing them. -
Quote:Just an FYI, Cloaking Device and the Concealment pool are mutually exclusive, you can only use one at a time.* Blaster with /devices for cloaking device (and possibly also concealment power pool)
You can also put it in sprint if you want to save a slot in Combat Jumping (which I assume is what you meant since Hurdle can't take set IOs). -
Ok, I've got a bug report. The icon for the Stagger set is funny. Specifically it appears to be offset a little up and left.
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In the micro scale you are correct, the fee lowers profit margins which limits what gets sold and pushes prices up. However in the macro scale Transhade is arguably correct (although I suspect not for the reasons he thinks). The market fee is the only reliable Inf sink in the game, if it was gone then very little inf would leave the game and we would get inflation driving prices even higher with more and more items selling off market.
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Quote:I think it depends a lot on the player and the set. Most debuff defenders can solo reasonably well, not as well as controllers due to the lower damage mitigation but well enough (Traps Defenders in particular make excellent soloers but Traps is an edge case).I really agree that defenders and controllers view teams differently, mostly out of need. Defenders tend to need teams more than controllers. When I team when playing my defender, I'm all about the team. When I team with my controller, I'm all about the team too, unless you get me into a mood, in which case I may leave the team without even saying goodbye.
Quote:While solo a buffer loses all the benefits of the team buffing powers. The "fix" is going to the expense of creating a "solo" build for the buffer. This is not required for the debuffer who has the full range of powers available solo or teamed. The 30% damage boost while solo did nothing to alieviate this problem and may have actually exacerbated it. -
Traps is new to Defenders so most of the guides focus on Corruptors, check there for them. Dual Pistols is brand new and I don't think there are any guides yet.
To answer your questions:
1. The essential powers in Traps are Force Field Generator, Acid Mortar, Poison Gas Trap, Seeker Drones and Caltrops (actually Caltrops aren't essential but are a stronger choice for your starting power than Web Grenade). Triage Beacon falls into the "very useful, but wait until you have SOs" category. Web Grenade is most useful when paired with Assault Rifle and is handy for any secondary but isn't really essential, I'd be even more inclined to skip it on DP than other secondaries due to the long redraw for DP. Trip Mine is nice if you want more AoE damage and a slower paced playing style but again isn't essential. Time Bomb is so situational it's not really worth wasting a choice and slots on unless you want ti for the lols.
2. You shouldn't neglect your secondary (no defender should ). The nice thing about Traps is that redraw isn't an issue. With the exception of Web Grenade you can pretty much use your Traps at the start of combat and then focus on blasting. It's hard to say which powers to skip in DP, it's got a lot of decent powers. You definitely want Swap Ammo and Piercing Rounds since the debuffs from those play to a Defender's strengths. I'd also recommend taking both Empty Clips and Bullet Rain for lots of AoE damage. Suppressive Fire is reasonably skippable, it's a nice power for most Defenders but Traps provides enough mitigation that you can manage without the mez from your secondary if you need to (I do on my Traps/AR). You might also skip Dual Wield if the build is really tight, I don't like skipping the T2 blast on my defenders but it is an option. I would definitely take Hail of Bullets, I know it gets a lot of hate but it fits well with Traps play style: jump into a mob, lay a poison gas trap and then go to town with Hail of Bullets.
3. I would try to fit in Stamina. Traps is a relatively low endurance set but you'll appreciate it for your blast set. Technically any build can be made without Stamina but it's one of those things that makes life a little easier. -
Quote:*cough* Yeah, given how many times I've used the Web 'Nade/Ignite combo on AVs with my Blaster and Defender you'd think I'd have thought of that. I'm claiming temporary insanity caused by space imps.Most AV's are just a single casting of your tier 1 immob away from giving you delicious double damage. There are of course a couple trollers that can't do that. Illusion doesn't care tbh it still kills faster than any def and mind is left out. At the same time though not all defs have a t3 attack.
Quote:I think we are largely in agreement though. Containment is very easy to establish in most scenarios. Once established a controller will deal base ~180 damage over three attacks and a defender will deal ~170. Aim (if available) and better debuffs don't make up for pets. At least not the more damage oriented pets like illusion, fire, earth, or ice. -
Red Tomax is your friend:
http://tomax.cohtitan.com/data/power...r_Mace_Mastery -
Something else to keep in mind is that unlike Defenders Corruptors can get a defense based shield in thier epic set giving them better S/L defense when stacked with FFG compared to a defender with FFG alone.
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Quote:Actually I think the Vigilance fix is enough to stop from corruptors completely replacing defenders. As I mentioned above the difference between the two in a team environment is basically negligible and I really doubt most team leaders would specifically pick corruptors over defenders anyway. My main concern was that the higher base damage of corruptors makes them a lot more enjoyable to solo so people would opt to make corruptors over defenders since it doesn't hurt the team and is more fun when not on a team. The vigilance buff brings the defender's damage up to corruptor level assuming 95% enhancement and neglecting scourge. Obviously Corruptors still get a small damage bonus from scourge and the fact that other damage bonuses benefit them more but it greatly decreases the solo speed difference between the two.I forgot to mention earlier, that it is my not so secret hope, that developers use the incarnate system to clearly differentiate the AT, so that there need be no more of these and "corruptors will kill defenders" threads. Not to mention the similar threads amongst all of the melee ATs.
EDIT: Of course I tend to agree that controllers are stronger than both corruptors and defenders. -
Quote:Hence why I specified against AVs since you don't generally get containment there.Trollers aren't exactly weak damage dealers themselves. Most can establish containment quite easily on most targets at which point they have 3 attacks (ie.hold, immob, epic blast) that deal 60 base damage. That is as good as any defender's options when you add up the t1,2,3. Trollers that slot for damage actually do pretty decent.
If you include containment then the average controller has three single target attacks all of which are damage scale 2 (1 base doubled for containment) and have recharge times of 4s, 8s and 8s. Conversely the Defender gets three blasts with recharge times 4s, 8s and 10s and damage scale 1, 1.64 and 2.12. Even factoring in that Defenders get 18% higher base damage I think the Controller does have a slight advantage but it's not that big (if someone wants to do the math and figure the actual DPS of the attack chain please feel free). Obviously there are exception to this, an AR defender for example gets enough damage from Ignite that as long as the enemy requires more than 10 seconds for the controller to kill he will almost certainly pull ahead and certain Controllers get an extra or better attacks making them pull ahead. -
Quote:I'm not convinced that Controllers do out-damage well built Defenders even with pets and epic (Fire control being the main exception) simply due to the fact that Defenders get a much wider range of attacks and normally have more AoEs than a controller. Against AVs the higher damage scale on the Defenders higher recharge blasts combined with the general lack of containment on AVs also shifts things in the Defenders favor. However given that I will say the damage difference between the two is pretty small at high levels. So I do agree with the general sentiment, Controllers bring comparable damage, only slightly lower buffs and more control to a team than Defenders do.As for the OP, there is in fact, little reason to roll a Defender over a Controller. Once you get to late game, controllers are better in all aspects, from both damage mitigation, to damage. It can be said that defenders deal better damage pre-pets and epics, but conversely Controllers will *always* have more damage mitigation then defenders.
That being said from a practical point of view once you start stacking multiple support toons on a team it doesn't matter a whole lot whether they are Defenders, Corruptors or Controllers. The team is going to rock anyway. The game is so ludicrously imbalanced in favor of the buff/debuff sets that once you start stacking those it doesn't really matter which type of support character you have.
The other thing I will note is that Defenders do generally have more room in their build for things like Leadership powers without sacrificing from their buff/debuff set since most blast sets are effective with only 5 or 6 powers and Defender epics aren't as essential as Controller ones. Controllers conversely need to take more powers from their control set and generally need at least 3 powers from their epic in order to bring up their damage. -
I think a decent portion of the population probably does believe it. It pops up every so often in either the suggestions or market forums.
In most cases the suggester has no knowledge of economics and is basically thinking "I want X, I have Y influence therefore if the market had a price cap of Y influence I could afford X".
I think this one is my favorite of all time. It wasn't actually suggesting a price cap but close enough:
http://boards.cityofheroes.com/showthread.php?t=188675
EDIT: You know, someone should do one of those copy and paste responses for price caps like the ones Bill has for other common suggestions. -
I pretty much agree with Linea_Alba except for the PvE stealth bit. PvE stealth is useful on a trapper but is hardly essential. I dropped it on my trapper in favor of an extra leadership power since I find I'm tough enough to go in and toe bomb even if they can see me but YMMV.
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Yeah, but there's a mid point. I have characters I play every so often. So they're rarely offline for the entire 21 days but not logged in often enough to catch them on day job day.
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