_Ail_

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  1. Quote:
    Originally Posted by Laevateinn View Post
    OK, I took a look, the damage was unexpectedly good and the build looks promising. I still have concerns over the lack of massive layered defences that I'm used to (def/res/control/debuff/heal). But this looks like a powerset worth checking out. Thanks for sharing.
    No problem. Just be warned, they really suck levelling up (although not as much as back in '05.) It is one of those combinations like permadoms that really benefits from end-game IO slotting. This is as opposed to something like traps that is fairly even keel and doesn't really get much of a quantum leap (IMO--I am sure others differ) from endgame slotting but is just more of the same, only better.
  2. Quote:
    Originally Posted by Laevateinn View Post
    This has me interested. Can I come and watch you play? Do you mind sharing your build?

    +4/x8 against easy enemy groups (CoT, Council etc.) is routine for an endgame defender. How do you fare against hard enemy groups e.g. Malta, Rularuu, IDF and Arachnos? Can you solo the Lambda warehouse?

    The reason I ask is, trying to design builds in Mids, I found TA impossible to build to the same standard as powerhouse buffdebuff primaries (Rad, Time, Dark, Cold etc etc.) No no def/res/recovery from the powerset so everything needs to be supplied through IOs, which puts very heavy demands on the design. No massive debuff that floors tohit so it has 1 less layer of protection, no heal to recover when the hits start coming through... And just looking at numbers, it didn't seem to control or debuff all that much more than other powersets (-40% res, I think. That's vs. -30% for rad and time and 30%-60% for cold, storm etc.). But I'll certainly change my mind if the facts in game show otherwise. if I've somehow missed a top-tier powerset, I want to know.
    Watch the video. Note that the character kills an entire spawn with basically just 2 attacks (once each) oil slick + rain of arrows. Oil slick really is that damaging. It is more how trivial it is than anything else. I have seen other defenders solo large spawns, but it typically takes a lot of effort and running around and repeatedly using a lot of abilities.

    My character has Clarion so the harder spawns are do-able. The main thing is that if you go up to +4 rather than +2, it takes two rain of arrows to kill off the spawn rather than 1. So even though you glued them at the beginning some might have wandered off and you have to chase them down. But it is fairly do-able against any enemy type at just +2 provided you have clarion so you don't get slaughtered alive. The nem farm I was doing has lots of flamethrowers (you can see them attacking a lot in the 4th group in the video) AND THE CHARACTER HAS ALMOST NO DEFENSE AT ALL AGAINST THEM since they are type aoe/fire but still did fine. The mitigation from glue (recharge-) and oil (bouncing kb) and poison (-dam) is sufficient to let you get off the 2 attacks. Wackier enemy types and/or bosses could necessitate EMP arrow (which I did not use above) and ice arrow. EMPs recharge is such that it is not an every spawn type of ability, however. You could certainly alternate Judgement (which I did not use) and EMP (which I did not use) in addition to the usual tactics to get pretty good effect against most of the more difficult enemy type spawns though.

    The video was filmed before I had reactive and when I had a little less recharge. Note that judgement and lore are not used at all by the way so it is not relying on them.

    Build is below. For purples, it only has the cheap sleep set. Note that oil slick (with spiritual) is down to 43.77 secs. This is critical because oil slick=dead spawn. Note that it does 642 damage, which is f***ing awesome. This is not including any buffs from -resistance or reactive.

    No offense but I have seen a lot of rads/ and darks/ farm and it is definitely less trivial than go up to spawn and annihilate them with 2 attacks + debuffs. There seems to be a lot of running around and making foes clumped and going behind corners and stuff like that.

    I am not saying it is uber but it is competitive enough with most of the other end-game builds. I can't imagine why someone would think they didn't contribute in a team to an itrial...

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pixy: Level 50 Natural Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Archery
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5)
    Level 1: Snap Shot -- Acc-I(A)
    Level 2: Glue Arrow -- RechRdx-I(A)
    Level 4: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 6: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
    Level 8: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(19)
    Level 10: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
    Level 12: Acid Arrow -- Acc-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Aim -- RechRdx-I(A)
    Level 18: Disruption Arrow -- RechRdx-I(A)
    Level 20: Explosive Arrow -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(21), KinCrsh-Rchg/KB(21), KinCrsh-Rechg/EndRdx(23), KinCrsh-Dmg/EndRdx/KB(23), KinCrsh-Acc/Dmg/KB(25)
    Level 22: Hover -- LkGmblr-Rchg+(A), Flight-I(50), Flight-I(50)
    Level 24: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(25), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(34)
    Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
    Level 28: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
    Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(37)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(43)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), LkGmblr-Rchg+(43)
    Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), LkGmblr-Rchg+(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(50)
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 5.5% Defense(Smashing)
    • 5.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8.94% Defense(Energy)
    • 8.94% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 128.8% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 5% FlySpeed
    • 22.89 HP (2.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -6)
    • Knockup (Mag -6)
    • MezResist(Immobilize) 12.1%
    • 13% (0.22 End/sec) Recovery
    • 24% (1.02 HP/sec) Regeneration
    • 5% Resistance(Smashing)
    • 9.45% Resistance(Fire)
    • 9.45% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 11% RunSpeed
    ------------
    Set Bonuses:
    Enfeebled Operation
    (Entangling Arrow)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    Decimation
    (Aimed Shot)
    • MezResist(Immobilize) 2.75%
    • 11.45 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Basilisk's Gaze
    (Ice Arrow)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Fortunata Hypnosis
    (Poison Gas Arrow)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Decimation
    (Blazing Arrow)
    • MezResist(Immobilize) 2.75%
    • 11.45 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Kinetic Crash
    (Explosive Arrow)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback,Knockup protection (Mag 3)
    • 6% (0.25 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Crash
    (Kick)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback,Knockup protection (Mag 3)
    • 6% (0.25 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Oil Slick Arrow)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Sting of the Manticore
    (Ranged Shot)
    • 12% (0.51 HP/sec) Regeneration
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    • 3% DamageBuff(All)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Basilisk's Gaze
    (EMP Arrow)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Rain of Arrows)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Red Fortune
    (Scorpion Shield)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Scorpion Shield)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



    Code:
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  3. Quote:
    Originally Posted by Turbo_Ski View Post
    ah good ol' -fly -jump effects.


    I was one in the other thread that said TA was very mediocre in incarnate trials, pretty much for the same reason trickshooter gave. The debuff values are VERY weak, the controls are very weak, it requires double the amount of powers to achieve what other sets do in one, and oil slick's damage when lit is the only thing it brings to a team. That said I would rather bring a damage AT over a TA, as there is no discernible difference in survivalability and the damage AT will do more damage overall due to higher base values and higher dmg caps.
    Oil slick does tons of damage, so they are going to be doing a lot of damage.

    With acid and disruption, they are going to be contributing much more to the team's damage in an average setting than any damage AT would be doing. This is because everyone will be able to take advantage of the -res.

    I think you are misguided if you believe a traditional damage AT would be contributing more end-game. Simply by fighting the AV and spamming acid and disruption when they are up and otherwise attacking normally, no normal damage AT (brute, scrapper, blaster, stalker, etc.) is going to be able to hope to contribute more overall team damage than they are.

    They will have acid + probably double stacked disuption on that AV for -60 resistance meaning the entire team will be doing 60% more damage to the AV. How in the hell is the scrapper going to contribute more damage than (the entire league x .6) in an iTrial to that AV?

    As Trickshooter said, they are weak early game but blossom fine end-game. I think that you are basically just mouthing off and have no real experience with an end-game IO'd out TA/ character. Mine can solo +4/x8 and can be used to powerlevel people (!!) if I cared too, and is at the same time very powerful against AV-type enemies that you encounter end game. (And before you mention a sonic/ blaster, just recall that a TA/ character has access to sonic blast too with far better values if they care to.)

    I played my character because it was the most gimp levelling up by the way and they definitely have problems there. End game, however, I fail to see how they have any problems. You have the solo-spawn-killing ability of a brute plus the ability to debuff hard targets and benefit the team. Yes, there are de/buff sets that are better than TA, but TA is fairly middle of the road and balanced if you accept them for the balance of control/debuff/damage that they are.

    If you doubt the famring claim, see
    https://www.youtube.com/watch?v=fZ7qzfXeAH0
    for a video at +2/x6 which will show how trivial and skill-less it is more than anything. Completely automatic. I have better recharge now than when I did filming that video, so it would be easier now. I am currently uploading a +4/x8 as well that will hopefully be up soon (recorded in high rez) so that you can see it is also direct, but the +2/x6 is quicker rewards per unit time I think.
  4. Quote:
    Originally Posted by Dr Harmony View Post
    Regarding Detention Field, the developers need to stop adding in arbitrary immunity to caging when it would actually help. The power is useless in vanilla PvE, let it shine by caging the Healing Nictus in the ITF, properly caging Devouring Earth emanators and so on when someone does actually take it.
    Yeah, this happens in every MMO. You get some control ability that is only marginally useful in normal play and might be useful against really difficult enemies in high end encounters but is hard-wired by the devs not to do anything in those encounters.

    At least it is not really possible to improve resistance much with IOs so sonics always have a point end-game. They fare MUCH better than FF in this regard.

    I think only very minor adjustments to the power set are required.
  5. I would echo OT here:

    * Really low defense overall in your build.

    * Mace mastery works very well for concept builds because of its subtle effects. No one need know you have scorp shield on and both it and pff can use lotg.

    * I am more sympathetic to no hasten for doms because of lag and only one auto power possible.
  6. I would go for capped s/l def plus permadom w/o hasten, which should be rather easily achievable with a mind/thorn. Going mace mastery for epic is always the cheapest way to achieve this...
  7. Quote:
    Originally Posted by MikeRobe View Post
    I'd suggest you post your build in the appropriate forum and ask for input.... a DA should be laughing at carnies esp after getting incarnate powers.
    Mask of Vitiation can f*** over dark armor pretty well, but the rest should be smooth sailing.

    On Topic: Titan Weapons is, like, completely overpowered. Like many here, I had to play my 20-something TW/ brute at x6 or get bored. If you don't think it is powerful enough, I think you need a sanity check. I stopped playing the character only because I felt a little guilty playing such an obviously overpowered toon. Yes, I am serious...
  8. _Ail_

    FF/Beam?

    I think that both FF and Beam are somewhat underpowered individually and still underpowered together BUT:

    * They do have synergy, both thematically and mechanically.

    * Just take pff, the two ally shields, dispersion, force bubble from FF. The other abilities are of too marginal use to be worthwhile. Force bubble will satisfy any repel/knockback needs you might occasionally have and mean you don't need the other gimmicks.

    * Take all or pretty much all from Beam. Since FF is so passive, you will hardly ever watch redraw and can just blast all day.

    It's no uber set and it gets a little tiresome looking at the beam attacks all day, but it gets the job done.
  9. Quote:
    Originally Posted by Turbo_Ski View Post

    If it's any consolation, TA does worse than FF in incarnate trials, as only Disruption Arrow and Oil Slick Arrow are useful and lack the impact that Def shields offer.
    Eh... Oil slick is big damage and everyone loves disruption and the AVs are not going to be at the -res cap. I think you are missing the boat here. Plus of course acid is going to be helping if it is just a matter of one AV you are trying to pound down.

    I think TA shines better in incarnate than it does in the normal game... This is added to the fact that TA tends to shine at 50 more than anything else regardless.

    TA is funny... You can level it and it seems gimp but once you IO it out you are like... OMG Oil slick is up every <45 sec and I do major debuffage and because of IOs I am soft capped... I'm freakin' invincable. I think it benefits more from level 50 content than most sets do.
  10. Quote:
    Originally Posted by Vauluur View Post
    Ah good. Then I will probably be rolling a Sonic/Energy. I don't see a lot of either set these days running around, and it fits the initial plans I had for the character. It also avoids the problem of doing next to nothing in the late game, since more resistance will benefit almost everyone all the time, even if debuffs might hold up better to the end game. Thanks for your input everyone!
    I'd strongly recommend sonic/sonic defender for your setup. This will have shockwave completely to satisfy your knockback fix, and will do good damage. Also, I suspect that whatever concept worked for ff/nrg will still work for sonic/sonic with a little re-coloring here and there.
  11. The OP should try Champions Online I think. It will give the flexibility they seem to want with the Gold (or whatever they call it...paying) subscription level. You can mix and match to your hearts content.

    It would be too dramatic a change for CoX to do it very free form, and anyway as others have pointed out CoX already has hybrids in most of the Villain ATs and the Epics. And many of the Hero ATs like Controllers can be played as hybrids in any case.

    In short, it is a terrible idea IMO and as others have said would waste countless hours of dev time in order to make it so that you can have a more overpowered character when we can already have ridiculously overpowered characters.

    One of the main faults of CO IMO was how free form it was. You could have all of your essential powers by the mid 20s and then after that you just rounded off things by cherry picking the standard overpowered buffs and additional abilities from different frameworks to make sure you were the ultimate tank/mage/buffer. This led to a homogenization of the powers because that was the only effective way to balance them.

    AT setups (i.e., classes) actually tend to lead to a greater variety in powers and abilities because powersets only need to be balanced vs other powersets. If you have a free form system, you need to balance individual abilities against other individual abilities, and this is much harder and inevitably leads to a homogenization of the abilities. So if you are balancing powerset vs powerset, you can have a set with some real overpowered abilities in it and still have it roughly balanced against another set even if they are not balanced on an ability-by-ability basis. Witness lots of fighting games for examples of this.

    This is something many free form people can't seem to get their head around: That by advocating a free form system they are also simultaneously actually giving themselves less options because things will get homogenized in the name of balance.
  12. Quote:
    Originally Posted by Obitus View Post
    FWIW, I run a couple of binds that switch the auto-toggle between Hasten and Domination when I press the movement keys. (Details here.)

    Obviously, you're right that it's more convenient to run perma-Dom without Hasten, but with the bind(s) I barely notice the difference, with the occasional exception here or there. (The cutscenes-make-your-powers-look-recharged bug is annoying, for example.)

    Nice! I saw things like that and never had the energy to implement them. They sound very nice though and maybe you will have finally spurred me on to try them.
  13. I'd just like to add that it is much more pleasant to get permadom without hasten in the mix at all, since you can only have one power control-clicked to perma in any case. UI lag makes permadoms that need hasten something of a PITA IMO in large incarnate trials and similar circumstances.

    Permadom without hasten, on the other hand, is very pleasant and reliable and not at all finicky.

    I have hasten on my 200+ +recharge (w/o spiritual taken into account and yes the char is a spiritual core paragon) TA/A where really every microsecond extra you can get oil slick recharging is a blessing. On a run-of-the-mill dom though, once you get permadom you are good and you can probably start hunting other things (like soft capped defense) at that point without trying to get every spec of additional +recharge.

    Summary: I think hasten is nice on characters who don't need other powers to be perma as well. If they do need some other power to be perma, however, I often find hasten to be too finicky for my taste. For example, trying to juggle PA and hasten and AM and who knows what else on an Ill/Rad is just too much bother for my taste. Your mileage may vary...
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    Dark is actually a better choice as a secondary to go with TA.
    Care to justify this?

    As I said, Archary has lots of AOEs. I think you only really care about rain of arrows and doing it after an oil slick though.

    Dark? -Tohit? Who cares in today's game of softcapped defenses? I certainly don't. You are left with somewhat weaksauce AOEs that don't really complement the ranged AOE focus of Trick Arrow in my opinion.

    Archery has the singular bonus of no redraw as well.

    I wouldn't even consider dark as a top contender. Assault Rifle and Dual Pistols are okay because at least their nukes are up often, but they are obviously more problematical with cones and PBAOEs than archery is.

    Fire of course is going to be fine with its AOE focus. Maybe even Rad and Ice. And of course sonic is always good with the defender -res mods. But dark? I utterly fail to see any synergy at all.
  15. Just go TA/A. They were made for each other.

    Aside from not having to watch redraw all day long, A with its fistful and explosive and rain of arrows very nicely complements the ranged AOE aspect of TA.
  16. Quote:
    Originally Posted by Graff View Post
    Hey all,

    Years ago I created a Bubbles/NRG defender and got him up to level 42 by teaming with some friends. I never found him particularly compelling to play and when the group stopped playing together I stopped playing the toon. I've recently come back to the game and seeing this level 42 character there (A character who's concept/costume I really enjoy) makes me really want to log back on and get him to 50/try some of the end game content on him.

    The problem of course is I'm still not terribly thrilled by the bubbles powerset. I always found it like playing a more passive/lower damage blaster. I know the buffs I'm throwing down are hugely beneficial to the team but I feel like it's a hugely hands off power set. Am I just playing it wrong? Has anyone got suggestions on how I can make the character more exciting?

    Cheers,
    Graff
    Playing an FF/ defender is exactly like playing a less powerful but more defensive blaster, so if you don't enjoy that just stop playing now IMO as you are doomed to disappointed. Basically, every few minutes buff the whole team with the 2x bubbles and then pretend to be a blaster.

    As far as FF/NRG goes, I would take force bubble and lots of attacks in the secondary and just enjoy the knockback. If you don't enjoy seeing enemies thrown around like rag dolls then you are unlikely to enjoy the combination.

    It is the same for my grav/nrg dom. I wouldn't recommend the combination to anyone unless they enjoyed knockback.
  17. Quote:
    Originally Posted by Jibikao View Post
    So SoA can really see Stalkers? How easy can you see them with all those +perception? I heard that SoA has the highest perception?
    Real numbers puts my bane's perception at 1268.30 ft where the base is 500 ft. Stalker hide is what 500 ft pvp (same as bane) and stealth IO at 300 ft and stealth itself is (might be wrong here) 389 ft or something?

    It is good enough to give you the advantage at least. I think if you were serious about it warburg is your best bet and make sure to have all of the tactics, etc., at a low enough level and to take web cocoon.

    I am sure others can offer better pvp advice than I... Keep in mind that my pvp experience is strictly just jumping in to a pvp zone and seeing what happens. That said, I have had more success with my bane than any of my other ATs.
  18. Quote:
    Originally Posted by Jibikao View Post
    Oh, and I believe Bane is the best pvp of the four branches. They have nerfed Fort to the ground (defense and control powers are very weak in pvp now).
    Yeah, my current build has 2xtactics plus +perception IO as well as a +stealth IO and it does okayish in random battling in RV. Keep in mind that I am strictly casual as far as pvp goes so take this endorsement with a grain of salt.

    When banes were first introduced, I had the most success hunting stalkers in Warburg, but my current build doesn't really level restrict that well to Warburg any more and it hasn't been a priority building for it.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    As you say, Trick Arrow isn't really appropriate for a Blaster secondary. However I still hold out hope that one day we might see a Trick Arrow based Blaster Manipulation set. Trick Arrow does contain a number of powers that would work in a Blaster manipulation set; Entangling Arrow, Flash Arrow and Ice Arrow could be ported as is, Poison Gas Arrow and Glue Arrow could also be ported but would need some nerfs in the process (for PGA I'd remove the -damage and make it an AoE sleep, for Glue Arrow I'd decrease the radius and maybe increase the recharge).

    Those five powers would provide a solid basis for the set and it should be possible to fill it out with either new powers or powers from other sets. Personally I always liked the idea of filling it out with Martial Arts powers (reanimated to work with the bow drawn).
    You'd need an oil slick arrow that did much more damage than the current one (because of blaster damage mods.) That would make /arrow manipulation blasters FoTM faster than you could say "nerf now!"
  20. Quote:
    Originally Posted by Oathbound View Post
    In a perfect world Propel would do different things based on what object you summoned. (In addition to actually showing the same object for everyone. Currently it's a client side thing, so each person sees a different object.)

    No, make everyone perceive that the damage done is proportional to what they see. So if person A sees a chair being thrown at the bad guy he perceives it to be a small amount of damage. And if person B sees a car thrown at the bad guy, he would perceive it to be a large amount of damage. Along with of course all of the graphical extras that you mention.

    This perceived difference would persist and create bifurcating realities where in some person X was alive and in others person X was dead.

    This would occur until the gravity dominator cast "Dimension Shift" whereby he could choose between the differing competing realities (he would have an easy menu listing all of them) and CHOOSE TO SHIFT DIMENSIONS to the reality that he chooses.

    At this point, realities would shift for everyone to the reality that the dominator chose.

    Ideally, the attacks should do wildly differing levels of damage so that the dimension shift, when it occurs, would be very dramatic. From one person's perception, person X would arise from the dead and then person Y would suddenly die, and all of the buffs that person Y had done to them would immediately expire because he was actually dead when he cast them.

    Of course, the server load generated by this (having to keep track of all of the separate realities) would mean that dominators would be very expensive. Aside from the pets, the sever would have to keep track of all of these competing realities. So dominators would become a new super-premium AT which was not available at all for free-to-play people and even cost 1337 paragon points to unlock for VIP players. If you are a previous VIP player with a 50 dominator, however, you are sufficiently allied to the cause that they would waive the unlock fee for you.

    Edit: This would have the side effect of bringing some much-needed rigor to the physics and science of the CoX universe as we could talk about quantum physics and parallel realities at this point.
    http://en.wikipedia.org/wiki/Many-worlds_interpretation
    Above would be required reading for any serious CoX player.
  21. Hi all,

    I posted some of this in another thread (the build in particular) but I wanted a new thread for the question.

    Bane's seem to be unloved by many people. I have routinely been in teams where people say, "Go crab! They are the best," or words to that effect.

    So what is the purpose of a bane? To my mind, their purpose is: (1) Very good single target DPS; together with (2) Very good team leadership buffs.

    I think that they perform very well in these goals. I just did a Rikti Pylon test today (no inspirations, no pets (incarnate or otherwise), no temp powers, but yes other incarnate abilities) and got a time of about 15 minutes. Yes, I realize this doesn't compare to the other brag-results statements in the Rikti Pylon thread I just looked at, but it really isn't that bad. My attack chain for the pylon also wasn't very scientific...it mainly consisted of whacking whatever attack seemed to be open at the moment. Also consider that unlike a scrapper your 2xLeadership buffs will be helping the team a great deal.

    See below for my build. You could substitute other stuff for the excess run and jump speeds. I really like zipping through morality missions and having a "natural" character without a travel power, so I like them. For similar thematic reasons I didn't take hasten (no glowing hands on a natural character) and stuck to mace melee attacks with the exception of surveillance. One could obviously modify these if you wanted a more unnatural build.

    On the bright side, my bane's pulverize probably does as much damage as your banes shatter, so :P

    I see bane builds with AOEs like bile spray or whatever and I just don't see the point. I have about a ton of other character that AOE better than a bane ever will, and trying to chase after that doesn't seem like it is going to go anywhere. I think banes are awesome for:

    (1) Morality missions in small teams. Zip through them with the high movement speed and whack things with high damage. Use high defense to cheap through them in various ways, like escorting hostages even if being attacked.

    (2) (For larger teams) Providing high ST dps for AV-like encounters while still buffing the entire team quite a bit with the leadership buffs.

    SO WHAT IS YOUR OPINION? What do you think the purpose of your bane is? It is okay to disagree with me or to say things like, "It has no purpose except to have a fun costume," or "I love AOEing with bile spray," or "I think banes should take more pets and build for +recharge instead of +damage," or whatever else you like. I just wanted to get a conversation started about banes.



    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mist: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 2: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(7)
    Level 4: Bane Spider Armor Upgrade -- ResDam-I(A)
    Level 6: Assault -- EndRdx-I(A), EndRdx-I(13)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(17), GSFC-Build%(17)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23)
    Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-EndRdx(27)
    Level 14: Combat Jumping -- ULeap-Jump(A), ULeap-Stlth(29)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(29)
    Level 18: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 20: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
    Level 22: Mental Training -- Run-I(A), Run-I(36)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Surveillance -- AnWeak-DefDeb/EndRdx/Rchg(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40)
    Level 30: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), Rec'dRet-Pcptn(40), Rec'dRet-ToHit/Rchg(42), EndRdx-I(42)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
    Level 35: Aid Other -- Heal-I(A)
    Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46)
    Level 41: Web Envelope -- Acc-I(A)
    Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
    Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(50), EndRdx-I(50)
    Level 49: Combat Training: Offensive -- Acc-I(A)
    Level 50: Musculature Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A), Run-I(9)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A), Jump-I(9)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
    ------------



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  22. You do that voodoo!

    (Sorry, something came over me and it seemed the only appropriate response. It's a good thing others offered more serious advice.)
  23. Quote:
    Originally Posted by EvilGeko View Post
    Many folks will tell you that being a healer isn't very useful in CoH. There is some truth in that, but it's not absolutely true. The answer to your question is you want a Thermal or Empathy Defender. A Time Defender is a decent healer as well, but a much better buffer/debuffer than the other two IMO.
    This. Evil Geko said it just about perfectly. Healing can often be very useful. Just realize that being a "pure healer" means you are making yourself gimp and you shouldn't neglect your other abilities (from both primary and secondary.) CoX is a complex enough game that you can (even min/maxing) build your toon to be able to do more than one thing.
  24. Quote:
    Originally Posted by Selina_H View Post
    You won't. Or, at least, you're not supposed to - although I've heard some players say they still had access to their HEATs and VEATs after they downgraded.

    If you end up without access, it's still available in the Paragon Market. But there's no Tier reward to unlock epics like there is for trollers and MMs.
    Are you sure? I let me account lapse for a bit just to see what happened. I still had VEAT/Epic access. I assumed they just unlocked at the same time controllers/mms did on the tier reward scale.

    I had also unlocked up to the point where I got the invention system as well, so maybe they unlocked higher.

    You definitely do get access to them though.
  25. I like it. None of the other sets have fighting game fluidity so I don't know why anyone would expect this one to. It looks good and fun.