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Posts
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Quote:People are suggesting that you get an NA trial of the game and use that to test the connection. If you don't want to that is your prerogative but don't claim people aren't reading what you write. Agge posted a set of instructions for converting your installation from one to the other without reinstalling from scratch and a trial is by definition free. Yes you will have to start a new character but given that the trial limits you to level 14 that isn't really a big deal.i'm not on a NA trial. You know this. What on earth is going on? Please read what i write!
For the record, here is the location that you can sign up for the NA version of the trial:
http://www.cityofheroes.com/trial/
Quote:I don't need to try it. Games always lag on US hosts because my internet connection isn't strong enough. The UK doesn't have the same level of broadband quality as most other places, like america, and unless you have a really good ISP it will crap out. It does it every time. And for the umpteenth time, I'm not going to pay to find out. I've already explained the other reasons. If you cannot be bothered to show me basic courtesy then go troll elsewhere. -
This is my understanding as well.
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Traps is a horrible, horrible set. It does not give all of your teammates approximately 20% defense which cannot be backed up with a reasonably large ToHit debuff and the ability to give a regeneration boost to allies. Offensively it doesn't have a power that gives a 26.6% resistance debuff along with a nice defense debuff. Finally it doesn't have a power that not only acts as a short duration hold but also debuffs enemies.
To summarize, Traps is an awful set that should be removed from the game.
I hope that helps -
Quote:The problem with that definition is that both Force Field and Traps offer mez protection to their user (and teammates).A squishy AT to the best of my knowledge has always been an AT that doesn't get mezz protection. For blue side, anything not a tank, or scrapper is a squishie. Even if a Storm player can herd and tank, it doesn't mean they aren't within a blink of an eye from getting faceplanted either.
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The nah was aimed more at the statement that since the Corruptor version is powerful the Defender version should be as well. Normally that is true since Defender damage is 86% of Corruptor damage but since they re-did all of the pseuso-pets for Defender Traps the Defender Trip Mine does only 65% of the damage of the Corruptor one.
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Quote:Well first off Blasters, Corruptors and Defenders all use the same blast sets so a change to Defender nukes would probably change the nukes for all three (unless the devs decided there was a balance issue so severe that changing defender nukes alone was the only possible fix).what if all the defender level 38 power where builded on the same design?
This subject has been discussed in the Blaster forums before and there is a solid case for it. Full Auto and RoA are extremely powerful attacks especially in these days of IOs (specifically recharge global bonuses mean you can have them up a lot). However there is also a solid case for leaving everything as is and keeping the crashless nuke as a feature of the weapon sets (chances are Dual Pistols will get one as well). -
Quote:Nah, Corruptor Trip Mine does Blaster level damage but the Defender version doesn't. Bascially the Corruptor and Blaster versions use the same pseudo-pet but Defenders get their own version with 65% of the damage.I'm not sure how much worse the damage is on Defender Trip Mine, but if you can leverage it its pretty high damage for Corrs so I'm it does at least reasonable damage for Defs.
It's still ok damage for a Defender but it's not the same as the Blaster/Corruptor version. -
Quote:If you're slotting SOs or Franken-slotting then this is useful but once you go to IOs the utility drops off fast. First off the sets blasters tend to favor often have accuracy in them so you get quite a bit of global accuracy without trying (my blaster has a couple of SO's worth). Secondly it's hard to take advantage of it unless oyu want to give up useful slot bonuses. When you're 5 or 6 slotting a set you can't easily leave out the accuracy IOs.This is true insofar as on many groups all that is demanded of a blaster is MORE DPS MORE FASTER, and Build Up does make a difference in that regard. Trip Mine helps but does not fully substitute; I think Targeting Drone makes a more significant contribution between the possibility of just ignoring acc slots in your attacks (I use arch/dev, most sets will want more global acc before doing that I imagine) and GSFC Chance for Build Up.
Quote:Then again, as I noted, if you're not playing fire primary (or possibly sonic, I'm not sure of the maths) you've already ditched your chance for Ultimate DPS Perfection. Since any blaster is going to be dealing piles of damage, I tend to look over what else is brought to the table rather than which one can push you from ten thousand killpower to ten thousand and one. In terms of what else is brought to the table, Devices competes quite soundly (as do a number of other sets). -
Quote:I was being somewhat snarky in my evaluation of caltrops but my main point stands. If you throw them between the melee guys and the ranged guys then chances are enemies will not be stepping on them. Most good melee toons (especially tanks but also the better scrappers and butes) will be keeping the majority of the enemies close to them. You might get a few loose minions but they rarely last long. Similarly if you've got controllers then the enemies aren't running around anyway.You are strongly underestimating how useful Caltrops are on a team. Obviously you don't throw them under the Scrapper and the Tank, because that would be silly and evaluating a set based on the potential for silly people to use it wrong does nobody any favors. You throw them between the back line and the front. When your ITF doesn't have enough tanks to keep all the ten million Romans focused away from the squishies, this is the power that does it for you at trivial cost and low cast time. Obviously it's not useful if nothing ever gets past the tank, but by that standard no mitigation power is worth taking on teams.
Quote:You similarly underestimate Web Grenade, although in this case the team's composition matters less and the enemies' composition matters more. A 50% recharge debuff is sufficient to be worth noting on anything reasonably nasty that survives long enough to get past its first shot - not just AVs, but EBs and even some particularly unpleasant Bosses. To a lesser degree, it's nice to be able to ground certain obnoxious flyers and it can help quite a bit with certain melee-focused enemies, but these are not the primary use of it on teams (especially given how extraordinarily good Caltrops is at the latter).
I like Devices, but I really think it's the weakest Blaster set when it comes to group play. -
Quote:While I do agree that if you adjust the team's playstyle for it then Dev is good on a team but for a random pickup team it isn't that great.On the other hand, I'd disagree with Adeon about Devices not contributing to group play--see the "For teams" paragraph above for the reasons.
Web 'Nade is useful against AVs but against most enemies it isn't really worth it, especially if the team has a controller or two. Recharge debuffs are generally the worst form of mitigation and run speed debuffs are only really useful if the whole team is ranged.
Caltrops are a nice defense if you're fighting at range but if you've got any melee toons then they're problematic. The fear effect means that melee toons have trouble keeping the enemies close to them which they need both to get the most from their AoE attacks and in some cases to provide a solid chunk of their own defenses. Willpower Tanks in particular will hate you if you make them fight in a field of caltrops. Additionally see my comment on run speed debuffs.
Taser performs pretty much the same in a group or solo. But the usefulness of a single target stun does decrease with higher spawn counts, still it's a solid power for what it does.
Targeting Drone is a personal buff so it's the same group or solo and it does rock
Smoke Grenade, a decent debuff for a blaster and on a team that needs the extra mitigation it can't hurt. But once you get a couple of Defenders or Controllers (particuarly Forcefield or Dark) you probably won't notice the difference.
Cloaking Device is one of those powers that was nice once but the availability of stealth IOs and the popularity of super speed means that plenty of people have full stealth anyway. Besides, unless you have a teleport stealthing doesn't really accomplish much.
Trip Mine. If you've got a patient team that consists mostly of ranged fighters then this is useful but if you've got a couple of melee toons then pulling enemies into mines is generally a waste of time and setting them in combat, whilst effective, is not the most efficent use of four seconds, particuarly if you're an AR/Dev with all those nice AoEs that you could be using.
Time Bomb... yeah right. Few groups will wait on a 30second activation nuke
Gun Drone. This performs pretty much the same in a group. It's an annoying power due to the short duration and 8second cast time but it works in a group.
So yes on a team consisting of 8 AR/Dev blasters then most of the powers are useful but in standard group play with your average team you're only regularly going to use Targeting Drone, Gun Drone (if you can be bothered to cast it) and maybe Taser occasionally to stun an Lt. You might use Smoke Grenade if the team is short on mitigation and Web Grenades help with AVs.
So overall I'd say on an average team you've got 2 solid powers, 3 situational powers, 2 powers that are basically incompatible with melee toons, 1 power that works but doesn't really do much and one power that most players agree is useless, especially in a group.
I love my AR/Dev and I have a lot of fun with him both solo and teamed but Devices is not a useful team set unless the team has a very unusual composition (such as 8 devices blasters). -
It's a little known fact that all MMOs are actually developed in Proč. The various world wide headquarters are really just shell corporations. This is why so many missions in CoH involve shell corporations and front companies, the developers have a lot of experience with them.
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I disagree. Now don't get me wrong I love my AR/Dev but I don't think it's a particularly strong pairing. The ToHit buff from Targeting drone is nice but there are plenty of other options available for this sort of thing (a Kismet IO is cheap and provides a third of the benefit from targeting drone for a single slot) and of course if you start IO'ing the blaster at all you'll have accuracy bonuses out the wazoo (Thunderstrike and Positron's Blast are probably the most popular blaster sets and both have an accuracy bonus).
Outside of Targeting Drone the other Devices powers are almost entirely solo oriented so while a Devices Blaster is powerful solo they are somewhat lacking in group play. Other secondaries provide a similar level of utility in solo play and add a lot more to a group. -
Actually that's a backronym developed later (in WoW according to Paragon Wiki), the origin of the term proc dates back to the old MUDs where it was shorthand for "procedure" or "process" as Humility said.
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Quote:Something to keep in mind though is that Glue Arrow is FAR superior to Caltrops (especially once you hit SOs and can slot more recharge). The damage in Caltrops is negligible so that is basically a non-factor (except that it technically means you could slot an extra damage proc in there if you were insane). The important difference is that the glue arrow debuff lingers for 30seconds after the opponent leave the patch while the Caltrops debuff ends immediately. In exchange Caltrops gets a shorter recharge and a fear effect which can be a double edged sword.Alternately, Glue Arrow and Bow Smash can be swapped, but I put it where Caltrops is in Devices instead of where the melee attack is for the other Secondaries. The lack of damage in Glue Arrow may be a problem early on, though, so maybe a switch is a good idea.
Quote:Smoke Screen Arrow also comes much too soon, given that you have to wait until 16 for Smoke Grenade. And Entangling Arrow and Flash Arrow are close enough that you could use the names, the only difference is that Web Grenade actually slows the target more, and Smoke Grenade has a slightly higher -Acc. And that's really to compensate for the lower Blaster debuff modifier. -
Quote:Honestly I don't think that AR does have damage issues overall. It is weak in single target damage no question of that but it's very strong in AoE damage. The long animation times were annoying but those got reduced and the only one I'd really consider bad in that department is Ignite.It is funny how no matter how long the game is out, AR still is lacking the DPS issues, but many still get the itch to use it because its just fun using that gun.
Basically AR is THE AoE damage blast set, Fire and Archery are the only sets with comparable AoE and while there are plenty of debates about FA vs. RoA I'm going to go ahead and say that I prefer AR for AoE damage but that I think fire and Archery do provide a better mix of ST and AoE damage. -
Quote:I slightly disagree with this. First off with the exception of Foot Stomp and Tremor Brute AoEs have the same radius as Scrapper AoEs. A Brute with a full rage bar will do more damage but at lower rage levels the Scrapper will do more so I'd consider them pretty equal. Similarly while Corruptors do more damage than Defenders it's only about 15% more outside of Scourge and like Corruptors some Defenders can also use their other powerset to boost the damage.Just as a side note. On the redside the Corrupter, Dom, and possibly the Brute can lay down some very nice AOE damage depending on build. So it seems to me that redside has many AOE options. Even the MMs can bring some AOE to the table. On the blue side however, you have the defender who by himself will have pretty weak AOE damage with any primary short of a Kin post lvl 32. The PBs and Warshades do have some decent AOEs but their damage is also low and you need to have a lvl 50 to unlock them. Scrappers may have 1 or 2 high damage AOEs but these are usually limited to an 8-10 foot radius and 10 targets max. So the Blaster seems to be the only one in most circumstances that can really bring some nasty high, large radius, 10-16 targets per attack damage. Now some of the roles may change post lvl 38 but until then the blaster is truly the bane of minions everywhere.
I'd also disagree that only Kin Defenders do good damage. Several other primaries have strong resistance debuffs that the defender can use to boost his damage. Additionally even without using the various damage boosts the more AoE focused secondaries deal decent damage (Assault Rifle and Archery in particular) -
Quote:They also decreased a the activation times on a bunch of powers (including all three cones) which really helped the set flow smoother:AR has not really improved much. The one tweak to it has been a little bit of additional damage to Sniper Rifle when combined with Targetting Drone, but you have to be AR/Dev, and it's a small amount of damage, not even 1/9 of the base damage. Ignite also got an increase in recharge time or something, I can't really remember.
I guess the best thing is that outside of that, it hasn't gotten any WORSE.
As for builds, I'm not really the best person to go to for that, so I'll let someone else answer.
http://wiki.cohtitan.com/wiki/Patch_...01-22#Blasters -
AR is one of the best AoE damage sets with Archery and Fire being the other solid contenders. It's primary weakness is the lack of single target damage. The fact that lethal is more heavily resisted does hurt a bit but not to much at high level.
Good secondaries:
Energy Manipulation is the perennial favorite. The powerful melee attacks help to counteract the lack of single target damage and boost range is awesome since AR has three cone attacks.
Mental Manipulation is the other popular one since it provides you with another useful cone attack increasing your AoE damage even more and of course Drain Psyche is nice for keeping health and endurance up.
As for the other secondaries, Fire and Electricity have PBAoEs which don't really mesh well with AR's cone attacks. Ice has some popularity for survivability but doesn't do a lot for your damage and AR gets ok survivability though knockback anyway. Devices is... well it's Devices, enough said.
As for AR itself here's my take on the powers:
Burst/Slug: You're basic single target attacks, you'll probably want to take and use both of them although you could possibly skip one if you are taking and using single target melee powers.
Buckshot & M30 Grenade: The first two AoEs. They both do the same damage and have knockback. You definitely want one of them and I recommend taking both if you can. Of the two I consider Buckshot to be better since it has a shorter recharge and lower endurance costs plus it shares the same cone shape as Flamethrower allowing you to use both without moving.
Beanbag: A standard issue blaster single target stun attack. If it suits your play style then take it else you can pass.
Sniper Rifle: Pretty standard blaster snipe attack, you either love it or hate it. This can sort of be used as a pseduo 3rd St blast since AR lacks that but the activation time makes this problematic even with interrupt reduction
Flamethrower: Your second cone. Does very good damage although the activation time is annoying. In any case, take this you'll be using it alot. Slot it for endurance reduction though, the base cost is 23.92.
Ignite: This is basically AR's 3rd single target attack. It does very good damage but since it's a patch power you pretty much have to root the enemy first. It also suffers from a 4 second cast time. Some people like it, but personally I've never been able to warm to it.
Full Auto: The crown jewel of the set. This power is what really makes AR awesome it does more damage than most blaster snipe powers and it does it in a cone. You'll want to slot it for Damage and as much Recharge as possible so that you can use it frequently. -
Quote:Agreed. I enjoy the stories for the Shard TFs but the actual task forces are horribly implemented. Three of them are just plain grinds and Justin Augustine is just a frustrating series of hunt missions. I would LOVE to see them re-made using along the lines of the newer TFs.If I have one wish about endgame is that it be challenging yet not overly tedious. The ITF should be a standard for the Devs. It's short (four missions), it's somewhat challenging (the end fight with Romulus and the Nicti) and it's fun (swarms of Cimeroran traitors, change of pace with the Nictus) as well.
Dr. Kahn IS fun and somewhat varied but the end fight is bleh.
Conversely, Silver Mantis is MUCH more fun <hardy har, no...not personal experience speaking > but harder to get people to play for a variety of reasons.
*Shrug* Anything beats those old Phalanx/Shard TFs I s'pose.
For example in Faathim the Kind's TF I'd probably keep the missions where you have to activate all four keys at once (7 missions total) and then make the end boss fight a little harder. It would still be longer than the newer TFs but by eliminating the first three kill alls and the annoying sub-plot with recovering keys from Paragon City you get rid of most of the grind and personally I find the key missions a lot of fun since unlike most TFs you get a lot of variety from the enemy groups present (Nemesis, Rikti and Malta). Also, give him a cell phone, he can communicate with Azuria telepathically, why can't he do the same with us? -
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Not really, the PVPIOs only special feature common to both Purples and PVPIOs is that the set bonuses are always on regardless of level. Purples are only available at level 50 while PVPIOs are available at any level. Purples use "Superior" enhancement values (25% higher than regular level 50 IOs). Purples also get "Ultimate" set bonuses (a x4 modifier) whereas PVPIOs use the use the standard "Tiny" through "Huge" bonuses (x1 to x3). Additionally PVPIOs get two sets of set bonuses, one set is always on while the other only works in a PvP zone.
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QFT = Quoted for Truth confused me for a long time. I thought it actually meant Quit ******* Trolling
Quote:I did that once and wondered why I was having so much trouble. Then I realized that I had my taunt aura on .Looking over the Wiki it lacks Tanker Stealth!
(Using a tanker to "stealth" a mission to the end by simply ignoring the mobs attacking you and walking past while they try to stop you with their puny attacks)
Ok, it calls that "Ghetto Ghosting", still I think Tanker Stealth is a better term -
I disagree. I almost never use a raptor pack in the shard, relying on a mix of super jump and geysers to get around. When I do TFs I am frequently the fastest person on the team. Geysers take some practice to learn but once you do they are significantly faster than the raptor packs. There are a few places with no convenient geyser route and the packs help there but most of the time the geysers are faster even for people with speed capped fly.
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