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Quote:I never said he did, the quote is more a general observation on why defenders need attacks.Even with only two attacks from his ice secondary, I seriously doubt he has trouble taking out a couple of minions.
Quote:I disagree. At the end of the day what matters is having fun - for you and for your team. But that's the wonderful thing about MMOs...neither of us has to team with someone who holds the opposite viewpoint, if we don't want to do so.
Quote:You throw some pretty broad assumptions around to justify your opinion, and you use 'should be' as if it is a law. Perhaps when you add an empath to *your* team, you expect that, but I've never had a team tell me anything remotely like that. I've also never had a team tell me they didn't like my performance as an empath (or as a defender).
Quote:You also assume a lot when you say 'most defenders', unless you meant to type 'and I think most Defenders should take Assault anyways'. My defenders take Assault if they aren't going to be doing a lot of blasting, and if they can afford the toggle/slot. Otherwise, they don't because I used the pick for something else that I thought was more useful. Like damage mitigation from Air Superiority, say. Or Recall Friend so I can help ninja missions or recover bodies.
Quote:There are things you can be doing (other than blasting out damage) that are helpful to the team - but only if you don't subscribe to the point of view that 'only damage matters'. /shrug
1. Damage
2. Enough protection to deal that damage before they die
The thing is number 2 has a practical limit. Once you reach a certain point adding more mitigation doesn't really accomplish much. Conversely adding damage means your team is killing stuff faster which in turn means they need less mitigation.
Quote:The only pool power that provides a -pure- damage boost is Assault. Tactics increases the team's accuracy, which means some of those attacks that missed (without Tactics) now hit...that's a net increase in damage for the team, possibly *much* more of an increase than Assault's modifier to base damage. The larger the team, and the more powerful the attacks being used, the larger the benefit Assault and Tactics bring to the team's damage output.
I'll also add it's perfectly feasible to build a Defender who has Leadership and attacks. My Traps/AR Defender runs all three leadership toggles and has seven AR attacks.
Quote:That's a pretty strange definition. So if my team is constantly pushing the envelope and I am busy all the time healing, buffing, and debuffing...I'm gimped? Because I did that instead of blasting? By your logic, then, my team mates who are *blasting* and not healing or buffing are making *me* work harder to compensate for them, too. I mean, if I didn't have to heal and buff them all the time (like the OP said he was doing) then why, I could be blasting! And I could dump those useless Assault/Tactics toggles and buy more attacks! I could stop playing a Defender (with a buffing/healing primary) and play a Blaster! -
My opinion is no (in fact I don't even have Trip Mine in my build) but YMMV. The problem is that Trip Mine takes five seconds to cast and there's a good chance a lot of the spawn will be dead or running by then. Now, on the other hand Hail of Bullets has a longer recharge than Full Auto and Dual Pistols has lighter secondary AoEs than Assault Rifle so you might find it worth using Trip Mine on spawns where HoB is not yet recharged. I'd still lean towards the Bullet Rain + Empty Clips which has a similar cast time, larger area and isn't interruptable but the damage from Trip Mine is slightly higher.
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Quote:My general strategy with my Traps/AR is as follows:My question is: what is my role on teams? His DPS seems lower than necessary to be effective, and traps take a while to deploy. When teaming with 50's (especially incarnate ones), his presence seems moot. I know the combination isn't ideal and he'll never be any sort of min-max character, but how would YOU play the character? What strategies would you use in a team? Which ammo type would you use?
1. Unless the Tank beat me to the spawn pop seekers to draw aggro
2. Jump into spawn and drop Poison Gas Trap and/or stand at range and drop an Acid Mortar (depending on team composition and speed)
3. Jump out of Spawn and open up with Full Auto & Flamethrower
I will on occasion drop Caltrops to keep enemies at bay if the team is mostly ranged. The same basic strategy should work for you (except you don't need to jump out to use Hail of Bullets), I'd also say go for Fire Ammo (unless the enemy resists it), if a team is steamrolling they don't really need more mitigation.
Now I agree with the general sentiment, on a very fast moving team Traps does not provide a whole lot of benefit outside of FFG but the same is true for all of the debuff focused sets=, when a team is moving fast it is mostly the buffs that carry the load. This isn't really the end of the world, sure it can be a bit depressing but just remember, the AV fight is where you will shine. -
Well, technically even if you start past Tier 7 you'll need to spend a point on them, it's just that it will (presumably) get spent for you.
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My guess is yes you will. From what the devs have said there is no way to "skip" a reward, you have to get all rewards in one tier to open the next. To put it another way, the GR Enhancements have been added to the system to "fill in" the holes in the current rewards. Several of the current veteran rewards (45 and 69) lack any bonus beyond the regular repeating respec rewards. As such they a few new bonuses (Seismic Path and the GR Enhancements) to fill out the tree. Now supposing instead of switching to the Paragon Rewards they had kept the Veteran Rewards but added the GR Enhancements to the 69 month reward, would you expect to be able to skip that level and go straight to 72 months?
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Quote:Yay!I did go through a respec and I now have 4 ice attacks. I'll give those a shot later tonight when larger teams will be easier to come by.
Quote:That said, I'm a bit confused. Some of you have said that by not blasting, I'm hurting my team, but I would counter with the fact that I'm spending a lot of my time healing anyhow. If I wait until people are really low, it might be too late for some of them, or I get caught in an animation while they die.
The other side of it is your level. You're level 26 and are, presumably, teaming with people of similar levels. At level 26 healing is still pretty useful, people do have SOs (which help a lot) but still tend to be somewhat short on slots. As characters get into the early 30s they start getting a lot more slots which really makes a difference. Extra recharge and endurance slotting helps with endurance issues, melee characters can start really shoring up their defenses, damage goes up accross the board (mostly due to having slots for recharge) and support characters start having the slots to really maximize their powers. As you get into this range you'll find that the team needs less and less healing (assuming sensible use of Fortitude) which means you have more time to blast anyway. Yes, you will occasionally need to just sit and spam heals but those times will be the exception and not the rule.
Quote:Hearing that empathy is the 2nd most useless set end game, is kinda discouraging. Why put all this time into a toon that doesn't serve much of a purpose team wise later? Wondering if my time would be better spend working on my Thermal cor instead, or maybe going Pain Dom.
It gets a bit blurry in Incarnate content. On the one hand Destiny powers mean that everyone starts picking up some buffing capability and the large team sizes decrease the usefulness of single target buffs compared to AoE buffs. On the other hand, things like the Keyes Reactor Trial increase the value of healing abilities; they aren't essential, despite what some people will tell you, but having a few people with AoE heals around does make Keyes run smoother.
Overall I would say that even in end game content Empathy is a solid middle-of-the-pack support set. -
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Quote:Given that character slots are not listed in the comparison I suspect they are indeed not a part of the Paragon Rewards Program.One thing that I was wondering that a friend of mine brought up--that he is planning on canceling the game over, in fact--is what about the free character slots we currently receive? I mean, I know we'll keep the ones we have going into Freedom, but I don't believe the new vet reward system has those listed anywhere. Will we still get them just as an automatic every year thing? My friend says he's being cheated out of the character slot he would have gotten in November or so.
That means the real question is is this something worth quitting over? I'm inclined to say no. True, we are no longer getting free character slots through veteran rewards however are are getting a monthly stipend to spend in the store. Effectively the free slots have been shifted from the rewards system to the stipend. Is that better or worse? Well, it depends how you look at it.
According to Zombie Man's price guide 5 character slots will be 1600 points under the new system. Presumably smaller quantities will follow a similar pricing scheme to the current one giving 480/800/1600 for 1/2/5. So what that means is that a person who really wants new slots can acquire 2 every 2 months (or 5 every 4) without spending a dime, in practical terms acquiring slots faster than under the current veteran rewards program and without spending any money.
The essence of Freedom is choice and the monthly stipend is a large part of that. It allows you to customize what you get for your subscription dollars by purchasing upgrades that are important to you and ignoring whatever you don't want. -
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Quote:I disagree, the quote I like (from another similar thread on the topis) is:A character that is 'gimped' is useless, and unable to do even the basic function for which it was intended. Obviously, you are still able to do your PRIMARY function on the team, which is buff/heal as your Empathy primary provides. Therefore you are not 'gimped'.
"If you can't take out a couple of minions without help you aren't a support character, you're a character that needs support"
At the end of the day what really matters is damage, everything else is just making that damage slightly better. Consider it this way, a Defender deals half the damage of a Blaster. A good Defender can use their support powers and attack. That means if you aren't attacking you should be increasing the team's damage output by half a Blaster's damage more than the attacking and buffing Defender. Pool powers just do not do that. The only pool power that provides a damage boost is Assault and most Defenders take that anyway.
If you don't blast you are short-changing your team and making them work harder to compensate for you. That's my definition of a gimped character. I don't care which Blast set you choose (I am personally partial to Assault Rifle) but whichever you pick, please USE it. -
I disagree with both of these. Badges aren't critical but they do give some useful information (for example I look for the 42 month vet badge to see if they have ATT). Similarly checking a character's powers is useful partly to find out what powersets a character has and other things like what utility powers they have. For example, in the case of Radiation Emission it's a generally valid assumption that they will have Lingering Radiation (assuming they are high enough level) but they may or may not have Mutation, that sort of information is nice to know so when I faceplant I know if they are going to rez me or not.
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Quote:Your choice of secondary is not critical, some are better than others but the only one I'd really advise against on an Empath is Dual Pistols (Empaths tend to spend a lot of time alternating between attacking and Empathy and DP has a very long redraw time).So does secondary really matter? Did I somehow gimp my character by taking ice?
As others have noted Ice Blast is generally rated as one of the top Blast sets for Defenders in part because Ice Storm is a pseudo-pet that was never re-scaled for Defenders so it does Blaster level damage. Additionally Ice Blast provides good control (two holds and several AoE slows) and has a nuke that, as with Ice Storm, deals Blaster level damage.
So no, you aren't gimping yourself with Ice unless you don't take the attacks. -
Yeah it was really annoying to me last night when I was crafting. I ended up having to put bids in place on my marketeer and then go and play another character.
Soooooo frustrating (side note, not sarcasm, I hate having to remember to check my marketeer twice). -
Well you only should be going that route if you specifically want an AE team. If you're happy doing non-AE content then it's easy enough to form a team for that instead.
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Quote:As je_saist said the best option is to make all of the character either Rogues (if they want to be villains) or vigilantes (if they want to be heroes). That way they can all come to the same zone and do missions together. There are two problems with that, however. First SGs are side specific so while a villain can be a member of a hero SG (by joining as a hero and then switching sides) they don't get any of the benefits of belonging to the SG (no base access, can't enter supergroup mode) which kinda limits the point.I have a few friends that would like to play CoH together. Here's my issue however. One wants to play a villain, another wants to be an anti-hero, one just wants to stab things and another just wants to make pretty outfits preferably blueside. If I make a SG, can villain boy join the SG and team up with us to do missions? I know there are certain zones where this is possible but what about in the same SG. For example I'm thinking running around Steel Canyon to poke things together? Also, what about TFs, SFs etc?
The other downside is that they cannot switch to Rogue/Vigilante alignments until they reach level 20. My recommendation there would be to have them all start in Pretoria, that way they can play whatever At they want and all play together until level 20. At that point they will need to select an alignment (hero or villain) which will split them up for a minimum of two days until they run the tip missions to change to Rogue/Vigilante. -
Who are you talking to? If you try to talk directly to the patrons they will ignore you. You need to speak to Arbiter Rein (near the entrance to the tower) to get an introduction.
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Well, the Defender is easier to softcap but the Corruptor gets Scourge. With the last Vigilance change they have about the same solo base damage but scourge does make a noticeable difference solo.
If you're planning on a high end IO build I'd recommend the Defender but the Corruptor is going to be stronger out of the gate (and less frustrating to level solo). -
My Demons/Thermal is currently sitting at level 44 so I might try and get him to 50.
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My favorite is also Traps. I'm not sure what comes in second... probably Dark although I don't actually have any Dark characters (I should really rectify that one of these days, maybe I'll foll a Dark/Fire Defender in I21).
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Patch notes are up:
http://boards.cityofheroes.com/showt...02#post3769802 -
Quote:No I'm not. There is a huge difference between powers that are only available to a specific AT (and one that has fixed powersets as well) and permanently grant extra powers and a power that would, by nature, be a temporary power.I think you're forgetting about the Dwarf and Nova powers which do exactly that.
Take a look at the Kheld powers in RedTomax, notice how they all have extra tags in the "Modes Disallowed" portion of the power box? In order to use a similar system for a temp powers the devs would need to add an extra tag to EVERY SINGLE POWER available to players to disallow it in "super mecha mode". That's a significant amount of effort (not to mention any coding needed to support it) just for a single mission.
Next, think about how the power would actually work in game. When you enter the mission you get granted a temporary auto-power "Super Mega Mech". You now look like a mech and all of your powers are greyed out. You also get a bunch of other temporary powers "Mech Attack 1", "Mech Attack 2" etc. But they aren't on your trays. You've got to dig through your temporary powers list and find them. Then when the mission is over you need to reset your trays. Consider how much trouble people had with the temp powers in Lambda when it was new, does this really sound like a good idea? -
Well if you include Fallout It's a Radiation/Sonic Defender. The issue there is that requires you to drag a dead comrade around.
In a static fight the winner is probably a Traps/Somic Defender. With perma-hasten levels of recharge a Trapper can get 3 acid mortars out all of the time (with a fourth up sometimes). Against a single, reasonably stationary target that gives 79.8% debuff plus whatever you get form Sonic.
After that you're generally looking at around 40% which quite a few characters can hit. A lot of Defender primaries have a 30% res debuff which they can stack with Sonic attacks.
One left field option to remember is the Arachnos Spider. If you take Mace Mastery you can stack Shatter Armor and Poison Grenade for -40% as well. Alternatively Leviathan Mastery lets you stack a total of -35% against a group. -
Quote:See, this is where the Standard Code Rant applies. Most of this stuff can be done in game, it is possible to replace the character with an NPC model (Stone Armor and Halloween costumes), non-targetable but attackable objects are theoretically possible (PBAoEs affect untargetable enemies so a combination of a PBAoE aura and placate effects could probably simulate it).I think using it for one mission will fall somewhat short of undermining one of the basic tenets of the game... and the coding and tech derived for such a mission would be a great way to try out new things, like destructible buildings (or in general, any non-targetable destructible objects, so we can have more collateral damage without having to run around intentionally breaking stuff, and having breakable stuff clutter our targeting).
The BIG, major, humungous, issue is how to give you access to the vehicle's attacks. The above examples of costume changes all either require custom animations or turn off all powers. So to make a vehicle work it would need to turn off all existing powers (to avoid animation issues) and then, somehow, give you access to a new set of powers. Anyway you look at it that's a significant change from anything that has come before which almost certainly means a large amount of coding. Add in the animation and art work needed to make it look good and it's almost certainly a huge amount of work for minimal benefit. -
This has been bought up on quite a few occasions. I don't think that anyone feels this would be a bad thing and the devs are aware that we would like it. However, from comments the devs have made adding it is not a simple feature. It might happen eventually but I doubt it'll happen anytime soon.