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Posts
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Yes, it was stated at PAX that the new endgame content (incarnate levels) will require the purchase of Going Rogue. We get the first level in GR and the other 9 in I19 but they all require GR to use.
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Quote:Additionally the Gun Drone power in Devices does the tapping on the wrist thing and Surveillance in Munitions Mastery is a better version of the Power Analyzer animation (it has the pop-up computer and also puts a holographic targeting ring on the enemy).The other part of the challenge was to make him seem as high-tech as I envisiged. As soon as I saw the animation for opening the Ouroboros portal, I knew what I was onto. Holding up your arm, tapping an invisible device...there had to be a way to replicate that. I found it eventually via a Temporary power you can craft that is called Advanced Targetting...don't quote me on the name, but it has a fantastic animation that pops up a little holographic display with the same animation used for the Oro portal.
Finally, for costume parts, the Valkyrie set from the Mac pack has awesome shoulder pads for a power armor character. -
Quote:Well apparently we have different definitions for "solo's well". While dying infrequently is important it is not the only requirement. To me speed is probably the most important factor in determining how well a character solos and there Defenders clearly drop behind the other ATs.Even the primaries that don't help soloing don't hinder it THAT much. What does hurt soloing for defenders IMO? The "healer" mentality that says your secondary should be avoided or barely slotted. An empath who doesn't neglect their secondary can still solo. Maybe not fast, but they don't suck at it either.
By the way, saying it can't solo well implies frequent deaths. If your dying that often, maybe your secondary is underslotted. Maybe you need more attacks. Or maybe you need to rethink tactics.
It doesn't matter how many attacks you take or how well slotted they are the simple fact is that a defender will take more attacks to kill soemthing than a Blaster or Scrapper. SOME Defenders have -resistance or +damage abilities to rectify this a little bit but even then they generally don't get the same speed.
Overall I would say Defenders are the worst soloers in the game. Controllers have slightly worse damage (at least until they get their pet and their APP) but they have a much more consistent ability set that they can rely on for safety. -
Quote:I don't view O2 boost as a heal (although it can heal in an emergency). What it is instead is a rather versatile defensive buff. Against Carnies it provides Endurance drain resistance to Tanks and Scrappers. Against Malta it provides Stun protection to Squishies. Against Arachnos it provides extra perception to see through Smoke Grenades. It can heal, but as you noted it doesn't do it very well, it does however provide several useful and somewhat obscure resistances.O2 Boost.
I find utility in having both Snow Storm and Quicksand, but I also find I am far too busy "doing unto others" to bother with watching teammates' life bars and trying to guess who needs it, is not timing his own heal, and will not be healed by one of my better-healing teammates anyway. Besides, healing is common, and O2 is a weak heal. I skip O2 and spend my efforts disabling the enemy rather than putting touch-up paint on my friends. -
Quote:Yes, some defenders can solo moderately well, no one has ever denied that. The problem is that not all defenders can solo well. The primaries that are mostly focused on debuffs do solo reasonably well, but other primaries provide very little advantage to a soloing Defender.And it doesn't. Look at my defenders. I take all or most of my primary, AND all or most of my secondary. Granted, my dark defender didn't pick up a travel power till 30, nor did my TA/A defender. The TA/A one though has more attacks due to not needing stamina. Solo, I can go slow enough that endurance isn't an issue. In teams, endurance isn't an issue.
The fact is that Defender soloing ability does suck compared to other ATs, primarily Blasters and Scrappers obviously but Tankers also have better damage and Controllers have moire capability to prevent damage to themselves when soloing. The game was designed around the idea that team support ATs (Defenders, Controllers and Tankers) should have poor soloing capability (a hold over from older MMOs). Since then the devs have made changes to both Tankers and Controllers to increase their damage and make them solo better. Now it's the Defender's turn. -
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Thank you all for the feedback, I was thinking that Quicksand looked better on paper, I just wondered if I was missing something.
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Quote:Heck no. Defiance was changed for a good reason, I really don't see ti being better for Defenders than it was for Blasters.Personally I think something that would be more likely to come up or just more useful when soloing rather than something that automatically kicks in when not on a team would be better. Like say, a damage or recharge buff dependent on your health like old Defiance.
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I recently started my first Controller and am working on his build. Basically, I want to be able to take Stamina, a travel power, 3 powers from Fire Mastery and the rest from my primary and secondary. Obviously this means I need to skip two powers and push one back to 47/49. One of the skipped powers will be Salt Crystals but I'm not sure about to other.
Given the similarities between Quicksand and Snowstorm I think one of them is a sensible choice to skip but I'm not sure which. Quicksand seems like the more generally useful one due to the higher run speed reduction, auto-hit defense debuff and the fact that it isn't a toggle. On the other hand Snow Storm affects flyers and has a recharge debuff.
So, which one should I take? Or alternatively is there another power in Earth/Storm that is more skippable? -
Ok, a few comments:
1. Personally iI recommend leaving the Dam/Range out of Positron's Blast in favor of the proc. Posi is overslotted for damage and the small amount of extra range is (IMHO) less useful than the proc.
2. In case you've been hiding uder a rock, Blessing of the Zephyr is getting nerfed in I17, make sure you account for that .
3. I'd take slots from Caltrops and use them to finish off the Thunderstrikes in your two single target blasts. That will give you more ranged defense and improves your attack power. Some people like to slot Caltrops as a proc bomb, personally I just use a Recharge and a Slow
4. I wouldn't bother with 3 knockback IOs. Personally I only use 1 (unless I'm slotting multiple BotZ sets). There is some advantage in PvE to having three but there aren't that many eneemies who deal more than 4points of knockback anyway.
5. Devastation is (IMHO) a poor choice for Bitter Ice Blast, the set bonuses just aren't that great for a Defender. assuming you're happy with your ranged defense I'd go for one of the sets with +Rech (Entropic Chaos, Decimation and Apocalypse)
6. Similarly, Analyze Weakness isn't a particularly good set either. Personally I'd franken-slot Acid Mortar to maximize recharge, if you really want a set in it Shield Breaker has some nice bonuses
7. I'd prefer more recharge in PGT and Seekers.
8. I'd replace one of the resistance IOs in Temp Invulnerability with a Stadfast Protection +3% Io. It's only costs you about 2% resistance and you get 3% defense -
To be honest, I think we need quite a bit more information about the Incarnate system before we can make suggestions . That being said, I am really hoping that at least some of the new powers we gain are based on our existing powerset rather than being based on just our AT or Deity
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You need to export in a different format (specifically BBCode) if you want it to display properly.
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Quote:You know, I've never understood people's obsession with having someone who can rez. Personally I just carry a few wakies around with me at all times and combine inspirations to make new ones if I use them or give them away. Howling Twilight is useful for the debuff and mez but the others I class as powers to take if you've got nothing else you want or have a spare power choice and no slots for it.It use to get on my nerves so much that my dark def couldn't find teams because they needed a "healer" which I said I could heal. And then they said one that can rez too, which I said I could also do, and usually followed by no more tells. Dark was such a mystery then, lol!
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Quote:Because realistically that is a LOT more work than revamping the entire zone at once.What if one developer put in a few hours a week to Boomtown? Maybe every patch release one or two buildings change, maybe some construction sites move, etc. Something to show progress rather than this big bombed-out landscape with buildings that have been on fire for 6 years?
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I really do not see a lot of point to doing so. The only advantage it would have over Recall Friend is saving a little bit of time at the cost of flexibility (you can't port only one person) and requiring more power choices (since it would presumably replace Team TP).
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Quote:My advice would be to team with people, either start your own team or join other people's. It's a good way of finding people who aren't idiots before you invite them to your SG.It's not a thing, per se. I want to have an open call for reelance superheroes at level 28 to 23. To start my own SG.
If this can't be done, I'll hit the streets loooking for heroes.
Also, Paragon Wiki is an excellent resource for, well everything . In particular if you want to start your own SG I recommend reading a bit about how bases work:
http://wiki.cohtitan.com/wiki/Supergroup_Base -
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Quote:To some extent this is true for every piece of content in the game. In a team setting buffs and debuffs are horribly unbalanced compared to anything else. Similarly (but to a lesser degree) AoE damage is far superior to single target damage most of the time and ranged AoE damage is better than melee AoE damage due to higher target caps, larger covered area and less need to rely on positioning.My experience with gimmick fights in other games is that melee DPS classes tend to be disfavored by the gimmicks. As I noted, at least among people I play with regularly, scrappers are disfavored on the STF; buff, debuff, and ranged damage have priority. This may not be the case elsewhere. Fine.
People like variety and the game is pretty easy so teams tend to contain a mish-mash of characters, if everyone was min-maxing we'd see nothing but Defenders, Controllers, Corruptors and Masterminds -
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Quote:Fair point. Of course, that's another reason to go with traps: built in mez protection.Dark and Rad work very well for soloing. I didn't mention them ahead of Storm, because the OP mentioned a desire to run at x8 eventually. My experience with both Dark and Rad are that scaling up group size can be problematic for the toggles of those two sets, especially Radiation. With Toggles up, your good, but in a mezz-heavy mob, one mezz gets thru and your toast. Dark has it a little better because of better crowd control, but suffers for it by having less DPS boosting ability.
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I have one rule: everyone fights. As long as you are damaging the enemy I don't particularly care what AT or powersets you are. If I cared about only ever having the best of the best I'd refuse to team with anyone other than Defenders or Controllers (and even the Controllers are iffy). There is absolutely no reason to invite Scrappers, Blasters or Tankers if you're looking to make the "perfect" team.
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You use "Character Slot" tokens. Everyone got 2 free ones with I12 (this should apply to newer accounts as well), you get 1 free one every year through veteran rewards and finally you can purchase them for $4-$6 each depending on how many you purchase at once.
http://wiki.cohtitan.com/wiki/Issue_...haracter_Slots