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Posts
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Joined
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I'm comparing DPS numbers in Mid's (between 'trops and damage auras)... why do (non-brute) players tend to swear by damage auras but kick 'trop powers to the curb? (as evidenced by forum opinion [and] many of the player guides involving one or the other)
Taking only damage into account, if both were unslotted (or SO/IO slotted the same for damage), I could see some justification for that call.
However, 'trops don't need to make an ACC check and cost less EPS than auras. And while auras can only up their DPS by damage buffing (sans -RES); 'trops can do this plus benefit from local and global recharge buffs to keep pace (assuming that BU powers don't affect them; otherwise 'trops actually surpasses auras by quite a bit).
Plus 'trops have the advantage of range and mitigation.
Is there something I'm overlooking? -
I mention Slow because it would keep them in the cower-fear/fear-run limbo longer than not slotting it at all and perhaps without giving them the 'cant-run-must-attack' option (even though the combo I'm thinking of would help mitigate that option).
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So, what I'm looking at is an 8-10 second window of reprieve if I lock them in place; longer if I forgo the Immob in favor of... Slow?
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How would this type of combo affect mobs? Would they cower for a bit and then attempt to flee or would they try and fit in an attack here and there?
What if the mob is immobilized when 'trops and AoE Fear are stacked on them?
Thanks in advance. -
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It would be more of a thematic utilitarian add-on for a Plant/Storm controller with Cognitive Interface. Third build type of thing.
I already have Seeds plus all of my 'pets' and AoE spam generating Cog-fuse; was just looking to put the nail in the coffin, so to speak, for Confusion generation. -
Thanks.
How would that math out when slotted for T4 Cognitive (20% chance to confuse)? Is it a straight 70%+20% or a different formula? -
The description for WoC implies a 'chance-to' effect for damage and mezzing but City of Data appears as if listing it as an applied-upon-hit.
Which is it? -
Quote:I might be alone in this but after going the Brute route on melee for so long; damage auras just don't do it for me on Scrappers. Except /Electric.Quick tangent question; is the Damage AoE aura worth bothering with on a Scrapper, or not? If not, that will probably save me some endurance problems (haven't taken it yet, was pllaning to though).
The problem I have at 27 is that I pretty much have to exclusively use Soul, or else I'm constantly running out of endurance. I'm running the three basic armour toggles and combat jumping. I tend to turn CoD off when in combat, since otherwise it's just a massive end drain, I find.
Am I doing something wrong? =/
If you do decide to take it... see if there's a power selection spot you can hold for it in the late levels.
[Obsidian Shield and Dark Embrace would be the only two armor toggles I would keep running throughout combat at the low levels; toggling on Murky for specific mobs (looking at you Freakshow and Clockwork).
Drop the stealth toggle once in combat.
You may be able to keep the damage toggle on if you do this. And if you do this, I would keep to your lower END cost/ST attacks] -
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Someone mentioned GM-coding the zone mobs; would this be an easier to implement alternative?
Or allowing the players the option of prompted/auto exemping to the level of the zone they're entering (at least downwards)? -
Not saying that they need it but if they were ever to get any kind of a buff, can they get one that represents, thematically, the opposite of what Stalkers recently got.
Instead of hiding behind their friends to get a crit bonus; they get a chance-to bump for each enemy in X radius; up to Y amount?
"Scrap harder!" -
IMO, Stalkers and Scrappers can get a bit of mileage out of the set because they don't have to worry as much about Endurance (or can opt out of the issue without much consequence)... and Soul Mastery (or Body):
Dark Regen: Theft of Essence; proc, A/E/H, A/E/R and Eradication; A/R, A/D/R, A/D/E/R or Numina's; H/E/R, H/E, E/R
Cloak of Fear/O'Gloom combo:
-Great for stopping runners; good with Demoralize
-Great with sets that use moderate to heavy stuns (Kinetic, Energy, MA, Mace, StJ, Pounding Slugfest and/or Energy Manipulation procs)
-Good with sets with moderate to heavy KD effects
(then you combine the two above: Kinetic, MA, Mace, StJ) (for Brutes/Tanks; add in Stone and SS)
-Could be interesting combined with Elec's sleep effects
-For those that may want to go against the grain and try the Presence pool...
Soul Transfer: Suicide Bomber tactics; run in, pull a Cpl Hudson... mag 30 stun; team does what they need to do (either way)
Cardiac
Void Judgement (I don't take anything else for my melees)
Ageless (Viagra for Supers)
Demonic Aura
Force of Nature -
Yes, same here... waiting to get the T4 (Creepers, Freezing Rain, spammed Gale and Roots, stacked Tornadoes and Lightning Storms, Fly Trap... and then Seeds); should be a little more consistent with boss mezzing, Lts are always alternating in and out enough to make Cog viable, minions are just screwed.
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Unless you already have Confuse powers or some pretty righteous AoEs; you're probably not going to get much out of the mez portion of Cognitive.
I use it on a plant/storm and even with all of the spam-AoE from both sets; it would do me little good without having Seeds as both foundation and filler. -
Quote:Can I just ask why "(maybe except for the Shard)?"
Seems to me that the Shadow Shard would be an ideal set of zones to take co-op/neutral faction.
They're expansive (for better or worse), visually stunning zones that are virtually bereft of any content outside a series of truly tedious task forces.
All they need is for story arcs to be made for them, and a better way of navigating (improved the gravity geysers, or just flat out replace them with portals).
I wanted to avoid suggesting the Shard because it seems like it would involve more detail work than the others (especially being that it has 4 HZs of its own). I could be wrong.
In any event, I'm just focusing on 'the path of least resistance' for the implementation; this would give them time to tackle more complex details and release them at a later date (if desired) -
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Quote:I know not everyone likes co-op; which was why I included the neutral zone alternative (utilizing the phase tech).1. Uh. No, thanks. Ones that make sense? Shard. Striga. Crey's. And co-op is VERY easy to scew up - I'd rather see villains get Striga and Crey's copies with villain specific content than "co-op" like we've had.
As far as making sense; let's start with the most obvious:
There are already villains, doing villain things, in these zones (the distinction between PC and NPC shouldn't matter).
Character villains have (instanced) access to the more civilian areas of Paragon on a routine basis but no[t] the areas that are essentially designated for (or left to) them?
Quote:2. eh. Only where it fits the story.
Quote:3. Dig into the story, give them arcs, give them - basically turn them into story zones a la faultline, the hollows, etc. yes.
4. See 3.
Going this route also buys the devs time to create filler (contacts, missions, arcs, etc) as needed (for two factions if necessary).
Quote:5. Huh? -
1. Can we get all of the Hazard Zones (maybe except for the Shard) made into co-op (or at least neutral (phase-teched)) zones?
This would give redside up to 7 additional 'new' maps/zones without having to create any from scratch. Just additional access/transfer points for redside entry.
2. Make the Hazard Zones the catalyst(s) for Zone events (ie. in order for one of the established multi-zone events to start, something done in the Hazard Zones have to initiate it)
This would give the Hazard Zones more purpose.
3. Delve on the backstory of each Hazard Zone; giving them each (or expanding upon) their own zone events.
This would give additional purpose to each of the zones
4. Give each Hazard Zone its own zone-based (need to be on the map) Trial.
With the above bullet points, each Hazard Zone should have enough content to increase the population and activity within (almost without having to add mission trees; which would still be an option)
5. Give Boomtown bosses in their spawns. (and any other Hazard zone that may be lacking them)
[Add: 6. Have current zone events spill into the Hazard Zones (if they don't already)]. -
Now that we have the phase tech, can we finally get:
1. the Difficulty Slider to affect open world (non-instanced) spawns? (even as an option selectable at the difficulty selection menu [ie. "_ Apply to zone maps."]
and/or
2. Mobs that spawn to our level regardless of the zone map we're on (in at least the high difficulty neighborhoods)? -
Good news! I was bummed out trying to find some decent 80s cartoons for my youngins only to find that Netflix didn't have much.
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I have both a Plant/ and a Fire/ Incarnate.
/Storm generates enough KB for one to be wary about using their primary to control scatter. Fire compounds that if you're spamming Bonfire for damage.
Seeds and Creepers can give you an edge in damage at less cost (and risk) to you than using Hot Feet and spamming Bonfire.
Fly Trap has better slotting options.
For mitigation/recovery, I prefer Spirit Tree to Smoke.
Plant also gets the range advantage with its Hold (TAoE vs. Fire's PBAoE)
If you don't mind the risk, Flashfire works well with Thunderclap and Tornado for stun.
Fire's the bigger END hog and requires the more aggressive playstyle.
I usually go Fire Mastery for the Rez and Shield.
Fire's in you face style could benefit from Barrier and Void and almost requires Cardiac.
Plant allows more flexibility in iSlot selections.
Cognitive Interface for either.
Storm Lore pets lets you double up on Hurricane debuffs. -
Quote:I wouldn't mind something like this as an addendum to the current PvP (or any) system. Pick an AT, the powersets, apply some base stats (enhanceable by insps and other items only available in the PvP zone (or Arena) and let 'em have at it. Have them exemplar to the appropriate zone level or level set by the Arena participants.Most PvP wouldn't involve your characters at all. Maybe your character models, but not your literal powersets, enhancements, etc. I would have almost all PvP work kind of like gladiator matches do now. You pick predefined and extremely balanced avatars to be your character in a PvP zone or arena match. For example, you could pick Generic Blaster A to be your avatar. Generic Blaster A has a specific powerset and enhancement profile. It could have your costume to wear so it looks like you but isn't literally you. (Well, "literally" in the sense of your in-game character.) Someone else who picks Generic Blaster A would have the exact same build-out as you. If they pick Generic Blaster B, they would have a different build-out, but they didn't get to pick the exact powersets or enhancements that are slotted for it, and it would be guaranteed to be comparable to your build-out so that both players start on an even play field.
Basically, create-a-mon (at the safe zone) and let them duel it out. This allows players to duel with any AT and powerset without having to worry about leveling and slotting.