Aett_Thorn

Forum Cartel
  • Posts

    4231
  • Joined

  1. If that is the case, then the next steps are to further increase EndRed in your attacks, and then go for these expensive IOs.
  2. Well, without seeing your current build, it's tough to offer suggestions. How are you slotted right now? Have you put some IO sets into your attacks (the biggest End hogs in combat)? That can definitely help bring your endurance concerns down.
  3. Quote:
    Originally Posted by hedgehog_NA View Post
    A melee at has about the same build solo or teamed and works fine. To give my emp the ability to solo i leave off heal other, fortitude, cm, rez, and ab. That build would get me kicked off a team in a second. To do the things that you refer to defenders doing(gm or av killing) you remove your ability to team. The number of tanks that wont take or use taunt is annoying. Yes, you get to choose your powers and play how you will. just dont expect those buffs you were wanting.
    That tricked out defender soloing gm's? 1 stun and he is toast. The offensive debuffs like RI drop and you have to wait for them to recharge while big and ugly is pounding on you. The point is, as long as melee is completely self sufficient, speed ITF's will be an annoying reality. Melee seems to be ok with squishies having challenge but want none of it for themselves.
    You can have a decent solo build that can also team well. You don't need to drop those buffs in order to solo, especially now that inherent Stamina has given you three extra power choices for your build. I've never kicked an emp because they didn't have their rez power. Mostly because I think that everyone should carry an awaken or two anyways. I don't know why you think that you can't solo and take those powers. Sure, it might be EASIER to drop those powers for more solo-friendly powers, but it's not like you have to do that.

    Killing AVs/GMs on a Defender I have seen only a few builds do, and none of them would prevent that player from working well on a team. They use the same powers that they would when on a team, so why do you think they wouldn't have the ability to team? Also, not many GMs have any kind of ranged Mez power, so where is that Stun going to come from, eh?

    Don't blame bad Tanks for your problems. A bad player of any type is going to make it hard for a team. A Controller who throws out a mass immob before the enemy group has centered on the Tank and his aggro aura? Aggro for the team. The Blaster who throws half of a spawn off a railing to come back to beat on the team? Aggro for the team. The Defender who puts an AoE debuff on a second spawn in a large room while the Tanker is already at his aggro cap? Aggro for the team. ANY AT can be bad in the hands of somebody that is incompetent, including melee ATs. That is not a symptom of the support ATs being broken. If you see a character being played horribly, you can either teach that player, or you can find a better team. Nobody is forcing you to play on bad teams. And this isn't even getting into whether Tanks need Taunt to hold aggro, given Gauntlet and their aggro auras.

    If you really think that Melees have no challenge, then really, get a Tank up to high levels and Tanker for an 8-man team against Malta, KoA, or Carnies. With that much focus on you, without a good team behind you, you're toast (unless you are IO'd out to a point at which support ATs with the same investment would be fine, too).
  4. http://boards.cityofheroes.com/showthread.php?t=246174

    Link, for those who need it.

    Edit 2 -> Updated link to thread with the correct link.
  5. Ahhh....okay then, no, you won't be able to do that. I believe that you can only upgrade to ones within the same tree.

    However, if you make one, you should be able to gather enough parts to make the other one before the level 3 ones are available.
  6. Since it seems like the OP likes to be a jack-of-all-trades, shifting tactics to suit the situation, I'll make thee suggestions:

    1) Peacebringer: you can Blast/Melee Scrap/Tank/Heal/Control based on the situation. The only thing you can't do too well is debuff, but you still get a few debuffs attached to other powers.

    2) Warshade: similarly to the Peacebringer, except without the team heals, but more self-buffage.

    3) Plant/Storm Controller. Gives you plenty of tools for any situation.
  7. Quote:
    Originally Posted by Grey Pilgrim View Post
    Anyone know how the higher tiers of the alpha slot boosts work?

    For the uncommon level, I'm going to want a Radial boost, as that ups my resistance and end reduc. However, the end boost I want to get is "Core Paragon," as Radial Paragon doesn't boost what I want as much. If I make a Radial boost, am I not going to be able to switch to the Core side later on?

    If so... that's kind of annoying, as I either have to make even more Cardiac enhancements to be ready when they make higher levels, or just sit at the common boost level for a long while (or get the uncommon that doesn't help me much when it just adds on to my range). Want to know for sure before I spend shards I should not.
    If I'm reading things correctly, you can make both a Radial Paragon and a Core Paragon, and switch them out as often as you want to. You aren't restricted to making just one or the other.
  8. Quote:
    Originally Posted by Dromio View Post
    As I mentioned above, at least in the case of Ice vs. SR, SR has almost twice the defense debuff resistance as the Ice Armor set.

    It's kind of funny really, because in a lot of ways Ice doesn't fit in at all with what you're saying. It's mitigation is really only barely layered (a little bit of mitigation from recharge debuffs, a little bit from damage debuffs, resist to cold, and defense based to S&L and N& NE, essentially nothing to handle fire or psi) and its debuff resistance to its primary form of mitigation (defense) is half of what it is on scrappers or brutes.
    Compared to SR, though, since we can't do a straight-up comparison of sets because Brutes and Scrappers don't get Ice Armor, Ice Armor has over SR:

    An Endurance Recovery Power
    A self heal/+HP power
    A -Recharge/-Dam debuff
    A PBAoE damage toggle
    Resistances to Fire/Cold damage (granted, more from cold, but Permafrost is there for a reason)
    Resistance to slows
    Energy Absorption's Defense bonus
    Tier 9 where you can't be affected at all


    SR has over Ice Armor:

    1.53% Better static defense values
    A +Recharge/+Runspeed power
    A Tier 9 which makes it very hard for you to be affected
    Better Def Debuff Resistance


    I'd say it's a fair tradeoff.

    Edit -> Oh, and if EA hits only one target, then Ice Armor has 0.07% better defense than SR.
  9. Because Brawl has more animations for it than any other power in the game, to allow it to work with all of the weapon sets. Basically, that same work would need to be done to make boxing work with all of the various sets.
  10. First off, welcome to the forum!

    Secondly, the main costume developer, Jay, has a big thread of costume requests in the Developer's corner. You might want to check that out.

    Thirdly, you might want to read up on the forum rules. It's technically against the rules to "petition" for anything on the forums. I don't think that this will get you in trouble, but just something to watch out for.
  11. Quote:
    Originally Posted by Sailboat View Post
    Judgment Day.
    Wow, he just walked right into that one, eh?
  12. Okay, stupid question first:

    Did it update your game to I19, or have you taken the workaround to shut off the automatic updates from the downloader?
  13. Quote:
    Originally Posted by Stealth_Bomber View Post
    I was under the impression that redraw times are "baked in" to the activation time of the power. I think it was BAB that said this, and Luminara's guide on Archery explains it. In other words, the time it takes a power to go off is fixed, whether you have to draw the weapon or not. So you could run an Assault Rifle/Trick Arrow Corruptor and not expect to be penalized. But on the other hand, Archery's animation times have been revised since Luminara's guide came out.

    I think this issue is very confusing and I wish there was a place where it was spelled out in current terms.
    This used to be the case, but is no longer. Now, if you keep the weapons out, your animations are a bit faster than if you were to keep switching between weapons or between weapon/not-weapon powers.
  14. All increases only affect the base amount. Damage is increased as such:

    Final Damage = Base Damage * (1 + Total Percentage increase from all sources)

    As such, if you get 96% Damage increase from enhancements, 100% from Build up, and 62.5% from Aim, and your power does 100 damage, the power would do

    100 * (1+.96+1+.625) = 100 * 3.585 = 358.5 damage.
  15. You have to do a Patron arc first.
  16. Aett_Thorn

    AE XP Suggestion

    Except, a group still still exploit the system if this was done, especially since you've got three arc slots.

    Day 1: Publish Arc 1
    Day 2: Publish Arc 2
    Day 3: Publish Arc 3, Run Arc 1, delete Arc 1
    Day 4: Republish Arc 1, Run Arc 2, delete Arc 2
    etc.


    Basically, a group of 8 could still run 8 exploitative missions a day at high XP for little to no risk. Depending on how the arc is set up, that could get you a fair amount of levels.
  17. Quote:
    Originally Posted by Quinch View Post
    Hmm, maybe I should have been clearer. Basically, merge the categories - have Targeted AoE sets slottable in single-target ranged powers, and vice versa. Since they all use the same enhancement types {damage, range, endurance, recharge} there's be minimal, if any, balancing, and the pool of available sets for each category would be drastically expanded.
    Ahhhh...okay I see what you're saying now. Still, I think that most areas have enough choices that they wouldn't need this. Ranged ST attacks actually have the most sets available to them, and don't really need more. Ranged AoEs have some of the lowest availability to them, and need more.
  18. Quote:
    Originally Posted by Quinch View Post

    Offhand suggestion? Merge sets. Ranged and AoE, various controls, possibly others too.
    I really hope that's not the solution. More sets, not less. More sets means more potential variety. Less sets means less potential variety.
  19. Quote:
    Originally Posted by TrueMetal View Post
    Super Jump forced? Someone forgot to mention that to me. I'll have to correct that oversight on every single one of my squishies then ...
    Also, not every Tanker takes an APP/PPP, because they don't want or feel the need for them. similarly, not every squishy will take these pool powers, because they don't feel the need for them. If they don't feel the need for them, then maybe it's not a problem for them. At the least, it's not a problem so large that they feel forced to take those powers.
  20. Quote:
    Originally Posted by Savos View Post
    Power Pool, (same) Power Pool, and a different Power Pool. Everyone takes Stamina so Health is a given, but Super Jump is now forced and doesn't even provide all around protection or resistance. Melee get those for just picking (any?) APP/PPP assuming they want or need them.
    Super Jump isn't forced. It's just there if you want some protection to those Mez types (i.e., the Devs have given you a way to somewhat protect yourself, if you choose not to take those powers, that is your choice, not the Dev fault).
  21. Quote:
    Originally Posted by Madadh View Post
    Because people that play the game poorly have a problem or an opinion, doesn't mean that it isn't a problem or the opinion isn't valid. Especially if people that are quite skilled at the game agree. Many people feel that scrappers are too fragile compared to tanks and brutes, because of their poor skills at one facet of the game or another. Now, if the devs took all mez protection away from scrappers, lowered the Res cap and HP cap for scrappers (or if all of these things had been much lower all along), these same low skilled players would be making the same foolish mistakes and complaining that scraps were weak. But because they were unskilled wouldn't make them wrong.
    But then you're basically saying that the very skills the Devs gave you to deal with the problem aren't an adequate solution to the problem because the people complaining don't choose to use them.

    That's not a Dev problem, but a player problem, and the Devs aren't required to fix those.
  22. Aett_Thorn

    Respec Early?

    Quote:
    Originally Posted by shaggy5 View Post
    Hey Beta players for i19, I am wondering if it makes sense to start respecing toons that I rarely play. I do have a respec on them. Is there any reason not to respec out of fitness pool now (since I won't be playing them) or will I be missing some sort of new content by respec now?

    Thanks.
    You won't miss any new content if you respec now. However, unless you have a freespec already sitting around on your characters, I would wait, so that you don't lose a banked one.
  23. Quote:
    Originally Posted by Zortel View Post
    Some useful Slow sets would be nice as well. There's a lot of chaff IO's in all of the slow sets such as:

    Damage/Slow, Range/Slow, Accuracy/Damage/Slow.

    And hardly any:

    Recharge/Slow, Endurance/Slow, Endurance/Recharge/Slow

    Targetted AoE sets could do with more End/Recharge, and less Damage/Range and Damage/Endurance/Range.
    Dam/Range and Dam/End/Range work very well on cone powers, though. A few sets without range enhancements would be fine, though.

    An IIRC, there was a suggestion a while ago (like when IOs first came out) that the slow sets didn't allow for damage, when a decent amount of slow powers could damage opponents, and so you couldn't slot for both slow and damage on the same power using a single set, hence why there are damage enhancements in the slow sets now. Not saying they're overly useful or anything, but there was a request to have them there.
  24. /signed...as always, especially considering that two of those sets are either Purples or PvP sets, leaving only 3 regular sets.
  25. Quote:
    Originally Posted by seebs View Post
    I'm sort of wondering whether it might be smoother if the buffs were slightly weaker, but could be used on self also. As is, the sets with a lot of ally-only powers end up being effectively unavailable to me, since I rely on soloing a fair bit of the time. So they look really fun, but I can't actually make a playable character using them. Or at least, not one that will be as viable as a character using one of the sets that affects self also.
    Well, if that's the case, then you're basically asking to nerf some sets' effectiveness on a team just because you can't use them to solo as well. Some people like to play buffing sets. Why shouldn't there be a few of those in the game?