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Same here. It happens to me all the time, and is very annoying. In fact, I saw this thread, intentionally didn't click on it, because I'm superstitious like that, and then went to read the Tanker forums. Guess what happened next?!
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Your imagination, most likely. The difficulty was not changed, to my knowledge.
All carnies will drain some endurance in a PBAoE effect when they die. You may be noticing that more than you used to. -
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Quote:Thanks for the input. I don't mind putting form over function a little bit (heck, I went Ice/Ice Tank when both were considered horrible), but I don't want to be near the bottom of the pack for a primary, either. If I team with the Elec/ would it be okay? If I think I'll end up soloing more with this character (very likely), I'll probably go Fire/, but we shall see. Form might trump function a bit with this guy.-end and -recovery from electric don't really do much for you unless you have a secondary that does them as well. I have an electric\traps in the mid 30's and I'm kind of on the fence about him. He does 'ok' and from a theme perspective..works (form), but his damage output is just abysmal (function) compared to other primary sets I could have paired with traps. So if your the type that likes to go form over function, electric works, but at this point I can't personally recommend it. The debuffs from traps help electric, but not enough to make it on par with ice or fire.
Thanks again for the input. -
Also, Ice/ pairs well with Dark Melee.
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Hey all,
I want to make a new character, after a particularly tough AV fight the other day, that focuses on Debuffing. As such, I wanted to try my hand at Traps, and have concluded that I want it to be a Corruptor, since I want to blast with it as well, and be able to do some decent damage + scourge.
In that vein, looking through the sets, I think I want to pair it with an elemental set, such as Fire, Ice, or Electric. I figure that Fire/ goes well with it, pairing the AoE debuffs with large amounts of AoE damage, and Ice would be somewhere within the same range, but I was wondering how Elec/ would go with it. Looking over the Traps set, -end and -recovery seem to be the only things it's really lacking, and Elec/ would provide that. However, it doesn't get a strong third blast, so that might be a bit problematic.
Just wanted to see what people's opinions are on these three sets, and how they pair with Traps.
Thanks! -
/unsigned. These AT ideas seem ridiculously broken and unplayable.
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Quote:I doubt they'd do that, considering that it would be one more set that didn't work with Shields.I think the only official word that ever came down was... "not yet"
That being said, David N. had something... interesting... here: http://boards.cityofheroes.com/showp...&postcount=878
I suspect that when / if a broadsword is brought to tanks it will be a two-handed claymore or BusterSword type weapon with the appropriate stances and animations.
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I don't think there's ever been official word on if Tankers will ever get it or not. My guess is that /BA is too close to what /BS would be without Parry.
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Quote:Wow, nice thread necro. How did you even find this thread?!So is it safe from this discussion to believe that running SS on my corr will have aggro be taken away from me easier then if I had nothing or if I even out of melee range (ie hover)?
Yes, if you have SS, aggro can be taken away from you faster than if you had nothing. However, the -Threat from it suppresses in combat, so you'll need to not do anything for a while for it to kick in, if you've already got aggro. That being said, you might as well just ease up on the attacks a bit to let the melees get aggro again, without needing to run SS. -
ET needed a slightly higher activation time, but they way overcompensated. Having two powers in the set with 3+ second activation times is pretty bad. Energy Melee should be the single-target damage king, which it isn't anymore thanks to the animation times. Fix those, and the set is fine.
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Quote:Making Hoarfrost perma isn't necessary, especially if you also build for getting to the softcap of S/L defense. However, just because it CAN be perma doesn't mean you always need to use it as such. For instance, if you know that there's no AV or EB in the mission, then might as well keep it up. If there is, you can save it for if you need a heal.It sure did! That's a great sumup.
I'm thinking now it's either ice/DM or ice/ice. Lack of AoE with DM could be solved by picking up salt crystals from earth mastery.
Another question: I was thinking of making Hoarfrost perma, but how necessary is this? Is an ice tank generally fine without it up or is it more common to have it up as much as possible?
The downside of making it perma would be I no longer choose when to hit it which partially removes the effect of the healing in many scenarios. In other words I suppose it would actually become less useful as a tool for handling the stray massive damage hit from for instance an AV getting through my def.
If you do go Ice/DM, then it becomes less important to keep it as a heal, since you'll have Siphon Life, which in a pinch can be used as your emergency heal.
Also, keep in mind that Salt Crystals does no damage. Stalagmites does some damage, but isn't all that great at it compared to some of the other Ancillary Pool AoE powers. For instance, Fireball does 10 more damage, unslotted, and recharges twice as fast. -
Quote:No, resistance values are applied against whatever type of damage it is only.With defense checking against the highest like the example fire sword doing fire, smashing, and melee, does the same go for resistant? Would it check against which ever is the highest or since it's actually multiple types of damage does it check against each damage type to determine the amount of damage the attack will deal?
For instance, let's say that you get attacked by Fire Sword. It is tagged as Melee, Lethal, and Fire for attack vector. Let's say that it will do 60 Lethal Damage, and 40 Fire damage. You have 45% Defense to Lethal, 30% to Fire, and 25% to Melee. To back that up, you have 50% Lethal Resistance, and 30% Fire Resistance.
Fire Sword will attack, and then check against your highest Defense value: in this case, the 45% Lethal Defense. If it manages to get through, then the attack will do:
60 Lethal damage, minus 30 because of Resistance: 30 Lethal Damage
40 Fire damage, minus 12 because of Resistance: 28 Fire damage
For a total of 58 damage. -
Well, I was going to suggest /stone, but that one's out.
My first 50 was an Ice/Ice, back in the day. It's a good, thematic combo that will suit your goals well. The mitigation combination of the two sets works well together, and will keep you standing through a lot of punishment. Yes, you will be lower on damage than some other secondaries, but your aggro management will be top notch. With inherent Stamina now, I'd say that the only power that you might want to skip is Greater Ice Sword. It's DPA is pretty bad, and you likely won't need it anyways. Even permafrost is good because it doesn't need any additional slots, and the base slot is a great place for a +Def IO.
However, let's go through the rest of the secondaries, just in case:
Axe/Mace: These two sets will play kind of similarly, with Axe being all KD, and Mace being a combo of Stuns and KD. Decent mitigation and damage options, and fairly easy to make work from a thematic point of view (i.e., a barbarian from the northern climes).
Dark Melee: A good combo with Ice Armor, especially before you can get to the softcap through IO useage. The -ToHit from Dark Melee "stacks" with your Defense to make you even harder to hit. A little light on the AoE damage front, but you'll get two End recovery tools, two heals, and great single-target (ST) damage.
Dual Blades: An Icicle-wielding monster. With inherent Stamina, I think that Dual Blades is looking better for Tankers. Before, it was tough to fit in all of the survival powers that you'd want, and get all of the DB combos that are good. Now, you can take more of the attacks, and single-slot those that you won't be using often. The additional mitigation will come through the combos, so if that's not what you're looking for, then I'd vote against this. If you don't mind it, this might not be a bad combo.
Electrical Melee: Somewhat unreliable mitigation at the beginning, but it gets much better towards the high-end game. Decent AoE and ST damage, and you get a Teleport attack.
Energy Melee: Well, it's Energy Melee. Former king of ST damage. Weak in the AoE department, the two big hitters in this set for ST damage animate very slowly, so you might be annoyed on teams where your target is down before you even hit them. The first attack isn't actually the fastest-recharging, which is odd for Tanker secondaries, so you might be annoyed by that, too. Up to you, but I think I'd stay away from it.
Fiery Melee: Great on damage, weak on mitigation. Well, except that dead enemies don't attack. Great AoE damage, Great ST damage. You just might feel a little weaker defensively than with other sets, so that would be your tradeoff. Still, a great soloing pair, and still very good on teams.
Kinetic Melee: The most recent set, so I'm sure you've heard about it. The -Damage from your attacks will stack with Chilling Embrace, which should help a lot, especially at low levels and against AVs. The +Damage from Power Siphon will boost Icicles, which is quite nice. And there's a decent amount of mitigation in the secondary from stuns and KD, too. Not a bad pairing, but to be honest, I've never seen this combo in the game (though to be more honest, I rarely see Ice Tankers in the game).
Super Strength: A more common combo than most others, at least from looking at the forums, though I think that is due to the popularity of /SS in general. Rage helps boost Icicles, and the other mitigation and damage tools are great at most stages of the game. You'll feel a bit weak offensively before you get Rage, but that's common with /SS. The only downside is the -Def that comes from a Rage crash, which hurts Ice Armor a bit more than with Resistance-based armor sets, but if you keep a keen eye out, you should be able to avoid that.
Hope this helps! -
I agree with Dechs. I know that on mine, solo I felt weak, but definitely playable, but on a team, I was basically just along for the ride a lot of the time. Granted, I could do some pretty cool things, but I wasn't needed as a Tank usually, wasn't needed as a Blaster, wasn't needed as a Scrapper, and wasn't needed for my controls/heals. As such, everything I did was pretty much superfluous to the team. I could switch roles when needed, but most of the time the teams would have been better off with another of any other AT than with me.
Granted, I was pure human form, which limited me a bit more than most, and gave me my own set of challenges (yay! my PBAoE causes massive scatter! Now I get to go chase everything before I can hit them again!), but on teams, I just felt like the constant little brother. -
Quote:You have to understand that this is a very common suggestion. Those of us that tend to frequent the suggestions and ideas forum see this come up a decent amount. Most people don't search for other, similar suggestions, so don't account for the same problems that others forgot to account for.There really is no strafe, Q and E buttons turn the vehicle or mouse turns. Space Bar could either activate a boost or could activate an airlift to lift the vehicle in the air (or in the case of flying vehicles make it ascend).
Man you tried to shoot this down quick. I'm not trying to disrespect you in any way, but this is only a suggestion, I only wanted the peoples opinion of this.
You say that there's no strafing, but that would mean that the Q and E buttons would need two different mappings, and the game would need to be able to tell if you're in a vehicle or not.
Also, other things that are often brought up when an idea likes this comes up:
How do you handle powers in the vehicles? Do you turn them off completely? If so, this makes vehicles less useful than individual travel powers by far. Or, do you create new animations for when you're in the vehicles? This takes 5*2*3*9*10 (plus a few for the EATs) = 3240 new animations PER VEHICLE. Just as a rough idea, that's equivalent to about 120 new powersets in terms of workload.
Also, how does the car handle water? The motorcycle? How do they drive up sheer cliffs? If they can't do these things, then normal travel powers are still better once again.
Basically, to do vehicles, you either need to do a TON of work, or they end up being less useful than travel powers, or both. As such, it's seen as a very, very, very low priority. -
Quote:The reason is indeed game balance. Basically, they want you to be able to go for one of the major categories (Damage, Acc, Endurance, or Recharge), but not be able to get any combination that includes two or more of those. Doing so would create a large amount of balance problems for the Devs to solve in later content.Since this is my first post for COH, I am obligates to say "thanks Devs for making a great game."
I was happy to recently find out about the new Incarnate alpha slot -- Yes, I realize that it has been out for a while but I missed it -- and, as my first character approaches 50, was glad to hear there was a provision for expanding characters abilities at the current max level.
So, I went nuts seaching forums for information related to "alpha slots" and "incarnate alpha" and so on. Finally, I found a link to the wiki site
http://wiki.cohtitan.com/wiki/Alpha_Slot_Abilities which answered many of my questions regarding it.
This immediately raised additional questions regarding why it was set up the way it is. Can anyone point me to any discussions or announcements from devs explaining this? Since, I am not yet 50, I haven't run the game content so if it self-explanatory once you see it in action, I guess I will get it at that time. It just seems to be to be a bit complex and I am uncertain as to why the benefits in question were grouped together and am curious if any explanation was given.
My (naive) viewpoint is that it might have been simpler to allow character to construct something similar to enhancements and slot them into the character (instead of a power) and then allow you to select your own combination of effects. Of course, I understand that there may be some game balance reasons for excluding certain combinations (such as recharge and endurance reduction or even accuracy) but am less clear why combinations such as recharge and hold or sleep duration are not appropriate.
In fact, I was disappointed when I saw what the possibilities were since, as a Mind/RAD controller, my main interest was to get recharge reduction, with some combination of hold or sleep or confuse but these don't seem to be available. It seems as if I will end up choosing recharge reduction and then going all the way to the paragon level to get the 2/3 ED bypass without getting additional benefit from the other bonsuses.
This is actually not a complaint (since, as I said, I have yet to use the content), just a request for [a pointer to] more information if it exists.
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Quote:The "Kill the Healer" attitude isn't another variable. It would be part of the AI Mod. Yes, we do know that the spreadsheet for determining threat is vast, and has many variables. I was only pointing out that we know more about the formula than just the TauntDurationRemaining part.That's a general formula. There's more information on TauntDurationRemaining, because we were given that formula by Castle in a thread about why aggro could be stolen from Taunting Tankers. Castle went in and discovered exactly how Taunt works, and gave us that. The other variables presented may have other weights, and we know there's more to the equation than that (according to Castle, there's a "KillTheHealer" variable, which is currently unused)
We also don't know the rate at which Threat decays.
The only items that are shady are:
AI Mod (obviously complicated)
RangeMod (we know how this generally works, but not the numerical values)
DebuffMod (we don't know if multiple debuffs stack, or if a single debuff is equivalent to multiple) -
Quote:Well, we know the damage part, too, and AT mods.We don't know the coefficients for anything in the Threat formula, except the coefficient for the actual Taunt effect. Therefore, we can't give a definite answer.
Threat = Damage * AT Mod * AI Mod * RangeMod * DebuffMod * (TauntDurationRemaining * 1,000)
The values that we don't know are AI Mod, RangeMod (though we know that melee is ranked higher than range), and DebuffMod (though we know that MOST debuffs have a value of 2). -
Also, if you can't benefit as much from +Damage and +ToHit buffs from invention sets, build for something else. It's not like +Damage and +ToHit are the only useful set bonuses out there.
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Yeah, I think you're thinking of Threat, not Taunt, because almost not "controls" have a taunt value. Tanker/Brute attacks that do controls will, but that is more because they are Tankers/Brutes versus the control themselves.
As for which will generate more threat, that's going to depend highly on the control being used. Ones with a high amount of additional secondary effects will theoretically generate a higher amount of threat. However, enemy AI tends to hate being forced to stand still, so immobs and holds tend to generate a decent amount of threat (though with holds it doesn't generally matter, since they won't be shooting at you anyways). Compare this to something like a ToHit debuff, and the immob should generate more threat, though by how much, we don't really know. -
PFF is indeed the self bubble that turns you into bubble-boy. You can't attack, but are very hard to hit, as well.
Temp Invuln is a glowy aura around your whole body. You can easily see what it looks like before you get it on your character by making an Invuln character in the character creator, and seeing what it looks like there. -
I want to say that the orange inspirations were in I5, as kind of a way to placate people who had just been hit with the global defense nerf (GDN). But I may be mistaken on that.
Edit -> And can I also say, that upon seeing the thread title, I jumped a bit for joy, and thought to myself, "Oh, I'll know this!" Not only did I admit to myself that I'm old, but I actually enjoyed it.
Sigh. -
Quote:Yes I know. Skeletons needs lot of work but I think it's worth of that. How many skeletons we have? I think maybe 2. When villains came out they made spiders and they still looks great. I'm pretty sure that our old engine would hanble dogs too. Just think about how neat it would be to fight against something like this
http://www.youtube.com/watch?v=B0qYo...eature=feedlik
And some good explanations: Praetorian robot assasin dog, ghost/undead from DA, Mr Vahziloks horrible beasts, ghastly mutants, circle of thorns hellhounds, counsils cyberdogs, civilian pets etc. Just one new skeleton would open so many neat things.
Right now, we have three player skeletons (Huge, Female, Male). We also have an additional "skeleton" for cylindrical beings (things like the Yeagers, and I think this also has been applied to the spiders that we have in game. Basically, the legs are just animations, not part of the actual skeleton. On a spider, with so many moving parts, it doesn't look so bad. On something with only four legs though, it would be pretty obvious.
Also, would a robot dog walk like a normal dog? The video you linked sure doesn't look like a normal dog walking. As such, that would be a different skeleton from just a normal dog. A cat would walk differently from either the normal or robot dog, so that would be another skeleton if we wanted to include those.
Is this worth it? Maybe for some people, it is. For me, unless the devs promised that this work wouldn't take away from us getting new powersets, I'm against it, because I'd rather have those.