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Posts
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Nah, it's easier to "improve" your current friends than make new ones. For example, adding tentacles allows them to hold a drink while still playing with both hands. At the more extreme end you can use parts from two friends to make a single friend with more limbs.
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Quote:The problem is that you need a secure base plot if you want two mainframes. That costs a minimum of 722,000 prestige. Additionally while Mega monitors are the most efficient axillary they cost 200,000 each so once you get more than 2 a Supercomputer is cheaper and more importantly they can't be hooked up to a Mainframe, you need a Supercomputer or better (at least this was the case last time I checked which was admittedly sometime ago).With this setup:
11 Telepads
22 Beacons
1 Basic Generator
2 Mainframes
18 Terminals
You use 830 out of 1000 energy produced, and 275 out of 280 control produced, leaving 170 energy and 5 control leftover. This costs 665000 prestige total.
Terminals are used as the most efficient non-crafted Control auxiliaries.
If you can craft 9 Monitor Banks, the most efficient of the crafted control auxiliaries, you can save 90 energy but the Prestige cost is the same plus you have to get the salvage to craft them. Alternately craft more (or buy terminals) to fill the other 9 Control Aux slots, so you have additional control to run other stuff. Basic Reclaimators, for example, need 50 energy and 25 control each.
Compare to buying a Supercomputer, which costs 500,000 prestige all by iteslf.
Finally your math is wrong. Each teleport beacon require 5 control so for 11 teleporters and 22 beacons you need 385 control. -
Yes, Paragon Wiki
http://wiki.cohtitan.com/wiki/Base_Items
It doesn't have sizes but it is pretty much up to date with power, control and cost. -
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1. As Psylenz says lots of recharge. Basically plan on three slotting recharge in most of your critical powers (maybe two slot if you use level 50 generic IOs) backed up with a decent helping of global recharge. With a bit of effort you can get most of the powers down to the 30 second mark then you just have to pick and choose powers based on team speed.
2. It's a very nice jack of all trades set. It's got an extremely wide selection of different abilities for passive mitigation, active mitigation and killing things. Additionally it's powers tend to be more powerful than the equivalent powers from other sets to compensate for the fact that they're in general harder to use. If you're the only support character on a team then it really rocks but even with multiple support characters it's got a lot to bring. The only real complaint is the number of powers that are solo focused (Caltrops, Trip Mine and Time Bomb). In particular the fact that the Tier 8 and 9 powers are mostly only useful solo does hurt, these are normally a Defenders most powerful abilities but in team play Traps is a set that peaks early. -
My personal preference is to take a mix of the two. The effectiveness of recharge global bonuses for blasters tends to drop off quite a bit so unless it's a perma-hasten build I aim for about 40%-50% recharge then slot for defense.
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Coming at this from a Blaster viewpoint, snipe attacks are good damage the problem is the activation time. Most snipes have a 3.67s-4.67s activation time which means in the time you need to get a snipe off you could potentially fire off 2-4 other powers in the same time frame. At lower levels where you don't have a solid attack chain this is useful but at higher levels you can generally fill out your recharge to the point that you won't have time to fire off a snipe without skipping another potential attack.
That being said I use Sniper Rifle quite a bit on my AR/Dev Blaster. For maximizing damage I'd probably be better off with Ignite but I like Sniper Rifle *shrug*. -
Quote:Yes and no, my experience is that the lack of resistance in SD really does hurt when things get hairy. As long as you aren't getting hit things are great but if you do get hit you take almost all of the damage. In general this is more noticeable on Tankers than Scrappers but in general SD characters are a bit like eggshells, good structural integrity but when it fails they crumble completely.IMO the only overpowered set is /Shields. The set is has way too much survivability for the damage buff of AAO coupled with Shield Charge for added AoE. Okay maybe overpowered is too strong, as I'm really not fishing for nerfs. How about a clear contender for the overall best defensive set?
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Thanks. Personally 50% sounds a little high to me. It means that each HO has an effective enhancement value of 100% or 3 SOs. Currently that level of performance is only available in the handful of powers where an HO can enhance three aspects of the power (and those would go up to 150%). For comparison a Purple triple gives 79.5% and a normal quad IO gives 74.4. It wouldn't necessarily be game breaking but it would be awfully powerful especially since you can slot multiple HOs in a power and focus them a lot more than you can triple or quad IOs.
If they are changed I wouldn't want to see a difference between HOs and SHOs. Making SHOs less powerful would pretty much kill their market value. Anyone who is serious enough to use HOs would almost certainly be willing to pay the extra for HOs. Besides, some people have trouble raiding due to server or time. -
You can actually run it with just a basic generator and a circuit breakers (although you'll be very short on power even if you add a second circuit breaker).
11 Teleporters (50 power, 25 control)
22 Beacons (5 control)
Supercomputer (500 power, generates 500 control)
Basic Generator (generates 1000 power)
Circuit Breaker (generates 150 power)
This consumes 1050 power and 385 control while generating 1150 power and 500 control. You've even got enough power and control spare to add basic medical facilities, vault access and a Pillar of Ice and Flame. You can also add a second circuit breaker for a little more flexibility although for anything else you'll need a turbine. -
What value were they originally? That was way before my time .
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I agree with Igor, the only real advantage to taking Leadership in a team setting is that Maneuvers has a longer range than Grant Cover. For protecting yourself Phalanx is better than Maneuvers. For protecting allies in close range Grant Cover is better than maneuvers. For protecting allies away from you Maneuvers is best.
Another way to look at it is that Grant Cover provides you with an emergency response power. If you see an ally in trouble and you move to help them Grant Cover is then providing them with a largish chuck of positional defense (8.4%-13% depending on slotting) to help keep them alive while you beat things up. Maneuvers provides a more consistent defense bonus but even with slotting it's only 3.5% which isn't that useful unless it's being stacked with something else (this is why Maneuvers is popular amongst FF defenders, they KNOW they will be stacking it with soemthing else).
Finally Grant cover gives you a decent chunk of DDR and Slow Resist which SD is a little light on. -
Quote:In general I like this, and it's very fitting for the super hero genre (you don't get new powers, you just get better at using the ones you have). The problem as I see it is the learning curve, if you start off with 20+ powers you've got to learn to use them all at once rather than starting with a handful and increasing the number at a steady rate means you have a few levels to play around with a new power before the next power comes along. Now it's entirely possible that I'm underestimating the abilities of the game playing public but I do know that in the few games I've played where I started off with everything I found it very hard to effectively use it all.Since we're playing fantasy game design, one thing I would do differently than either CO or CoX is I would focus more attention on character development. Both games treat character development as if we were a bag of powers, and development involves filling the bag. I think a better way to do this would be to consider this a three-stage process. In stage one, you decide what you can do. In stage two, you decide how well you can do it overall. In stage three, you decide to specialize in certain things to add focus to the character.
A big knock on both games to some degree is that it takes too long to "realize" your character concept. I think one way to address that is to give all the conceptual choices to the players very early on. In fact, I would present all of them by the time they left the tutorial (if the tutorial was long enough). So if you want the ability to supercharge offense at the expense of defense, you get to choose that ability early. If you want to fly, to buff others, to become temporarily invulnerable - all those types of general options would be made available to the character early on.
But they would be relatively weak versions of those abilities. As you level, the opportunity would arise to improve those general abilities in either general or specific ways. In other words, rather than the slotting progression we have now, I'd allow players to just plain increase their damage across the board if they wanted to, but at lower amounts than boosting individual attacks. Rather than build up from being able to block melee, then block ranged, then block AoE, SR would be able to block all three, but weakly, and then build up their general defense to all, or divert more attention to building up melee defense.
In the end game, I would allow players to take certain abilities and specialize in them in ways unavailable to generalists, no matter how much they buff those powers during the mid game. Maybe you could increase the firing rate (in cast time) of your basic attacks, or you could use certain powers free of its normal restrictions. Perhaps while personal force field was up force bolts were reduced in strength normally, but in the end game you could specialize in attacking while those shields were up. That sort of thing.
In a sense, you'd be picking your archetype in the beginning through fundamental character ability choices, then you'd be leveling sort of the way we do now in CoX but with more general options for enhancement, and then in the end game you'd start to get power advantages vaguely like in CO.
The solution I'd use would be a hybrid of it where you start with basic powers and as you level up you learn new powers which are thematically related to the original power that represent you learning new tricks. Maybe make the sets three deep that way you start out knowing 6-8 powers which then expands to 18-24 over the course of your career. -
I've got no clue as to the overall effectiveness of Rad Blasters but I do agree with the general thrust of your post. Defense debuffs are IMHO the least useful type of debuff. That being said it probably means you can go higher with a single accuracy in your attacks than you could without it.
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Quote:My experience is the opposite, but I'll admit I haven't tested it in a while. Are you sure they didn't just get attacked by an NPC after the second time?Experience shows, you merely have to summon them twice... One hit leaves you at like 1hp... Second hit is splash!
Quote:Although, fair, they were team mates... And they didn't think it was anywhere near as funny as I did... -
Maybe Super Reflexes? Most Psionic attacks have a positional tag so you still get defense even if you're short on psionic resistance. It's also only got one click power (aside form the T9) so redraw isn't a huge issue.
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Well even if it's not animated tails just being able to have both a belt and a tail would be nice.
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Quote:Actually mids will only let you place a power or slot that is legal to do, it's basically impossible to make an illegal build in mids. The only exception is that in the travel powers (Teleport, Flight, Super Speed and Super Jumping) are available in mids at level 6 with no prerequisite. In actual fact they are available at level 14 and require you to take one of the other powers in the set first (the level 6 thing is only available to people who have played the game for over 5 years).I looked at Mid's, but since you can just pick powers, or slot away, without having to adhere to some set order, means I found it less usefull, seeing as I have no idea if it's a valid build I'm making then.
Quote:Quick question. TP foe. Is it worh taking?
I was thinking about TP self, friend, and foe... Foe mainly for pulling tough to kill mobs into my death pits, so I get to pick who dies first...
That and I love TP'ing things over edges. Can't help it, it's an old Warlock habbit from the wow beta, before they changed it. Killing things by dropping them off edges will never NOT be funny
Also you can't kill NPCs by falling damage. There are few places where you can drop them very far in the first place and secondly it's impossible to die to falling damage. -
Quote:Well the obvious solution is to add a 6th slot to to Blatant Flame and give it a generic Recharge IO. I'd say move a slot from Conspiracy Theory to do so. As long as you use Hyperbole beforehand the defense debuff will counter the loss of accuracy in Conspiracy Theory.In blatant flame, I see you are using positron's blast. This is typical of most rants, as they just don't have their recharge slotted well enough to do it frequently. If they would just use ragnarok, they could be slightly more effective. This is a common mistake for many. However, I see that ragnarok is in pigeonhole. I suppose it does need the recharge. How unfortunate.
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Quote:I've never player a corruptor so I'm sure that someone more competent than me can give you a decent starting build. If you haven't I recommend downloading Mid's Hero Designer (linky). It's the easiest way to plan out builds in advance and tweak the number if you like that sort of thing (and you sound like you do ).Ooh! Very handy!
Erh, well... A build I guess.
It doesn't have to be super detailed yet. I'm still trying to figure this whole "IO" and "DO" stuff out, so I'd probably not understand what I was told anyway.
But that said, I do like me my numbers when looking at stuff.
I found your damage breakdowns and such most helpfull!
Quote:What I'm wondering is, with Arch/Traps my main issue seems to be what powers to pick, when, and how many slots I should aim for...
The default slotting most people use for attacks is 3 damage, 1 accuracy, 1 end reduction and 1 recharge (leaving out the recharge on the faster low level powers).
Quote:Slotting I'll figure out as I go, but with my complete lack of funding, respec'ing and reslotting is a costly affair... So wasting 6 slots in a power I then wont need is a pain...
Quote:So, yeah... Things like that I guess. What should I aim for in these sets, and are there certain powers I simply must have, asap, to make my life easier?
I guess you can include travel sets if you feel so inclined... I certainly wouldn't mind!
In traps Acid Mortar and Force Field generator are your bread and butter powers. Take them, use them, slot them. Force Field Generator should get three slots worth of Defense enhancement but doesn't need anything else. Acid Mortar mostly needs recharge (2-3 enhancements worth) plus an accuracy enhancement, defense debuff is useful if you can spare a slot or two but by no means required. Poison Gas Trap and Seeker Drones are both solid powers that you will want to use in most situations. Triage Beacon is ok, it's a decent enough power but the fact that it has a long recharge and is stationary limits it's usefulness. Web Grenade, Caltrops and Trip mine are all solid powers, but they are also solo powers, on a team you will rarely if ever be in a situation where they are the best power to use. Time Bomb is pretty much useless for most situations; some people like it but in general it isn't that great. -
Quote:I think it's an archetype thing. When I'm forming a team I very rarely go out looking for a tank. If I get a Tank through passive recruiting (i.e. global channels or broadcast) all well and good and I'll generally grab one if I see them with a LFT flag up but when actively recruiting I tend to look for Defenders and Controllers first followed by Scrappers, Blasters and Kheldians, Tanks come last unless I've got a team with poor mitigation (i.e. one with no Defenders or Controllers or the ones I do have are the low mitigation sets like Kin or TA). I've got nothing against Tanks but they tend to bring the least to the team in terms of killing speed.Is it the archetype? (That's a whole other discussion on whether people know they need a tank, or there are too many tanks, etc. etc)
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Is it a population thing at level 30+?
I do like taking a Tank on most TFs, but that tends to be a security blanket more than anything (with the exception of some of the TFs with problematic AVs like KHTF, Kahn or STF). Most AVs are actually pretty weak if you've got half decent buffing/debuffing and a lot of the time a good team doesn't need a tank but having one makes me feel better. -
The damage bonus from Assault is so small for a blaster I don't really consider it worth it. If you've got the power choice to spare then it won't hurt but in terms of damage output (especially solo) you'll get more benefit from chomping reds.
Besides the prevailing opinion that /Devices doesn't have Build Up is erroneous. It just has a Build Up with a smaller initial damage bonus (but a potentially much higher one mid combat), a 4 second cast time and a 20 second recharge. It was also called Trip Mine for some reason. -
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Quote:The damage that single target attacks do in this game is based on their recharge. Snap Shot has a 2 second recharge which gives it rather low damage making it less useful in a high level attack chain (it's reasonably useful at lower levels where the low recharge can fill in the gaps). However for some reason (presumably because they were under-performing) the Blaster version of Archery had the damage on Snap Shot increased so that it does the same damage as a power with a 3-second recharge however for some reason they didn't increase the recharge.Even the guy who's archery breakdowns I've been trying to understand, who so vigilantly claimed never to touch Snap Shot, even if it was that or have his legs smeared in honey and lain on an ant hill, has later said to do so with blasters because of some sort of exception that rendered every argument up to that point obsolete.
Now naturally this leaves me with a few questions... None of these guides include corruptors. Which is what I'm playing. They have all these big pro and con sections for everyone else, but never corruptors so I have no idea what's worth it, and what I should avoid.
The reason you aren't finding corruptor archery guides is that corruptors only recently got access to Archery so no one has written guides yet. in general the Defender guides should be reasonably valid for you.
Quote:Add to that, I have no idea about travel powers and such. I sort of like teleport. It's gimmicky and I enjoy that, but I was told on my Dom that I shouldn't pick it, and it was best used for people with some sort of rez...
So... What should I pick then?
And why would some things be worse than others? Is it purely PvP, or am I missing something for later on?
Quote:I mean, I'd think ninja run + TP would suffice, and just spend the rest on my two attack trees... No?
Obviously, no one does this, so I'm missing something... But I've no idea what.
Also, at level 40 you can do a patron arc which will allow you to access another set of power pools called Patron Power Pools (don't worry about who you select as your patron, you can pick whichever pool you want). For a Traps Corruptor Mace Mastery is probably a good choice since the typed defense from Scorpion Shield will stack with FFG to give you good typed defense against Smashing and Lethal and Energy (the three most common damage types). That being said unless you're a power gamer you probably won't notice that much difference no matter which PPP you pick (or even if you skip them entirely).