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If in doubt, check Red Tomax. Corruptors did indeed get their own version of Ice Storm.
Corruptors:
http://tomax.cohtitan.com/data/power...uptor_IceStorm
Blasters, Defenders, Tankers and War Witch:
http://tomax.cohtitan.com/data/power...=Pets_IceStorm -
Yeah they deliberatly don't tell us how long it is. Persoanlly I suspect it's 3 days but that's just a guess.
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Traps, Traps, Traps, Traps, Traps, Traps, Traps, Traps, Traps, Traps, Traps, Traps.
Did I mention Traps? Seriously it's one of the best solo Defenders. It's tough, has mez protection, can use seekers to eat an alpha strike, has some mez capability, decent resistance debuffs and can stay out of melee range if it wants. What more can you ask for? -
To go into more detail it both is and isn't a mistake.
Blizzard is a power that summons a pseudo pet, this means that since the values are associated with the pet rather than the power changing them for different ATs is a lot more difficult than for a regular power (essentially the devs have to create a new version of the pet and make a new version of the power to summon it). As such the devs tend not to bother doing so except in cases where the power is truly broken.
So the values should be different but it isn't an oversight on the devs part, more a case of being annoying to fix and not high enough priority to do so anyway.
In the case of Blizzard the damage is set by the oriignal Blaster version so Blasters are set and Defenders/Corruptors get bonus damage (although Corruptors do not get Scourge).
Traps also serves as a good example. Time Bomb and Trip Mine in Corruptor and Mastermind Traps deal Blaster level damage since they were copied directly from Devices. However when Defenders got Traps the devs made new pseudo pets for all of the powers (since Traps Defenders would have sucked otherwise) including Time Bomb and Trip Mine so those powers do a LOT less damage for Defenders than Corruptors even though the base damage of the two ATs is only 15% different.
Fulcrum Shift is another example. For a long time all ATs used the Defender values however the devs did eventually fix this (presumably as a way of reigning in all of the Fire/Kins at least a little bit). -
Quote:And if done right I think the devs could make it better without losing it's unique feel.My issue with /dev isn't even that it stinks, it's that the entire set was designed for a game very, very different than the one we play today. Originally /dev was one of the best secondaries. Now it's quite possibly the worst.
Updating it for the modern age is in everyone's best interests. They've made some good changes over the years (adding mobility to Gun Turret, adding range to Taser) but the set needs more. As noted earlier, compare it to a similar set that was built for the 'modern' game, /traps.
/dev deserves better treatment than it's gotten. -
You will need to buy a new account. Since CoX is an MMO the disk is functionally irrelevant (except for making it faster to do a reinstall). So you can freely use it to install the client on his machine. However if he wants to log in at the same time as you he will need his own account. You can get an account for him either by buying a new copy of the boxed game or through the online store. One option you might also want to do is that you can create his account as a sub-accout of your NCSoft master account (default login/password is the same as your game account) to facilitate paying the subscription for both accounts at the same time.
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Quote:You got it.I'm guessing what you have in mind with setting them to auto-fire is just making them turn back on at the next available opportunity?
Quote:If so, I can see getting use out of it elsewhere. It'd be useful for setting things like damage auras (which get detoggled if you get held) to turn back on after you get mezzed. -
So, I recently got Piercing Rounds for my Dual Pistols Corruptor and as a consequence discovered something interesting: Toggle Powers (specifically int his case the ammo swap powers) cannot be designated as your auto-fire power. My suggestion is to change allow toggle powers to be made auto-fire. I realize this is pretty much useless except for the specific case of a Dual Pistols character with Piercing rounds but I would still like it .
Side note: For those who are wondering how this would be useful. Piercing Rounds applies a resistance debuff only if you are using lethal rounds and after firing you generally want to switch back. So while it's reasonably easy to make a macro that switches to lethal ammo when firing Piercing Rounds and another set of macros that re-enable your old ammo when you move allowing us to set the ammo toggles on auto-fire would make doing that that little bit easier. -
In the case of Defenders and Controllers I view Fortitude as being very useful for the defense for several sets. First off is sets where the Defender/Controller provides high levels of team protection (Force Field, Cold, Sonic, Thermal) in this case Fortiutude brings their toughness up to par with everyone else. The second is for sets that encourage the character to get in close range (such as Kinetics and Storm to a lesser degree) but don't provide significant passive survivability of their own (which is why Traps wasn't listed). For these characters the extra defense can allow them to be more aggressive with their buff/debuffs.
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Quote:Or slot three each in two different pets.The first 3 are ok and if one of the 3 you use is the Chance for Buildup and you use the Dam/Rech/Acc (26.5% each) and then I choose the other based on which pet type I have to work with. Since the tier one pets are pretty weak boosting their Acc is helpful or boosting the Dam on the mid pets or third tier pet is good leaving the other slots for pet procs or something.
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It would be nice. I have a system where I keep most of them on the same schedule and leave one offline to act as a timer but this would be much nicer.
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Or you could take Stealth. From a practical point of view the benefits of Cloaking Device over Stealth are pretty minimal. My complaint with Cloaking Device has nothing to do with Super Speed (since I much prefer Super Jump) it's that it's basically equivalent to a power that any character can get for a single power choice. The main advantage of CD for a Devices blaster is that is doesn't use one of your power pool selections should you happen to already have 4.
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It should be listed in the level 30-34 range as "The Unlucky Artifact".
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Quote:It's not unsupressable. Also, you'll note my argument was more that CD is a glorified pool power. Stealth provides the same benefit with just a small movement debuff and for PvE purposes so does SS and it doubles as your travel power. Cloak of Darkness at least provides immobilization protection, +perception and double the defense bonus (after adjusting for AT modifiers).So... Cloaking Device plus Stealth IO is better than invisibility (65 vs 60), unsuppressable stealth for one power choice, plus a little defense. I just noticed that no one who was speaking against CD due to the IO was mentioning that having CD plus the IO was a good thing about /Dev in the first place.
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Quote:I think the problem is that I'm being unclear. The ATs are designed around the triad system in the sense that Team support characters get very low damage and no suvivability, damage characters get minimal support and tank characters get low damage and minimal support. Essentially they designed around the triad and then made support a bit to good.Unless I'm misunderstanding, you're contradicting yourself. Note the bolded sections. In the first, you say that the AT's are designed around the tank-heal-DPS triad. In the second, you are saying that buffers and debuffers are SUPERIOR in their effects on the team. i.e. If you ignore the tank-heal-DPS triad, you can build a more powerful team. So then how are the AT's designed around the triad if our systems causes the triad to create an inferior team?
So my issue with the current system is not that it adheres directly to the triad system (because it doesn't) but that it is based on the triad system in a way that causes problems given the fundamental nature of the power system.
1. Team power is highly variable for a given number of players. The game is easy enough that this doesn't matter but if it were normalized somewhat it would make the design of challenging team content easier without requiring a specific team makeup. Look at the Hamidon raid, it's enjoyable and balanced but the devs balanced it by rendering almost every type of buff and debuff useless except for regen, healing, +damage, holds and -resistance (actually, I'm not sure about this last one, I think it works but I can't recall for certain).
2. Most characters are either good solo (can deal damage at a decent rate while surviving the return damage) or good on a team (as in support their teammates rather than just dealing damage), few characters are both. The devs have done a decent job of increasing the solo capability of team oriented characters but without a fundamental change to the system their options are limited and when the best team is one that consists of 8 support characters something is out of whack.
The VEATs are a good example of what I think all characters should be. They have enough damage to solo comfortably but when they join a team they bring several nice buffs/debuffs for their allies to use.
I'm not suggesting that all ATs should be made into clones of the VEATs but what I would like to see in CoX2 is a situation where all characters can solo to similar degree but also all characters have powers to make their teammates better. Defenders, Corruptors, Controllers, Dominators and Masterminds already do this to a large degree the problem is that the game is, of necessity, balanced around the higher damage output of the Scrapper, Brute, Stalker and Blaster ATs. So my solution for CoX2 would basically be to lower the power of buffs/debuffs for support classes, increase their damage to compensate and then give the current damage classes team support powers either through stronger debuffs/controls on their attacks or though VEAT style auras (Tankers would get more damage and aura style buffs at the cost of personal survivability). Yes, it would result in an increase in the total power of a team but it would (if done right) be a relatively predictable power increase allowing for the enemies encountered by a team to be increased a similar amount.
It probably won't happen, but I can dream can't I? -
Quote:They Stack. A Stealth IO combined with one other form of stealth (CD, SS, Steamy Mist, Stealth etc.) is enough to be invisible to most PvE enemies.EDIT: (oops) Do Cloaking Device AND the Stealth IO not add up together?
Quote:Also, I often see people talk about the setup times and such for laying mines.
On a team... absolutely, it is an issue.
However, I see people bring it up about solo play... and I have to wonder if the amount of time it takes a /dev to set up an array of trip mines and caltrops and such to take out an Elite Boss without much to do afterward really is any longer than it would be to stand and fight them.
The safety/survivability of using the /devs setup approach is obvious... but the amount of time it takes vs firing attacks long enough to defeat an Elite Boss does not seem entirely apparent to me.
I am not saying people have to love that approach over any other... but I am not convinced (Though I could be proven wrong) that it actually takes longer than a "normal" approach (For an Elite Boss spawn, at least).
EDIT: (Actually, this holds true for all spawns... as it takes far less for regular Bosses and lower to be defeated rather safely and swiftly). -
I did exactly the same thing (in fact story wise they are the same guy with two different suits of power armor) and the difference is amazing. I still play my AR/Dev because I like him but the sheer utility of Traps compared to Devices is amazing.
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Quote:Realistically you have to crank it up to +2 or higher to see any significant difference unless you use powers with low native accuracy, for example a lot of AoE mez powers in control sets have a native accuracy of 0.8 or 0.9 and a bit of -def can help a lot with them.Strange. My anecdotal brain just can't comprehend that. One SO in your standard single-attack power and I feel like I never miss, but I might be missing 9% more often and just not noticing. This reminds me of the minor ACC bonus for weapons I never really appreciated. Perhaps even after your numbers I still don't properly appreciate it.
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Quote:Force Field works fine but I feel it's to much a one-trick pony. It softcaps defense for a team and provides some knockback based mitigation but to me it also feels out of place in the current game when compared to newer sets that provide more generalized support.What's wrong with Force Field? I don't recall seeing such a strong negative opinion about it and I've taken a bubbler to 50 and it seemed fine to me.
Quote:I have to disagree on this. If someone comes from an MMO where this triad rules, you can easily use it here - but that's a positive aspect of this system. There are a lot of ways to assemble a team that work. You can do tank/healer/DPS if that's your mindset; or you can go 10 other different directions.
A better way to look at it is how do different ATs add to the team, linearly or multiplicatively? In a traditional triad system all characters add linearly, Tanks and Healers through damage prevention and DPS through damage dealing. This means that the pwoer level of a team is relatively predictable. Conversely the nature of buffs and debuffs in our system means that characters focused on damage dealing or personal damage prevention add linearly but buff/debuff characters add multiplicatively. This means that the power level of teams is highly variable depending on the exact makeup.
Additionally the origin of the ATs reinforces the old tripe that a good team character needs to be weak solo and visa versa (although the devs have rectified this somewhat over the years). I think the VEATs have proven that it is possible to make characters who have good solo power but are still a positive assets to a team beyond what they personally can do (i.e. they stack multiplicatively) and yet are not tank-mages.
Personally I would like to see the devs carry that learning over to CoX2 and make all characters able to solo well while still providing benefits for the team. The side benefit to this is that if all characters stack multiplicatively then team power becomes more predictable and it becomes possible to make challenging team content that doesn't require a specific team composition. -
Well first off it's important to realize the difference between -def and accuracy in the attack mechanics. Accuracy acts as a multiplier after defense and to hit buffs/debuffs are applied. As such -def needs to be looked at as a replacement for to hit not for accuracy.
With that being said the main benefit of -def is when you're fighting higher con enemies. You suffer a to hit penalty against them and -def helps to counter that. The downside is against higher con enemies -def has reduced effect due to the purple patch. Against +1s and +2s this isn't enough to make a big difference but against +3s and +4s you need either quite a bit of -def or to back it up with some to hit bonuses.
Against even con enemies -def only really matters at low levels when your accuracy slotting sucks.
http://wiki.cohtitan.com/wiki/Attack_Mechanics
http://wiki.cohtitan.com/wiki/Purple_Patch -
Quote:And there are plenty of other people who play it because we love the theme, want gadgeteer characters and enjoy some of the more situation powers but don't like feeling like we have a secondary that can be mostly replaced with a few pool powers and an IO.There's lots of us who really do like it, like playing it, and are not big on the idea of it changing.
The fact that we still play Devices characters and enjoy them despite the weakness of the set says something about it I think. -
Quote:For a Superspeed character yes it would. If you like a different Travel power then CD is worth keeping for the stealth but the more I look at it the harder I'm finding it to argue that a Devices Blaster has any significant advantages over a non-devices Blaster who uses Super Speed for their Travel power and takes Maneuvers and Tactics from the Leadership pool (see my previous post on trading Targeting Drone for Tactics).I wonder if Maneuvers would provide more benefit than suppressed CD for defense? It would deliver the same slotting opportunities plus give a little boost to the rest of the team.
I'm starting to think the only power in Devices which is useful in a general team setting AND not replaceable with a power pool or just taking a different secondary is Caltrops. -
Quote:Yes and no. The vast majority of enemies with KB powers have a magnitude <4 so 1 KB IO is enough. There are a few with more but most of them have more than 8. Personally I tend to stick with 1KB IO unless I'm slotting for set bonuses and I find that to be sufficient.Put in BotZ -KB instead of Recharge. Thinking about it, if I'm putting a -KB here, is 2 of them overkill ? I could repurpose 1 slot from Hover if I use just one -KB....
Quote:I'd like to keep the 2 travels for the cheap Invisibility option. I added 1 slot so I could cram in a set bonus, but its just -Immobilize, so keeping the extra slot is not a set in stone option. -
I would definitely second this. I love the Striga arcs. If you can put a team together it's even more fun but even solo it's a good story and it doesn't send you charging all over the city like some other contacts at that level. In fact my only complaint is that you often get several hunt missions in a row (they are less annoying than some hunt missions but still irritating, especially if you do them solo at the lowest possible level).
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The last option (which is slower but potentially more enjoyable) is to run TFs, trade the merits in and sell the results. Random rolls are statistically the best way to go (although be warned unless you are level 50 the results can take some time to sell) although if you would prefer a reliable source a level 25 LotG +7.5% global IO costs 240 merits and sells (if crafted) for about 180million to 200million currently