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Quote:While I would love to have Wide Area Web Grenade for my Blaster I really don't see it happening. Basically you're proposing adding an AoE control as the Tier 1 power in a Blaster secondary and I just don't see the devs doing that, considering that Controllers and Dominators don't get an AoE Immob until Tier 3 in thier Primary. While there are Blaster AoE controls they all come much later in powersets, except for AoEs with a chance to Knockback and those are all in Primaries not secondaries.I don't like the idea of giving Web Grenade damage. What I'd do instead is magnify the -recharge effect on it by making the web have an AoE effect like SoA VEATs have. (Basically, the downfalls of the Device set are corrected in the Traps and SoA sets.)
As for the annoying redraw on grenade powers, I humbly suggest that the animation be changed to allow single-handed grenade throws. Yes, I know the classic grenade throw involves pulling a pin, but surely by now our heroes have advanced technology that allows a single-handed activation and throw.
Alternatively, SoA toons fire Wide Area Web Grenades from their guns. If adopting this method is the better solution, I'm fine with that.
I don't particularly want damage on Web Grenade either, but an AoE immobolize, even with the wimpy radius WAWG has seems a bit to good for a Blaster secondaries Tier 1. -
I don't think it's the most popular, but for Farming Archery/MM is generally considered the fastest set (with Fire a close second). As Biospark suggested it's largely because RoA does about 50% of the damage of most nukes without having a crash and being on a short enough recharge that with IOs you have do it on pretty much every spawn.
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Actually since the I15 revamp Corruptors have a lower damage modifier than Dominators.
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Quote:I can't offer a lot of advice (blind leading the blind and all that). But a couple of comments. First off you're overslotted on Ranged Defense. There's a bug in Mids where Phalanx Fighting does not add the static 3.75% to Ranged so you can reduce Ranged defense to 41.25% per Mids and still be softcapped.Could anyone give feedback on my BS/SD's build as well? Just dinged 50 and am looking to slot up. I had to drop One With and Grant Cover (Which is depressing; I enjoyed being CREDIT TO TEAM and ran it day and night, but don't have the room now it seems...). I feel I need the tiny edge Perfection can give me to offset all the toggle woes...thanks in advance.
Sidenote: All positions are soft-capped.
Secondly, I don't think you do need PP. When I opened your build up I noticed that you had True Grit turned off which meant that the Numina Proc was not getting counted. Turning True Grit on and PP off gives you a net recovery of 3.04 end/sec. Additionally, since Endurance recovery is based on max Endurace I then turned on Atlas Medallion and Portal Jockey which raised endurance to 3.34 end/sec without PP. Also as Fury Flechette mentioned above, Obliteration has horrible End reduction so it might be worth swapping your Swipe slotting with either Headsplitter or Whirling Sword.
Personally I wouldn't bother with the Red Fortune in Phalanx Fighting. Phalanx Fighting doesn't really benefit from heavy slotting and the nice set bonuses of Red Fortune are the fifth and sixth ones. Yes, you'll lose the minor damage boost but you could then use those slots to boost your global recharge instead either by increasing the other red fortune sets to 5 slots or going all out and getting some LotGs.
Finally, I'd try and put a Kismet proc in their somewhere. It's one of those little things that can help a lot when the going gets tough. Since Accuracy and To Hit are multiplicative it's much better for countering debuffs or defense than accuracy alone. -
The problem is that Power Blast fulfills a very different role in Energy Assault than it does in Energy Blast. With two exceptions (Fire Blast and Radiation Blast) the Blast sets have a single control power that does minor damage and Power Blast fulfills that role in Energy Blast by being a guaranteed knockback rather than the chance for knockback in the other powers.
Even when they draw their powers from Blast sets Assault sets do not always use the same baseline damage, for example in Energy Assault both Power Blast and Power Burst have a higher baseline damage than in Energy Blast so that they actually do more damage than the Blaster versions despite a Dominator's lower damage scalar.
Additionally Dominator sets do not generally have a Minor damage control power in them. There are a few sets that have moderate damage controls but only two sets had the minor damage Blaster version, Energy Assault and Psionic Assault (and in psionic assault it only gets melee range to add insult to injury). This was made worse by two things. First while Knockback is a very useful form of mitigation for Blasters it's less useful for Dominators since thier primaries contain immobolize powers that reduce it to knockdown (drastically shortening the time until the enemy resumes attacking). More importantly these powers effectively replaced a melee power (which tend to be a good bit of a Dominator's DPS) with a power that effectively did zero damage. So as part of the I15 Dominator revamp these powers both had their damage increased.
You might want to look at this thread in the suggestions forum:
http://boards.cityofheroes.com/showthread.php?t=199728
What you and the OP of that thread are proposing is essentially the same thing: increase the damage of a power whose primary purpose is control not damage.
To paraphrase someone in the linked thread you need to prove two things. First that Energy Blast is in need of a damage boost and secondly that increasing the damage of Power Blast is the way to go about it. The first one is debatable although personally I think it's ok. The second is unlikely simply because the control powers in Blaster primaries have minor damage to stop them being used as a 4th blast. Yes, Bitter Freeze Ray is an exception, this is justified since it isn't the set's control power (that's Freeze Ray) instead Bitter Freeze Ray is replacing the set's Sniper power since controlling things is Ice's schtick but giving it two Blaster style would presumably be bad for it's damage. -
Quote:I think that Paradigm_Shift has a point. The problem is that canonically Incarnates are just plain better than ordinary heroes. I don't really see a way to make incarnate player characters without changing the lore to make them at the same power level as regular heroes.Right, because it would be impossible for there to be some sort of catch. Especially since it would likely need to be unlocked in some way.
Additionally, I don't really see the devs making a new origin that actually has a significant impact on the character. Even if it's a case of it gives some and takes some actually balancing it across all possible power set combinations would be a nightmare. Making them as their own AT would be a lot easier to balance.
Out of curiosity, how would you implement an Incarnate origin? I don't really see a way to give it both good and bad that works with all powersets without making something that is either pathetically useless or horribly overpowered. -
@Purus: I'd slot Active Defense with more Recharge if I were you. Currently even with your recharge set bonuses you're going to have 7 seconds of down time (assuming that you cast it immeadiately upon recharge). It'll be even worse if you exemp down since you won't get any recharge bonuses (although using level 25 LotGs would help there).
At the very least I'd recommend putting a Recharge IO in the base slot. -
Quote:Defenders have a 0.65 damage modifier, Corrupters have 0.75 (so a little bit more even discounting Scourge), Dominators have 1.05 Melee and 0.95 Ranged.You asked if the Corruptor does more damage than a Defender or a Dominator. I can say for sure that Corruptors do more damage than Defenders, if only because Corruptors have the Scourge inherant (chance for double damage that increases as target's health decreases). I'd have to check the numbers regarding Corruptor damage vs. Dominator damage, but I personally prefer to play Corruptors over Dominators so that I can heal &/or buff myself &/or debuff the enemy.
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So, off the top of my head there are three attacks in Corruptor secondary sets that deal damage without using a pseudo-pet: Gale, Howling Twilight and Acid Arrow. Out of curiosity I looked up the first two on RedTomax (it doesn't yet have Trick Arrow for Corruptor) and according to it Gale DOES do Scourge damage (although for some reason Howling Twilight does.
http://www.redtomax.com/data/powers/...Summoning.Gale
(I'll try and check Acid Arrow out in game this evening unless someone else has the tiem to do it)
Additionally I checked and according to RedTomax all power pool attacks deal Scourge damage as well.
So the problem is not that Corruptor Secondary attacks don't Scourge, it is that the majority of damaging abilities in their secondaries are delivered via pseudo-pets and the devs tend not to update secondaries when porting sets unless they have to for balance reasons (please see page 1 for full rant about this).
So the title of this thread should be "Corruptors should get rebalanced versions of Pseudo-pets in their secondaries" -
Quote:Cold only has more -Res while Heat Loss is up, whereas Rad has +Dmg through AM so overall I'd consider the two to be about the same on that front (people tend to faff around for long enough before the AV that AM has time to recharge). I agree that mitigation is better for Cold, but how useful that is depends a lot on your team makeup. If you've already got someone who can tank the AV or you've got a FF on the team then you don't need the mitigation.Cold/ice is a better AV killer than Rad/Rad could hope to be. Cold has more -res and more -dmg and comparable -regen while Ice has much better ST dmg along with descent AoE.
Cold/Ice might be a bit better for the AV (although personally I'd rate them about the same), but in general Rad/Rad will make the rest of the TF go faster.
Finally as a note, I don't really pay attention to a Defenders Secondary when building teams. I expect them to have one and I expect them to use the attacks but for the most part their Primary has a larger impact on the overall team capability than their Secondary. -
Yeah, unfortunately your only real option at this point is to boost resistance and health. Resistance boosts through IOs are minimal at best although Blaster APPs have shield powers so make sure the enemies that you're fighting match your chosen shield as much as possible. For health there are a few more options. Blasters have a maximum health of 33.3% over their baseline. You get 20% of this from Accolades and you should be able to get some from sets. You don't want to hurt your defense to much, but if you always play with a pocket emp then you can afford to neglect your baseline defense (60% is as you noted overkill). For example, when softcapping a blaster Thunderstrikes are popular for the Ranged Defense, but you may find Devastations better (or franken slot with some of each) since Devastation has both Regen and Health.
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Quote:No worries we all do it from time to time. When I16 came out I was surprised to see that the Defender Acid Mortar and Seeker Drones do the same damage as the Corruptor ones. Since the devs re-did the pets to rebalance the debuffs I expected them to rebalance the damage as well. I guess they figured the damage was trivial so it wasn't worth it. Caltrops is also interesting since it's the only Traps power that didn't get rebalanced for Defenders (the run speed modifier should be 96% for defenders). My guess there is that since run speed debuffs are capped at 90% they left Caltrops as is so that Defenders don't cap run speed debuffs without slotting.My apologies. It has been a while and I should have double checked the numbers for the Defenders Trip Mine and Time Bomb.
Did you just seriously claim that the Vigilance is overpowered? It is probably the worst inherent in the game. As a Defender I would happily trade Vigilance for the ability to Scourge on my Secondary attacks only. -
Quote:From a Blaster viewpoint Archery is generally considered to be better than AR (although personally I love AR). In general RoA is easier to hit the entire spawn with than Full Auto. AR does have an extra AoE in Flamethrower but the fact that it's a DoT makes it less popular with many players. AR also suffers because one of it's ST attacks is Ignite which suffers from a long cast time and the need to prep the enemy with an immobilize. Finally Archery has Aim which is a nice damage bonus (assuming you're one of those people who actually remember to use it).My TA/AR is only level 9, so I can only speak from a hypothetical standpoint.
TA/AR, although perhaps redraw intensive, is a strong AoE combination, OSA, Flame Thrower, Buckshot, M30, Ignite, Full Auto, Disruption Arrow... yeah... Anyway, the way to deal with it is the same as any TA/non-Arch combination, fire your debuffs, then your attacks so you aren't continually redrawing.
AR does have better knockback than Archery but for a TA knockback is a double edged sword. Unless you've got a convenient wall to knock enemies into you run the risk of knocking enemies out of range of your Oil Slick or Disruption Arrow (also your Glue Arrow, but the debuff persists for 30 seconds so that's not a big deal). Playing as a Traps/AR I've noticed that my knockback is significantly more noticeable than it is on my AR/Dev Blaster and I'd much rather have a Ragnarok Knockdown Proc in Fistful and just have to be careful with Explosive Arrow than have to worry about Knockback of Slug, Buckshot and M60 -
Quote:You should read this page:I have another question regarding defence.
We all know that the "soft cap" is 45% to defence because the chance for enemy to hit is 50%.
I also know that for each level the enemy has on you they gain a 5% ToHit bonus. So when fighting +4 enemies their base ToHit chance goes up to 70% instead of 50% right?
So...if I want a toon that has "capped" defence to all possible critters in the game I will need to have 65% Defence. Is this right or am I reading this wrong?
http://wiki.cohtitan.com/wiki/Attack_Mechanics
To summarize though, critters don't get a To Hit modifier unless they're +6 above you (unless they have a specific power that grants ones). They do however get an accuracy modifier which you can't defend against. -
Quote:Actually it is pretty reliable. The higher priced ones can be a bit tricky but for most low and mid ranged ones you can easily turn a profit buying the recipe and salvage, crafting the IO and selling it. You can't do it for every IO, but there are plenty of sets where it is profitable.On the other hand, crafting IOs and expecting them to sell at much higher prices than the cost of the components is a rather risky investment. You are counting on people to be both stupid and lazy. It's a popular combination, I admit, but stupid and lazy people aren't well-known for their reliability.
Quote:Originally Posted by Elsa MaxwellNo one ever went broke in Hollywood underestimating the intelligence of the public. -
Quote:Oh definitely, I'm way to lazy to actually go out and look for specific defender powersets when making a TF, it's more fun to just grab whomever wants to come. Although if I can't fill the team through globals and have to resort to the search function, well I'm going to try asking the Rad/Rad or FF/Elec defenders before the Emp/Psi (of course this assumes that they all have their powersets as their search comment).I'd invite any to any because in theory it's possible to get them done and I am a snob. To get choosy would be n00blike of me - Nah it's not so much that it's just because I think players can make a difference and I like to invite the chance for doing things with a less than the popular ideal of a team make up.
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Quote:No they do not, please check your facts before posting. From the game here are the unbuffed level 50 numbers.I'm not convinced that lower damage would be the result. After all, Defenders, Corruptors, and Blasters all share the same damage for Trip Mine and Time Bomb. Comparing Defenders to Corruptors for Traps, Defenders get an increase to most buffs and debuffs while keeping the same damage as both Corruptors and Blasters for these two powers.
For Corrupters, Blasters and Masterminds Trip Mine deals 111.22 lethal damage, 55.61 fire damage and has a 50% chance of dealing an additional 55.61 lethal damage. Time Bomb does 166.83 lethal and 111.21 fire damage. It doesn't say how much damage Detonation does although for our purposes this isn't really important.
For Defenders Trip Mine deals 72.29 lethal damage, 36.15 fire damage and has a 50% chance of dealing an additional 36.15 lethal damage. Time Bomb does 108.44 lethal and 72.29 fire damage.
The reason for this is very simple, when the devs port sets or individual powers that involve a pet or pseudo pet they tend not to rebalance them for the new AT until and unless it becomes a problem (since in general this means the power is better than it should be they rarely get complaints). A good example would be Fulcrum Shift. For a long, long time Controllers get a version of the power that was identical to the Defender version which made it overpowered. Eventually the devs decided to fix this and made a new pseudo pet thereby reducing the damage bonus for controllers to where it should be.
In the case of Traps when the devs originally made the set they kept the Blaster pseudo pets for Caltrops, Trip Mine and Time Bomb rather than making AT specific versions. In the case for Caltrops this wasn't a big deal, the damage that they do is trivial and all three ATs that had access to them at the time used the same slow modifier. Trip Mine and Time Bomb are significantly more powerful than they should be for Corruptors and Masterminds. When Traps was ported to Defenders the devs made new versions of all the pseudo-pets in the set because without that Traps Defenders would be very weak since they would be using Corrupter values for their buffs and debuffs while only having Defender level damage in their secondary.
Now I did make a minor error above when I stated that the Corrupter version should do 66.6% of the damage of the Blaster ones. Assuming that we take the relative difference between the Blaster and Defender values as canonical (this is justified since these two classes had pseudo-pets made specifically for them) these powers use the Melee Damage modifiers and not Ranged Damage so the Corruptor version should do 75% of the Blaster damage.
If the devs decided to make a new version of the pseudo-pet that scourged and had Blaster levels of damage they would effectively be giving the Traps versions of Trip Mine and Time Bomb a higher base level damage than the Blaster versions. To be fair they would then need to buff the Defender version to the equivalent base line damage, so Defender versions would do 86.6% of the current Blaster values rather than the 65% that they currently do.
As a final note I will say that this is a pet peeve of mine. I realize that the devs do not have infinite resources but I would really like to see them redo all pets and pseudo pets so that their abilities are based on the AT modifiers. Of course this would no doubt kick up a firestorm from all the people who would no doubt see it as a nerf.
Quote:Defenders get an increase to their buff and debuff abilities, why not allow Corruptors scourge on their secondary powers?
EDIT: Just to make one thing clear, I am not advocating nerfing the damage of damage dealing powers in corrupter secondaries. Yes in some cases it would lower the damage but in others the damage dealt is based on Defender modifiers so it would actually be increased if the devs remade the pseudo pets (Oil Slick Arrow is a good example of this). -
I agree with this. I run TFs quite often and Sonic is one of the least common Defender primaries (I literally cannot remeber the last time I teamed with one).
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Of your 50s the Rad/Rad would be my preference on all of those, nothing makes a tough enemy melt like a Rad and it has decent mitigation to boot. I might ask for the FF/Elec if I had a defender/blaster heavy team. Empathy is not a great set for most TFs, it's ok but it's niche is low levels where healing is better than buffs (say <25) or on small teams (4-5 members) where you can keep Fortitude on most of the team.
I can't really comment on the Sonic/Sonic. They're very rare so I've never really gotten a fair assessment of how they work on a team. They've got mitigation and -Res though so it should help.
Cold/Ice I'd consider superior to the FF/Elec. The overall defense isn't quite as good, but for the most part it'll be good enough and unlike FF it has some -Def and -Res for help with the AVs. -
And people wonder why I have no interest in joining large guilds in any game. In any case, despite not knowing anything about the people involved, this thread amuses me.
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What Katten said. TA/AR is probably the worst combination possible in terms of redraw.
TA/A is of course the most popular since it means no redraw (plus it just looks cool). It's also probably the best option in terms of damage output since it has a crashless nuke (AR does as well, but the redraw will be a killer). Sonic is also up there for edamage due to the -Res debuffs.
On the other hand, TA is generally lacking in passive mitigation so you may want a blast set that helps there. For that I'd actually recommend Dark Blast. Dark adds two more AoE controls for when EMP arrow is recharging and and you can stack the To Hit debuffs with Flash Arrow for decent mitigation.
The only two sets I'd really avoid with TA are AR and Energy. AR because of the redraw and Energy because several TA powers are dependent on enemies remaining in the area so having knockback on all of your attacks will make them harder to use (an attack or two with knockback does come in handy though just not on all your attacks). TA/Energy is not impossible, but i don't see it as being a friendly combination. -
In general the long term survival of an MMO is not determined by quantity of subscribers but by how well the game retains them. Obviously there is a network effect whereby if you drop below a certain level then players lack social interaction making them more likely to quit. There is also a level of subscriptions where below that it is economically infeasible to add new content (which in turn makes the game stale and people more likely to quit).
CoH has a very good track record of retaining subscriptions and the current number of subscribers is no where near to making the game unprofitable so I don't see doom in the near future. Eventually no doubt the servers will go dark, but I'm thinking the cause of that will likely be the release of City of Heroes 2: The Coming Storm (or possibly a new MMO that is CoH2 in all but name).
(no, I don't actually believe CoH2 will be tied to the coming storm if/when it is ever made, I just wanted a pretentious subtitle that fit into the CoH lore) -
I'm trying to decide which is more disturbing, your avatar or your suggestion
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