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Posts
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Quote:The AVs seem to run a lot if a Cold Dominator or Storm Summoner uses their debuff toggle on them as well.I've run this event with my rad characters multiple times (I'm quite free with my the toggle debuffs!) and never once gotten this kind of stupid fleeing behavior. I've also run it on kin, time, and a variety of other characters with a plethroa of debuffs and debuffing effects. Only on my trapper did the entire team spend every AV fight groaning (I should know, we were on skype...) and running around after the purple-named morons. Having every AV go total head-pants when I put down an Acid Mortar took a fun event and made it really un-fun for everybody..
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Yeah in general I just don't try to explain it. If I were I would probably say that the contact had requested that my Hero restrict some of his powers for some reason or another (i.e. Synapse has requested that I don't fire my Assault Rifle on full auto due to the risk of damaging the Power Substations so I'm keeping the shot-selector on Three-Round-Burst).
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Quote:This is completely and utterly untrue. The nature of defense and Defense debuffs means that Defense gets more valuable the more you have of it but at the same time even non-softcapped defense is better than no defense. For non-incarnate content I find that even 20% defense makes a huge difference.Also, defence is a useless unless you're at the soft cap (45% Defence). However, in Incarnate content enemies have an extra 14% ToHit so you will need 59% Defence for that. You're still quite a way off from the Defence softcap.
To answer the OP's question I find that Domiantors are a very tactical AT. Power order becomes important in terms of selecting the order in which you use your powers. For Plant/Ice/Dark you've got a few interesting options. Seeds of Confusion is a popular opener for Plant since it tends to make enemies waste their alpha stroke on each other rather than you. At that point the question becomes whether to use Roots or not? On the one hand it will help keep enemies clustered up but on the other hand it grants them knockback protection which will negate the Knockdown effect in Sleet (which you should have if you're going Ice Mastery). Also, remember that you can double stack Strangler on a boss to hold him even without Domination.
Roughly speaking I would expect your opening on enemies to look something like this:
Seed of Confusion
Strangler on Boss
Sleet
Strangler on Boss again (to hold him) -
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Quote:Actually it's the other way around. Regeneration ALWAYS ticks for 55 of your maximum health. Having improved Regeneration makes those 5% ticks happen more frequently.The problem with that idea is that, iirc, regen occurs in ticks. It's not a constant refill of your health bar, it just dictates how much HP you get back when it DOES tick. You won't likely survive an alpha strike. Also, Spirit Tree is immobile, so if you get knocked away or have to move, there goes a huge chunk of your regen.
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I'm fine either way. I'll probably take advantage of the switch to change my Titan Network username to match my CoH Forum Username.
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Could you tie it to email addresses? So for the first month if someone wants to register using an old Titan Network Username the email address used has to match the old email address on file? That would seem to solve 90% of the problems and the rest could be solved by petition.
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Quote:Yep. Actually I find it amusing that Dominators got left off of both lists (so did MMs, but that's because they ARE a team). They do kind of occupy a middle ground don't they? They bring more to a team than the pure damage ATs but not quite as much as the actual support ATs. That being said a Domiantor is still a very useful character to have along for pretty much any content so I tend to rank them with the support ATs in terms of "characters I want to have along".blasters, brutes, tankers, and scrappers will never be as good on teams as controllers, defenders, corruptors, and SOA's. Yet people still play them.
the game does a good job of concealing how lame most AT's are on teams and how amazing others are, so people think that their scrapper is helping a team a lot.
As for the population imbalance I think it's pretty much a given in most MMOs. People tend to, first and foremost, pick characters that they can solo easily which means that the majority of characters are those classes. In games with more limited options for team compositions and a required Tank-Healer-DPS ratio this leads to situations where it's hard for DPSers to find teams which tends to lead to more people rolling Tanks and Healers (or at least using a dual spec to have both on one character). In this game we are, in general, overpowered for most PvE content which tends to mitigate against the need for Support ATs. However Support ATs are even more overpowered than the others in a team setting. -
You want the truth? You can't handle the truth!
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Quote:But at the end of the day is there any difference between a Rad Defender being able to keep his toggles up and (for example) a Devices Blaster keeping Targeting Drone up to ensure that his follow on attacks hit? Both Blasters and Defenders have Toggle powers that they want to re-toggle after using their nuke before they resume attacking in fact I did some counting and my Blasters actually have about the same number of toggles as my Defenders.That isn't a given. The new nukes give defenders and corruptors a really powerful aoe/control power that they can now use without worrying about losing their toggles. Take a look at the case of the Rad/Ice defender that can now Blizzard->Ice Storm-> Frost Breat all the while leaving radiation infection and enervating field running on the spawn.
The same holds true for other debuffers that can now keep their toggles running through a nuke when they couldn't before. -
Yeah I would also say that the Fortunata is probably the best bet for an Emp/Arch with the Disruptor being my second choice. The Disruptor has much better AoE damage but as an Archery character you have reasonably decent AoE already so having the Fortunata along to help with bosses and such would seem like a better choice.
One other thing to consider though is that taking the Disruptor does mean that you can get Scorpion Shield which may appeal to you. -
Quote:Oh yeah, I missed that. Well, in any case it still supports my actual point which was that Crashless Nukes DO NOT benefit Defenders and Corruptors more than Blasters.True, but using the actual Defender value of +50% damage from Aim reduces that back to 178.75%, dead even with the Blaster. Any Defiance at all would put the Blaster ahead again, even before considering the difference in base damage.
Quote:And you're BOTH forgetting that the bonus from Vigilance decreases on teams in proportion to team size, so you can knock that defender damage down a notch for every teammate they could have, right up to the point where it vanishes and becomes a complete non-factor. Blaster damage is NOT similarly altered. -
Seriously, THAT's your counter-argument? What would you have said if I'd used Corruptors instead of Defenders in there? Or why not point out that Defenders can take Soul Drain or Power Build Up? Or that Trick Arrow Defenders have a 40% resistance debuff? Or that not all Blasters have Build Up?
You can find plenty of theoretical situations where a Defender or Corruptor will deal more damage as a percentage of their base damage than a Blaster but the point of the post you quoted was to show that resistance debuffs still result in a situation where Blasters deal about the same amount of damage as a percentage of their base damage as Corruptors and Defenders (with the actual winner depending on the situation). In any case my original point was that Blasters:
A) Deal more absolute damage (due to higher damage modifiers)
B) Can deal it with self buffs and therefore don't alert the enemy until they start nuking
So why don't you answer my original question, why do you believe that crashless nukes favor Defenders and Corruptors over Blasters?
Alrighty, I'm starting to get sarcastic, time for a break.
EDIT: In case anyone actually cares adding in Vigilance would increase the Defender's damage to 186.875% of their base Damage. -
Currently yes but that doesn't mean it will remain that way. The devs are presumably planning to adjust the damage based on the new recharge anyway so they may well decide to change the Corruptor version of it to deal Corruptor level damage and create a new copy of it for Defenders so that they can scale the Blaster and Defender versions separately.
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Quote:Except that resistance debuffs don't work that way. Since resistance debuffs are resisted by the target's resistance a (for example) 30% resistance debuff will effectively increase your damage by 30% after you apply the target's resistance.Probably because the blasters have a good chunk of their damage whittled away by said resistances.
Whereas Def/Corr characters can drop the debuffs, strip away the resists, and hit for closer to full damage.
Example. Let's compare the following:
A Blaster with Enhancement Slotting (95%), Aim (62.5%) and Build Up (100%)
A Defender with Enhancement Slotting (95%), Aim (62.5%) and a 30% Resistance debuff.
Let's say that the target has 50% resistance. The defender will reduce that to 35% (50% - 30% + [50% * 30%]).
Ignoring the AT damage scales the final damage as a percentage of base damage will be:
Blaster: (100% + 95% + 62.5% + 100%) * (100% - 50%) = 178.75%
Defender: (100% + 95% + 62.5%) * (100% - 35%) = 167.375%
So the Blaster has higher base damage AND will deal a larger portion of that base damage.
EDIT: Scooped by Garent. Oh well, I have MATH! -
Ok, I'll bite. HOW do Defenders and Corruptors benefit more? Blaster nukes do more raw damage and since the main methods Blasters have for increasing their damage are self buffs (Aim and Build Up) they can maximize it for use in an Alpha Strike whereas Defenders and Corruptors are more reliant on resistance debuffs to boost damage which means giving up the first strike.
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Quote:Well they did announce that they would be giving out a freespec with I24. Also I'm sure some people will complain that the crashless nuke and other Blast set changes makes things to easy. Finally, historical evidence shows that someone will complain that any given issue is "boring" and doesn't contain anything they care about.those trials are boring and easy and give you a respec
so one can conclude that issue 24, if there really is one, will be boring, make things too easy, and give you a respec.
So given all that I am entirely confident that someone will say that I24 "is boring, makes things too easy, and comes with a respec" -
Quote:Well even with the change they still won't be flying all over, they just won't get knocked down as much. The proc still cancels out the knockback it just also reduces the chance to knockdown form 100% to a more reasonable 40%.I don't know I don't like the sound of the numbers. I have it in my tornado and bonfire on two different characters I play. Was loving the fact that the baddies weren't flying all over. Just feel I finally get a proc that worth while to my characters and wham overpowered. Bonfire I can understand the damage and short recharge making it really really good. No excuse for tornado.
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The Regen bonus for two slots is quite nice and obviously there are a number of powers where the proc is exceedingly useful but that's about it.
In theory a melee character who is trying to build up their E/NE Defense might get some benefit from 5-slotting it but in practice if you're trying to build up typed defenses on a melee character you're generally better off slotting for S/L Defense in your attacks and getting your E/NE/F/C defenses in other powers. -
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Well in the case of my Time/Elec he already has Thunderous Blast (SC + TB + Small Blue + Power Sink = I have a full end bar and you don't) so it's mostly a case of fitting in Zapp. My current plan is to fit it in by dropping Time Crawl and stealing the slots from Thunderstrike (which I'll probably switch to Electric Fence since that is semi-useful unslotted). In a perfect world I'd drop Thunderstrike entirely but that would require me to switch to Mu Mastery but that is the wrong color and has a MUCH weaker hold (still if they bring in PPP customization I may bite the bullet, make the switch and pick up Tesla Cage for a hold).
Of course this is all subject to change when they reveal whatever new surprises they have in store for Leadership (I LOVE Leadership and have it on pretty much all my characters). -
Quote:My Defender already uses Thunderous Blast against groups pretty much whenever it's up (TB + Small Blue + Power Sink = I have a full End bar, they don't) but now I won't have to re-toggle every time so I'm very, very happy.Like, Electric Blast now becomes completely capable of being a good sapping set now that it will be able to utilize thunderous blast against groups.
My Beam/Dev Blaster and my Cold/Ice Defender are also looking forward to the changes.
Overall I think the change to Crashless Nukes will do a LOT to help restore Blasters as the kings (and queens) of AoE damage. -
Quote:Roll out the Dual Pistols/Devices/Fighting Blasters .So basically...between Brawl/Punch/Kick/Cross Punch...you could make, say, a Ranged/Melee Blapper with single-target debuffs...hmmmm.
It's actually a pity. While using the Fighting Pool on a Blaster does sound fun the sets that it's most thematically appropriate for will all have redraw .