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Posts
1909 -
Joined
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Blaster gloves/gauntlets (gloves with guns in 'em!)
Glow options for all current patterns
More chest details in the same vein as the Large Skulls (Lion's Head, Gorgon's Head, Olympian Faces (male/female)
Taking the above and applying it to Shoulder and Shield options as well
Taking it one step further and having the face actually be the shield
Fix color options for Dark Shield (no matter what's chosen it stays at default color)
Animal Cowls and Helmets
Animal Masks (divided into top and bottom halves)
Devising the tech that would allow all current Shoulder and Glove pieces be available asymmetrically as well as the standard option
Same as above but for Eye and Hand Auras
Devising the tech that would allow players to choose a surface texture for any costume piece (matte, leather, shiny, metallic, glass (both styles))
Fur lined Barbarian Gloves
Grass Skirts, Boots, Gloves and Shoulder pieces
Baby carrier back pack, lol
No cape option for the High Collar
Sharing weapon skins between Assault Rifle and Beam Rifle
Toon versions of animal heads (like TMNT, Howard the Duck, teddy bear styled heads)
More Babylon 5/Amidala hair
Make-up option that places a layer of color right over the eyeball (also made available with glow)
Non-face scars
Suspended-from-the-body costume options (Detail 1, 2; Over-sized Gloves, chest-plates, wings)
Being allowed to utilize separate combat and non-combat auras -
Cross-server teaming > having to pay for unlocking the slots to move your characters into or having to constantly play musical servers or having to deal with lag due to excessive screen population; losing perks (like an entire SG), etc
...and it could pave the way for cross-server PvP -
Co-op the entire game and allow world map PvP.
Get rid of XP and Inf in the AE; get rid of the Ticket cap and allow tickets to be traded in for Inf and XP (as well as the other stuff).
Gate each iSlot behind an iTrial. Finishing a Trial gets you the respective slot and the iXP percentage determines the percentage of effect the slot has on whatever is equipped in it. -
Honestly, although I was impressed with the artistic value of Praetoria; I was miffed that they put all of that energy into creating a "World 3" when there were still population issues between Red/Blue (ie. reference discussions made when the market system first came out) and between servers.
And in retrospect, it seemed to be a bad move to go with such a segregate, black-and-white stance when it came to the intro of morality (CoV) when a more integrative approach would've made more sense. I understand there may have been tech limitations at the time but that's not an excuse any more. -
Time is short and I don't want to spend it waiting on a full team to form.
I don't mind going solo (which I've done for a good chunk of my time here; on redside) but I have been spoiled rotten by iTrial and sewer teaming and I don't have to sacrifice AT selection now to play into my current pro-team preference.
I used to despise how Blueside made you run all over 20 maps to complete one mission but now, between the Sewer trials, Hazard zones and Tips... that's not really an issue anymore.
By the time I'm at 50; it becomes irrelevant to me... being that most of the content I'm interested in is co-op.
Blueside is definitely where the big party is. Redside is where the Patron Pools are.
[And I have options blueside; street-sweeping is better, boss hunting is better, hazard zone hunting, safeguards are cake, etc]
And what about Goldside? -
Oi! I might have to jump out of the concept build I was planning , in favor of MA .
(btw, Brutes need MA, lol)
Thanks for the input! -
I'm wanting to roll a Energy Melee/Dark Armor character but I'm at a loss on whether I should go Brute or Stalker.
I don't know if the sustained Fury buff and Damage Aura of Bruting outpaces the Critical buffs and the additional powerhouse attack of Stalking?
Soul Mastery Brute vs Stalker version?
Any input specific to these sets comparatively is greatly appreciated. -
I'm debating on adding Placate to a Dark Armor build and was wondering if the OG and CoF toggles would cancel its effect?
(Same for Energy Aura and its Disrupt toggle.)
Thanks in advance. -
I'm just looking to apply the law of averages; quite a list to work with btw but its a good start to help me find the info I'm looking for.
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Quote:If the Pylon has equivalent resistance (even at 0%), that's essentially Raw DPS and not representative of normal game play?Most of the time, when people are quoting actual numerical DPS, it's derived from empirical testing, generally from breaking a Rikti Pylon and timing it.
Quote:Median resistance probably isn't quantifiable enough to make it worth the effort. You can make estimates based on certain factions, but there's too much variance involved to make broad statements. And it's a game-able system. Like, if you're playing Psi blast, you know to avoid missions with a lot of robots in them. If you're playing Katana, then you can know that you're going to tear up some Carnies. -
There's a lot of discussion about DPS when comparing sets and I think everyone is using raw numbers when calculating for set comparison?
Has anybody done any net calculations that involve the median resistances (and defenses) of enemy factions? (Ex. If you're comparing two powers of equal DPS, Toxic damage vs. Smashing damage; would the overall DPS advantage go to the Toxic attack being that it is resisted against less often than Smashing damage? Is it reasonably quantifiable?)
Hypothetical: I'm looking to roll a MA Stalker because, on paper, the damage looks really good... but its all Smashing. If the median Smashing resistance of all the mobs that I may encounter is X%; isn't that decreasing my DPS by X%? Enough to make it go down in comparative ranking to sets that use mixed, exotic or damage types less affected by median mob resistance? -
Thanks for all of the info guys and ZM for the detailed breakdown.
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Quote:It's not something I would use on all my Brutes; I would go Darkest Night for my /Soul types. But I had an extra slot on one of my toons and was looking to use TP Foe because of the extra, enhanceable range (vs. their attack range) and it's multi-purpose (in application and slotting).Clever use of the power, but you can pull Siege or Nightstar with any attack, even something like the Nem staff. Why dip into a whole power pool for just the one power?
Besides, TP Foe and attacks may not be enough to keep their attention locked on you whereas Taunt will.
My next concern was the issue of how long I could keep their attention between applications. -
Quote:So, if I wanted to pull Siege or Nightstar, a failed TP Foe attempt should still get their attention and I should be able to aggro-pull them at twice the range of Taunt?TP Foe causes aggro even if it misses...because it is an attack that requires you to "hit" the target for them to TP...otherwise it fails if you "miss"
Taunt for the win.
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TP Foe will seldom hit "hard" targets...anything above LT class foes will be near impossible to get with it anyway...and an EB or AV will not happen. -
Which is the better option for pulling a single hard target (EBs/AVs); TP Foe or Taunt?
I guess I'm trying to find out if TP Foe causes aggro or aggro enough to get the target to come at you even if the teleport itself fails. -
Electric is pretty much a self contained set... almost anything you want for survivability can be found there. It's a go-go, not cry-cry Armor:
You're getting good across the board resistance (Toxic being your hole); Power Surge alleviates that making your almost invulnerable to everything except Psi (moderate protection and Toxic (great protection)
[Coupling it with Kinetic Melee, Soul Mastery, Void Judgement and/or Paralytic Interface will make you the envy of your friends and neighbors (Damage debuffs + Elec's resists). Barrier Destiny wants to be your friend (with benefits)]
You get a solid utility tool in Power Sink; slotted properly, it transforms from a 'need END now!' button to a incapacitate mobs tool (30 seconds slotted; a little less with Hasten)
[See Lightning Field notes below]
Some of the damage that you'll end up taking can be offset with Energize
[Combine with Health and Energy Mastery (slotted for Regen and Regen set bonuses) and/or Rebirth Destiny if you really want to maximize]
Any Fury-maxed, damaged buffed damage Aura is going to make you a happy camper; Lightning Field is no exception. And it has low-grade sapping power.
[Use it (and Power Sink) with Electric Melee, Agility (or Musculature) Alpha and/or Clarion Destiny to maximize]
If you're still looking for that ol' defensive feeling; try using Staff, Titan, Katana or even (to a limited extent) Dark and Diamagnetic Interface. IO set slotting and Barrier Destiny are also great tools.
Demonic Aura and Force of Nature are nice crashless ways to supplement your set.
And almost all Lore Support pets will add something to your survivability. -
Quote:Noted (the edit). But as you mention corruptors and masterminds, a word on City of Villains. I mentioned above that the CoV designers took the "everyone should be able to solo" idea and ran with it. I also said that at the beginning of time the City of Heroes designers (i.e. Jack) divided the world into four, or five depending on how you count, capabilities: (Ranged/Melee) Damage, Defense, Control, Support.
Take a look at the CoV archetypes. What's the primary for Brutes? Damage. What's the primary for Stalkers? Damage. What's the primary for Corruptors? Damage. What's the primary for Masterminds? Pets and Damage. The only CoV archetype for which offense is not obviously the primary are Dominators, and their primary - Control - is sufficiently damage-heavy it *is* what passes for offense on Controllers.
Every CoV archetype has Offense/Other, except Dominators which were/are ControlOffense/Offense. Because when you believe every archetype must be able to solo, you no longer see the world as Damage, Defense, Control, and Support. You see the world as Damage, EverythingElse.
Every CoV archetype has damage, every CoV archetype *specializes* in damage, and every CoV archetype has something else that helps keep them alive.
Four out of five hero archetypes have retroactively tried to approach this rule. One has not. And the reason why that keeps coming up is that any attempt to do so creates tankmages.
Which is why I say: to be a tankmage, you apparently have to be a blaster as a prerequisite. I *think* the devs realize this now, but whether they move to address this aggressively or cautiously is a separate question.
I'm working on my Tankmage now.
IMO. I do think some steps have already been taken through the EPP/PPPs, IO system and the Incarnate System (as well as what seems to be some under utilized Accolade powers and Empowerment buffs). Even the modification allowing Blasters to use basic attacks while mezzed could be considered a cautious step. -
Quote:Yay, Unspeakable Terror and Triumphant Insult?*sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?
I may or may not look at things...
In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now.
Regards,
Synapse -
Would like to see the Hazard Zones get a QoL revamp; multi-purposing them into 'villain proving grounds' as well (either through co-op and/or phase tech [and/or utilizing the same dialogue tree tech that differentiated Loyalist from Resistance players in Praetoria]). IMO, redside could use a little more real estate and teaming opportunities (with minimal changes/resource requirement)
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Sorry you didn't like your Kin/Elec Fender. I ran a Elec/Kin Corr; solo was a grind at times but the sapping was siiiick! (and the semi-crashless nuke didn't hurt either).
I would suggest trying out both the Dark/Kin (Fire/Mu/Stone) Controller and Dark/Kin (Dark/Power) Corr. -
I'm trying out an Elec/Fire/Elec; Fire provides the damage, Elec//Elec provides the survivability:
(Auras + Aim + BU + TB (jump in) Burn) + (Burnout; if needed)
(Aim + BU + TB + Burnout; Aim + BU + TB)
(EMP + Burnout + EMP)
(Short Circuit + Burnout + Short Circuit)
(EMP + Short Circuit)
plus being able to run Charged + Surge
TB is pretty much a 'crashless' nuke that can sap an entire spawn. Being able to drop it twice at full strength is a big plus over sets that crash the player after using it only once.
EMPulse is also a 'crashless' mezz nuke that can be dropped back to back (or with TB); shutting down an entire spawn.
I'm going Ionic when I hit Incarnate for: Ionic + TB
..............................................
May have to use /Force as a second build; /Soul for the third (gives me an AoE immob for toe-bombing with Burn and some Minion protection with OG) -
I'm liking the extra range, Guarded Spin and Soul Form at the lower levels. I'm even putting off Hasten until later. FF proccing all of the KB powers.
Was going to run it with NRG Aura but decided to go with Electric Armor (for the def/red hybrid build).
The extra range is making me wonder if there's any difference between melee and ranged DPS (does having that little bit of extra range skew DPS delivery?)