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Quote:Keep in mind that almost EVERY Def and res debuff is to every type. Def debuffs available to players almost always affect all types and positions. So this is not a trait only available to Trick Arrow. Also keep in mind that TA's Acid Arrow has an amazingly small radius, making it tough to hit everyone in a spawn with, unless they are already bunched.Don't forget just how effective Trick Arrow can be at debuffing. It constantly gets overlooked by most people, but it can be one of the most powerful debuff sets, especially if you're looking for AoE debuffs. (Note: I know these are probably out of order, but this is how I remember them.)
Entangling Arrow: Immob, recharge debuff, -fly
Flash Arrow: AoE tohit debuff, perception debuff
Glue Arrow: AoE recharge debuff, -fly
Poison Gas Arrow: AoE sleep, damage debuff
Acid Arrow: defense (all) debuff, damage resistance (all) debuff
Ice Arrow: hold, recharge debuff
Disruptor Arrow: AoE damage resistance (all) debuff
Oil Slick Arrow: AoE defense (all) debuff, chance for knockdown
EMP Arrow: AoE hold, regen debuff, recovery debuff, -END
Six debuff powers that are AoE, two powers that debuff ALL defense, two powers that debuff ALL damage resistance, three recharge debuffs, a tohit debuff, two holds with one AoE, multiple -fly, one -jump, one immob. That's pretty sweet right there.
What really does it, though, is the fast cycle rate of the arrows, with the exception for EMP arrow. Stacking acid arrows and disruption arrows will make short work of any target's damage resistance, and with Flash arrow, poison gas and oil slick, you can mitigate the damage your team takes fairly well. You can really amp this up if you've got an Incarnate TA character, with the Interface tacking even more debuffs on with most of your attacks, too.
Also, do TA's buffs from the same types of arrows stack with themselves? -
Go to your account management page, and cancel your current billing. Then, set up the new info. This shouldn't have any effect on your account.
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Quote:There are two different fear effects. One which will cause the mob to scatter, and then there's the actual "Fear" mechanic, which causes them to freeze in place, cowering.You might have been using an immobilizing power alongside it, or killed the mobs before they had a chance to run.
Powers with the Former (examples): Hot Feet, Rain of Fire, Arctic Air
Powers with the Latter: Cloak of Fear, Terrify, Touch of Fear. -
Quote:Because many players took those Scrappers sets with the full anticipation that they would not be drawing aggro with them, which is the playstyle that they want. As you mention in your OP, the sets that have a Taunt aura are the ones who gain an actual performance boost out of it.My point is...
An Invulnerability player could stick with the Scrapper and protect thier teammates.
A regen player would have to play a Brute in order to protect thier teammates.
I could understand your point if none of the Scrapper secondaries came with a taunt aura...but the fact is, the feature you don't want already exists on this AT.
Basically...if the Invulnerability, SD and WP secondary can be the same on the Brute AT and the Scrapper AT...why not Regen, SR and others?
Right now, a Scrapper can choose a set that lets them be an off-Tank, or they can choose a set that doesn't draw aggro. If they were all given aggro auras, that choice would go away. If a player wants a melee AT that can Tank with those sets, they have two other ATs to choose from to do that. I am okay with an AT that plays in melee that doesn't get automatic aggro. -
Quote:Necro, I think that I might have two of these. If I do, I'll send you one tonight when I'm on.In a nice cheap ATO set for my favorite Archetype and 4 of my lv50s, 5/6 of the set are easy to obtain but someone bought all the procs off the market. Nothing like being unable to complete your new sets and your favorite toons because there's 30 of everything but 0 of the proc. Time to play other lv50s.
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I can take on hordes of enemies at the same time. That feels pretty heroic to me. I can wipe out a spawn full of enemies in a few seconds. That's pretty awesome and powerful. I can now call down the power of the gods to help me smite foes. Awesome-sauce!
Yes, there are a few times when you can feel less powerful, but they're usually fleeting and easily done. So I don't get how this is a widespread concern.
ED happened, yes, but allowed us to have the invention system, which allows you more flexibility in what you can do with your character, so I consider than a net win. -
Earth Mastery is possibly the worst Tanker Ancillary pool for many sets. Your first choice is between an Immob (which you likely don't need or want, since KB would be suppressed on the enemy you hit with it) or a PBAoE sleep, which will break as soon as Mud Pots goes off next. Other pools at least get a hold, which is useful, as one of their choices. Next up is either the hold, finally, or quicksand, which doesn't do much for you at high levels. Stalagmites is the worst AoE in the Ancillaries. Twice the recharge, less damage, and causes mod wandering. YES!
So I'd go with the Fighting Pool. -
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Imagine an enemy type on the roofs of buildings, with sniper-range TP Foe. And that was all they did.
You'd be forced to stop and take them out, otherwise you could never get anywhere. -
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Quote:Damage over time doesn't keep them from being put to sleep, but it will keep waking them up if the damage tics after the sleep does. HOWEVER, that doesn't mean that the two are bad together, or that it makes this pairing inviable. You use the sleep patch at range, then charge in. While the sleep patch and your aura are draining the endurance of your enemies, you can use your DoTs, Jolting Chain, and attacks. Basically, the sleep patch becomes more of an alpha mitigation tool, instead of a constant mitigation tool. But you'll have enough constant mitigation tools so that this isn't a problem. And if your DoT misses, then the enemy is slept again.True about waking up and being put back to sleep...but I thought Damage Over Time kept them from being put to sleep?????
Am I wrong?
Is Elec/Dark Viable????
Lisa.
Also, two of your DoTs are single-target, so while you're dealing with on enemy, the rest can be slept. -
Quote:The enemies will wake up, but then be put back to sleep. Also, the enemies are likely to have no endurance, if you're doing things right.Wait.....Electric/Dark?????
Doesn't /Dark have a lot of Damage Over Time? And doesn't Damage Over Time keep the bad critters awake in the sleep patch????
Pancake, if Dark's DoT is minor enough that the critters will still snooze in the sleep patch I will make one quicker than my cat can lick her ear.
Lisa-Wondering -
Once the Devs moved Moonbeam to level 35, the set was sold with me. I was probably going to use it anyways, but that just sealed the deal. Why is it better at 35? Because I can skip it and start getting ancillary pool powers then.
Loving my level 15 Ice/Dark Dom so far. Trying to make it a confusion-based Dominator, which should be a fun attempt, at the least. -
Quote:SOME MMORPGs offer a lifetime subscription when they launch, but that's relatively new. I don't think that WOW did, for instance. If they do now, it's more recent than the game. Some new MMOs do offer them, and then die shortly after release, meaning that it was a really bad investment for the players who bought them.Out of curiousity, would a Lifetime Subscription be a good thing, or not, for this game?
Games will offer the lifetime option when they need a large influx of cash to keep the game going right after launch. If the Devs can make it a few months with the cash they already have on-hand, then it's not a good option for them over time, so they likely wouldn't offer it.
At this point, the game is almost 8 years old. "Lifetime" for this game might not be all that long, so how much would the Devs even charge for it? The game may go on another 2 years, or 5, or even 10 with some upgrades. Which do they put the price point at? Basically, the Lifetime subscription is great at the launch of a game, but not so much once the game is older. So it probably wouldn't be a good option for the game right now. -
My Elec/Nin tears through content at level 50, running at +1/+8, I only run into trouble against certain factions, like rularuu or multi-stacked-venged-nemesis troops.
Edit -> Also, on trials, I do fine, at least once I got a single level shift. Before that it was tough, as it is on anyone. But the AoE capabilities of an Elec/Nin/Fire Stalker are awesome, and I don't get much flak in return, since my AT threat modifier is so low. -
Arcana,
While I appreciate what you are trying to say, the tests that I saw in beta were trying to purposely get results as fast as they could. As such, in three days of joining every trial they could when they were on, they had tier 3s of most everything. It would take longer to tier 4 everything.
HOWEVER, I get what you are saying. When the trials first come out, you need to run them over and over again to get good rewards, because as people try to figure them out, they take both longer, and run the risk of failure, requiring more attempts to get the same reward (read: farming). However, as the trials get run more and more, and people figure out the right tactics, you can "speed" them more easily, for slightly less XP, but higher rate of end rewards.
The DA content can't be sped up in a similar fashion, because of the time locks. Running things over and over again does not increase the rate of return as it would for running the trials. So there is definitely a difference there, in addition to the fact that rewards are lower in general.
As I said in my one of my earlier posts, using people who are intentionally trying to get max rewards in a minimum amount of time is not a good comparison point for anything. But then what is? It would be highly subjective based on the player, of course. Somebody who plays every night would expect possibly the same overall rate as somebody who only plays twice a week. Say, a month per tier 3. However, Person A would then need a drop rate that is lower than Person B would want.
So, can we create a fictional person, who plays what we might consider an "average" amount, and see what the drop rate is for him? Yes, though we'd have some argument on how much this person plays. But it could at least give us a baseline of how slow or fast the new solo path is compared to the trial runner.
What about three players, each with the same schedule. One is only a trial runner, and one only does the new DA content in a team, and one only does the new DA content solo. Each player plays for an hour a day, three days a week (I doubt that's a bad value to give these fictional players). What would the rate of gains be for these players? -
I agree that it should always be lower. But they could double the Dark Astoria rate, and it would still be orders of magnitude slower than the trials.
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Quote:But the point you were arguing was that a support/melee AT has been tried, and used Peacebringers as your evidence, when Peacebringers are explicitly NOT a support/melee AT.I didn't mean to say they were melee/support, I just meant they put in Khelds and most people skip the heal and team balance passive, and go for the personal goodness in the WS.
I wouldn't put VEATs anywhere near a PB for this. The leadership toggles are attractive for personal and group gain. They are win-win. Their maneuvers toggle especially should probably be considered mandatory as a defense power. Choosing a support set/AT/version is more meaningful than taking a win-win power.
Yes, VEAT's 'help' the group, but it's not relevant to any decision process like the topic or the PB/WS point.
If you were to create a true Melee/Support AT, you'd be using the sets that exist now for both of those (with some minor changes, as you present, in regards to Taunt powers). Meaning that you take the current buff/debuff powersets, and pair them with current melee powersets, meaning that they'd actually have support abilities, like buffs and debuffs, unlike a Peacebringer. -
Quote:No, it's a bonus for buying 1200 paragon points, not WORTH 1200 paragon points. As such, it must be worth LESS than 1200 paragon points, otherwise you'd get just the reward token and not the points for spending 15 bucks.lol according to the devs yes it is. Since you get one per 1200 paragon points
And I also would've liked to see x25, I didn't pay attention to the amount on beta. That would've been great for us tier9's...but no. I am massively disappointed with everything(not) in i22 today. -
This time, she is right, though. The Devs have said multiple times that Staff Fighting would not come out with I22, but would be released between I22 and I23. They have never said otherwise. People who were expecting it to come with I22 were either ignoring all evidence to the contrary or just weren't paying attention.
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Quote:Seriously? I might agree with your overall point, but your last line sounds ridiculously childish. "More than fair" is a phrase that is used to mean a lot of things. One of those meanings is "reasonable" when used in normal conversation. Saying that people using the word "fair" are in kindergarten is asinine.I'm not sure how "fair" works into this at all... or who actually determines "fairness." Perhaps you should use "reasonable" instead:
I don't think it's fair that there is a solo path at all but I understand the desire for one and think that having one is a reasonable compromise. It's not fair becuase I busted my hump getting 25 level 50s to tier three on all their incarnate slots by forming leagues, training folks on how to do trials, and basically streamlining the whole trial process for my leagues. Is it fair that someone can come along and get the same rewards without doing the leg work? No, I don't think so. I also don't think it's fair that people come on trials and leech and never run one themselves but are more than happy to ciriticize me and my cohort on how we do things. But I understand that it's reasonable for someone who may not have the inclination or the desire to lead to be a member of my league. I believe it's reasonable for someone without good people skills or who is nervous about running leagues to not want to lead them.
Completely different tone between "reasonable" and "fair." Either we are having a grown up conversation or we're in kindergarten... your choice.
You have 25 level 50 characters already incarnated out. People who don't like trials would have zero right now (or maybe one with doing nothing but Shard conversions). Is that fair? How about having to take 30 times longer than you to get one character incarnated out? Is that fair? Is it fair that people who are actually doing stuff will get rewards slower than those leachers you complain of?
Basically, you've had your incarnates for a lot longer than people who don't like the trials, and farming the same content over and over again. When people were asking for a solo incarnate path, they were hoping for a way to do it at a reasonable (or fair) pace without having to farm. And that's not what we got.
And let's see what the thesaurus says:
Quote:Main Entry: fair
Part of Speech: adjective
Definition: mediocre, satisfactory
Synonyms: adequate, all right, average, common, commonplace, decent, fairish, indifferent, intermediate, mean, medium, middling, moderate, not bad, okay, ordinary, passable, pretty good, reasonable, respectable, satisfactory, so-so, tolerable, up to standard, usual -
Quote:Yes, that was how the Alpha was, and they discovered that it was incredibly easy yo create either a complete Tankmage (high damage, high survivability) or a completely gimped character (support/armor). There was a reason it was changed.I will always be nostagic for the 'what could have been'
If my memory is any good, the Alpha version of CoH had no Archetypes, and you just picked any two powersets as primary secondary.
I assume that was changed because everyone would have taken Fireblast and Invulnerabilty
But the idea was awesome.
That being said, I love how much proliferation has been done. -
Quote:Woah woah woah. Peacebringers are NOT support/melee in any regard. Why you would use them to argue against this is beyond me. Peacebringers have a mix of ranged/melee in their primary (with a single heal), and their secondary is self buffs/heals/armors. What part of them is support?4) The previous experiment to see how many players actually would go support/melee largely flopped. Peacebringers get melee attacks with built in KD, adjust to support the team rather than exaggerate it, and have a melee hold plus a heal. Everyone plays WS's for other reasons. Granted this is a subjective point that could be argued forever, so I will punctuate with IMHO. This is just IMHO.
Now, you could say that the VEATs tried this, and those are fairly popular because of how good they can make a team. Not as popular as Brutes and Scrappers, but I still see them fairly often.