Adeon Hawkwood

Renowned
  • Posts

    6270
  • Joined

  1. It's certainly a unique idea and I definitely like the thematics of it. I'm not sure how I'd feel about it as a permanent upgrade though. It would work but it does change the dynamics of the set somewhat relative to the other MM sets which could be a good thing or a bad thing. It also adds a very strong incentive to keep pets alive that isn't in the other sets which, again, could be good or bad. Additionally for the graphics changes the SCR applies.

    I think it would be an easier sell if the bonus was larger but applied for a limited time instead of the remaining life of the pet.

    In terms of the specific implementation you're proposed the only one I don't like is the Soldier. From an implementation point of view the other changes could be handled similar to Dual Pistols (when you use the power it checks for certain buffs on the character and adjusts the power as appropriate). However for the soldiers the base type of the power would be changing (from single target to cone) which would be a lot more problematic to implement (I'm not going to say it's impossible, but it would definitely be problematic).

    So instead, how about making the Armor Piercing Rounds give a -resistance debuff and giving them to the Spec Ops instead (Soldiers get Cryo Rounds). That would give the group as a whole a nice damage buff against single targets.
  2. As others have noted it is indeed "lowest price goes first". As for why you're aren't selling, this is a trend you will occasionally see on low priced items. If the price is low enough people don't bother to check for bargains they just enter the last successful sales price and call it a day.

    I've seen this happen quite a bit with mid-level common IOs (even when it isn't double XP). you'll see a string of sales for several million but when you check the going rate is less than 1 million.
  3. Quote:
    Originally Posted by Necrotech_Master View Post
    if your running a defender you prolly get less use out of it, but on a troller its a great buff for the pet to help it stay alive since it gives it like 800 hp at lvl 50 (my phantasm goes from 1024 to almost 1700 hp with frostwork which helps him survive quite a bit more with the retarded AI)
    If Masterminds ever get Cold Domination I can see it being a VERY popular power for them. I think it would also be one of the few cases where an MM would be justified in using a single target buff on his pets rather than teammates.
  4. I agree that ignite without either an immobilize or a hold is of limited utility. However, I'll add that for APPs Electric Mastery has a quite nice single target immobilize (and a nice single target hold).
  5. Ok, the first thing that leaps out at me with that build is that you're overslotted for endurance and underslotted for accuracy.

    First endurance. In general I wouldn't bother slotting Gun Drone, Time Bomb and PFF for endurance reduction at all. In the case of the first two the recharge is so long that their endurance cost is not really a concern. In the case of PFF you can't attack while using it so it's endurance cost doesn't really matter. Additionally I'd drop the leadership toggles form two end reduction to one, endurance reduction in toggles is of limited utility and I find that the second one has a limited effect in all but the most expensive of toggles. You might also find you can manage with only a single endurance reduction in your attacks but that's something you'll need to test yourself.

    Next Accuracy. You didn't slot any accuracy and are instead relying on Targeting Drone and Tactics (neither of them slotted for to hit buffs). While this will (just) give you 95% to hit against even level foes your to hit chance will drop off rapidly against higher level foes or foes with defnese buffs. The thing with accuracy is that it multiplies the effectiveness of any to hit buffs you have so it's more efficient to take less to hit (for example dropping Tactics which will also help with endurance) and slotting up for accuracy. For example against a +2 enemy you will currently have a 83.6% chance to hit, dropping tactics and adding a single accuracy IO to each power would get you to the 95% cap. Alternatively consider using Nerva Alpha instead of Cardiac, between your slotting and Ageless you should not be having endurance problems.

    On specific powers:

    It's not worth slotting PFF for Defense, it puts you over the soft cap unslotted, you can probably put those slots to better use elsewhere.

    Try to find room for Caltrops, it's one of the best powers in Devices, especially solo.

    Regarding Trip Mine versus Time Bomb, if you're only going to slot one of them I'd slot Trip Mine. Most of what you can do with Time Bomb can be done almost as well with Trip Mine and Trip Mine has other uses.

    Don't slot Suppressive Fire for Damage, it does very little. it is definitely worth putting in some accuracy (missing on a mez sucks) and a bit more hold duration though.

    I'd slot Hover for Fly speed rather than defense. the defense value is to low to be worth the slot but the extra fly speed s handy for hoverblasting.
  6. I agree, especially regarding the lack of enemy targeting powers. Empathy is unique in that it is the only Buff set in the game just like Trick Arrow is the only Debuff set. All of the other sets combine Buffs and Debuffs.
  7. Quote:
    Originally Posted by Justice Blues View Post
    I hate the different names required for that. On a different earth, with a different backstory, having a different name doesn't bother me. But Iron Man doesn't change his name because he has changed into his stealth armor, he has just changed his capabilities, whereas if I want Justice Blues on Virtue to have a suit of armor with blaster capabilities, I do need to come up with a new name. That really kills that method for me.
    Well you see, the computer system for the FBSA is really old cannot handle a hero with multiple, significantly different power combinations and similarly cannot handle multiple heroes with the same name (it also can't handle four digit dates and so any heroes who registered in the year 2000 or later have a registration date of 19XX displayed on thier profile). As such heroes who have the ability to drastically alter their powers (for whatever reason) are legally required to register separate identities for each distinct power combination who are then considered different entities from a legal point of view.

    This caused a major legal problem when one hero tried to sue his insurance company for damages after his primary suit of power armor was destroyed in a fight while he was using his secondary suit. He argued that since the two suits were separate legal entities the primary suit was technically owned by an innocent bystander and as such his accidental property damage insurance should cover his costs in replacing the primary suit.

    In any case they've considered replacing the system but the only output drive on the old system uses 5.25" floppy disks and the entire supply of those in Paragon City (owned by a historic computer museum) was recently stolen in a surprise raid by the Nemesis Army.
  8. My thanks to all of you. I was wondering if it was worth slotting it for healing so that it functioned as an emergency heal power as well as a hit point boost since the value is so high (i.e. a good chunk of the max HP would be wasted but it would also restore the target nearer to full health). Given how it actually works and the HP caps of the various ATs I'll probably just end up slotting it for recharge.

    EDIT: And I agree with Stormy that it's definitely one of the more skippable powers in Cold still it seems moderately useful as a one-slot wonder. Particularly if I slot a bit of global recharge in other powers.
  9. Quote:
    Originally Posted by Justice Blues View Post
    This is pretty much how I do it. I have a couple of characters that I create on different servers, with slightly different backstories to account for the difference in powers. One server even has 2 versions of my main, one Praetorian, one Primal, since they are from different dimensions. I am still working on the back story for the Praetorian, since I am not as familiar with that lore yet.
    I don't even bother with different servers/stories. Story wise it's the same guy, he just has several suits of power armor.
  10. I recently started a Cold Domination Defender and I have question about how Frostwork works. Frostwork provides a bonus to MaxHP and I have a coupel fo questions about how this works. (I'm ignoring other buffs in this just to illustrate my questions)

    First does it increase their current hit points by the same amount? For example, if I use it on a Tanker who is currency at full health (1874 HP) his max hitpoints would increase to 2409 but will his current hit points also increase to 2409 or do they remain at 1874 until he regenerates the bonus 535 hit points or receives some other form of healing?

    Secondly, assuming the answer to the first question is that his current hit points do increase if the power would take the character above the HP cap for their AT are their current hit points increased by the full effect of the power or by the same amount as their maximum hit points? For example, suppose I use the power on a wounded blaster who is currently sitting at 1000 current HP out of 1204 max HP. Now obviously his maximum HP will be raised to the cap for his AT (1606 HP) but what about his current HP? Is it raised by the full strength of the power (giving him 1535 current HP) or is it raised by the same amount as his maximum HP (giving him 1606 - 1204 + 1000 = 1402 current HPs)?

    Thanks for any help.
  11. Mids is correct. The Blaster Mace Mastery pool is a little unusual in that it has a summon power at level 44 instead of level 47. The statement in the description is a copy and paste error from the Stalker/Scrapper Mace Mastery set which does indeed get them at level 47 (and require two picks).

    The reason for this is that when the Patron Pools were given to Blasters they were based on the Mastermind versions but were not always direct copies. For both Mace Mastery and Mu Mastery the MM version had a power that wasn't suitable for Blasters (due to them already having it in one of their secondary sets) so the devs replaced it with the summon power from the equivalent Stalker set. However since the powers being replaced were both level 44 powers they put the summon in at that level instead of putting it as the level 47 power and moving that power (a single target hold in both cases) down to level 44.
  12. I'm not, currently, planning to reroll any characters for I21. I've been toying on and off with the idea of rerolling my Inv/Axe Tanker as a Beam Rifle character (I like her story but playing her to 50 convinced me I really don't like melee characters) but haven't come up with a powerset combo that suits her and that I think I'll enjoy (thematic wise Beam/Energy Blaster works but I don't think I'll enjoy playing it.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Dechs Kaison, my bots/traps, also has AR/nrg blaster, huntsman, and DP/traps defender versions. I plan to make a Beam Rifle something out of him next.
    Disturbingly enough I'm almost the same position having three versions of Adeon Hawkwood (AR/Dev, Trpas/AR, Bots/Traps). I've been contemplating adding a Beam Rifle/Force Field Corruptor to his repertoire.
  13. Quote:
    Originally Posted by Nyx View Post
    All Dom assault powers have been more a combo of Blaster/Blaster secondary. It's always been.
    Well if you take Blaster Primaries + Blaster Secondaries and drop the controls what do you get? Ranged attacks + Melee Attacks. It doesn't really matter whether you want to call them Blaster Primary + Blaster Secondary - Controls or Range + Melee the point still stands, assault sets combine ranged attacks and melee attacks.

    Quote:
    Originally Posted by Arcanaville View Post
    I think that's stretching things a bit. I don't have any problem with the way the CoV archetypes are differentiated, not even Stalkers in general, but I don't think you can characterize CoV as everyone having similar offense, personal defense, and support. And I think filling in the CoV archetypes to make that true would be extremely difficult in a way that wouldn't erase the archetypes entirely, and with them the whole point of starting with the CoV archetypes as a prototype of the system.
    I didn't characterize them that way, I said I'd use that as the base. My general goal would be four-fold:
    1. All characters should have similar capabilities for solo play
    2. All characters should have something to offer a team besides "I can deal damage"
    3. Team power should be more predictable based on team size
    4. Team composition should not be a major consideration

    For the most part CoV comes close to this. With each AT you get decent soloing options and have something to offer a team. I tend to feel that this could be improved by adding a bit more personal survivability to the squishier classes and providing more options for tough classes to protect their allies besides taunt (and then ramping up the difficulty to compensate).

    Quote:
    You're pretty close to what CO offers. Basically, there are offensive sets and more support-like sets, and everyone gets to choose a defensive passive plus a block. You need to run, or try to run, multiple characters through such a system before you really understand what that kind of system's appeals are, and what its deficits are.

    Its specifically because X cannot get the abilities of Y and Y cannot get the abilities of X that makes the different archetypes and powersets in CoH replay opportunities. In CO, you can just cherry pick whatever you want from where ever you want. And if you actually make a cherry picked build that has every feature you want, why would you ever play something different, something other than everything you want?
    I'll point out what I consider a VERY important difference between what I'm saying and what CO has. Specifically you cannot cherry-pick powers from multiple powersets. You choose one powerset to get offensive powers from, one to get defensive powers from and one for team powers. Once you lock those in you can't then opt to switch to a different powerset (I'd also continue the COH tradition of not allowing them to change during a respec).

    Quote:
    In CO, when I'm playing my melee-centric character, all I'm thinking is why was I stupid enough to make a melee-centric character. All the disadvantages of having to be in melee range with all the disadvantages not having range. There's no good side. But in CO, I can *fix* that. I can just respec out of melee and into range. Or if I'm leveling, I can just stop taking melee attacks and start taking more ranged attacks. Eventually, everything either becomes a ranged scrapper with a touch of support, or a mistake.
    There are few different ways I can see to accomplish this.

    The first (simplest) solution is simply to differentiate the set types by the values and power types they provide. Melee sets get stronger powers than ranged sets to account for the extra risk. Similarly Leadership sets provide less utility in team buffs to compensate for stronger self buffs, mez protection and the ability to draw aggro. I've never really cared for the "range as defense" argument, although I do see the "range as convenience". In either case though I think it is possible to balance melee versus range simply by adjusting the damage and types of powers available to each although I'll admit I can't prove it.

    The second option would be cross-set focused inherent. If taking a melee offense set provided an effectiveness buff to all of your survival powers, well suddenly you have a non-damage reason to take a melee offense sets. Similarly the different support power sets could provide differing bonuses. For example if Leadership provided a damage boost and melee provided a defense boost then a Melee/Leadership character is tough, has good damage and has the ability to draw aggro onto himself. Essentially your selection of offense type and support type would give you two different bonuses similar to inherent powers (I leave out survival since everyone would get a survival set).

    The third option would be to introduce archetypes. You've got 12 potential AT combos (4 offense set types * 3 support set) pick the ones that make sense, slap an inherent power on them, adjust values as needed and call it a day.

    Quote:
    In any case, the only way I could see this working, for the people who don't already love CO's open style of building, is to do something you don't mention but is critical: you say what you would let people get, but you don't mention what limitations people would have. More specifically, what *different* limitations different characters would have. If everyone has the same options, and the same limitations, you're basically back to CO's model.
    The limitation is similar to what we currently have just with less coupling between "attack style/damage" and "team support style". You trade damage for range in your choice of offense and in your supprot role choose between tough aggro magnet, buff/debuff or control.
  14. Quote:
    Originally Posted by Kractis_Sky View Post
    AH, you said: "assault," could you explain that more please (as being different from melee and ranged)?
    Basically Dominator secondaries, power sets that have both Ranged attacks and Melee attacks.
  15. Adeon Hawkwood

    Defender Advice

    I would lean more towards Traps than Dark for high end Defender soloing (built in Mez protection). For secondary either Ice or Sonic is a good choice.

    I wouldn't bother with Power Mastery on Dark, the damage boost is short and the -to hit doesn't really help with toggles. Instead I'd take Dark Mastery for Soul Drain (note, the Dark Mastery version is a lot better than the Soul Mastery version). With decent slotting you can have Soul Drain up at least 50% of the time and a Dark or Traps Defender can afford to wonder into melee to use it.
  16. Quote:
    Originally Posted by Arcanaville View Post
    I've been a strong opponent of homogenization for a long time (and its my main gripe with the incarnate power system) but now that I've seen what that kind of homogenization does in an actual superhero based MMO, I've gone from strong opponent to "Oh Hell No" religious zealot.
    I think it depends on how it's done. What I would like is something more along the lines of the City of Villain core ATs (except the Stalker). If you look at the four ATs each one of them has one powerset that provides damage and one that provides force multiplication (Brutes get taunts which are a form of damage mitigation and therefore count as force multipliers). In many ways what I would do is take that basic divide add a bit more personal defense to everyone and add some more generic team support to the "tank-type" since Taunting alone is somewhat limited as a form of mitigation.

    The idea I like is to switch to a Three powerset system. Each character gets three powersets, one Offense, one Survival and one Support (this could work either with or without ATs). I envision the sets as being slightly smaller than the current ones (6 or 7 powers instead of nine).

    Offense Powersets are similar to what we already have come in four flavors, Ranged, Melee, Assault and Pet. Roughly corresponding to the four types of damage sets currently available. One change I would make is to give Ranged powersets a greater reliance on Cones for their AoEs in order to discourage Ranged characters from hanging out in melee. I'd also change Pets powersets to be more focused on fewer, stronger pets with a number of the set's powers actually functioning as special attack commands for the pet(s) (similar to Smoke Bomb for Ninjas).

    Survival Powersets are roughly equivalent to armor sets with two major changes. First no Auras (taunt or damage) and second no mez protection. Other than that they include things like self heals and defense resistance buffs/debuffs.

    Support Powersets are split into three categories: Leadership, Buff/Debuff and Control. Buff/Debuff and Control are largely what you'd expect given the names but Leadership are a bit different. Essentially they are the second half of the armor sets containing taunt powers, auras, a bit more personal survivability and (possibly) mez protection. However in addition to this they get some team support powers along the lines of VEATs. Primarily these would be aura style powers (both toggle and click) as both buffs and debuffs.

    Now I'm not sure if ATs would be strictly needed here. I think you could use the set types for inherent powers and modifiers rather than needing specific combos but it's hard to say. Just baking modifiers into the sets will provide significant differentiation (i.e. damage goes Melee > Assault > Ranged). Some combos could be problems such as combining leadership sets focused on aura based debuffs with ranged cone based sets for example so I'd definitely provide "suggestion" ATs even if I ultimately allowed any combo.
  17. I very much doubt the devs will ever directly say what they think about it for the same reason they are never going to explicitly define "exploit" (as soon as they make any sort of definition it'll be used by someone to justify behavior they do not approve of but that is technically covered by their statement). Given their actions to date I suspect they do not particularly care for it but are resigned to it's existence as long as the rewards aren't to far out of whack.
  18. Quote:
    Originally Posted by Jibikao View Post
    Wow, Temporal Selection looks very good. It even offers psionic resistance. Defender's level starts out at least 30%? Wow.
    That's not damage resistance, that's damage buffing (internally dmaage buffs are implemented as buffs to specific damage types it's just most powers buff them all the same amount).
  19. Quote:
    Originally Posted by Arcanaville View Post
    That doesn't mean game balance gets thrown out the window, but it does mean that we had a justification for easy soloing when the conventional MMO wisdom was that if you make it too easy to solo you'll make the game too boring. It means things like inspirations can be immensely powerful in this game relative to other games because it fits the narrative that our characters can temporarily gain transcendent power to deal with a particularly sticky situation. The same sticky situations that often force teaming in other MMOs, actually.
    One of the things that I like about CoH is that soloing is much more practical than in a lot of other MMOs so in general I agree that the slightly overpowered nature of the game works there.

    However, the bit I do find annoying is that teams tend to be a bit to overpowered even before you factor in incarnate abilities and IOs. I think that part of the problem is that the nature of the ATs (some are force multiplier some are force adders) make it very hard to estimate the strength of a team so the game errs on the side of making any team combo work. While I do like that attitude I've always been a little annoyed by the restrictions it places on difficulty.

    If I were in charge of making CoH2 what I would try to do is make all characters "tank mages" to some degree by giving them all relatively similar damage and defenses plus force multiplication abilities (I think this can be done while avoiding the issue of every character playing the same). The goal would be that the power level for a team is more predictable for a given team size and less dependent on the particular mix of characters. I'd then change the spawn rules for teams to provide more levers for adjusting the difficulty than simply adding more enemies. I'd still scale up the spawn sizes but I'd also increase the difficulty of individual enemies. The current game does that somewhat already (more bosses and Lts as you increase team size) but I'd like to take it a step further by increasing the core stats of enemies as team size increases (damage, to hit, defense, hit points).

    The end goal would be to try and avoid the current situation where a solo player can successfully fight at x8. Not because I have any particular objections to them doing so but because it means that a full team of 8 is not really facing a challenge.
  20. Quote:
    Originally Posted by MTS View Post
    I really don't get why people consider KoA difficult. Malta? Sure. Carnies? Yeah. But knives? I find them to be at worst a moderate annoyance (when playing melee characters). For ranged or control ATs, they are a complete council-level joke.
    I have, in the past, noticed a general trend on these boards to judge enemy difficulty primarily based on the difficulty for melee characters. I agree with you, KoA are pretty easy for ranged characters (especially those with some method of keeping them at range) but the stacked caltrops do make them harder for melee characters and masterminds.

    Carnies are another example. They are considered "hard" largely because of their end drain abilities which primarily affect melee characters. Ranged characters have a much easier time (although you do tend to go through a lot of break frees)
  21. Quote:
    Originally Posted by Biospark View Post
    Yeah, doing a bit of homework for IOs has shown me that set bonuses are going to take some experimenting with. Electric Blast pairs well for another reason by the fact that you can get away with not taking several blast powers. My Group build for Emp/Elec only has 5 of the 9 powers, and my solo build only has 6. This allows more slots to be moved around on the Primary side. If you went, for instance, Time/Archery or Time/Ice, I could see some real "hand-wringing" over which powers to take and which ones to slot up for IOs.
    The problem is I want 7 electric powers (2 single target blasts, two AoEs, the hold, Voltaic Sentinel and the nuke). Do I absolutely need all 7? Probably not but I wants them I does. As you say it's the set bonuses that are killers. I could easily do the build with HOs and frankenslotting.
  22. Quote:
    Originally Posted by Narkor View Post
    I sure hope that +To-Hit and +Defense buff is pretty low, otherwise this just makes me want to strangle a few people.

    Hello? Mind Link? Cannot be slotted for Recharge Reduction, does not grant +Perception.
    The defense is a little worse than Mind Link, the to hit is better though.

    That being said:
    Mind Link = Power available to a high damage, relatively tough AT with mez protection
    Farsight= Power available to lower-damage, no mez protection support ATs

    Yes, Farsight is a stronger power than Mindlink but it's a power in a buff/debuff set as opposed to one available to a damage-focused AT. It's like complaining that Dispersion Bubble has a larger radius than Grant Cover or that Freezing Rain has a stronger resistance debuff than Venom Grenade.

    Quote:
    Originally Posted by Narkor View Post
    As for the dedicated Support AT, I could be wrong (since the beta servers won't let me in as of this post, for some reason), but I think that the character creation might be screaming 'you're wrong' if you click on Support.
    I could've sworn I saw Widows and Soldiers under that.
    (Edit: managed to log in and check. Controllers, Defenders, Corruptors, Masterminds, Arachnos Widows and Arachnos Soldiers are all classified under support)
    I disagree with the server classifications in a number of cases. Yes, VEATs provide some support but they aren't really a support AT, they're a damage AT that happens to provide support. I'll point out that according to the AT classifications Dominators are a "Pet" AT which I think is a hard argument to make.
  23. Quote:
    Originally Posted by troubledskyy View Post
    Question:
    Is taking both Stunning shot and Petrifying gaze worth it? I could just as well take Fearsome stare if not. I was thinking it would be a nice double stacked st hold/immob with SS and PG. I would also lose a little bit of rech if i took FS, but i could pick it up elsewhere.
    I wouldn't take both Stunning Shot and Petrifying Gaze (especially if doing so meant dropping Fearsome Stare which is an AWESOME power). Since one is a stun and the other a hold you can't stack which limits the value of having both (they aren't useless just less useful). Now of the two I'd actually recommend taking Stunning Shot over Petrifying Gaze They are both reasonably similar in terms of effectiveness (SS has longer duration but also longer recharge so it balances out) but SS will stack with Howling Twilight or Oppressive Gloom to easily mez a boss if you need to.
  24. Quote:
    Originally Posted by Biospark View Post
    When making my Time character on live, he will want to go for ranged defense to fill in one of those "holes", add Clarion later and the Endurance Alpha (name slips my mind atm) and this set screams 'godly' to me.
    Personally I'd prefer S/L Defense to Ranged for a Time Defender but it's really hard to find S/L Defense bonuses in IOs that a Defender can use (of course there is Scorpion Shield but then you're giving up a resistance shield).

    EDIT: Hmmm... I forgot about Lockdown. I'll have three single target holds plus Distortion Field. I could stick a Lockdown set in all of them for 15% Ranged Defense and 10% AoE Defense. Slot two Thunderstrikes in my single target attacks and a Blood Mandate in VS for another 11.25% Ranged Def and 3.75% AoE Def. Add the 19.5% defense from Farsight (Membrane Slotting FTW), 2.5% from CJ and 3% from the Steadfast IO.

    Add it all together and I'm sitting as 5.12%/38.75%/25% Ranged/AoE/Melee. Ok, there's probably room for improvement but I think positional Defense is the way to go.

    EDIT2: Need moar slots! This is looking like a seriously slot heavy build. I normally have a few "one slot wonder" powers I can starve to feed important powers but it seems like everything needs lots of slots and those 6-slotted powers really eat them up.

    Quote:
    Originally Posted by War-Nugget View Post
    Fire/Time works quite well on corruptor. You don't need many powers from Fire/ , and I felt like I needed ALL the powers from /Time.
    I can definitely see that. I've been mocking up a Time/Elec/Elec Defender and I think I'm going to have to switch to Time/Elec/Mu to get all of the powers I want (which upsets me because then the colors won't match and Shocking Bolt is, for some reason, a LOT better than Electric Shackles).
  25. I believe most of them don't need to be unlocked but do need to be crafted on an Expert Workbench/Forge.
    http://wiki.cohtitan.com/wiki/Base_Defense_Items