Adeon Hawkwood

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  1. Quote:
    Originally Posted by Heraclea View Post
    What this means to me is that there really isn't a purpose for having a tanker on the team if you want to run this content. The tanker is only there as a favor. The team would be better off if the tanker were replaced by another character who brings something that actually helps.
    Yes, because alpha-strike taking is the ONLY use a tanker has on a team. Once the Controller has immobilized the spawn or the Traps defender has tricked them into attacking his Seeker Drones then they really WANT all of that aggro aimed at them. [/sarcasm]

    It's personal anecdote time! I was running Tina McIntyre's arc on my Traps Defender and the team included an Ice Tanker. The Radiation Robots in those missions were really doing a number on him with their defense debuffs, he'd leap into a spawn and be dead or in Hibernation very quickly. Using Seeker Drones to take the alpha strike was enough mitigation to allow him to get in and Tank the spawn without faceplanting. Did I think he was leeching? Heck no, Traps Defenders are tough, but with no DDR my survival against large numbers of defense debuffing robots would be considerably worse than his. By working together we were both a lot tougher than we would have been if either of us had tried to tank the spawn alone.
  2. Quote:
    Originally Posted by Daemodand View Post
    Maybe the solution isn't to advertise the existence of Global Channels, but to stop using Global Channels and use the default channels everyone sees by default instead? Unless, as I said, the intention is to cut yourself off? In which case advertising is self-defeating.
    The problem is that the only other cross-zone channels (Architect and Help) don't appear on people's chat tab by default so you've still got to be "in the know". Also, global channels allow people a bit more control over what they see than trying to replace all global channels with one or two "official" channels.
  3. Defenders can solo, but there is a huge difference between ones that can sorta solo and ones that really rock.

    In general Dark and Rad are probably the best soloing primaries being focused on debuffs but with an AoE heal tossed in to keep your HP up. Traps is probably next, it's an excellent set but is a bit slow. Kin, Trick Arrow and Storm also work well solo (although both Kin and TA have problems mitigating the Alpha Strike).

    For Secondary you want one of the higher damage ones. Sonic is generally considered the best since it stacks quite hefty resist debuffs on enemies. Archery and Assault Rifle both have very good AoE potential which helps solo larger numbers. Dual Pistols has some popularity since Defenders get more benefit from Ammo Switching than Blasters/Corruptors although that's more defensive than offensive.
  4. Quote:
    Originally Posted by Heraclea View Post
    But my experience is that if you attempt to take point on a Vanguard mission, the result is usually almost immediately dying, and without even the chance to react. And for the characters I like best, if I'm not taking point I'm just leeching.
    To be honest, that's a bad attitude. There are times when Tankers (which I assume you're talking about) should let another character take point (especially a Controller or a Traps character). It's not leeching, it's tactics. Most of the game can be zerged but it's not always the best option.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    There are FOUR actual team based events in this game that I'm aware of: LRSF, STF, Hamidon and Rikti Ship Raid. Everything else has been soloed by someone.
    Several TFs (Hess, Faarthiim, Cavern Trial off the top of my head) require simultaneous glowie clicks which imposes a minimum team size.
  6. Quote:
    Originally Posted by UnicyclePeon View Post
    I went with Earth/Storm, and I took the Fire Epic. That basically gives you Earth, Air, Water, and Fire.
    I did this as well. I also used the Lava theme for most of the earth powers and colored them so that it looks like a mix of Earth and Fire.
  7. Quote:
    Originally Posted by UberGuy View Post
    So far, we have no example of a buff that modifies base values for either an AT or a power. Based on that, I would be surprised to see it introduced here.
    Agreed, but a scalable damage buff would work.
  8. Quote:
    Originally Posted by Psiphon View Post
    From what I saw both the Malta and Nemesis had Vengance and tore straight fthough my defense, Nemesis must have quite abit of Defense Debuff.
    Actually it's the combination of Malta and Nemesis. Malta have defense debuffs on their assault rifles but due to the way they cycle through their powers you don't notice it that much on a high defense character since they tend not to use it enough to really stack it against someone with high defense. However vengeance from the Nemesis meant that the attacks they did make were hitting so it did get stacked more.
  9. Adeon Hawkwood

    extra lvls

    Quote:
    Originally Posted by Sparx1 View Post
    My only complaint though is that for the purely-tech/natural oriented characters to become incarnates would mean they would ultimately end up with magic origins underneath it all story-wise. Maybe I'm just nitpicking though...
    True, my hope is that the powers are designed in such a way as to allow us to give RP reasons for them that are non-magical. So the powers were gained in part due to magic but are not themselves magical. For example:

    After drinking from the Well of the Furies you are granted a vision where your spirit leaves your body and travels up Mount Olympus. There you are greeted by several legends from ages past who teach you new techniques. When you awaken the memories are faded but the knowledge remains. You will need to practice these techniques before you can use them in combat...

    You drink the Well of the Furies but to your surprise it doesn't seem to do anything. Dejectedly you return to your workshop and return to work on sketching out some upgrades for your armor. To your surprise you find your hands moving of their own accord designing equipment that you would never have considered. After some research you realize that you must have been imbued by the spirit of Hephaestus increasing your skills as a craftsman.

    Essentially the magic of the Well of the Furies is providing inspiration for non-magical ways for you to increase your power.
  10. Adeon Hawkwood

    extra lvls

    Quote:
    Originally Posted by je_saist View Post
    heh. I got an even better example: OOTS Prestige Class! Dancing Swordsman! *gets a combat bonus for making smart-alek comments!*
    Actually Prestige Classes are levels that you take in place of normal levels. In CoH terms they are more like power pools. You are giving up progression in your main class in order to take powers not normally available.

    incarnate Levels sound more like Epic Levels. You gain new abilities but no longer follow the standard progression (admittedly it's a stretch).
  11. Quote:
    Originally Posted by Trickshooter View Post
    I'm not sure why it matters whether a solo Defender is better than a solo Corruptor. This is an MMO... Corruptors move right ahead of them the second a single teammate is added. Maybe, I don't know, haven't been invited to a closed beta since I13.

    I mean, have we all forgotten that Tankers have higher base damage, higher base defense/resist numbers, and better aggro management capability than Brutes, but Tankers are still the ones people are claiming will be made useless by blueside Brutes? And why? Because Fury is more fun than Gauntlet. And maybe for some people, Scourge is more fun than Vigilance 2.0.
    Agreed, except for the bit about Corruptors being better on teams, Defenders add more to their teammates than Corruptors and even if it isn't as noticeable it does add up. It's less noticeable with things like Heals where Defenders are only about 15% better but with the really good buffs like -res and +defense Defenders are about 30% better which does make a substantial (if hard to see) difference.

    I agree with the second bit though. My concern with Defenders and Going Rogue was not that Corruptors would render Defenders obsolete but that people wouldn't bother to roll Defenders. Corruptors are good both on teams and solo. Defenders are better on teams but not by a huge amount and are frustrating to solo unless you pick from the small selection of sets that solo well. Given that the only personal reason to roll a Defender is if you want FF, Emp or Psi. Corruptors solo better and your teammates won't notice the difference.
  12. Additionally, to change the costume you are wearing type /cc # into the chat window. # should be replaced with the slot number, 0 is your starting costume and 1-4 are your alternates (subject to unlocking the slots as Chad mentioned).

    Regarding Supergroups, if you are unhappy with it then leave. Having a solo SG works although the prestige earning goes rather slowly . Alternatively ask around your server and see if you can find a more active SG.
  13. Quote:
    Originally Posted by SwellGuy View Post
    Which is air-bending? (I agree with demons now but the air-bending I didn't know what you meant.)
    It's a reference to Avatar: The Last Airbender. I think it's basically Storm Melee (I haven't seen it).
  14. Ok basic thoughts:

    1. I'm guessing you made this build before ED . You're overslotted in quite a few powers (the heals, resurrect, and flight are the ones I see). Remember, more than 3 enhancements of the same type is a waste.

    2. I wouldn't bother slotting defense debuffs in your attacks. The short durations mean you're much better off with Acc, Dam, Recharge and End Reduction so that you can keep a constant defense debuff on enemies rather than a strong one occasionally.

    3. I'd replace the To Hit enhancement in fort with a second Defense buff (and add a third if you have a spare slot). IMHO the To Hit bonus from Fort is high enough without slotting but extra defense is always useful. 3 Membrane enhancements is of course the absolute best option but those are expensive.

    4. Overall I'd say you're VERY light on endirance reduction especially considering that you're running a Stamina-less build. Admittedly you've got Recovery Aura but when that's down you're going to be sucking air unless the team is at low health. At the same time, go for what works for you.

    5. The build is also a bit light for Accuracy, you're basically relying on the defense debuffs which can work well enough for even cons but against higher level enemies the reduced effectiveness of the debuffs combined with lower natural to hit changes are going to hurt.

    6. I'd put a third recharge in Regen Aura so you can use it and Recovery together and you don't really need endurance reduction in a power you fire once every 4minutes. I'd also just stick with the just one recharge in Resurrect. If people are dying more than that, then the team needs to make changes (either in tactics or the difficulty level).

    7. Defense buffs in Hover are of minimal utility, especially if you don't have any IO bonuses to stack with them. Also, you might like a Kismet: Accuracy IO in it. It gives a small to hit bonus as long as the power is running which will help a bit with the lack of accuracy I mentioned above.

    Ok, that's what I can think of off the top of my head .
  15. Quote:
    Originally Posted by Dark Quill View Post
    Considering that Incarnates are the End Game system, and it wouldn't be an end game system if you could permanently max out your Incarnate level, it seems reasonable to think you'll have to maintain your Incarnate levels somehow.
    I assume you mean like WoWs system of introducing an ever lengthening treadmill of new gear? Personally I'd be very surprised if they did something like that, iit just seems out of character ofr the dev team. Additionally it hits the same problem WoW style raids always had, the higher the entry requirements for content the fewer people do it.
  16. Quote:
    Originally Posted by homunculus View Post
    Another stupid question from me. I can't access the Titan forums at work so I apologize for asking the question here. I'm trying to set up my build in Mids and I'm only getting the proper SOs for some powers. Is there a bug or am I doing something incredibly stupid?
    Can you give a bit more detail? Specifically which powers are you not seeing enhancements for? Also, when you select a slot to enhance it pops up a window, the top row is used to select the general type of enhancement (standard, common IOs, HOs and set IOs) and the right column is used to select the specific type (TOs, DOs and SOs for standard enhancements), are you sure you've got the right categories selected?

    EDIT: Ok based on your edit it sounds like your categories aren't being set correctly. When you get a power that only shows TOs, there should be an SO symbol on the right that will change you to SOs.
  17. Personally I think whips (fire or otherwise) make the most sense as an Assault set.
  18. I've got a Coolermaster Sileo 500. It works pretty well, my only complaint is that the "tool less" installation system isn't that great. It's got little plastic clips to hold the expansion cards in place but in my experience they don't work very well. I ended up using some self-tapping computer case screws to hold everything securely in place. Other than that it's a nice case.
  19. Quote:
    Originally Posted by Golden Girl View Post
    The thing is, how mnay new toys do you have to get before it becomes like an extra level?
    It's academic. Activation times mean that you can't use all of your powers every time they recharge anyway. Combat Attributes and the Purple Patch mean that even with new abilities/slots if your combat level doesn't increase you aren't significantly more powerful unless the new powers are powerful enough to render existing powers obsolete.
  20. Quote:
    Originally Posted by Silver Gale View Post
    I don't care how much more powerful the Incarnate system makes one character compared to other level 50s, as long as the "level" field still says "50", it's not a level increase.
    Personally I'd say for it to be a "level" increase it needs to increase the combat attributes. If it doesn't do that then it's basically just new toys to use without an actual power increase.
  21. Quote:
    Originally Posted by Dr_Darkspeed View Post
    One intriguing thing that was mentioned in that video, is that the Incrnates system can be used to obtain rewards for your alts.

    I wonder what that could be?
    Yeah that will be interesting. WoW has Heirloom items, basically moderate rarity items that scale to your level and are bound to your account and that approach COULD potentially work although given how little increase there is in gear quality over the levels it would need to be something pretty spectacular (like Hamidon enhancements useable at any level). Personally I think it'll be temp powers that are either very long duration buffs or increase XP gains for a few days worth of playtime.
  22. Adeon Hawkwood

    Incarnate Levels

    I think (as others said) we'll end up just adding our iLevels to our regular levels since that's the method that requires the least effort.
  23. Quote:
    Originally Posted by homunculus View Post
    I'm sure this is part of it, but the first few days back I was actively told by players in teams that Empathy defenders were fairly useless at higher levels. Thankfully it was only a couple of people in bad groups and the experience hasn't repeated itself.
    Yeah, simply put they are wrong. Empathy isn't the best Defender set out there at high levels but when used correctly it is far from useless.