Adeon Hawkwood

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  1. Quote:
    Originally Posted by Moonlighter View Post
    Not to be a downer, but the only reason the OP pulled that off is that there happened to be an Empathy defender in the group. Without that particular character the actual scenario in that situation would be that the defender would take a ranged mez from the DE, the toggles would drop, and the defender would die instantly. The empathy mez protection is what really made the difference.
    And without the Storm Defender the Empath would have been overwhelmed by damage faster than he could heal. Synergy!
  2. Quote:
    Originally Posted by MikeRobe View Post
    Say it isn't so... Defenders are allowed to defend other defenders on the team now??? When did I miss the memo?
    Inconceivable!
  3. When you open the purchase window there's a scrollbar at the top. Adjusting the scrollbar will change the level of the recipes offered.
  4. A Time Defender isn't a bad option either so long as you can keep aggro off them. You get Temporal Selection for Damage/Regen/Recharge, Farsight for Defense/ToHit and as long as the buff bot sticks close Time's Juncture to debuff any enemies in melee range.
  5. Yep I'll regularly burn out and take a break until something makes me decide to come back. I rarely play other MMOs in the interim but I tend to catch up on single player games that I haven't had time for.
  6. Adeon Hawkwood

    So, 22% to-hit

    Something to keep in mind for Devices users is that even if you use Boosters to get TD up to 22% a Kismet is still a very good idea. TD has about 55% To Hit Debuff Resistance so every point that you get above 22% is effectively 2% worth of To Hit Debuffs you can handle without losing FastSnipe.
  7. Quote:
    Originally Posted by Mad Grim View Post
    That's absurd. Nature is, if anything, above average.
    Yeah after playing around a bit with it on beta my opinion is that it's an ok set but not one that I would enjoy playing numbers-wise.

    I was hoping for something that was primarily about mitigating damage through a mix of resistance and absorb with some healing and debuffs thrown in for flavor. Instead it feels more like a cross between Empathy and Dark. That's not inherently bad but it's also not something I'm hugely interested in playing.
  8. No and Sort Of.

    Buffing your HP will have no impact whatsoever on healing power.

    It will affect regeneration indirectly. At base level regeneration restores 5% of your Max HP every 12 seconds. Adding regeneration bonuses decreases the time between pulses (in the same manner as recharge decreases recharge times). Increasing your max HP doesn't change the time between pulses but since the pulse is 5% of your Max HP having a higher max HP does mean more HP per pulse and consequently a higher HP/Sec regeneration.
  9. The other option is to "store" it in enhancements. I have a solo SG base and I convert a lot of my excess inf into expensive enhancements (purple sets, global IOs, hamidon enhancements etc.). I don't have to worry about the inf and it saves time when I make a new character since I only need to buy the cheaper enhancements.
  10. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    The only character that might truly be saved from the alt dustbin is my Illusion/Empathy Controller. As the character that made me fall in live with CoH, and first 50, I want to play him more but he doesn't even have a useful attack chain. I am going to see if the Presence and/or Fighting pools can fix this. I'm not sure how well it will work our how long it will last, but he's getting a respec and a lot more play time that he's had in years.
    You may also want to consider the Sorcery pool.
  11. Quote:
    Originally Posted by Thirty-Seven View Post
    He doesn't have a long sig.
    The problem (such as it is) is that his sig width is fixed by the scroll bar thingy so if you have a VERY narrow window it screws up the thread. Not a problem for me but I could see it being an issue on some laptops.
  12. Quote:
    Originally Posted by Arcanaville View Post
    One is far more likely than the other.
    It's the first one isn't it? I can't wait.
  13. Quote:
    Originally Posted by Neuronia View Post
    Or bring Electric Armor Brutes/Scrappers, who will suffer a lot less at the hands of the end drain.
    Or someone with Kinetics or Forcefield to protect the entire team from it.
  14. Personally I don't think that the redraw is going to be that bad. The only really spammable powers are Corrosive Enzymes and Regrowth. CE you probably won't use a whole lot except for AV fights anyway and if you're having to spam Regrowth to keep your team alive then you're not going to have a lot of time for blasting with any secondary.

    Now I probably won't recommend NA/DP due to redraw but Archery and Assault rifle both have quite fast redraws which I think will be manageable. That being said, I haven't tried it on Beta yet.
  15. Quote:
    Originally Posted by RevolverMike View Post
    According to MIDS controllers offer a higher endurance discount then defenders.
    Yep for some reason lost in the mists of time Endurance Discount powers use the Stun attribute scalars to determine their strength. Since Controllers get stronger mez attributes than Defenders they also get stronger Endurance Discount powers.

    And no, that doesn't make any sense to me either. Endurance restoration and Endurance Recovery powers do not scale for different ATs so I'd expect Endurance Discount powers to do the same.
  16. Honestly a lot of it depends on what you want Personally I LOVE Defenders so I'd go for one over a Controller in a heartbeat. On the other hand there are plenty of other people who feel the opposite.

    For the specific combo of NA/Elec Defender it's not going to be a damage machine but it probably isn't awful. The main issue is that NA is intended as a mid-range support set standing a bit outside melee range whereas Elec Defenders really want to be in close to maximize the endurance drain from Short Circuit. In theory you could use Entangling Aura to help out there but like Choking Cloud it's not that great a power.
  17. And I still haven't decided what Nature Affinity character I'm going to make. I'm pretty sure it'll be a Defender (since I don't have any combos I want to play for Masterminds and am not a huge fan of Controllers or Corruptors in general) but beyond that I just don't know.
  18. Actually with a Time/Fire I'd probably just stick it in Fireball. Time has a pretty good AoE heal already so I wouldn't feel the need to maximize the healing proc. Given that I'd probably stick the set in Fireball since it has a very good enhancement values.
  19. Something to keep in mind is that in I24 Recharge that is slotted in the power or granted by the Alpha slot (but not Global Recharge) will be used to calculate the recharge time for the purpose of PPM calculations so the proc chance will likely be going down for most ATE sets.
  20. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I actually don't get that reference.
    It's from the movie Hot Fuzz.
  21. So I24 has got a whole lotta changes. Between Blaster Sustains, Blast Set updates, Resistance IO bonuses there definitely room to change how things work.

    The issue name (Resurgence) strikes me as extremely appropriate since it's restoring my interest in several characters that I'd given up on before. So is it causing anyone else to take a renewed interest in characters that you never thought you'd play again?

    Speaking for myself I've got two. First I have a level 50 Inv/Axe Tanker that has been sidelined for some quite a while for two reasons. Part of it is that I don't really enjoy melee characters as much as ranged ones but the other side of it was that I was never able to design an IO build that I really liked. Oh sure I could design a nice build with high S/L Defense but that wasn't really what I wanted. I wanted high resistance. So with I24 I'm strongly considering taking her out of retirement and giving her a nice, solid resistance build (including Psi resistance). It probably isn't optimal but it should be fun.

    The second one is Kheldians. I LOVE the VEATs (I have a level 50 Crab Spider and am working on a Fortunata) but have never felt the same way about Kheldians. I have a level 50 Warshade but he never really gelled for me. Whenever I look at builds I feel compelled to build for perma-hasten and Tri-Form both of which really, really annoy me for a variety of reasons. However between Overwhelming Force and the I24 changes I'm considering giving Kheldians another go with a human form Peacebringer. I like the idea of a high resistance Blapper and I think I can make that work.

    So, what characters do you plan to restore for I24?
  22. Quote:
    Originally Posted by Siolfir View Post
    Am I the only one that thinks that Radiation Emission actually is the middle-of-the-road set for support? Other sets have specific buffs and debuffs and do them better. Rad does them all "okay" and every debuff is an AoE. It's the utility knife - it's never the perfect tool for the job, but it does enough that it's never the wrong tool, either..
    Actually I'd argue that that is one of Radiation's strengths. Doing several things moderately well tends to be a lot more useful to a team than doing one thing very well. To use a comparison, Time is better at keeping a team alive than Rad but won't increase damage as much while Kinetic provides a larger damage increase but isn't as good at keeping the team alive.

    That is the strength of Rad, no matter what else you have on the team it's providing at least some debuffs to help you out.
  23. Don't forget you can also use the Defender's Bastion and upcoming Vigilant Assault sets.
  24. The big benefit of this is that it effectively increases your endurance recovery. Recovery gives you back 6.67% of your maximum endurance every few seconds. Recovery bonuses decrease the time between pulses while Max Endurance bonuses increase the size of the pulse.
  25. Quote:
    Originally Posted by Yoru-Hime View Post
    The original TF designers weren't nefarious villains out to make us miserable. They were doing their best they could under two very big handicaps compared to modern content writers. They didn't have the tools they have today and they didn't have years of experience to teach them what we do and don't like.
    I may ***** and moan about the older TFs but I never blame the development team for them. Yes they are bad but they were written at a time when MMOs were still relatively new and the idea of instanced MMOs even more so. The older TFs were designed to be in line with the big raid content that other MMOs had at that time. They were supposed to take a lot of time and be something for the "hardcore". Over time MMO design philosophies changed as Developers realized that the majority of their player base wanted short, snappy content as opposed to long grind-fests.

    So yeah I don't blame the devs, they were developing content based on how MMOs were designed at the time.