Ahmon

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  1. Ahmon

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Shannon_EU View Post
    Ice slows enemy attack rates down and so is not much good for fury building.

    Claws is a pretty quick set and is probably going to be really good for fury.
    There are plenty of primaries that slow fury generation currently. It's a pretty silly argument that Ice will be much worse.
  2. Quote:
    Originally Posted by AgentMountaineer View Post
    Don't spend all that lovely inf in one place like I did
    I did not realize that blue market was that bad. Makes me less inclined to switch sides if they don't mix markets in GR!
  3. "Neutral" is a much broader category than "heroic" or "villainous," though it can take more creativity. Since you said you wanted to avoid the alien threat situation, how about a few of the following?

    For low-level players, a science team goes out of contact. Villains and heroes are hired to bring an agent to their last location. As the arc develops, a small-time mastermind takes personal enmity to the task force.

    For mid-level players, a religious figure calls for a meeting between two enemies for a peaceful exchange of some kind. When the meeting location is reached, however, the villain ambushes the figure and his escort. There's some very specific dialogue I could think of here, but I won't get that detailed. However, as the arc progresses the task force learns that the figure is the organizer and they take him down based on their own motivations (probably leaning towards revenge or justice).

    I won't really get into high-level arcs, as there are way too many ideas. Of course, these two could be made to fit just about any range. Really, you could do just about anything. It is a simulator, after all, and what villains call villainy could be construed as research for a hero. Likewise, a villain might get a kick out of rescuing holo civvies after firebombing much of Paragon City in the "real world."
  4. To me, the Tanker should flex from defense to offense more as a fight progresses. The easiest way to do this in the CoH system is to have an inherent aura power for tanks that increases damage done based on how few enemies are within a short range. For example, if each stack of an inherent buff added 5% damage, and use the formula:

    n = 20 / e

    ...where n is the number of stacks and e is the number of enemies within 40 feet (if there are any in range), you would wind up with a 120% damage buff when there's just one enemy in range and a 10% damage buff when there's 10 enemies in range.

    This may encourage players to try and separate mobs more, but I think that the threat vs. damage consideration would make tanking more interesting at best and more damaging against the last few opponents standing at worst. The ultimate goal, of course, is to make the tank feel more powerful as a hitter while preserving his protection/threat role. It does borrow from Fury to an extent, but I think it's sufficiently unique in that it would "reset" after every fight and keep the tank at fairly mediocre damage until the "damage dealers" knock off the minions and other distractions. It would definitely make the tank feel like a force while soloing, so that if teams aren't available, he wouldn't feel terrible about running some arcs. Just an idea, of course, dependent on the will of the developers to see it as a problem.
  5. Since no one at all answered, I'll put in something.

    Don't take Ice if it's not part of the concept. Ice isn't the ST damage you seem to want. SM, on the other hand, has damned good ST damage and still has some soft controls, too. Alternatively, take Fire. It has zero soft control to add, but the idea that Granite could use them seems dubious at best anyways. Fire has good damage and plenty of AoE for team aggro.
  6. Quote:
    Originally Posted by DSorrow View Post
    That was a very nice summary!

    I would also add one thing, which goes for pretty much any game (and IRL, too); Why do you need to be the best when close-to-the-best is about as good? Because, close-to-the-best isn't the best. (Eg. 44% Def vs 45% Def)

    It's surprisingly often true that people are willing to spend large amounts of in-game currency to improve their performance by very little.
    Inf. isn't worth anything. Better to have fun with more power than sit on a pile of it.
  7. I know geeks get a bad rap for having poor social skills, but for ****'s sake how do you go from:

    Do you happen to know the reason why this issue keeps occurring?

    ...to having your account suspended? The most obvious assumption one could make is that you were combative initially and pressed the GM's buttons for no reason. It's hard to assume that a GM would be the one who tried to bait you unless you were looking to take umbrage.
  8. ~6% from Weave
    ~2% from CJ
    3.75% from Phalanx Fighting
    ~16% from Deflection/Battle Agility

    Comes out to a little less than 28% before IO sets.
  9. Quote:
    Originally Posted by Talen_Lee View Post
    Well, if I was doing that, sure, I'd be doing something flawed. I was just pointing out the man who claimed whips are a really potent weapon IRL was wrong.

    I then went on to talk about the game.
    Your refusal to believe that they are a potent real-life weapon is mere obstinacy. In fact, I think you don't even understand what a whip is and the difference between a weapon designed to scare cows and a weapon designed to kill people. Regardless of which of these or another explanation, it's not worth continuing in a back-and-forth in this thread.
  10. Looks pretty jaw-dropping in the damage department. To nitpick, Rain of Fire will interfere with your attack chain.

    On the other hand, it looks like a pushover to kill. Would not want to play this build despite the amazing damage.
  11. Quote:
    Originally Posted by Talen_Lee View Post
    Why, so you can watch a trained combat expert kick the **** out of a skinny nerd? What I can do is immaterial. You merely have to point out the widespread use of the whip by police forces to reinforce your point, or the way most countries have stringent whip control laws, or to quote the statistic on yearly deaths in whip fights.
    I was not trying to infer that you would get ***-kicked. I was trying to infer that you would suffer many broken bones and most likely die outright, as would I. And no, the whip is not a "pick it up and use it" weapon. Difficulty of use does not make it any less deadly, however. In fact, it's probably one of the least user-friendly weapons.
  12. Quote:
    Originally Posted by SpittingTrashcan View Post
    Fulmens: I agree with the general thrust of your argument but don't quite follow your math. The last 5% defense to the softcap halves incoming damage, from 10% to 5%. Isn't the first 25% that does the same, from 50% to 25%? By 40% defense, you've gone from 50% to 10%, a full fivefold decrease...
    Accuracy bonuses make it closer than that, but I think he's got a rule of thumb, not an absolute.
  13. Quote:
    Originally Posted by Talen_Lee View Post
    In the real world, whips are not in fact, 'very potent weapons,' unless you're using them as the baseline, in which case things like knives and guns become 'COMPLETELY RIDICULOUS' weapons.

    Whips don't really do a hell of a lot to people, they need a lot of area to be useful, and the primary force of the thing is dispersed.

    Just use a gun already.

    Far as a whip set goes... Yes. The presence of a whip set in the game might make a whip set more likely.
    Ur hur. I'd like to see you versus a martial whip.
  14. Quote:
    Originally Posted by QuiJon View Post
    OK but i think that whiplash and backlash are kinda making my point for me. They dont just "use" whips. The whips, even in the photos you show of them, are basicly a conduit for transferance of another effect. Be it an energy attack or whatever.

    That now might be more fun to play, a whipe set that you can pick the effect for be it electricity, energy, fire etc. But just a strait leather whip ala catwoman is, or should, be laughed at when going up against just about any set in this game if designed with any kinda of real world effects to it. (and i know not real world its a game but still there is only so much i can suspend of my disbelief.)
    In the real world, whips are a very very potent weapon in the hands of an expert. In the hands of a superhero, I'd be disappointed if it weren't a high-powered set.
  15. The Patron Power Pools are mostly filler, I find. Aside from Gloom, which is ridiculously powerful as a single-target attack, most patron powers are pretty limited in certain ways. As a good rule of thumb, Mu offers good fleshing of your AoE potential and Soul offers good single-target damage and a decent AoE. Personally, I pick between all four based on the character's concept. Taking none is a perfectly valid option, though the sets are very attractive now.

    Working on defense is a good idea. Generally, you want to have layered defenses in this game. For example, defense backed up by a self-heal. Willpower, when it goes for defense, becomes quite scary. Defense backed up by resistances backed up by regeneration backed up by a self-heal if you take Aid Self and get a high enough defense score to use it. It's a good idea for a long-term character, and you'll want to use IO sets to work on it. If you don't really like the character, though, don't bother going through all this. It may become more powerful, but you probably won't like it much more.

    Generally, you want to look first at which enhancement values the set will give and only then at which set bonuses it gives. However, you may find powers you don't particularly need to slot well so you go for set bonuses first and foremost. It's an art more than a science, and CoHPlanner.com has a semi-updated tool for you to work with. Some power values are wrong, but at least it gives the set bonuses and enhancement values pretty accurately.
  16. Quote:
    Originally Posted by Talen_Lee View Post
    Stone might have to find a way to deal with its drawbacks? Horrors.
    Someone has to play devil's advocate!
  17. Better to just make it 1 merit plus a set amount of Inf. to buy a rare. For example, if you set Pagean Soil to 500,000 and a merit at the vendor, you could either buy one at the going rate (800,000 to 1,000,000 right now) or knuckle up and run a 15-minute arc to get it for 500,000. Less salvage flipping at least, and presumably more stability between recipe and enhancement price, reducing another kind of flipping.
  18. Quote:
    Originally Posted by FoxLee View Post
    I don't buy that... a travel power is there to be a travel power, not a combat tool. If it is designed this way, I would consider that a bad decision, not a fair justification.
    Well, if it were designed to not work if you were slowed or immobilized, the Stone set would be a lot less attractive.
  19. Quote:
    Originally Posted by Iscilla View Post
    It's easy to check one tank's build, see them handle a TON of aggro, then declare that tank type to be "more superior". BUT.... one doesn't realize is how IO'd or Purpled out that tank may be. As far as just plain SO's, stone wins out. But as far as damage output, you got me on that one. ;-)
    You can tell almost exactly how well IO'd someone is out if you're on their faction.
  20. Ahmon

    Throwing Set?

    Obviously Hurl Boulder would be in. However, just imagine the tier 9!

    Hurl Car
    Lift a light truck or vehicle off the ground, then hurl it at an enemy, smashing him and all enemies around him. This attack causes extreme damage and can knock most enemies back.
  21. Yep. As far as I know, few sources of defense won't stack.
  22. At first the Hellions weren't too excited about the First Annual Perez Park Marathon. However, when organizer Fenrir the Bold accidentally let slip that a starter pistol would be used, they really got into the spirit of it!
  23. I don't think it's an issue in Triage Beacon since the unenhanced cooldown is the same as the duration of the proc.
  24. Just gotta use the search feature for now. The links are the only thing that's broken as far as I can tell. The actual guides are still there and indexed by the forum search.
  25. Quote:
    Originally Posted by SinergyX_EU View Post
    Since when is damage used for agro? Afaik each attack has a static ammount of threath generated. And what are the odds today that you are not running with a kin, making a perma FS pretty often cap out damage anyway. 30% noticable? Unlikely.
    Recharge affects your damage much more significantly than the damage penalty. Unfortunately, you're right about Kinetics. It's very popular right now. However, reliance on it is a crutch, plain and simple.