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Posts
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Joined
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People still go with Soul on their farmers despite Mu's superior AOE damage because Soul is vastly superior for non-farm content. Gloom has absolutely great single target DPA, to the point where it's worth using in a melee attack chain. Dark Obliteration's -acc is much more useful than piddling end drain, and it frontloads its damage, while Ball Lightning's DOT can go to waste when everyone on a team is spamming AOEs. Finally, while Electrifying Fences is decent AOE DPS, it prevents the knockdown from Foot Stomp.
Soul Tentacles is pretty terrible either way, though. -
I stoles ideas liberally from streetlight's build and pondered both his and Syntax's advice, and came up with a version at 40% SL, 25% ENE, 58.8% +rech, and clearing 1.66 end a second after toggles. I think that's about as much as I can hope for without cutting into the heart of the build or dramatically changing my objectives, and the loss of 5% SL def seems tolerable on paper, between Dark Obliteration and Barrier Destiny (which I've already got at T3).
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1427;706;1412;HEX;| |78DA65935B6F124114C76758286581160A2DF402B4F4424BEBB644DF8D5A9BA845A| |9444D7C41D28EB095025920D1375F7CF44513AB563F861A2FDFC317BF80C6AAEF5E| |F0ECFF6C5B123630BF9973CEFCCF9933BBF9FBEB01211E9E15D27FA1566EB54AE7A| |D4E5B79F2E58AB9AD171B9D5A4B952DB5E315424CC055CAAB9A5246B1D35456A9D8| |B654BDD2AEC6D9B5AEEEAA7A4B191BA6B21E94CE75AC72F852BDAA28A66D1C4DF44| |2A351338A4DA57602986EAA72D3AC5782586C98956A9B56C347AE1D65B5AA663376| |B1696E1B9CC5AEAA942FB7DA94244E7565E99F96C279BA9A28D806E1DA625C07DC4| |5E08D1D82D8AE47246992117A0A08A481A159602C464888D938433A9B485DB2BA9B| |D507587D80D5DFD2A839EADA5797BD75F03BE310D06BE4CB89CC1EB0D400DED1E86| |175B7E78AB44D23D78089023095675C05E669F43AE15E2E66888B497231492E6666| |17EA698AF5714DD2B70CD302638C3C7EF608FF28B463640AB2B6087E71D9A6F7B41| |8E6286D983B16E21E85B86323DCBF0C8D6174A92BC307B43522E2AF800FC21EE1D1| |22DFD087287725CA5D893F462649C9479DE4A37770068D4C3127798C93CFA4F94A5| |28C59C04D71E31CE71AE7A34C8480B928F0915C93CECD4CFE46BAB93F0CA1E12EFE| |6295ED022BFF8030C9269CDE2558361942C2251A535CAB27C57AD3AC37CD42D3AC3| |0C37A9947C0271C8A4F9876EE8284E61DA1F92AA2164C60691758BDC7A801B93D60| |9B6A5E74DE81C57D61F725FB9CF1025879C9380014852F3B4996BD38EFA941868FA| |103AB7E20974069113ABDC1BBA4F11A5799E38B8D9267CD39C71AF765CA7DFC01D2| |8F1E91EDB3ACF559727D96D37D96337D960DDB226FD896EE66AF5743730AEEE3AF5| |5486C38D4C9227B2D3F4F2C525EE64FFE260EF2A32FF6D78945934F9022F0946F6A| |9F6FF719E00B09FB5D42595B11B2F09EEEE79EF9968E4231BFD533BFDD33FF0FB00| |BEECA| |-------------------------------------------------------------------|
evil_tim's 3pc Fury of the Gladiator slotting in Foot Stomp would get my KB protection up even more, at the cost of some +rech. I'm of two minds about the tradeoff, and I'm not sure what those IOs go for.
Level 32: Foot Stomp C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(33), FotG-Dam/End/Rech(33), FotG-Acc/End/Rech(33), FotG-Acc/Dmg/End/Rech(34), FrcFbk-Rechg%(40) -
Quote:Use Energize proactively; it's an end reduction and a large chunk of regen on top of its fixed heal.I actually prefer Fire as you get a heal and end recovery tool far earlier than with elec. Elec is incredibly painful to level, which is what has informed my opinion of it. No heal until 28 and most mobs in the 20s don't use energy = a feeling of severe squishiness. No end recovery until 35 = chugging blues or resting all of the time due to the toggles you are having to run to have some semblance of survivability. My elec brute is currently stuck at 32 as I can't face logging her on, undoubtedly the set will shine where energy and psi are prolific, but that isn't in the teens,20's or 30s that I've found. I've also seen every brute I've ever done ITF with chewed up and spat out by Cimeroans, unless they use powersurge.
Look for missions where you fight Rikti, Lost, Clockwork (including Psychic Clockwork and the old-school Praetorian Clockwork), Freakshow, Goldbrickers, Praetorians/Prae Clockwork/IDF, Malta, Cabal, or Paragon PD (particularly Awakened PPD). You can also do well against Crey, as long as you're mindful of the Dark/Dark Protectors and the ice Power Tanks, and Arachnos, as long as you mind the Toxic Tarantulas and Bane Spiders. Freakshow and PPD alone stretch from the teens to the endgame.
ElA does well in the Synapse TF, Sister Psyche TF, KHTF, Manticore TF, LGTF, and Shadow Shard TFs. Unfortunately, all of the redside leveling TFs are pretty hostile to ElA; your best bet is Renault, and even that has Longbow and Banished Pantheon. ElA does a fine job of doing the 5th Column TFs and the Praetorian/Incarnate endgame of Apex, Tin Mage, and the Incarnate trials.
If you want, there are some ideas to get back on track. -
Quote:Don't get me wrong, I enjoy the DPS build and intend to keep it. Even de-purpled, it's absolutely great for making things die as quickly as possible. In fact, that's why I'm set on more defense; this is my other build, for when I'd like to be able to tank or able to use insps for other tasks. I've built to 32.5%, and I don't feel that that's tough enough to justify giving up a full Gloom attack chain and the other benefits of having more +rech. I have run 45% def, and do feel that it's worth it; I just can't find a S/L softcap build I'm 100% happy with, so I was looking for some fresh input.My build was designed around my play style. I had tons of INF sitting around and I am fairly experienced at the game. I can see how it can feel too squishy for some people. It was designed to maximize DPS while relying on teammates and inspirations to survive. The next patch should make it much easier to get defense buffs from teammates because bubble buffs (Force Field, Cold Domination, Sonic, etc.) will be AoE instead of single-target. If you are still set on more defense, I will offer my advice.
On the subject of attack chains, if I go Mu and fit in ~55-60% +rech, I can comfortably run Mu Lightning - Haymaker - KO Blow - Mu Lightning - Haymaker - Burn. I'm happy with this as an attack chain, but I'm torn, because it means not using Dark Obliteration, which is absolutely great. -
I've been playing SS/Fire with a DPS-focused build (a purple-less version of Syntax42's DPS build), but I've decided I'd like something a bit better-rounded, particularly defensively. Trouble is, I can't find anything I'm quite happy with.
I've decided that I definitely want softcapped S/L defense, as much +rech as I can practically fit in the build thereafter, and sustainable endurance for longer fights. I haven't had any luck fitting in 12 KB prot, a reasonable ST attack chain, some endmod in Consume (for hard targets), some E/NE defense, a FFB proc in Footstomp, and ROTP.
Purples and expensive PVP IOs are currently out of my budget. I can afford the cheaper purple sets, but I've yet to find a good place to fit them in.
Here are my current tries at it:
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To answer #2, no, you won't need Aid Self. Energize is a substantial heal and should give you somewhere between +190% ~ +200% regen while its buff is up, which is more than half the time even before Hasten and +rech from IO sets.
While regen isn't bad to pick up you're not going out of the way, IO set +rech is basically more regen for ElA, because it means better Energize uptime. -
I don't have any screenshots handy, but Gloom looks the same as the Dark Blast attack of the same name, Soul Tentacles looks like Tenebrous Tentacles from Dark Blast, and Darkest Night is the same as the Dark Miasma attack of the same name.
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Since everyone's sharing their builds, here's mine. S/L softcap, 65% rech before Hasten/Spiritual, and recovery and end costs low enough to make Spiritual practical. Plus, I fit Taunt, Vengeance, and Gloom/Dark Oblit in.
All with no purples/PVP IOs.
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Soulseared: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(13), RctvArm-EndRdx(15), S'fstPrt-ResDam/Def+(23), S'fstPrt-ResKB(36)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(19), Dct'dW-Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(17), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(19)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
Level 20: Consume -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(21), Mocking-Rchg(21), Mocking-Taunt/Rchg/Rng(25)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx(36)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(37)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-%Dam(37), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Reactive Total Radial Conversion
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Dmg-I(A)
Level 1: Fury
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(13), P'Shift-End%(39)
Level 4: Ninja Run
Code:Also, for my own benefit, here's a purple-less version of Syntax42's DPS build.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;692;1384;HEX;| |78DA8593DB6E12511486F766A0584A0B94B650DA72EA8152DAA144EF8D5A9BA8455| |1A2B784B45B988A940CA0D52B9FC19BAAD5A7D0B6F1F01C5EF90A1EEE3DE09AF5EF| |1E124C9C84FDCDFC6BF1AFBDD69E29EEAEF985787651C8A12B8D6ABB5DB96C773BC| |A53ACD6AC4D5F79A7DB68ABAAADB6BC428818872A45D550CA2C775BCAAE943BB66A| |D63AF528426BEABE6AB695B96E29FB49E552D7AE86AE35EB8A723AE6F18DAFB4B3D| |330CB2DA5B6FC7CBBA1AA2DAB591BE68775AB56EFD053E038B4A5EC76DD6A45AEB6| |AC4D13559C5D558AD576878A44695F79FAA5A5D057CF10254710AEDBC01D86BBCC3| |8705238B7E71171BAC9085F82E14F334666191311C28C988D0252FF89DC25DCDD70| |1F80FB00DC0F6935E06E188F080571EE31B0CBF03D651CD1EA819FDB73433AD2E82| |D46ACC4982E023719F3B47A75BA17E547503E8EF271944F6DB37B9A7207B10B3998| |63690198A0C8908E0C8DB37726C88850641825C4F0179723BDA787806E268051053| |19C2046358AC165680DF1787A32B44F7F0D8BE86BC607E1AC1C31C2169B8E3D001E| |32A2DB0C49C5C7F578C7D15F06FD65D15F16FD199417D13B8A6047A9340E2801CC3| |2DC9437893CD724DA8CA1CDB931C6470A4DE9B760EA27EF61EE17200C07D9DFFCB4| |D4632CFF6184C876464F6F06B671D866694DA0014F027E49F825619484430A7E191| |4F9C44D61E6697D4E6434AF8DE6EB9CBC80C1E531AA3CE657680018E326D92DEAF7| |63714F3873597A01BC642CBF02F6198AD2733A3DF796EBAEBC030E804346FE8811A| |6B64DA44BF30D1F6C01C73C469155DDC02A0632ED3EF90E9D93E0219E957A7489D5| |3EA5D0A79CEF532EF429EB8E22EF3A4A6FE36C34C5854BEE93AF5648CCF7AB8F24A| |9A51596BE9F4A525EC7C77F8F7BF976367991937F9C4A2EF99C87EF4FE2E4F6F869| |30289CC3E52D7D0E9382E4FF5CA57F66FE05855AFD3A| |-------------------------------------------------------------------|
Click this DataLink to open the build! -
Quote:Conserve Energy in Electric Armor was replaced with Energize since then, to the complaints of none and the praise of many. Likewise the inherent Health/Stamina change.Because the devs haven't actually removed and replaced a power from any set since issue 1 (IIRC, it was dark miasma's Chill of the Night, which several NPCs still get). It's a design move they have consistently resisted considering seriously. Changing it to inherent and replacing it in the set would go against that.
Adding useful buffs to it and keeping it is more likely to be their approach of choice.
There's no reason that Group Energy Flight couldn't be upgraded to do something useful, or made inherent and replaced with something useful. It's been done before. -
I went with /Dark on my demons MM. She's only level 28 so far with a cheap IO set build but she can easily do +2 difficulty solo.
I have fallen in love with the debuffs /Dark brings as well as the massive heal. -
I had exactly the same issue with Mace Mastery, also on a tanker. Mace Blast was available, Web Envelope was not.
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As opposed to any noob after a week's worth of steamrolling teams? What part of the process to level from 21 to 50 on a specialist AT is going to help you appreciate a jack of all trades AT more?
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I decided I wanted Mace Mastery on my tanker for Web Envelope and Focused Accuracy. I got my way through the patron arc, went to respec, and only Mace Blast was available without taking any other Mace Mastery powers, even though Web Envelope has no listed prerequisite.
What gives? WAI, PEBKAC, or a bug? -
Isn't it kind of tacky to call them demons? The preferred term is Infernal-Americans.
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Quote:None of those things rely chiefly on color coding. In fact, they all use red because it's eyecatching. Even in greyscale and at a tiny size, they are identifiable.It's like me showing you four swatches of red and asking you to tell me which is the stop sign, which is part of a yield sign, which is from a "hazardous materials" quad and which is from a Coke can. All other information that goes *with* that to make the system work is missing. And that's precisely what the SO icons and names (and alphabetization in stores) are - part of a system. The pieces combine to tell you just what you're looking at.
The SO image above, treated similarly.
The same four TOs, arranged differently, also in greyscale.
The third image is superior to the second, for its similarity to the first.
Quote:The only argument I've seen made here that has convinced me, in any way, that something needs to be changed or added is that of the colorblind person earlier. Why? Because their (not uncommon) issue breaks one of the pieces that makes the system work. And the solution, IMHO, that would be (a) least work intensive (as I believe we've been told "art time" is one of the most expensive to get,) (b) universally effective, and (c) least disruptive would be to add a line that says "Damage" or "ToHit Debuff" or some such. (Coming in second would be to get the popup help working again.) -
Quote:Those are tasks which require greatly more effort, and they require that effort by design. I assume it isn't meant to be a cumbersome task to purchase DOs and SOs from a vendor.No, IOing out a character for permadom, PVP IO farming, etc. requires a certian investment of time and effort. The Enhancement system is something you're going to encounter continually throughout normal gameplay. Colors will retain meaning (again, exception given to the case of the colorblind) by repeated exposure, as should location in the store list.
Quote:This isn't something you have to go out of your way to do. Hell, I'm pretty sure that - with the addition of "Invention" and "Memorized" to the list - even the IO recipes that drop follow that very order in your recipe list. It's literally delivered to you. If you go to the Auction House and click "Recipes," "Other" (so you're looking at plain IOs, not sets,) they're in the same order - right after the costume pieces. Open up a worktable, either in your base or in the university - they're listed the same way (with "Convert" added.)
I just can't buy that it's some incredibly difficult process you *have* to do, some arduous task that takes oh so long to learn. The order is put in your face with stunning regularity. The colors are consistent across TOs, DOs, SOs and non-set IOs. You're continually exposed to it.
In rebuttal to the idea that color memorization comes naturally, here are four enhancements in no particular order: Attack Rate, Disorient, Interrupt Duration, and Sleep Duration.
I don't think it's reasonable to expect players to memorize the difference between these colors.
Quote:You want to add a little line of text under the name that says "damage" or some such? Less of a waste of time than altering all the artwork - and, in the case of the colorblind poster and others like him, probably more effective. But don't try selling me on getting used to the order they're in being some horrific trial only Stephen Hawking and Einstein together could work out.[I] It's just not that hard. -
Quote:If the icons were the TO icons, they'd all be icons that both had a logical link to the effects and also were icons everyone already knew.All changing the icons would do is make people have to learn an new bunch of them, which would likely be no more intuitive than the ones we have.
That said, removing the cutesy names does the job just as well. -
From an anonymous negrep comment:
"Or maybe the system actually works if you pay the least bit of attention."
Sure, the system works if you're willing to make a certain investment of time and effort. It's functional, if less than optimal. This isn't a broken-plz-fix issue, it's a Quality of Life issue. There isn't any need for a greater investment of time and effort, either on click-throughs or memorization, to do so, other than the fact that it's always been done that way. The problem is simply exacerbated by the (apparently recent?) mouseover bug. -
Something also to consider when reading opposed posts in this thread. From this interview:
And gamers can become rather protective of interface quirks, even if theyre not intuitive.
I have seen that attitude, of asking if the flaws in a system arent good because they contribute to the feeling of the game the designers might have been going after, even if unintentionally. I disagree with that. In Resident Evil 1-3, the control scheme is really super clunky but if you asked those players what they wanted, they probably not ask for a different control scheme.
I think it takes real vision to look at every detail of something and see the possibilities of what could be. Someone said, If we have different control scheme maybe it would open up the market, maybe more people will be interested. Even though the core base would say it didn't want it, Capcom took an exact risk with RE4, and they made that control scheme less clunky and it paid off. RE5, in my opinion, took another step forward to being a bit more useable. In each case like the pro-clunky crowd as proven wrong, there is better ways to give a feeling in a game than bad control, even if it might take some vision to see that. -
It would also be possible to use Martial Arts as a base, and it would allow a different theme for the ranged attacks.
-
Try and buy DOs or SOs on Wentworth's to see how awful the current system is.
I don't understand why neither enhancement names nor enhancement icons have a clear link to the enhancement effects. There are three things you need to know in order to use an enhancement: level, origin, and enhancement type. Unfortunately, only two of these are available on a cursory inspection. You need an additional step, either the (sometimes-glitched) mouseover or right-clicking through. Instead of getting a clear idea of the enhancement type, you get some useless, somewhat-interesting flavor in the form of the name and icon.
Color coding doesn't work well with more than about nine options. (Primary colors, secondary colors, white-grey-black.) People generally cannot easily tell the difference between grey-blue and grey, or reddish-purple and neutral purple, without extensive practice or memorization. Color-blindness is also an issue.
Icons can work, but the current ones do not. The current icons do not convey the type of an enhancement for two reasons. They often have no logical link to the effect, particularly in the case of natural and science enhancements. Why is the natural SO run-speed icon a stylized gunsight? They also do not serve because they are shared between different types of enhancements, often completely unlike enhancements.
To illustrate how this system fails to serve the user, let's use natural SOs as an example. Each of these icons is a different enhancement.
- A gunsight on a bright green background.
- A gunsight on a pea green background.
- A gunsight on a slightly-bluish-green background.
- A gunsight on a light grey background.
- A gunsight on a slightly reddish dark grey background.
- A gunsight on a grey background.
- A gunsight on a dark-grey-gradiented-to-black background.
The effects of the corresponding enhancements include, in no particular order, disorient duration, healing, range, recharge reduction, run speed, sleep duration, and taunt duration. Two of them have no logical link to the gunsight (healing and run speed), and there are three more enhancements with grey or green backgrounds with a different icon (flight speed, knockback, and slow).
The names would be another place to fix this problem. There's no reason enhancements couldn't be given names which describe the game effects of the enhancement clearly. Mutation SOs already do that in most cases, with names like "Awakening: Extended Range". The other origins and DOs aren't nearly as clear: "Neodymium Irradiation" and "Isotatic Inversion" are meaningless even when you know what they do.
TOs do not have these problems. TO icons are unique to each enhancement type. These icons are logically connected to the effects, both in that the picture makes sense with the effects and also in that similar icons are used in related powers. (The icon for a slow duration TO and a slowing power is the same, for example.) The names are also straightforward descriptions of the enhancements' effects.
The problems with DOs and SOs do not make the game unplayable. The necessary information is available with a click-through, and it's possible to memorize any number of obscure keys (names, colors, orders) to operate without needing to click-through on every single enhancement you buy. However, by simply applying either advantage of TOs, either clear names or clear icons, you remove an unnecessary memorization obstacle to new players interested in learning to play COH.
And be careful to not listen too carefully to players who feel entitled because they've already put the effort into memorizing the relatively-obscure keys. -
Quote:Compare it to the amount of time he spends sifting through the random recipes separating the wheat from the chaff.Lyger, wouldn't you make a lot more money if you spent all those tickets on recipe rolls?
Plus, there are intangibles. For some people, the marketing of each random recipe is fun. For other people, they want to get back to stomping. -
I was looking for some advice on building a claws/invuln brute. I really don't know claws well at all, and I only know invuln with tankers (and not terribly well there even then).
I've omitted high-ticket items like LOTGs and +regen/recovery globals. Kinetic Combat in Slash is about my limit for high-ticket stuff.
Any advice anyone can offer would be greatly appreciated.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
One-Armed Scissor: Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Swipe -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(3), P'ngFist-Acc/Dmg/EndRdx/Rchg(3), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/Rchg(15)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Knock%(7), KntkC'bat-Dmg/EndRdx/Rchg(9), AnWeak-Acc/Rchg(9), AnWeak-Acc/Rchg/EndRdx(11)
Level 4: Dull Pain -- Dct'dW-Heal/Rchg(A), H'zdH-Heal/Rchg(15), Numna-Heal/Rchg(17)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Knock%(19)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(21), Mocking-Rchg(23), Mocking-Taunt/Rng(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(40)
Level 18: Health -- Heal-I(A), Heal-I(33), Heal-I(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(40)
Level 22: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Entrpc-Acc/Dmg(36), Entrpc-Dmg/Rchg(36), FrcFbk-Rechg%(37)
Level 24: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(27)
Level 26: Spin -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(27), C'ngBlow-Acc/Rchg(29), Erad-Dmg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Rchg(31)
Level 28: Invincibility -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/EndRdx/Rchg(37), GftotA-Def/Rchg(39)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(39)
Level 32: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(43), DefBuff-I(43)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46)
Level 44: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(45), S'dpty-Def/Rchg(45), S'dpty-Def/EndRdx/Rchg(45)
Level 47: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 49: Unstoppable -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Quote:I do notice the difference in endurance drain issues with and without it, especially since I was in a group exemplared just below where I have Grounded fighting Carnies.Just so ya know, Combat Jumping takes care of Immobilization. And even without grounded you should still have just under 130% resistance to end reduction, according to Mid's anyway.
Is this just observer bias, though? Is there a good resource on how endurance drain resistance works? -
I went ahead and started working on a somewhat modified version of Deth's build.
I do want to say that I couldn't live without Grounded. Immobilization is annoying, and it's awfully nice to be able to laugh off the end drain from Carnies, sappers, Psychic Clockwork, etc.