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I have a few issues with the Necromancy section.
Zombie slotting, Heal shouldn't be a priority at all. They have one heal with an unfavorable recharge time, that they use in a brainlessly stupid way. Personally I think blood mandates are Ideal, or in Non-IO builds Dam/acc/end is the way to go.
The grave knights also take a Touch of lady grey proc, and I have never seen these guys run out of endurance so I wouldn't worry about slotting for End. Vs pylons, AVs, GM, or huge groups of Mobs, so they are great frankenslotted with Accuracy and damage. Soulbounds and blood mandates are very helpful for this.
For Soul Extraction, it is possible to use the /Releasepets command to create a corpse for summoning. Something that might be worth noting, it seems that Spirits, Tortured souls, and Wraiths benefit from supremacy, however they don't add to BG mode. That'd be too nice. Also, the summoned pet is always one level below the player, so it's a fair upgrade to the Zombie. But the Soul extraction pets are still tiered in power level.
For tactics, sometimes (debuff reliant builds, or pre-indestructible IO builds) it's worth it to use a Zombie as a mini seeker to soak the alpha. This let's you summon a Spirit (If you don't like doing the /releasepets) which has a higher base level, while giving you time to animate any combat buffs/debuffs. Also, aggro tends to shed to you for followups before spreading to pets as they kill stuff.
Aside from those few things, very nice guide thanks for taking the time to put all that together. -
My prediction for villainside WWD 6 and 7
We will have to deal with Recluse's reaction to WWD 5, while Wade trys to steal Sister Psyche's Mind riding ability so he can take over Rularuu.
WWD 7 will have Villains try and take over Darrins plans to steal Rularuu's power, but without the same level of planning and preperation they only manage to take a fragment of his power. They'll probably get a temp power that Heroes don't as a symbol of the stolen power.
Just a guess. -
Interestingly enough, Necromancy AI is just about perfect. The T1 and T2 Zombies start with their ranged attacks, then run in for melee. The Lich however is the real shining star. He stays almost perfectly still with changing targets. I'd have to assume Demons is in a similar position.
As far as I can tell with my testing (have done Thugs, Necro, and Demons) when an fight is started at range, the AI has each pet cycle all attacks they can use, if they have no attacks they can use they move in closer and use all attacks they can at that range.
The exception is one pet; an Enforcer for thugs, the Ember demon from Demon, and the Lich from necromancy will stay back and cycle attacks until it gets a long enough pause.
With that pause they will move closer, eventually stoping about 20' from the target. The ember demon and Lich will not move any closer from this point, regardless of pauses. The Enforcer will move in eventually to use melee attacks.
This is from observing the pets attacking dummies in the RWZ in about 10 minute bursts then restarting at the firing line.
I haven't done Bots, Ninjas, or Mercs but I'd assume a protector bot would be the at range exception staying 20' from the target, the Oni for Ninja's until one of the Melee attacks pop up to be cycled similar to the enforcer, and I have no idea what the mercs would do. -
Energy Melee
Poison
Sonic Resonance
Necro/Ninja/Merc -
Well, this is on my Necro/Dark/Soul, so precision isn't going to be the easiest task. I was really hoping that the wiki page was typoed as I thought all the "Big game" had weaker sleep and immobilize protection.
I guess that means that picking up spectral was a bit of a waste. *Sigh* I wish degenerative was better.
Thanks for the responses. -
I'm tired of Scrapyard taunting me. He can't kill me, but whenever he see's me he runs like a person being butchered mercilessly. It's sad really.
Just now, I checked his combat attributes and he had 0 displayed immobilize protection. All he had displayed was 100pts KB and repel protection. I managed to stack 9 immobilize, spiking to 12 at one point, but he just kept running around.
So, How much immobilize do I need so I can finally gut this dude? -
Quote:Solo play is an extremely different animal. Yes, cage powers are valuable as you level but that value goes down as your build's power goes up. This is even more pronounced in teams, where buffs are often above and beyond the power of a build. Unfortunatly being more disruptive than usefull.Sonic Cage has so many uses. It is like caltrops where you either understand how to wield in a variety of ways or you don't.
*As mentioned, in the lower levels of solo play, sonic cage is amazing as you engage minions and then take on a lt or boss.
*If there are too many waves of ambushes, cage the last NPC of the ambush spawn to give yourself a breather. The next ambush will not be triggered until the last NPC is defeated.
And caltrops is three steps to amazing:
1. Toss'em
2. ???
3. Profit
You just really can't compare the two in my opinion.
Quote:*Not only can you cage singularities, but also can cage dark servants summoned by Master Illusionists. But the Phantasm and Phantasm Decoy can not be caged because of different phase. :P
I am sorry to pick nits, but I don't believe that two Task forces could be considered several.
Quote:Sonic Cage is the most versatile power used in solo, or team from low to high levels of play. Extremely underrated.
Quote:I was told that with Sonic Resonance I would have a hard time soloing but that never proved to be the case. Since you are pairing it with /Sonic the synergy is even better. Enjoy and Sonic Dispersion will change how you play for sure once you pick it up.
And Sonic is a bit on the lower end of the buff/debuff sets it's also what I've got paired with illusion on my namesake and one of my favorite character of all time...of all time. -
Yeah Sabertooth, Venom (Bites and claw slashes, get the tenticle lifedrain from a Dark epic ), any number of cat and wolf characters made from the animal pack. Demon type characters, Vampire characters, scientific monstrosities.
Sky's the limit -
Quote:STF: Cage a tower, no more super-buff from that tower when trying to take out other towers/recluse. It's faster than killing the tower so if you could skip two towers in a STF, you can just kill one cage the second, and kill recluse. Or even kill three cage the last, that sort of thing.N00b question here, but during what parts can you use cages on the Sutter TF and the STF?
Sutter: Cage Praetorian Durray and he doesn't AoE spamm, (as far as I can tell) doesn't summon, and won't recharge Primal Durray's TP power. Which makes thing's a tad easier. -
Quote:That's part of it, but with the power creep we've been seeing I can tell you that Cages would be much more valuable in the context of preventing disruptive mechanics meant to counter that power creep (I.E. unresistable damage, damage patchs, and Sutter's TP power) With standard stuff, there are fewer examples (I can't think of any from a teaming perspective) of enemies that would be better off caged than killed.Modifying content to better suit a very small number of powers doesn't quite make sense.
A less labor intensive method would be to make the cages toggle powers like the upcoming version of Dimension Shift from Gravity Control. The main complaint with the cages isn't that their effects aren't useful; it's that the player has no control over the duration. It's great that you can cage an enemy to take them out of the fight but you can't uncage them when your team is ready to take 'em on. So you and your team mates are left standing around, wasting attacks on an invulnerable opponent.
Quote:In fact, this has happened repeatedly to several of Force Field's less popular powers. You used to be able to Repel the bombs on the Tin Mage Task Force with Force Bubble. It was changed so you couldn't. You used to be able to knockback the Telepathists in TPN. Also changed. You could make Antimatter intangible to prevent damage to him. Changed. For powers they don't have time to change they do seem to spend a lot of time modifying content to nerf it back into uselessness.
Force Bubble and the intangible powers are in the frustrating position of being powers limited in usefulness to extreme situations, but when those extreme situations actually occur the encounters are routinely changed to prevent them from working. This is a very well established pattern at this point.
...
In any case, we could start fixing some of these powers by changing the encounters back.
It is also entirely ridiculous that Repel doesn't work on the swords in Apex, which is one of the main situations where you would even need it to work.
Actually, this whole thread was inspired by the comments you made about the TPN after our Sutter the other day.
Yes, but you have to be both lucky and observant. Each Nictus has a different power with different GFX. If they are not clipped into each other, you can tell them apart fairly easily. -
So, I am a fan of the power Sonic Cage. The graphics are cool, and the ability to give a hard to kill disruption or support enemy a time out is a nifty effect, in theory.
Two places I know it works well are in the Sutter TF and the STF, but I'm wondering if there are other places where the cage effect actually makes life easier without disrupting the flow of combat.
The ITF would be an example of content that could be modified to make it easier to cage certain enemies upping the overall usefullness of having the effect as a power selection.
Right now, the Nictus AVs shrug off the Intangible effect. Allowing them to be caged would make another situation the power would do well. Not enough DPS? Cage the Healer. Low Survivability but mucho damage? Cage the Autohit Nictus or the Summoner.
What other encounters can modified to make cage powers viable selections on leveling? -
William Valence
An Illusion/Sonic Troller that has the power to create Illusions by speaking. Illusions so powerful, individuals under their effect and even reality itself attempts to make the Illusions true. Having fought in WWII, he later became a lawyer working pro-bono to help supers with their legal issues. His greatest work was being part of the group lobbying against the Might for Right act, and working on the defense of Roger Washington, Georgia Reynolds, and Hakeem Muhammad seeing the act become unconstitutional.
He was pulled from the courts back to the streets durring the Rikti war. It was this time that he got to know a hero named Trueshooter, and saw another hero, Moonshatter, for the first time since WWII. With an unknown objective he gathers heroes, with a vested interest in their growth and potential. -
Honestly, I think they were just promoting the arc from the perspective City of Heroes. Not CoX as people who routinely play all sides may call it.
I think it was just a promo oversight. The rest of the arc has been amazing, holding Numina's "bowling ball" hostage for a power heroside doesn't get is a great example. If this had been chapter 1, I'd probably share in your concerns, but I think the writers have earned the benefit of the doubt. In this specific instance due to the history of the arc. -
/e Peeks in
Huh....
/e Walks away -
Helllooooo blasters!
Look at your tank, now back at me. Back at your tank...now back to me.
Sadly, he isn't me...but if he picked up taunt, he could tank like me.
Look down, back up, where are we...were in a fight with the tank your tank could tank like.
What do you have? Back to me, I have it...it's that aggro from the mobs you pissed off. Look again...the mobs are now experience
Anything's possible when your tank tanks like a tank and not a scrapper
I'm on a horse -
Quote:The three main attacks are meant to be quick as you would almost need all three for a chain. Roar and Pounce are intended to be longer recharge powers with some oomf. Feral slash is slower than it should be for the type of power it is, to compensate for the extra AoE in the 10ft PBAoE which is itself standard.Hm...Seems like an interesting set. I'm guessing this is meant to be a quick fighting set?
Claws was on one tab, street fighting on another, and katana on a third. -
Having come back from my holiday break it's been too long since I've suggested a powerset. So, for your veiwing pleasure I present a Tanker secondary and Brute/Stalker/Scrapper primary Savage melee!
Savage melee would be a F/X light set that focuses on animations and sounds. It would consist of natural feeling claw and fang attacks good for mutant, natural, science(think experimental beast run amok or something), and magic origins. Also with some finagling work for tech.
This would be a good powerset for people who wanted open hands and "natural" claws for the weapon customization of claws. Expanded to a full on feral savage attack set.
The secondary effect for the powers would be a regen debuff simulating bacteria, toxins, miasmas (Plural sp?) and other such things that may complicate the healing of wounds cause by such primal and savage attacks. And some knockdown.
The build up would be replaced with a "Combat mode" type power called savagery. When Savagery isn't active the player has "Feral Focus" which gives them a moderate (10% each for tankers?) Tohit boost and a Resistance buff. When Savagery is active the player loses both the tohit and resistance buffs and gets Build up level Damage and tohit buffs, balanced by a -5% elusivity debuff and a resistable -20% resistance debuff. Meaning the player is hit 5% more often and takes 20% more damage when they are hit. Savagery would be a toggle with no endurance cost or cooldown.
Savagery would even work for Stalkers as it's boost is constant (see KM build up) providing the needed frontloaded boost, as well as being player centric (see Dark melee build up) preventing any issues with loss of hide screwing with AS.
Quote:Claw Rake (Claw)
1.05 damage scale -> 5.2end -> 15% -regen 10s -> 4s rechQuote:Maul (A biting attack)
1.38-1.58 damage scale depending on animation time -> 6.86end -> 15% -regen 10s -> 6s rechQuote:Feral Slash (claw)
Melee Cone attack 120 degrees -> 1.5 damage scale -> 8.52 end -> -15% regen 10s -> KD -> 10s RechQuote:Taunt Quote:Defend Territory
PBAoE 10ft -> 1.5 Damage scale -> 18 end -> -15% regen 10s -> KD -> 14s rechQuote:Roar
Cone 90 degree 30ft -> no damage -> mag3 fear -> -15% damage debuff
This would be a big target for Power customization allowing for a battle cry type option, howl, roar, or underworld Viktor type hiss but I don't know if sound is a possible target for customization like animations are.Quote:Savagery
No cooldown -> see above for effectsQuote:Ferocious assault (A Biting attack with multiple strikes)
2.8 damage scale in multiple tics -> 12.6 end -> -15% regen 10s -> 12s rechQuote:Pounce
A lightning rod/shield charge/spring attack power with a feral/animalistic animation
Edit: sleepy title mistake -
Let players use two ammo types at the same time, with huge diminishing returns for using the same ammo type twice. Super offense? Incen/Standard! Mega mitigation? Cryo/chem! Be a bit more Balanced? Mix up cryo and chem with standard or incen depending on what you're fighting.
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Does the out of hidden, Assassin's focus powered AS crit do the same ammount of damage as the hidden version?
And, theoretically, could domination be an inherited trait passed on to a supposed Dark Control pet should it possess one? -
I said it over in the Corruptor DP thread, and I'll say it here. Let Dual Pistols use two ammo types at the same time. One for each gun. If they use the same ammo twice, give half (or less) benefit from the second type. Make the damage 50% Lethal, 25% first element, 25% second element.
That way you could use Incen and Chem for extra damage and debuffing their damage; or Standard ammo with Incen to do extra damage with the defense/resist debuff; or Cryo and Chem for a crippled group of enemies.
Also, considering situations where a player might want to do both of the same ammo, half effect would be a decent bonus that would act as an incentive to use varying ammo types.
Really the debuffs that chemical and Cryo ammos have are potent, but they are not potent enough to account for the reduced base damage and time it takes to actually change between ammo type in a fight. Allowing for the use of two different ammos means DP is the jack of all trades; master of none. Able to have average ST and AoE damage with a selection of debuffs, or sacrificing damage to have staggering debuffs.
Right now, it isn't even a jack of all trades, as the debuffs come at too great a cost to use in a practical manner.
The only question would be, can they convince the art team to make modified animations with all the combinations of colored bullets? -
One thing I've wanted to see with Dual Pistols is:
It's Dual Pistols! Let us use two ammo types at the same time, while giving half (or less even) bonus for using the same ammo type, and spliting the elemental damage between the ammo types.
Team have a bunch of Blasters? Use cryo and Chem for the ultimate mitigation secondary effect set. Less damage than Dark Blast, but 15% recharge debuff and a 10% damage debuff that I believe stacks between the different powers would make up for that.
DPs damage not up to par? Need to sacrifice the versitile secondary effects just to do comprable damage? Run incendiary ammo and you're debuff of choice. Want pure offense? Run Incendiary ammo with standard ammo to leverage the DoT, defense debuff, and resistance debuff. -
Quote:Read what I said again. You can't make a system that connects with game cannon that allows for effortless integration by players. Ancillaries were not tied to game cannon. They were an expansion of the leveling system without a cannon reason. Patron pools were the opposite, they were an expansion of the leveling system tied to cannon. Ancillaries would be a good example for not needing lore to expand the leveling system, but not an example of how to use lore to expand the system.Yes, they can. Ancillaries, added to the game as far back as I2, did it perfectly, and I'm amazed how the development team has refused to repeat that success a single time since. Every new pool has been tied to "something" in the storyline. Well, here's the thing - I didn't pick an Epic AT because I wasn't interested in being part of the ongoing storyline. I picked a generic AT and I'm looking for more like my Ancillary power pool.
You don't want to be part of this story (Incarnates and praetoria), you don't like it, and I get that. The thing is, that's not what they're doing now. Taking it further, what they're doing now isn't bad you just don't like it. Just because you don't like it, doesn't automatically make it bad. I don't like country music. That doesn't make country music bad, it's just not my taste.
Quote:More to point, you're ignoring what I actually said: "You can't really explain around Incarnate powers other than simply rejecting the written fiction." What you're doing is simply rejecting written fiction. The fiction tells you that the Well of the Furies grants you the ability to summon the essence of a Praetorian, but you interject and say "No, narrator, you're wrong. I reject your reality and substitute my own. I summon my own power because I've fought them so much. It's not the well at all."
The problem with rejecting fiction is then there simply are no rules and I can claim anything I want. I can claim that this is all a dream and the Statesman is actually a woman. I can claim this is a post-apocalyptic Earth and everyone just forgot. I can claim that my character could finger-flick the planet out of existence, but he, uh... Just doesn't want to... Right now. Maybe later. I can "pretend" any damn thing I want, but by rejecting established canon and substituting my whims, I make established canon meaningless not just in that instance, but I make it meaningless as a general thing.
I'm not a fan of being railroaded by existing storylines, but simply dismissing existing storylines out of hand is even worse.Quote:You tap into the power of the Netherworld to protect yourself from damage. This Dark Embrace Shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic Damage. Recharge: Fast -
Quote:/threadjackThat's actually something that bugs me as well. Big time. It bugged me (to a slightly lesser extent) when that was done for Patron powers, in that we had to kowtow to the Arachnos Patrons so that they'd grant us their powers, but you could explain around those, somewhat. You can't really explain around Incarnate powers other than simply rejecting the written fiction.
That's why Incarnate powers bug me - they're not ours. The well owns them. Yeah, the point of the "slow path" is that we gain power without being controlled... If you believe Ramiel, but even then, who's to say the well can't just pull the plug while I'm aiming Giant Chin Judgement at Marauder? Is that even addressed anywhere? Either way, I don't like the concept of borrowed power. It makes the Statesman look like a chump and it makes me feel like the only reason I'm better than him is because he sucks. Say what you will about Jack Emmert's baby, but beating him because he's depowered just isn't as satisfying.
My charactors manage, and I scratch my head every time I see this. First of all, Prometheus said that the well is there to give individuals access to more of the universal potential than they would be able to claim on their own. Who's to say everyone can reach the same level on their own? Well you. Write your story. If you feel like running ramiel's arc, you can always say that your character is pretending to be an incarnate, while trying to accomplish X.
Second, the incarnate abilities are only the well's if you're not creative enough to make them your own. Why can your character summon a cimmeroran? The well lets you (Boring) or let's say you're a Warshade like mine, Moonshatter, and you've defeated so many Cimmerorans that their essence has imprinted on you. Instead of summoning a partial essence, every so often you can muster the ability to summon complete cimmeroran essences. Or you're like my character Necromicus, who's killed countless heroes, and is capable of pulling their souls from the afterlife forcing them to fight their former allys on his behalf (Phantoms). Or you're like my character Trueshooter, and that odd blue pet that followed you around since you saved it from Merlin's dungeon and fed trickles of your mystic energies revealed itself as the embodyment of your potential and, thanks to your care, now has enough power to fight by your side on occasion. (Imagine how giddy I was when I saw they added polar lights to the list of lore pets )
Moonshatter's judgement is the ultimate mire that focuses more on draining the enemy than strenthening himself. (Void) Necromicus has the Essence burn, that takes the shredded essences of the poor voulenteers of the Axis Amerika super soldier program and uses them to smite his enemies. Trueshooter uses a spell older than Merlin himself to summon a bolt of living lightning to attack his foes.
You either have to own it, or go with it. They can't make a system that connects with the game cannon that allows for effortless integration by players. If they don't tie the system to the trials, which are pointless if they aren't tied to the cannon, then it is a level cap increase. However, just because there are incarnate rising up everywhere, doesn't mean you have to be powered by the well. If you like the story for your character, use it. If you like the story, but not for your characters, use it as a backdrop. If you don't like the story, get your powers and continue your RPs in your base. -
Depends on if the power is set to notify mobs, and if hide remains suppress on X.
If I had carte blanche to do whateve I wanted to stalker, I'd do the following.
Remove every change made to Stalkers. The higher base HP, the not losing hide when you miss AS, hidden status' 8s refresh, and crits out of hide. Stalkers would have the same attributes as they did at CoV launch.
Then the mitigation secondaries would be replaced with buff/debuff sets, and Hide would become Inherant. When hidden all debuff values would be doubled, and buffs and debuffs would not notify mobs or break hidden status. Attacking would still break hidden, and when out of hide the stalker would have the same debuff values as a Mastermind.
All sets that have no AoEs would get a 10% change to crit added to one of their powers. -
I think this is a situation that just like any other, requires balance. If all your villains are vile, there's nobody to keep people interested in watching them. If all of them are likeable, they tend to meld into the story too much and just become another member of the group. Granted a member that's trying to do bad things.
You need characters to act as a sharp contrast, one to say "You've stepped in it now, you're in the bad there's no way you can be right" to contrast the ever-present grey of "that may have been bad, but you're so cool we like you anyway".
Sort of like Westin Phipps vs D-mac
However, that being said I like to think I only have one of the Westin Phipps villain types in my roster, and that was entirely intentional.