Adeon Hawkwood

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  1. General thoughts:

    1. Every manipulation set has a knockback or immobolize as the T1. There is a practical reason for that since a low level Blaster really needs to stay out of melee. I don't know if the devs will say they HAVE to have one but I think it makes a lot of sense.

    2. I'd prefer Soul Drain to a Build Up clone in Dark Manipulation. I don't think ti would be overpowered and it would give Dark Manipulation an interesting twist compared to other manipulation sets.

    3. Personally I think a Dark/Dark blaster should have a self heal since to me that is a major theme of all of the dark sets. I'd prefer to leave Life Drain in Dark Blast since I'm of the opinion that Aim is overrated (I know, it's a minority opinion). Without Life Drain I'd put Siphon Life in the manipulation set. I think it goes without saying that I wouldn't make both available .

    4. I'd leave the immobilization protection out of Cloak of Darkness. I don't think it would be overpowered (since you can always take CJ anyway) but one must keep up appearances. Besides if you leave it in you'll make all of the devices blaster jealous.

    5. You're right, I don't like Chill of the Night, but not for your reason. My problem is the "lowers your damage" part. A blaster is all about damage, why would you want to lower it? I'm not sure what I'd offer in it's place though.

    6. For Dark Blast I'd probably rearrange the powers a bit, maybe:
    Dark Blast
    Gloom
    Night Fall
    Torrent
    Tenebrous Tentacles
    Moonbeam
    Dark Pit
    Life Drain
    Blackstar

    Personally I think the set might also be a little low damage for Blasters. My suggestion would be to change Torrent to a clone of Energy Torrent or Buckshot (double the damage but not guaranteed knockback).
  2. Quote:
    Originally Posted by War_Monk View Post
    Yeah, I was greatly annoyed about this when I played Planetside and Battlefield. However, the main difference between those leadership systems and this one is that everything in the system is for the team.

    It was a bad idea to give a alpha strike to leaders in Battlefield and Planetside. Absolute power corrupts absolutely. The most annoying thing I think people could do with the powers presented here is TP everyone into a quick death which is solved by by a quick one star rating, player note, and ignore.
    True, and to be honest I'm not that concerned about the abilities themselves I'm more concerned about how it impacts player actions. Currently people lead teams because they want to lead teams. If you start introducing rewards for leading teams you get people forming teams who really do not want to but do it for the rewards and that just seems wrong to me. That being said, I'd actually quite like the system. I tend to lead teams anyway so getting bonuses for it would be nice .

    As a side note, given the number of alts people have I think any "leadership experience" rewards would almost have to be account-wide rather than character specific.
  3. Quote:
    Originally Posted by Oneirohero View Post
    You have to remember that currently, an NPC can only fill in one kind of job interface at a time. Notice how none of the trainers have Taskforce counterparts? Even War Witch in two different zones are both trainers, though probably in her case, one could be tweaked to become a TF contact and lose their trainer function.

    Not to say that they couldn't make a new interface to make BaBs both a TF contact and Trainer, but it would sure fill up the amount of options available and make things a lot more confusing. The trainer menu is already huge enough when you're not due to level up.
    Or they could simply give them a TF and make someone else the new trainer in Galaxy City/Croatoa.

    BaBs is the only member of the Freedom Phalanx who doesn't have a sidekick so they could give him a sidekick who becomes the GC trainer and give BaBs a TF (possibly one of the Regulators survived but has been MIA and turns up to help BaBs out?).

    Similarly one fo the Cabal could take over from War Witch as the Croatoa trainer (whomever takes over would need to be of magic origin to prevent needless travel when doing Origin of Powers).
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    Why would BAB deal with Hellions? He's the "Just say 'No' to Superadine" guy. Superadine is used by the Trolls, distributed by The Family and the Skulls, and recently the Skulls have tried making it. (The original 'dyne manufacturers are unknown, since new supplies of 'dyne would just appear in suppliers' homes when they woke up)
    Very good point. I was trying to pick a low level gang and picked Hellions since I like them .
  5. I think BaBs should get a TF first .

    For War Witch I'd imagine that theTF would focus on the Cabal and essentially be a sequel to KHTF. Perhaps something to do with time travel and preventing the male cabal members from being wiped out?

    For BaBs I think something dealign with one of the low level gangs would make the most sense. Mayber the Hellions?
  6. Well first off, I will say I think you did an excellent job with the mockup screenshots, very professional looking .

    General Comments:

    Team inspiration bar: It's a nice idea, and I don't think it would be abusable however as with everything the devil is in the details. Specifically what happens when the team breaks up, are the inspirations lost? There are a few possible options for dealing with this, the simplest being that when you put an inspiration there is still uses up a spot in your own bar (but you can't click on it) and if you leave the team any inspirations there go back to your bar. People would have the ability to move inspirations from the team bar to their own bar (to save for later or for combining) which would cause the greyed out one to vanish from your bar.

    Leadership options: This has been bought up before. The basic problem is that providing rewards to team leaders (beyond the mentoring badges we already get) is potentially very problematic. In general it's much better to have team leaders who want to lead than it is to have team leaders who are only doing it for the rewards. Here's a couple of posts from the last thread on the subject with people recounting the difficulties that other games had with similar systems:
    http://boards.cityofheroes.com/showp...98&postcount=6
    http://boards.cityofheroes.com/showp...0&postcount=12

    It think that this sort of idea is one that sounds good on paper but in practice it just results in people who either don't know what they are doing or don't want to do it forming teams solely for the rewards.

    That being said the ability to paint a target would be nice in a few cases (for example painting the healing nictus in the ITF in case you lose track of it and need to pull it away).

    Group Quequing/Searchable Group: No argument here, an overhaul of the search feature would be wonderful (at the very least letting us filter out people already on teams would help a lot).
  7. Quote:
    Originally Posted by Westley View Post
    ANY dev created content is completable with ANY team makeup and ANY combination of builds, powersets, and powers.
    I agree that you can make a viable team with any combination of powersets but not so much builds. It is perfectly possible to make builds that have a lot of holes in them. You hope that your teammates will cover those holes but if they are also making builds with holes in them then you can have a very bad team (depending on what holes there are).

    The obvious example is damage. At the end of the day it doesn't matter how many buffs or debuffs you have you NEED damage. Every AT can be a damage dealer and every character should be able to deal damage (how much depends on the AT obviously). If you make a character who can't deal damage then you are relying on your teammates to deal damage. That can work... until the day you find yourself teamed with 7 other people who are relying on thier teammates to deal damage for them as well.
  8. Quote:
    Originally Posted by Schismatrix View Post
    Actually drawing a blank here on any fear powers in any of the blast sets. Is there one?
    Nope. Dark Melee has a fear but none of the blast sets do (although a few powers do have "avoid" which is kinda similar I guess).
  9. Short answer is that it's the way the system was designed, as with SOs the intent is that as you level up you replace your IOs. The difference is that while with SOs it's mandatory and doesn't increase your power with IOs it does increase your power level.

    The other side is that people don't always want their IOs to scale up. A lot of people equip lower level IOs so that they keep the set bonuses when exemplaring down.
  10. Quote:
    Originally Posted by Organica View Post
    I know people say ITF is easy, and it is, but teams still fail it. I was on one two weeks ago that failed, in my opinion because more than half of the team were builds that required someone else to carry the weight, and there weren't enough useful people on the team to make up for them.
    This is true. I was on an ITF not to long ago that failed for a similar reason. In theory we had a great team. A tank, a scrapper, two corruptors, two defenders, a mastermind and a widow. So we should have had way more buffs and damage than we needed. In practice... not so much. One of the defenders was basically useless, he was an empath who only used the three heals and occasionally fortituded ONE person (I mean literally just that, he wasn't blasting either) he had the auras but NEVER used them, not even right before AV fights (and yes, I sent him tells asking him to use them, no response). I think one of the corruptors was doing the same, but I'm not certain since I couldn't check his powers. The Mastermind didn't seem to control his pets at all and consequently they spent a lot of time not attacking. The scrapper was ok, but kept aggroing new groups before we were done with the old ones causing at least one team wipe. The rest of the team was ok but in the end we didn't have the survivability to make up for our lack of damage output.
  11. Yes and no. For any given situation there is an accuracy that will max out your change of hitting, but it isn't completely consistent. The main issue is that it depends a lot on the relative level of your enemies. Higher level enemies require more accuracy to achieve a 95% chance of hitting. The other consideration is your opponents defense and your own to hit buffs (and possible debuffs to either), for enemies with defense bonuses you need more accuracy.

    However, assuming you're fighting even con enemies, who have no defense buffs and you have no to hit buffs then you will need an accuracy bonus of +26.6%. If you're fighting +4 even con enemies (still no defense or to hit buffs to consider) then you need +143.5% accuracy. In other words, accuracy is mostly useful against higher level enemies (or to counter defense) but it's actually more useful to try and balance both to hit buffs and accuracy.

    For more information see the wiki:
    http://wiki.cohtitan.com/wiki/Attack_Mechanics
  12. Adeon Hawkwood

    Alt bow stance

    Quote:
    Originally Posted by Leo_G View Post
    You don't think it's not possible? So that means you think it's possible?
    Me fail English? That's unpossible!
  13. Adeon Hawkwood

    Alt bow stance

    Unfortunately I don't think this is possible with the current tech without re-doing all of the animations (the current animations all have a starting point of "bow held up with no arrow nocked"). That being said, I think that it would be very cool.

    EDIT: There's also the problem that only a few powers use a standard arrow.
  14. Quote:
    Originally Posted by Warkupo View Post
    I've sacrificed absolutely nothing in order to take Ice Armor.
    You have sacrificed the ability to take one of the resistance armors though. That's about 30% S/L resistance to layer on top of your ranged defense.
  15. Quote:
    Originally Posted by psycheout View Post
    Second so that means if I had lots of kins with SB and a good build I could lay out 302.5, correct?
    Actually the maximum would be 32.5. There was a typo in my original post, they last for 4m 20s not 40m 20s .

    Quote:
    also since I haven't got it yet what is the base damage at the lv you get it? 50?
    Here, this page has the damage at each level:
    http://coh.redtomax.com/data/powers/...p?id=Pets_Mine

    Quote:
    and does Hami spawn in a location predictable by 12 feet? has anyone ever had multiple recharge maxed blasters lay out trip mines for say 1/2 an hour then spawn hami and go boom? with Hami's hp could you even have enough blasters in one instance of a zone to take him out right as he spawns?
    The problem with this is timing. Trip Mines only last 4minutes and it take slonger than that for Hami to spawn.
  16. Quote:
    Originally Posted by psycheout View Post
    How does Psi rank in terms of primaries?
    It's so-so. It's got decent single-target damage and some mitigation cabaility (knockback, sleep, stun and -rech) but it is weak in terms of AoE.

    Quote:
    What happens to trip mines if I die?
    They die as well. I think they blow up (potentially damage anyone nearby) but I'm not sure.

    Quote:
    Is there a limit to how many you can set up?

    What is the base recharge?minimum?
    They last for 4m 20s (if no one trips them) so the max is 260seconds divided by recharge time + cast time. Cast tiem is 4 seconds, recharge is 20 by default. Theoretical minimum recharge is 4seconds but you need a lot of external buffs for that. It's about 12 seconds for an SO'd build (assuming 2 recharge IOs since you want damage and accuracy in there as well), 8-10 seconds if you've got a recharge heavy IO build.

    Quote:
    What exactly does "point blank area of effect" mean range wise?(as in how many feet)
    12 foot radius

    Quote:
    Will they make each other do off? like if I make a line of them and they are to close will one waste all the others?
    No

    Quote:
    What other sets is trip mine in?
    Traps for Defenders, Corruptors and Masterminds.
  17. There are a couple of TFs that require multiple clicking of glowies. Additionally I don't believe that the STF is doable solo. I know it's been duo'd a few times but I've yet to hear of someone soloing it.

    Also, Hamidon has been solo'd. Admittedly it was only possible becuase of a pretty major bug with Kheldian Respecs but it has been done .
  18. Quote:
    Originally Posted by Sharker_Quint View Post
    or one of the horribly long hero trials.
    Even Doctor Q should take more than 5 hours (6 if you take your time). 8 is pretty horrible even for that.
  19. When you join a PuG people have expectations about you based on your powersets. If you aren't going to fulfill those expectations then you should really warn the team ahead of time to avoid conflict. If the team is cool with it then no problem but if not it's better for everyone to find out ahead of time.
  20. Quote:
    Originally Posted by Warkupo View Post
    You are not seeing the whole picture. S/L defense is not a simple typed defense, it is the equivalent of melee defense. *Most* melee attacks have a Smashing/Lethal component to them, so building up S/L defense is the equivalent of building up melee defense. Unless you simply don't beleive a blaster should have any melee defense, there is little reason not to achieve it.

    You do not need the resistances if you can dodge the attacks. In fact, with Blaster HP and lack of mez protection, it's far more beneficial to build a blaster for defense.

    *Edit*-Generalizing Statement are bad, m'kay?
    I realize that, I still consider it a poor choice. AR/Dev has plenty of tools to keep out of melee range so if you're going to build up a second defense I'd consider AoE to be a better choice than S/L. S/L is most useful for a Blapper and AR/Devs make poor blappers.

    EDIT: That being said, I figure it's more important to make a character you enjoy playing than it is to make one who's the most optimized.

    EDIT2: I'd also say that if you are buildiing up S/L defense then Ranged defense loses a lot of utility. S/L is almost as common for ranged attacks as melee attacks.
  21. Quote:
    Originally Posted by Jophiel View Post
    I've never really played with Mids -- is there an easy way to export character data to Mids or do I need to enter everything in manually? I can see where it'd be useful to post my current build but damned if I know when Slug went from being 4 slotted to being six slotted
    You've got to do it manually. The good news is that the levels slots were assigned at are largely irrelevant. You don't lose slots when you exemplar down so the only time the slot level really matters is if you're planning a leveling-up build.
  22. Quote:
    Originally Posted by Warkupo View Post
    I disagree. Defense based builds use every bit of defense it can find to bolster itself ever closer to the soft-cap. Unless you cannot get up to at least 30%, anything that can help achieve that goal is valuable.
    No argument there. BUT slotting Cloaking device or Combat jumping for defense is a horrible waste of slots. It's a base of 1.75% so even if you spend 3 slots on it that gets you less than 1% defense. You can get much better returns on a per-slot basis by skipping that and going for set bonuses. I didn't say "don't slot CJ" I said "don't slot CJ for defense", if you look at my build you'll notice I've got CJ stacked to the gills with a BotZ and several porcs/globals.

    Quote:
    Now go ahead and take Super Jump and slot IT with some Blessing of the Zephyr as well. There's another 3.13% defense.
    I did, I also have Recall Friend slotted with it.

    Quote:
    There is no reason you cannot take the Ice Epic pool AND build for ranged defense, as Ice Armor pretty much handles S/L defense without much need for IO's focused on it. You obviously don't need it, but I see no reason not to get it. Especially because Hoarfrost is a pretty kick *** heal.
    I really, really disagree with this. You can only use your highest defense power against an attack so if you've got high ranged defense then having S/L defense is largely a waste. It will help you against some melee and AoE attacks but in general there are better options. It is almost always better to focus on either positional or typed defenses. Working on both is very inefficient since they overlap so much in usage. Plus if you've got high ranged defense than going Ice is preventing you from taking one of the other pools which would give you more resistance. Having Ranged and S/L Defense slightly widens the pool of attacks you defend against (but not by much since AR/Dev can keep out of melee range without to much trouble) whereas Ranged defense and resistance provides layered defenses.
  23. Quote:
    Originally Posted by Steampunkette View Post
    9. World Peace (Might as well ask for it, right?)
    Good idea, BaBs should get to work on that. It can't be much harder than Walk .

    I don't really have a large list. Like Bill I'd like new EATs. I'd also like more Epic Power Pools (even re-skinned versions of existing ones would be nice for thematic reasons).
  24. Nope. Neither Cloaking Device or Combat Jumping offer enough defense to be worth slotting (they both offer 1.75% which is negligible). The only power available to blasters that offers enough defense to be worth enhancing (or noticeable) is Frozen Armor from the Ice Epic Pool (it offers 10.5% to smashing and lethal). There's also Weave which has some defense (3.5%) but again it's really that much.

    If you want defense on a Blaster then your best bet is to to use IOs. It's reasonably easy to get ~30% ranged defense on a blaster which does provide a noticeable difference. The other option is to build for Smashing and Lethal defense but for an AR/Dev I'd recommend sticking with Ranged since it tends to be a bit short on the powers that take the good sets for boosting S/L Def.

    As an example, here's my AR/Dev build. I went for a mix of defense and recharge so it's not the absolute best for either, it's just a balanced build that suits my playstyle.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Adeon Hawkwood: Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(40), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(50)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(29)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13), Zephyr-Travel(27), Zephyr-ResKB(29)
    Level 8: Swift -- Run-I(A)
    Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(15)
    Level 12: Caltrops -- RechRdx-I(A), P'ngTtl-EndRdx/Rchg/Slow(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), RechRdx-I(27)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), EndMod-I(21)
    Level 22: Cloaking Device -- LkGmblr-Rchg+(A)
    Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(37)
    Level 26: Smoke Grenade -- HO:Lyso(A), ToHitDeb-I(46)
    Level 28: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(43)
    Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
    Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Knock%(34)
    Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
    Level 41: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(45)
    Level 47: LRM Rocket -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(48), HO:Nucle(48), HO:Nucle(48), RechRdx-I(50)
    Level 49: Surveillance -- HO:Lyso(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 0: Ninja Run
  25. Also for Travel Powers (note that this one is generally more expensive than the other two):
    http://wiki.cohtitan.com/wiki/Blessi...%284_Points%29