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A shoulder dragon would also be a nice addition. But yeah, open them up to males please. My wizard needs a familiar.
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Well they could opt to keep Corruptor RoF where it is and buff the Blaster and Defender versions instead . Actually the real way to nerf RoF for Corruptors would be to change it so the Scourge doubles the damage instead of tripling it. Which brings up the question of exactly WHY does Scourge triple the damage from RoF instead of doubling it as it does for every other Corruptor power?
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The other side of it (at least for Incarnate content) is that it opens up the teaming opportunities. As long as the content focus is on large 12-24 man teams co-op content makes it a LOT easier for Villains to get leagues.
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Quote:I completely disagree with that. All three actions are, at the end of the day, hurting other people for personal gain. To me that is the very definition of evil.Robbing a bank isn't evil. Neither is kidnapping. Neither is holding an island hostage for money. It's not nice, or friendly, or anything even remotely good, but it's not evil.
Now I think that someone who robs banks is less evil than someone who goes out and murders people for the fun of it but they are still evil. -
Quote:I agree. Genesis to me suggests something the enhances the core ability of who you are. The Alpha slot already does this to a large degree (enhancing existing powers) and honestly would make a good fit for Genesis if it didn't already exist.I always thought of Genesis as the beginnings. Where hybrid is supposed to allow you to branch out into other ATs attributes, Genesis would help you be better at what you always have been.
I'm hoping that Genesis does end up somewhat along the lines of Alpha, a passive boost to existing powers rather than a brand new power but I'm not sure how practical that would be without just duplicating Alpha. A passive boost to various Strength attributes (like a limited Power Boost) would be one way to do it but due to the limitations of the system that ends up favoring some powersets and ATs over others (for example for Armor sets Defense sets would be ok but Resistance and Regeneration sets wouldn't get much if anything). -
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Quote:Yep but that's mostly because it's a pseudo-pet power (although why corruptors have thier own pseudo pet with the same base damage as Blasters i do not know).Also if you look at Ice Blast's Blizzard attack it does the same amount of damage across all 3 Archetypes (Blasters, Defenders, and Corruptors). Because of this Blizzard actually does more damage on corruptors due to Scourge. Why do you think all the villians back in the day farmed with Ice/Kins?
I am really, really, really hoping that one day the devs will go back and change ALL of the pseudo-pet powers so that they have AT modifiers baked in. I realize that this would be a huge amount of work but I'd still like to see it. The revised version of Poison Gas Arrow gives me hope that we will see it done on most new powers at least (for those who don't know based on the new version of PGA the devs apparently now have the ability to have a pseudo pet power add or remove effects based on the AT that originally summoned it). -
Quote:My assumption is that when they made Shield Defense the devs were heavily influenced by Captain America. Cap uses his shield as an offensive weapon almost as much as he uses it for protection and that seems to have influenced the design of the set.Really, I find AAO odd. Shield users, in the history of RPGs, have been about giving up damage to gain survivability. But CoH designed the set to boost damage? So wrong to me. AAO should give a stacking resist buff or something for survivability and something in the set should likely penalize damage. Shield should be a turtling armor set, like Stone. More survivability, less damage. Should we remove the damage buff in AAO?
Thematically Shield Charge is compensation for the fact that it wasn't practical to make a shield-throwing power and the damage buff in AAO represents the character using the shield as a second weapon, shield bashing opponents to put them off-balance and let him get some strong hits in. -
Quote:Well sure it's never going to be as solo friendly as the top end sets but it would be more solo friendly.I don't know though...I think it would need a touch more than that to make it super solo friendly...or enough to pull stubborn people like me over to the Green Side.
I don't think it could be made as solo friendly as the top sets without becoming something other than Empathy . -
Quote:Yeah my Earth Dominator has both the resistance IOs in Stony for an extra 20% resistance .My Ice builds have been adding the two +5 defense pet IOs, and I take Manuevers, which all together add around +14 additional defense, which I suppose is a good strategy given how decent the base values are. I actually didn't realize jack had AoE defense until just a few minutes ago when I copied the data.
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Also some enemies are more vulnerable to knockback, in particular CLockwork will generally get knocked back by knockdown.
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It's not a true Fallout pack without a Pip-Boy (sorry, generic wrist-mounted computer)
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It will apply for the duration of Farsight. Basically when you activate a click power like Farsight it calculates the total enhancement value to use including buffs like Power Boost and then applies that to the power for the duration. Toggle powers get recalculated every tick however.
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I thought of another power I'd like to see reviewed: Detonator for Traps Masterminds. This power is a huge mess, first enhancements in it don't actually work properly since it actually uses the damage, accuracy and knockback enhancements slotted in the targeted pet rather than the ones in Detonator. Now I could live with that but the second problem is that the damage varies wildly depending on whether your primary is a Human-based set (Thugs, Mercs and Ninjas) or a non-human set (everything else).
Why does it differ? Well the power works slightly differently based on whether the henchman targeted is human or not. When it is used on human henchmen they summon a pseudo-pet Time Bomb that deals the damage whereas non-human henchmen simply gain an additional PBAoE attack that they use immediately. Now the human time bomb power has damage scale 5.5 while the non-human one is damage scale 5. Now this alone I could live with, a 10% damage bonus is nice but not great. However because the human henchmen summon a pseudo pet it uses the standard pet damage scale as opposed to the henchmen damage scales (which are lower than the generic pet scales).
So the actual unenhanced damage for Detonator is approximately*:
Human Henchman (any rank): 305.86
Non-Human Minion Henchman: 125
Non-Human Lieutenant Henchman: 153
Non-Human Boss Henchman: 180
*Values are approximate since I don't know the Henchman damage scales for certain. I am approximating based on checking powers on City of Data that list the damage a henchman does and the damage scale of the attack.
So yeah, it's not critical but I would like to see the damage normalized a bit. -
Quote:How much redraw Traps causes depends a lot on how you play. Persoanlly I tend to just drop a PGT and Acid Mortar at the start of combat and then focus on Blasting. By the time Acid Mortar is recharged the combat is probably over anyway (unless you're fighting an AV or something). I have a Traps/AR and I barely notice the redraw.Yeah, I knew that Traps created lots of redraw, I just recall that when I played a Trapper on a blasting set before, I tended to either do one or the other, just because I am personally fairly laid back. But I knew that in a way, one of the sets I most want (Traps) actually defies my topic (minimal redraw) pretty severely.
Cold is pretty similar, I generally drop Sleet and whatever the debuff toggle is called and then just blast (and apply Benumb if it's up). By the time I need to reapply them the combat is pretty much over.
That being said, I'm a huge proponent of not over-debuffing. For non-AVs I rarely bother with most debuffs beyond the first 20 seconds or so of combat excpet for things like single target mezzes. -
Traps and Cold would be my top two for that (probably Storm as well but I don't enjoy Storm). Time and Rad are borderline, they don't need a huge amount of in-combat redraw most of the time but there are occasions when you need to spam your heal which does cause redraw.
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So what? Plenty of characters get access to a self rez in their epic pools already and lots of vets have an inherent self rez. I doubt we'll see people lining up to take presence just for the self rez anyway.
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If they did I would expect them to be changed to follow the same model as One with the Shield. Lowered values, a fixed recharge and a minor crash at the end.
Personally I'd be fine with that, when I look at powers like Unstoppable and consider the rest of the set the word "overkill" leaps to mind. An Invulnerability Tanker has about 30% resistance (after enhancement) to most damage types (a lot more to S/L, nothing to Psi) and a resistance cap of 90%. And yet Unstoppable gives 70% resistance unenhanced. It would make a lot more sense if it gave 40%-50% resistance unenhanced so that less of its power is wasted.
EDIT: I'd also say that Elude should be seriously changed. A defense based Tier 9 in a set that is almost entirely defense based anyway is not that useful anyway. The extra DDR is nice but it could really use some other mitigation like resistances or Elude the mechanic (the one in PvP that counters accuracy). -
I don't know about controller pets but Mastermind Pets definitely have a resistance cap. I think it's 90% but that's going off of memory so it may be lower.
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Before this thread gets locked for necro-posting...
You CAN do it by calculating the DPS of individual powers and then adding them up but in order for that to be valid you have to use each power as soon as it recharges (which is generally not the case).
A more accurate value is achieved by figuring out your attack chain calculating how long it takes to run and then using the total damage form that. Calculating attack chain length is a little tricky since you need to convert cast times to Arcanatime and unless you have a perfectly smooth attack chain you may also need to factor in the time for any holes that it may have.