Aett_Thorn

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  1. Psi/Time Corruptor
    Spines/Ice Stalker (since we can finally make this pairing)
    Staff(if it's real)/SR Scrapper
    Traps/Beam Defender
  2. Quote:
    Originally Posted by Leo_G View Post
    EG, you do know what KB is for, right? It's a multi-facet tool for mitigation *and* positioning.

    To claim using a multi-use tool in a manner not fully expressed by its text book function is very close minded and constricting. If one were to need to stop a mass of foes surrounding you because you were being overwhelmed, KB Hand clap is just as good as KD but also giving you the room to position yourself.

    If you needed to move a set of targets to a (or away from) a location, KB Handclap is the only solution vs KD. You just need to adjust your position so the enemy is on one side of you. KD wouldn't do the job.

    If you needed to clear an ally who is surrounded, KB Handclap would easily and quickly accomplish this. KD would require several applications while your (possibly mezzed) friend can get to a safer spot.

    The only real advantage KD has over KB is you can do more (melee) damage before needing to change your position. It doesn't offer more mitigation (less in many cases), you don't have the utility of positioning targets and it requires constant reapplication to close the gap between its mitigation and KB's.
    In none of these instances is Hand Clap the best solution to the problem, at least in it's current form.

    In the first, to maintain aggro for a lot of sets, KB can be detrimental, so KD is the better choice.

    In the other examples, you'd be better off moving yourself, and having the aggro follow you, or using Taunt, if they're not aggro'd on you already. In none of those cases would KB be the best power to use. Could it be useful? Yes. Are there better options out there? Yes. Given that, having KB on these powers isn't necessarily a benefit, and swapping it to KD would be a net gain.

    It gets even worse when you look at something like Solar Flare, which is intended to be both a damage power and a mitigation power. If you want to make maximum use of the damage part, you have to suffer through the KB of it, and possibly have to chase your target down. If you want to use it as a positioning tool, you have to "waste" damage potential. In neither case can you make efficient use of both functions.

    And on sets where you can use KB to knock a target back into a patch, or something like that, your very next attack could knock it back out of the patch. How is that useful?


    I still don't get the resistance to allowing the individual player to choose whether they get KB or KD out of a currently KB power. Any of you who had to deal with jerks who don't like KB wouldn't see any more or less of that, so it stays the same for you. But those of us that don't like the additional KB magnitude on these powers could remove it.
  3. There are some story arcs already in the game where heroes die because the enemies have found ways to stop the medical teleporter signal, or have been able to prevent them from teleporting away some other way. There are also missions in the game where you are sent to "prison" instead of the hospital when you die (but still have full health and endurance...odd). I think that any stories involving the surviving eight dieing will either be some variety of this, or will be such a catastrophic injury that the hospital can't fix it in time.
  4. Quote:
    Originally Posted by Jagged View Post
    And what do you put on your Ice Tanker?
    Right now I haven't actually started down the Incarnate path on Aett, but his future Mid's build (if I get there before my altoholism starts back up with I21) has him with the Spiritual Alpha. Extra recharge for Hoarfrost, Energy Absorption, and all of his attacks will be nice.
  5. Preemptively deleting this, since the other one was.
  6. Aett_Thorn

    Shield/Ice

    Well, you've chosen one of the lightest damaging secondaries in the Tanker's repertoire. However, between Frozen Aura, Frost, and Shield Charge, you should be able to put out some significant AoE damage. Single Target damage will never be your thing, but you'll have more mitigation than some other pairs.

    Maybe you could show us your current build, and see if we can find ways to improve on it?
  7. Except on my Ice Tanker, I've been going Cardiac on most of my toons, even those who weren't entirely Endurance un-friendly before. Why? It allows me to not even worry about the blue bar except in very prolonged fights, which is always nice. Having some extra damage resistance is kinda nice, but not all that effective, but the extra range I've found useful on a number of characters, especially my Elec/Nin Stalker, who has a lot of powers that it helps. Just think, it offers extra range on Taunt and any Ancillary Pool Powers that you might have, such as Fireball. Mmmmm...long range fireball.

    Spiritual is actually pretty nice on a Tanker, too, offering increased Recharge, Healing, Stun, and Slows. The Recharge and Healing can be a great help on a Fire Tanker, for instance, allowing them to get Healing Flames up faster and heal more with it each time. Then you get Burn, Fiery Embrace, and Consume all back sooner, too. On a set like Invuln, it won't help as much, but can bring down the recharge of Dull Pain a bit, if you don't have it perma. And of course, it helps with your secondary. You just have to make sure you keep an eye on your blue bar with everything recharging faster.
  8. Quote:
    Originally Posted by Dual Hammer View Post
    So can u make a better build for me just with different enhacments?
    I probably could, yes. However, you've got several different characters there. I'd advise you to check out the various sub-forums, and look at builds that others have posted.

    I've looked over all of your builds, and most of them just seem to have random sets and powers for random reasons. So I'm not sure if you even know what you're trying to go for. Without that kind of information, I'm not going to just hand you a build. Do a little bit of research, and you can probably come up with better builds on your own. If you want, pick ONE of the ones you posted, and I'll work on it and post what I make. But not all of them.
  9. Quote:
    Originally Posted by Dual Hammer View Post
    I just want to know if they are good all round builds!
    Well, I've looked only at the first two on your list. In short, I think that you should post them in the archetype-specific forums, and break them out into separate posts. Use one of the forum export options, so that people can see them, too.

    The first one I looked at had a bunch of expensive PVP IOs, but seemingly no reason for them. On a Dominator, going for Recharge is usually best, but the PVP IOs don't give you a lot of that, especially when you have multiple sets of them. You could probably make a better character with a lot less money.

    On the Kin/Energy Stalker, I wasn't sure what direction you were going with that, since it's mostly just basic IOs. It'll work, but isn't all that great. Just noticed that you have no Acc slotting in your attacks. That's going to hurt you a lot. 4 Damage IOs is well past the Enhancement Diversification cutoffs, so you're getting very little return on that fourth damage IO. Replace them with an Acc.
  10. Not at all the place for this.

    Edit -> What is it that you're asking for? What type of advice do you want?

    Edit2 -> Thanks Mod 13 for moving this!
  11. Aett_Thorn

    child's play

    Quote:
    Originally Posted by MoonlightSonata View Post
    my little brother (9yrs old) wants to play coh. I want to start him with something easy. What would you recommend? I was thinking MM... But maybe a tank would be better?
    An MM is actually one of the toughest AT's to play, since you need to control all of your pets.

    Brutes and Scrappers are very easy to play, that might be better.
  12. Just out of curiosity, since I've never really looked into this, but do enemy attacks even have a target cap? I know that player attacks do, but I wouldn't think there would have been a reason for the Devs to code enemy attacks that way.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    That doesn't work, and not for any mechanical reason.

    If the option to turn knockback off exists, it will become a "requirement" for teaming to turn it off.
    No, it won't. It will only be a "requirement" on stupid teams. You know, the ones led by the people who already don't like it. If they dislike it so much now, they usually don't invite these people anyways, or kick them from the team already. So it's already a "requirement" for those teams.

    As for the actual solution, I think that MB's taking this a little too far (and I think he knows that). Basically, KB is as good as the person using it. There will be bad players with KB that can cause team wipes. On the other hand, there will be people that are really good with it that will PREVENT team wipes. I don't think that any reasonable person will argue that point. I know that some people have, but I wouldn't consider them reasonable.

    Out of all of the powers listed in MB's original post here, I think there's really only a few of those powers that are truly the ones complained about. Some of them have reasonable complaints to them, and I don't think that just dismissing those arguments is the right way to go about this. Let's go through them, shall we?

    1) Dark Blast's Torrent: The cone on this is pretty big, and the KB is, too. The complaints that I've seen about this is more that it can actually reach into a second spawn it not done right, or at the very least, knock enemies into other spawns, which can be dangerous, especially when one considers that it's a cone, and can affect multiple enemies.

    2) Kinetic's Repel: On a set designed to focus on being in melee range for a decent amount of it's effects, this power makes little sense.

    3) Hand Clap, Thunder Clap, Shockwave, and powers like them (including the PB PBAoE power): These are radial PBAoE or Melee cones that cause significant KB. While they do provide a measure of mitigation, they also cause problems, sometimes for the person using them, and other times for the end (and sometimes both). Basically, an Invuln, WP, Ice, or Shield user will find their damage mitigation lessened by using one of these powers. Since the enemies are no longer in range of debuffs or player buffs that rely on these powers, the character in question becomes easier to take down by whatever mobs weren't hit by it, or those that were when they get back up. The mitigation provided is therefore marginal at best. Even other sets taking these powers see marginal effectiveness when using these powers, though that is more from an offensive standpoint. When you look at how they can affect offensive potential in a game where AoE damage is king, the spawn takes longer to wipe out, lowering effectiveness. Changing these to KonckDOWN would be a net benefit for these instances.

    4) Energy Blast, Luminous Blast (and Nova forms for both Khelds): These are the big ones that people complain about, because almost every power in the set has some form of KB. Used well, and they can provide some benefits. Used poorly, and every time the poor player uses a power, there's trouble. But I think even on these sets, people don't mind the single target KB. You KB a target, it's yours. You don't significantly alter the survivability of other characters, even Tankers using auras to help their defenses. You may knock someone else's target back, which might annoy them, but it's not that big of a deal.

    The problem is the AoE attacks, and how KB works on them. Let's look at Energy Blast for a second. It's got two AoE attacks, a Targeted AoE, and a Cone. When trying to wipe out a spawn, these two attacks would be used back to back. That should kill ost of the minions, and do a decent amount of damage to anyone else in the spawn. At least, they would if it had any other effect. Right now, since these two powers check their chance of KB on each target, using the cone and then the AoE can cause one of two things to happen (let's assume 10 enemies for ease of math):

    a) The cone knocks your target back, and 5 of his buddies, your AoE only hits 6 enemies, and 4 enemies are now in melee range trying to hit you.
    b) The cone doesn't knock your target back, but does send 6 of his buddies flying. Your AoE only hits 4 enemies, 2-3 of which are knocked back, with one still trying to hit you in melee, and the others in various stages of coming back to hit you.

    So, instead of your AoE hitting all 10 of the enemies, and killing all of the minions, you've left more alive to try to hit you.

    Let's take the same scenario, but let's make this guy a Defender, like a Rad/Energy Defender. The Defender puts some toggle debuffs on his target, and then blasts away. We get the same scenario, except that depending on which one happens, half the spawn is no longer affected by the debuffs, in addition to the other problems caused. This is both an offensive and defensive problem.


    Are there ways to change this? Well, people who like KB say to just learn to use it. You could either hover above them and KB them all into the ground, effectively creating knockdown. This works pretty well, but requires more time to set up, lowering effective task completion rates (and assumes you can always safely get above the spawn). Or, you could KB them into a wall, which assumes that you have a wall handy, which isn't always the case.



    Personally, I like KB for the most part. I think that sets like Energy Blast are fine for the most part, they do just take a bit more learning to use effectively. However, I think that there are cases where KB should be turned into KB, and it would be a benefit to the power and to the users. Solar Flare, Handclap, Thunderclap (for melee classes), could be turned into KD. They'd offer no less mitigation value for these classes, and could sometimes improve mitigation over their current forms.

    However, I see no reason why allowing the player to adjust their own KB values to turn them into KD if they choose would suddenly make that a requirement for teaming, nor would it affect those who currently like it the way it is.
  14. The ability to let us stack Freeks like bowling pins, and then merge other freeks into a ball to throw at them.
  15. Quote:
    Originally Posted by Remorseless View Post
    WHAT!!!!!! One per month, geez.

    And how many we get, transfer, at the launch of FTP?

    And thank you for the reply
    Probably one, and then you can purchase as many others as you want. I don't think that many people will be transferring characters there, but may make a handful of new characters there.
  16. You could always try to build for as much Regen and +HP as possible. Not much mez protection there, but you're regenerating any damage you take.
  17. Quote:
    Originally Posted by Zortel View Post
    It was all right, I preferred the issue 20 trailer though, it had a bit more coherence to it than "Look at this, and this, and this, and this." And the Time Manipulation spot told me nothing of the set other than 'Swirly line effects occur!'
    Yeah, I was a little disappointed with the section on Time Manipulation. It was just the same power that they showed us in the pictures. Does it have any other powers? Or is it just nine powers with the same animation?

    I did like the visuals of First Ward and the Underground, though.
  18. Quote:
    Originally Posted by Arctic Spectre View Post
    I agree; however, the revamping of this pool set is not without consideration. This has come from 2 senior GM's. They are unique powers that would offer a different style to the power set. I was just suggesting.
    The GMs will give you a stock answer of "please post all ideas on the forums." That's because the GMs don't control or develop future game content, they only try to fix problems within the game. They can't do anything with ideas that you send to them.

    Basically, all of the Ancillary Pools available to Corruptors must be balanced against each other. Yes, Total Focus causes "superior" damage. However, it's single target. The power that you're describing sounds like an Area of Effect (AoE) attack, which causes it's damage to be vastly out of line with other Corruptor Ancillary attacks. Likewise, the shield has to be around the same value as other Corruptor shields, otherwise there would be no reason to take the other Ancillaries.

    This isn't a slam against you. You obviously care about your idea, otherwise you wouldn't be here. I'm just trying to show you that it's unlikely to happen given the powers you've described.
  19. Quote:
    Originally Posted by Arctic Spectre View Post
    Thanks for your feedback, and I do appreciate the spelling error correction. If I am not mistaken, in the power pool mastery set, total focus offers superior damage. Again this is offered in a pool set. Of the powers I was talking about, "Glacial Tempest" where the character would encase him or herself in ice and spin at super speeds while shooting out daggers of ice was the only power I suggested being close to superior or even extreme damage. The "Glacial Boomerang" would offer moderate damage; however at 2 different times, during the first strike and on its return back to castor. It would offer moderate damage twice which could result in high damage with scourge attached. The Ice/Glacial Sphere (or if a prism, conforms to the shape of the character his/herself). This toggle would offer either resistance or defense to a variety of attacks to INCLUDE psionic. The boost of this power would grow accordingly with enhancement slotting. I had a GM instruct me to put these ideas to the forums for their uniqueness. I certainly hope an ice mastery set will be considered for corruptors.
    If an Ice Mastery Pool is ever given to Corruptors, it will likely resemble other AT's versions of it. Creating new powers just for a Mastery pool doesn't seem like a good use of resources. It would probably look like this:

    Level 41: Chillblain
    Level 41: Frozen Armor
    Level 44: Chilling Embrace
    Level 44: Frozen Aura or Flash Freeze
    Level 47: Hibernate
  20. Aett_Thorn

    Give us Shiva!

    Quote:
    Originally Posted by Oldeb View Post
    Sorry, no flames. I do have a couple of comments though. I do like the idea of it rewarding double for non-incarnates and some incarnate xp for incarnates. Although just straight threads would probably be better than incarnate xp, since once you have them unlocked the xp portion would be useless. I'd think that rewarding incarnate xp would result in the people with the best chance of winning having the least incentive to fight since they're only going to get base rewards. I much rather see an astral merit rather than a random component as well.
    Threads and Astral Merits work fine for me. Astral Merits may actually make more sense.

    Quote:
    As for them spawning level 54 bosses to aid them, that could be a problem. Does that mean Shivan Deathsurge is spawning level 54 bosses in an 8-20 zone? That's not really going to be fun for people trying to run missions in the zone. They'd have to be on a pretty short leash to keep it so that lower level characters could still get around them. Just a beefed up GM would be fine with me.
    True, very true. But remember, it would only be for 10% of the time he appears. And if level 50s are around trying to take him down, Super Side-kicking should help out anyone else on the team, at least a bit.

    Quote:
    Speaking of Shivan Deathsurge, these should probably just be a random chance to spawn new GM instead of a take off of existing ones. Deathsurge doesn't have a body to be reanimated by the Shivans. Nor does Caleb in Nerva. A Shivan Flyer in Grandville? Scrappy doesn't have a body either. Overall Redside is just not going to work for that theme.
    Devs hate villains?
  21. Quote:
    Originally Posted by je_saist View Post
    *kicks spall-cheque in the binaries*
    *"spell"
  22. Aett_Thorn

    Give us Shiva!

    26 views and no responses? I take it that this might fall into the "a decent idea, and therefore generates no flaming and therefore sinks to the bottom of the S&I forum"?
  23. Quote:
    Originally Posted by LSK View Post
    Dang it im out of pop corn
    <Air Drops popcorn on LSK's house>

    There ya go!
  24. Quote:
    Originally Posted by BlackDecember View Post
    I'm a player from long, long ago who's returning after years away from the game (finally got bored with WOW and Champions never really did much for me) and was just curious, in broad strokes, what's changed?

    What should an old school COH player (I played the first year the game was released) know about TODAY's City of Heroes?

    Thanks.
    Everything*. It would help us to know when you left, so we can give you a comprehensive list of what you've missed. Also, check out ParagonWiki. They've got a page of all the updates, so you can start from where you left off, and see what's changed.


    *A not-so-comprehensive list of things that you might have missed out on:

    Global Defense Nerf
    Enhancement Diversification
    Invention Origin Enhancements
    Incarnates!
    Various changes to ATs and Powersets
    Villains
    Side-Switching and Tip Missions
    Reward Merits for content
    Markets
    Architect Entertainment (make your own missions!)
  25. Aett_Thorn

    Give us Shiva!

    Okay, so with the coming destruction of Galaxy City at the hands of the Shivans, and an idea I've had for a little bit now about trying to improve Giant Monsters, I wanted to combine them a bit to create this semi-fleshed out idea.

    Basically: create some Giant Monsters that are incarnate-level challenges.


    Backstory: The meteors in Bloody Bay and soon Galaxy City contain energy/beings that can incorporate inorganic or dead matter into their structure, creating at least semi-sentient enemies out of local material. In Bloody Bay, it's dead bodies of the former citizens. From the pictures of Galaxy City, it's rubble and other construction materials.

    However, nothing in the backstory on ParagonWiki leads me to believe that the energy can't join with living or otherwise animate materials.


    So, onto the idea:

    While the current destruction from meteorites has been wide-scale, destroying whole areas of a city, there have also been meteorites that seem to have been purposefully aimed at other areas of the city. It seems as if some of the Shivan meteorites have been aimed at areas where Giant Monsters roam the city. This, in turn, creates two new classes of Giant Monster

    1) Shivan Versions of existing Giant Monsters: A 10% chance that when a Monster is formed, that it creates a Shivan Version of that Monster (this information would be included in the text warnings that we get). What makes them different, you ask? Well, while the Giant Monster code scales with level, these GMs would always scale as if they were +4 to you. Also, they would come with a meteorite nearby that spawns level 54 Shivan Bosses as you fight the monster. The Monster would also get new abilities to reflect the fact that it has been "infected" with the Shivan energy.

    These Monsters would be tougher to take down than they currently are (and may need more than just the level 54 adjustment to make them a bit harder). However, they would give some rewards consistent with the challenge. Characters that have not yet unlocked the Alpha Slot would get twice the XP, Influence, and Merits for taking them down. Characters that have unlocked the Alpha Slot would get normal XP, Influence, and Merits for defeating them, but would also get Incarnate Experience for defeating the Monster and the meteor-spawned allies. Upon defeat, the Monster would also award a random incarnate component.


    2) Manifestation of Shiva (Shiva for short in this description): A completely new Giant Monster. Like the Rikti Invasions, this GM could pop up in any zone. Shiva would be a Level 54 GM, with the ability to spawn level 54 pets (not sure if these should just be level 54 Shivans, or maybe infected versions of any level 54 group). However, I'd want Shiva to be truly hard to take down, or at least more dangerous than normal Giant Monsters (or the Shivan-infected Giant Monsters, for that matter). Taking down Shiva would reward decent XP, Influence, and Merits for non-Incarnates, but would give Incarnate XP, and two random incarnate components to anyone who has at least unlocked the Alpha Slot.




    Certainly, I don't know the exact numbers of what each should give, but what do people think of the basic idea? It would give some other options for Incarnate Progression, a way of Incarnate Progression for those who aren't thrilled with the Praetorian story, and maybe a break from the grindy feeling.