Adeon Hawkwood

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  1. Part of the problem with having high value Inf sinks is that while they remove Inf in large chunks they only do it for a small-ish percentage of people. The also result in complaints from people who can't afford them but absolutely have to have them.

    Personally I think what we need is more Inf sinks at all levels of the economy. Personally I like the idea Fulmens proposed in another thread of changing the sale fee from a straight 10% to 10% for the first 10million and 12.5% after that.
  2. Quote:
    Originally Posted by IanTheM1 View Post
    Boomtown has a few mission maps, but I think they're all villainside.
    There's a Boomtown map used in the Kahn TF Blueside.
  3. Quote:
    Originally Posted by DarkGob View Post
    Perhaps some kind of reward...like, I don't know, I'm just brainstorming here, an opportunity to respec your character upon completion. Or maybe a badge and some merits. At least so we have some reason to actually do a respec.
    It doesn't need a carrot, it has enough of one already. It just needs something to make it more interesting. The current respec trial (blueside at least) is extremely boring. The initial setup is decent but the reactor room fight (the climax of the trial) basically consists of sitting there for half an hour occasionally fighting a few enemies. It's really easy but the enemies are on a timer so it takes just over 30 minutes for that fight no matter what you do.
  4. Quote:
    Originally Posted by Schismatrix View Post
    i actually consider buffs the primary focus past the early teens
    QFT. Once you hit the mid twenties people just don't take that much damage on good teams. A bit of healing is sometimes needed but an ounce of prevention is worth a pound of cure. Buffing the team and more importantly the right people on the team is what keeps the team alive. Fortitude is a very powerful Defense and Damage buff. Adrenalin Boost is a huge Recharge Boost for one of your team members. One of my pet peeves is Empaths who save AB until someone nukes and then use it to refill someone's blue bar after a nuke. Sure it works for that but it's much better to use it when most of the current spawn isn't already dead.
  5. Quote:
    Originally Posted by obscureent View Post
    Also, Garent mentioned using Blackstar... Is that really a good idea when using a class that need endurance to be effective?
    Blackstar is an Excellent debuff. It will floor the to hit chance of most enemies with no slotting (you need some slotting if you fight higher levels). If your enemies can't hit then you have no need for endurance. In any case the basic idea is to cast Blackstar, eat a blue then use Dark Consumption on the survivors. If you but a single end mod enhancement in it then 3 enemies will fill you up and 2 will pretty much fill you (especially when you factor in the 25end from the blue).
  6. Ok, to give an idea what I was talking about here's a quick build I made up. It's using common IOs so there's a lot of room for improvement but it still has plenty of buffing ability while adding damage and a good bit of control. As EmperorSteele says Hasten is a nice choice to have but I'm not sure what I'd drop for it. Maybe Dark Pit, it's a nice power but unless you take Oppressive Gloom you can only mez minions. You drop Dark Embrace or Leadership to allow you to take Oppressive Gloom though

    EDIT: I see Amy beat me to it. She's got a decent build but there are a few things I would disagree with (and no doubt she will say the same about my build). The primary one is the lack of stamina. Stamina isn't essential but trying to run all three leadership toggles without it will really, really suck.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Akki the Dragon: Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- RechRdx-I(A), RechRdx-I(3), Heal-I(3), Heal-I(5), EndRdx-I(5), EndRdx-I(11)
    Level 1: Dark Blast -- Dmg-I(A), Dmg-I(11), Dmg-I(23), Acc-I(25), EndRdx-I(25), RechRdx-I(31)
    Level 2: Gloom -- Dmg-I(A), Dmg-I(31), Dmg-I(31), Acc-I(34), EndRdx-I(34), RechRdx-I(36)
    Level 4: Absorb Pain -- RechRdx-I(A), RechRdx-I(7), Heal-I(9), Heal-I(9)
    Level 6: Hover -- Flight-I(A), Flight-I(7)
    Level 8: Swift -- Run-I(A)
    Level 10: Resurrect -- RechRdx-I(A)
    Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), DefBuff-I(15), DefBuff-I(15), DefBuff-I(17)
    Level 14: Fly -- Flight-I(A), Flight-I(17), Flight-I(23)
    Level 16: Health -- Heal-I(A)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Tenebrous Tentacles -- Dmg-I(A), Dmg-I(36), Dmg-I(36), Acc-I(37), EndRdx-I(37), RechRdx-I(37)
    Level 24: Dark Pit -- Acc-I(A), Acc-I(40), Dsrnt-I(43), Dsrnt-I(43), RechRdx-I(45), RechRdx-I(46)
    Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(29), Heal-I(29)
    Level 28: Clear Mind -- Range-I(A)
    Level 30: Night Fall -- Dmg-I(A), Dmg-I(46), Dmg-I(46), Acc-I(48), RechRdx-I(50), EndRdx-I(50)
    Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Blackstar -- RechRdx-I(A), RechRdx-I(39), Dmg-I(39), Dmg-I(39), ToHitDeb-I(40), ToHitDeb-I(40)
    Level 41: Dark Consumption -- RechRdx-I(A), RechRdx-I(42), EndMod-I(42), Acc-I(42), Acc-I(43)
    Level 44: Dark Embrace -- EndRdx-I(A), ResDam-I(45), ResDam-I(45)
    Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48), Acc-I(48)
    Level 49: Tactics -- EndRdx-I(A), ToHit-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  7. Ok first off, do you really want to play a Healer? Are you sure you wouldn't rather play a Defender? I realize that Dark Blast is on the low end of the damage spectrum for Defenders but if you put some care into it you can still do plenty of damage. If you want to play a healer for concept reasons that's your right but an Empath that blasts will always be preferable to an Empath that doesn't, especially when you consider that on a team with high defense (say if there's a Force Fielder present) a Healer will spend most of his time twiddling his thumbs.

    Ok so standard healer rant out of the way there are a few things that are useful to know before working on slotting. The first is what is the goal of your build? In general most Empaths I know like to build for Recharge so that they can get Fort, AB, and the Auras out as much as possible. However that is by no means the only viable slotting goal for an Empath.

    The second thing to consider is your budget. You can probably do a decent build for less than 100million without two much difficulty but at the other end of the scale there are plenty of IOs that go for more than 100million each.

    EDIT: Also why on earth did you take Soul Drain? You don't have any attacks to use it with?
  8. Quote:
    Originally Posted by Organica View Post
    I don't think I've ever spent even as much as 2 billion on a hero. Maybe that much on my purpled blaster, who has 3 different damage sets, but I bought most of those purple recipes last Summer and Fall when they seemed to be cheaper. Is it just my imagination, or have purples continued to go up in price despite what everyone predicted with the coming of the new mission settings?
    Yes they have, unfortunatly the release of the new mission settings coincided with the fixing of a bug that was causing level 50s to earn about half as much Inf as they should. So while the supply increased it didn't increase enough to counter the increased earning power of level 50s.
  9. I did this a few days ago. I was selling some IOs I'd decided to pull out during a respec and forgot that their price would put me over the Inf cap. Fortunatly I didn't lose to much but it was irritating.
  10. I was under the impression that the remaining Trial time carried over when you activated the account but that might just be wishful thinking on my part.
  11. Quote:
    Originally Posted by Schismatrix View Post
    As i recall it was stated specifically at Hero Con 2009 that the current EATs would have to start on Primal Earth and switch later.
    Yep, presumably the reasoning behind it is that the EATs are very story focused and starting in Preatoria means you miss out on that.
  12. Quote:
    Originally Posted by Ethric View Post
    Well, yeah. Fortitude could give a longer-lasting mode while Traps still has Web Grenade, which is powerful even as a debuff.
    But that is still requiring certain Defenders to play in a way that isn't the optimal. Sure there are times when spamming Web Grenades is the right thing to do but on a lot of teams the debuffs are unnecessary and I'm better off blasting. Also, what about Radiation Defenders? They have basically one power (Radiant Aura) that is not a toggle, doesn't require a dead ally and has a recharge less than 90seconds. You're basically forcing them to spam the heal aura. The inherent powers should work best when a character is doing what they were designed to do, this does that for some types of defenders where alternating primary and secondary is sensible but for a lot of other Defenders it encourages poor play.

    Quote:
    The question is, do Defenders work better than Corruptors or Controllers in teams? The difference between Corruptor/Controller de/buffs and Defender de/buffs is so small that Corruptor/Controller is simply a much better choice as a teammate, with damage/control advantages, respectively. Defenders are fine on teams but the other support classes are simply better. This is only how I see it, though. Controller envy is strong when playing my Defenders, mostly thanks to EPP attacks and pets.
    I think you do have a point with Controllers but not Corruptors. At lower levels Defenders do a LOT more damage than Controllers since as you say a lot of their damage is in their EPPs and Pets. At higher levels I think Defenders do still tend to out-damage controllers (with the obvious exception of Fire/Kin) but not by a whole lot.

    I think that Corruptors and Defenders are better balanced. Roughly speaking Defender buffs are about 13% to 33% better than Corruptor ones while Corruptors do about 15% more damage (neglecting Scourge). In team play I find they are reasonably balanced against each other. Defenders buff the team a little bit more while Corruptors do slightly more damage. The big difference is Scourge, but if you think about it, Scourge helps a lot more whilst soloing than it does in team play. Soloing you will spend time shooting at every single enemy whilst it is at less than half health (unless you one hit kill them anyway) so you have a chance to Scourge with every enemy. On a team though you won't get to shoot every enemy while they are at half health. In other words, Scourge provides a damage buff that scales down with team size.

    Quote:
    Edit/add: I don't know how the soloability should be changed. If an AT has a superb teaming Inherent, should it be advantageous solo as well? Or maybe the Inherent's superb teaming ability should be lowered and in exchange give in some solo ability as well. Bleh.
    I don't see it as a teaming inherent versus a non-teaming inherent I see it as an issue of ATs being multiplicative versus additive. When you add a character to the team you are increasing the team's overall power no matter what AT the character is. However some ATs increase the individual power of their teammates (multiplicative) while others don't (additive).

    Characters like Blasters and Scrappers who are strongly additive will automatically be good soloers since their solo capabilities are the same as their team capabilities. Multiplicative ATs are definitely giving up some personal power for the ability to increase their teammate's power so how well they solo can vary radically. Tanks and Controllers are decent soloers, they are slower than Blasters and Scrappers but they are reasonably well protected while soloing so it balances out somewhat (obviously some combos are better or worse than others).

    Defenders though are all over the place in terms of soloing ability. Debuff based sets like Traps, Trick Arrow and Rad can use most of their primary powers at full effect while soloing so while they aren't as good at the additive ATs are at soloing like the Tankers and controllers they can at least use their powers effectively to help themselves. Other sets like Empathy have few powers that they can use themselves whilst soloing and so have to rely on a small subset of their powers.

    Now multiplicative ATs don't have to be bad soloers to balance their team based abilities. As I mentioned above Corruptor's scourge decreases in utility somewhat as the team gets larger. Similarly one of the advantages Controllers have over Defenders is that with sets that focus on buffing teammates the Defender gets little benefit while solo but the Controller can (generally) use them to buff his pets. This effectively increases his power while solo but the advantage fades away on teams (since buffing teammates tends to take priority over buffing pets).

    Tanks are probably the other AT that could use a boost. Like Defenders they don't have anything that scales up whilst solo and unlike Defenders they aren't completely multiplicative on teams either. The first one is but the nature of the game meas that one Tank is usually sufficient for aggro management and a second is therefore only additive. Their advantage is that there is a lot less variation between powersets. Sure, some are better soloers and some are better on teams but they can all use their powers to pretty much the same extent regardless of whether they are solo or teamed.

    Personally if I was an MMO designer I would endeavor to make all classes multiplicative with a similar mix of powers that scale up or down based on team size but I'm not sure how practical that would really be.


    EDIT: Just as a thought, there has been a lot of talk about whether Defenders will be played less with Going Rogue in favor of Corruptors. I think they will somewhat but I think the reason is not that team leaders will kick Defenders in favor of Corruptors but that players will choose to make new characters Corruptors because they solo a lot better. To some extent we see the same thing now, Controllers tend to be more popular because they are perceived as more powerful. However I think that a lot of that perception comes not from team play but from solo play.
  13. For Web Grenade (in both Traps and Devices) and Smoke Grenade (Devices) I would love an alternate animation where you fire them from an Assault Rifle (as with M30 Grenade). It just looks so silly that I can fire shotgun shells, explosive grenades, missiles and a flamethrower from my assault rifle but if I want to use a web grenade I've got to throw it by hand.
  14. Adeon Hawkwood

    New to game

    Quote:
    Originally Posted by syfy View Post
    If I was going to start on a villian side which area would you suggest? I tried the one by the sea and I am not sure I like that one..are both the areas the same just differnt locations or what. Thanks
    Unfortunately Villains only have one starting zone. You get a choice of two different contacts but they are both in the same zone. Once you get a few levels (level 5 I think) you can go to Port Oakes and meet a Broker who will open up Newspaper missions for you. If you do 3 newspaper missions you'll get a Mayhem Mission which is basically a Bank Robbery set in one of the Hero Zones (specifically Atlas Park). This is one of the two ways to get a Raptor Pack which will allow to to fly for a total duration of two hours (more than enough to last until you get a travel power of your own assuming you don't waste it).
  15. I see two problems with this.

    The first is that different sets are going to have a harder time building Vigilance than others. For example for an Empath it's quite common to go Heal, Blast, Heal, Blas, Buff, Blast etc. Conversly a Traps Defender is much more likely to go Seeker Drones, Acid Trap, Poison Trap, and then keep blasting until combat is over.

    The second problem is that this is (IMO) an attempt to solve the wrong problem. Defenders work just fine on teams, in fact you can make a strong argument that they are overpowered on teams. People dislike Vigilance for two reasons, one is that it rewards poor play, and the other is that it provides no help solo which is where Defenders are weakest.

    That being said I think it is a cool idea but the problem is that it buffs Defenders on teams and I don't think they really need buffing there.


    Quote:
    Originally Posted by Ethric View Post
    Defenders being a rather balanced Archetype (as per devs, can't prove, though!), it is indeed very hard to think of any suitable inherent. The suggestion in OP was a little inspired by TF2's Buff Banner, which rewards doing damage by granting mini-crits to nearby teammates for a short period of time. If you get the Rage-bar full, that is.
    Slightly off topic but I love the Buff Banner. Especially if you can coordinate with an uber medic push. Pure carnage.
  16. Char and Bonfire are both useful but they are more useful for the damage mitigation they provide than for the damage they deal. Bonfire in particular has very high knockback so enemies will tend to get thrown out of the patch before they take much damage (unless a controller applies an AoE immobolize first). Similarly Char is more about the hold than the damage. It's only a 1.1 damage scale power which is the same as most of the 4second recharge blasts in the blast sets themselves.

    Depending on your primary/secondary given your goal of massive damage you might prefer Electrical Mastery. Static Discharge is a decent cone in terms of damage, area and recharge although the cast time is a little long. If you can fit it in between your existiing AoEs it will mean an increase in AoE damage.

    The only other ancillary with a solid damage power is Munitions Mastery. If you've got a decent amount of recharge LRM is up surprisingly often. It doesn't deal as much damage as the true nukes but if you use Build Up (or eat a red) it will kill most minions. The trick is to remember the the 5.87s cast time and time it so that the rocket hits the spawn just after than melee characters do.

    Personally I'd take the shield in whichever epic you choose. You should be able to run one toggle just fine and the extra resistance means the rest of the team can concentrate less on keeping you alive and more on dealing damage. Remember there is no I in team. Keeping yourself alive means other people can concentrate on more important matters.
  17. Quote:
    Originally Posted by Iannis View Post
    Oh, and Faathim is a GOD. You should be able to contact him via ESP, or at least get that dude a cellphone that has coverage in the Shard. Just throwing that out there for Faathim's TF.
    The worst part is that he can communicate Telepathically with Azuria but the git is to good to talk to US telepathically. Personally if it were me I'd eliminate at least two of the three kill all's at the start (or even all three) and get rid of the side plot where you go back to Paragon City to recover the keys. That would decrease the length of the TF to something a bit more manageable without killing the plot.
  18. Quote:
    Originally Posted by Perfect_Pain View Post
    Issue 18 IS coming with Going Rogue.
    Don't say False, because you WILL be wrong.
    I say: Insufficient Data

    but probably true
  19. Quote:
    Originally Posted by TopDoc View Post
    I suggest you try it on the test server. City of Data info for Panacea, Theft of Essence, and Performance Shifter. They all have Caster listed as the target. Theft effects self, while Panacea and Performance Shifter affect the Target. I have heard that Performance Shifter works wrong, in that it gives END to the target when used in AoE attacks. That leads me to believe that Panacea won't work like you want it to.
    Actually the Red Tomax enhancement listings ALWAYS say the target is the caster for procs, this is because the caster is technically the target of the enhancement. The detailed information on the right where it actually tells you who it actually affects. As you say the Panacea proc says it affects the "Target" so it shouldn't heal you if you put it in Dark Regen.
  20. Adeon Hawkwood

    Almost no drops

    Quote:
    Originally Posted by peterpeter View Post
    Yup, that was definitely a bug. Solo I got them, teamed I didn't. But everyone else on my team did. That didn't happen this week, luckily.
    Weird. I don't think it was the SSK system though. I did a raid a few days ago with the level 41 scrapper and he got merits just fine when SSK'd to 49.
  21. Quote:
    Originally Posted by Vitality View Post
    Edit: You are correct about Ice Armor though. If I remember correctly, that's actually why Brutes do not have Ice Armor.
    No the reason Brutes didn't get Ice armor was that Chilling Embrace (their main Taunt aura) has a hefty dose of -Rech which limited their ability to gain fury (especially when Ice Armor was paired with Ice Melee). As several people stated Brutes just need to get attacked to build fury, they don't need to get hit. If they did then the other defense based sets would also have serious Fury problems.
  22. Quote:
    Originally Posted by Silas View Post
    I would love to see an unsupported Fire Tank fight Arachnos or Malta on +3x8.

    Hell, anything that isn't Council.
    Yeah, this is something that always amuses me. When people say they can do really high difficulty they almost always mean against either one of the easier enemy groups or against a custom AE group that is specifically designed to be weak to their strengths and strong to their weaknesses and/or using buff bots.

    I'd be a lot more impressed by someone who could solo +3x8 against Ralaruu than I would someone who can do Council at the same difficulty. As I said a long time ago in another thread. If you find the game to easy there are plenty of ways to make it harder. No matter how good your character is you can either find or make an enemy group that will make him cry like a little girl.


    Also on topic, a slightly amusing case of Defender tanking. I was on a really weird ITF team last night with my Traps Defender. We were having a bit of trouble doing enough damage to Rommy to counter the Healing Nictus so decided to taunt it off. The team didn't have a Tank and the two Scrappers were both Willpower. So I ended up taunting the healing nictus off by the simple expedient of shooting it a few times.
  23. Adeon Hawkwood

    Almost no drops

    Quote:
    Originally Posted by peterpeter View Post
    Okay, good. I don't make it to Raids that often and I thought I remembered getting inspirations pretty often, but maybe not. The no-merit thing was definitely a bug, so maybe I'm a little oversensitive. Bad luck I can live with.
    In terms of the no merits thing, are you certain you have the Member of Vanguard badge?
  24. Quote:
    Originally Posted by Aett_Thorn View Post
    Actually, KB is mag 0.75 or greater. KD is less than mag 0.75. Just a quick little clarification there.
    Ah, good to know.
  25. Quote:
    Originally Posted by Tir_McDohl View Post
    -Would this interfere with knockdown effects such as ice slick? That could well be a dealbreaker in itself. It'd still be useful for dealing with surplus enemies that can't attack the tank, but it's a major potential nerf for a really useful power.
    It's important to understand that as far as the game is concerned Knockdown and Knockback are both the same effect, in game terms Knockdown is just Knockback with a magnitude less than 1. So protection to one will cause protection to the other. I think that potentially adding Resistance would work since it would convert the Knockback to Knockdown (by lowering the magnitude) without noticeably impacting the Knockdown although I'm not certain about that.

    I don't particularly care for the idea for the same reasons that have been discussed to death in pretty much every knockback thread ever .