Aett_Thorn

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  1. Also, none of the APPs have group immobs in them. If you're going for farming, then Fire is your best APP, but that won't be as useful in a Demon Farm.
  2. The power is a carbon copy of the PFF that is in the Force Fields set. Just because it is in an Ancillary Pool doesn't change how it works.

    It provides so much Defense to ATs that aren't supposed to be all that defensive, that it is worth the penalties. Taking too much fire? Duck into PFF. Need to 'stealth' to the end of a mission? Duck into PFF. Want to get to some area safely that you otherwise couldn't? Duck into PFF.

    If the Devs changed it so that you could attack while it is on would mean that the Defensive value of the power would need to be gutted. No Defensive toggle in the game provides that much defense by itself and still allows you to attack. You can, depending on the AT in question, soft-cap all of your defenses with just one power. It would be MASSIVELY overpowered if you could attack from within it.

    edit -> For instance, on a Blaster, it gives you 52.5% Defense, without any slotting. That is past the soft-cap of Defense. And since it adds to base Defense, that is to every position and type. And that is at the cost of only 0.1625 end/second, which is less than most armor toggles in Defense sets. This would create the very definition of a Tank-Mage if you were to allow Blasters to attack through this.
  3. Aett_Thorn

    In-game Radio!

    Well, considering how often zone events happen (especially hero-side), I think that the music would get interrupted so often as to make it more of an annoyance after a while than something cool.

    If you could turn that part off, then maybe, but I'd really prefer that the Devs didn't spend time on something that I don't feel would get a lot of use. And considering that you can just listen to WinAmp or any other music program while playing CoH, I'm not sure how useful this would be.
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    Yeah, all those new Praetoria zones are just a hoax the devs are playing on us
    Amazingly, though, the Praetorian zones aren't origin-specific!
  5. Power, let me see if I can put this plainly for you:

    The Tanktroller would be very limited in application. This is mostly due to the fact that it would only be able to solo very, very slowly. Sure, a Fire Armor/Fire Control Tanktroller would level at a decent speed, maybe. However, a WP/Ice Controll Tanktroller would likely never get anywhere. You'd have a medium -> very low solo speed character, unable to offer much against AVs or GMs, and with the low-damage control sets, it wouldn't even hold aggro well. As such, this would not be an awesome combo, and would very much be gimped from inception. Even giving them a high base damage modifier would do little for the sets that have few damaging powers.



    For your second idea, it might work, but your secondary sets would need to powers to make up for the ranged attacks that the summon sets get. What would you propose for those?
  6. Quote:
    Originally Posted by DSorrow View Post
    As far as I know, they only enhance powers that actually heal, leaving any regeneration unaffected. Some healing powers aren't affected by this +healing, though, such as Reconstruction because it has a +Resistance component to it.
    This, it is only powers that actively put green numbers over your head that get affected. However, as mentioned, any power that also grants +Resistance of any kind will not be affected by these set bonuses. As such, they are of limited utility.
  7. Coolness! Thanks!

    Any other suggestions?
  8. Hello, Brute Forums! I was hoping to get some help on a build that I'm working on, and thought I'd come to you guys for help. I'm trying to get this build to soft-cap as many of the positional defense types as I can, probably with a little bit of overage so that I have some leeway in the levels of enhancements I use so that I can exemplar down a bit and still have enough Defense to cover my behind.

    I would like to keep all of the powers that I have here, if possible. I'm also aware that I took Fault probably waaaaaaayyy too late in this build.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Diamond Diva: Level 50 Mutation Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Stone Fist -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(34)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(39), RedFtn-EndRdx(39)
    Level 2: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(31)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(39), RedFtn-EndRdx(40)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(37)
    Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 14: Super Jump -- Zephyr-Travel(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
    Level 22: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 24: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(29)
    Level 26: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(36)
    Level 28: Stone Mallet -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), T'Death-Acc/Dmg(33), KntkC'bat-Acc/Dmg(34)
    Level 30: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(36)
    Level 32: Tremor -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-%Dam(43)
    Level 35: Quickness -- Run-I(A)
    Level 38: Taunt -- RechRdx-I(A)
    Level 41: School of Sharks -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Acc/Dmg/EndRdx(42), Det'tn-Dmg/EndRdx/Rng(45), Det'tn-Dmg/Rng(46)
    Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46)
    Level 47: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/EndRdx(50)
    Level 49: Fault -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



    Thanks!
  9. The only other thing that we can do for you is tell you to send a private message (PM) to Avatea, the main community service rep here, and explain your situation to them. They should be able to help you out.
  10. Also, what builder program are you using that doesn't let you take an attack at level 1, but allows you to take two powers from your primary?
  11. Aett_Thorn

    Question?

    You get to choose new powers every even level up to level 32, then it goes to every three levels. You get two slots on every odd level from level 3-29, then three slots each level you don't get a power.
  12. Aett_Thorn

    Upgrade Problems

    Make sure to check your spam e-mail folder. It may have ended up in there. Just something to check.
  13. Aett_Thorn

    Upgrade Problems

    Quote:
    Originally Posted by Nomorelifeanymore View Post
    Would gladly play on the full account but it wont log in I don't know why the trial account is taking priority. Tried changing the PW but still wont lemmie access the full account. Can anyone tell me if when you send a request to support do they give you a email receipt I sent the request to reissue a code and haven't yet heard anything.
    They will send you an e-mail when they get it. The first one that you get is likely to be a generic e-mail, possibly asking for more information in case you haven't provided enough. I would actually leave your full account alone until it gets fixed, as they're likely to shut that one down anyways.

    Hope that it gets resolved quickly for you!
  14. Quote:
    Originally Posted by Duncan_Frost View Post
    After reading yet another of the moan'n'groan threads on these forums as regards Tanker vs. Scrapper survivability, I had a bit of an idea: tweak the caps for certain powers and ATs so that they'll always have the potential to be better than anyone else at it.
    Okay, let's see how this goes.

    Quote:
    Case in point: Super Speed. With a couple of IOs, it's outstripped in speed terms by Super Leap and Teleport. Why are these people who are supposed to be able to move faster than the human eye being outstripped by some dude with a trampoline? So let's make Super Speeders the quickest guys in the game by upping the speed cap if you're running it. This means that a speeder will always outstrip a leaper or teleporter, while still sacrificing his vertical manuverability. This could toggle off if they run any other travel power like leaping at the same time.
    Super Speed is already encroaching on the ability of the game to render the environment around you when at the speed cap as it currently it. As such, it is highly unlikely that the speed cap will be increased for any power. Also, Teleport is a LOT harder to use than Super Speed is, and costs a lot more endurance to use at the same time. Why shouldn't it be faster to make up for those?

    Super Jump can't match the straight-line speed of Super Speed without some help, and even then, it is at the cost of additional slots that the super speedster wouldn't have to be spending on their travel power.

    Quote:
    Another case: well-built Scrappers can tank exactly as well as Tanks can, while still having better damage. So let's make Tanks the best damn tanks in the game, by increasing their aggro cap. A scrapper would only be able to heard the old aggro cap (12, I think?) while a tanker could have as many as 25 (or so) dudes pounding on him.
    I always love this kind of thinking. The Scrapper, well IO'd out for Defense, can Tank as well as the Tanker, who has apparently done nothing to help themselves out. A Tanker at the Defensive caps (soft or hard, depending) is much sturdier than a Scrapper with the same values (well, actually, the Scrapper can't get to the same resistance caps as a Tanker can, so that's out). Now, if a Scrapper can tank well enough, then there is an issue. However, at that point, you have to compare it to the ability of a Tanker to match the offense of the Scrapper. Can the Tank IO himself out in such a way to increase his damage output either directly (+Damage bonuses) or indirectly (+Recharge, for instance), while maintaining a similar ability to Tank as the Scrapper? We have to compare apples to apples here. We can't just say that a 2 billion-influence Scrapper build (and I'm not saying it takes that much, just using a bit of hyperbole here) is way better than a 2 million-influence Tanker.

    Quote:
    Here's another idea: increase the damage cap for certain damage types depending on powerset. If you're a fire melee scrapper, you get an increase the damage cap for fire attacks, but keep the old one for all other types.
    I'm not sure if this would really balance out. A split-damage-type attack set (such as Dark Melee, which has a lot of Neg/Smashing damage attacks) would be worse off at the damage cap than a single-damage-type attack set, such as Broadsword and Katana. Also, I'm not sure if an AT-based cap can be changed by the powerset choice. I just don't know if the databases are set up that way.

    Quote:
    I think this will remove a bit of the 'homogenisation' that's happening in game, where the powersets are starting to seem a bit similar, or a powerset is completely outstripped by another one that can do the same thing better.

    Thoughts?
    I don't think I agree with you that a homogenization is occurring in the game. I definitely don't see the powersets as becoming similar.
  15. Quote:
    Originally Posted by Tenzhi View Post
    "Something believed" may, in fact, turn out to be a fact. For instance: a belief that the earth is round. Indeed, when one holds something to be a belief one is often supposing that it is a fact even if one has no proof. Opinions, on the other hand, are typically regarded as purely subjective appraisals.

    Semantics being what they are, your kilometerage may vary.
    An opinion can turn out to be fact, just as a belief can. I can have an opinion that turns out to be true, too.

    They are pretty much synonyms. An opinion can be wrong, just as a belief can.

    These two statements are identical:

    I believe the earth is round.

    I am of the opinion that the earth is round.
  16. Well, looking at the build, I'd say that a lot of this comes down to the fact that your PBAoEs have very little slotting for endurance reduction, and this includes Mud Pots, which is sucking down 0.66 end/second, and the fact that Stamina is underslotted for EndMod.

    Let's take a look in detail here.

    Your Recovery: 2.7 end/second

    Your toggles:

    Mud Pots: 0.66 end/second
    Granite Armor (I'm assuming, from your build, that you stay in Granite): 0.18 end/sec
    Tough: 0.26 end/sec
    Weave: 0.33 end/sec
    Rooted: 0.11 end/sec

    Total drain: 1.54 end/sec

    With your recovery, you've only got 1.16 end/sec to play with to keep from draining. Add in a Hastened attack chain, and you're likely to drain endurance pretty quickly.
  17. Aett_Thorn

    More powers

    You can bribe me! Especially since you can already do this, to some extent.
  18. Quote:
    Originally Posted by Ultimo_ View Post
    Those are beliefs, not opinions.
    They are amazingly similar, those two.
  19. And in terms of look, it will look fine.

    The two ice swords are not like regular weapons. Each time, they will be redrawn, but this will not cause an additional pause to your damage output. Unlike true weapon sets, the elemental weapons that are part of a set (Fire, Earth, Ice Melees) don't have true redraw. The swords/hammers are created as part of the animations. The shield will stay in place for every power that you use.



    As such, Shield/Ice will flow nicely.
  20. No one has mentioned BBQ yet? I'm ashamed of you all.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    When implementing the respec system, the Devs thought about it, and considered that even letting you keep 10 SOs was generous.

    It ain't gonna happen, but thanks for this week's quota of the suggestion.
    And before anyone brings it up, the quote about 10 being generous was stated both before AND after IOs were released.
  22. Quote:
    Originally Posted by mousedroid View Post
    But see, to use the example of Combat Jumping, is CJ more effective for a Tanker than a Blaster because a Blaster has less inherent defense than a Tanker, or because the power itself applies a lower modifier to the Blaster than the Tanker?
    It applies a lower modifier to the Blaster than to the Tanker.

    Quote:
    If CJ applies the same Defense modifier to any AT who selects it, then I have no problem with it using the same amount of endurance regardless of the AT. But if it is less effective for Blasters because it only gives Blasters 56% of the defense bonus it gives Tankers, then yes, I think it should use less End.

    And I'm talking about Pool Powers here, not AT powers. AT powers are balanced independantly of Pool Powers as I understand it. Tankers do less damage than Scrappers with the same attacks because Tankers have more defense and therefore don't have to kill things as fast. Defenders can use their AT powers debuff their enemies more effectively than blasters, and in some cases heal themselves - abilities which make up for their lower damage output; same is true of controllers.
    Except, what about when the tanker needs to take more time to kill the enemy, and therefore takes a similar amount of damage as the Scrapper would have? Shouldn't he then use the same amount of endurance? That would mean each attack he has should cost less endurance than the same Scrapper power.

    For the Defender, how much do you weigh the debuffs versus the damage versus the endurance? Do you have to pair it up depending on what powerset combo they use?

    Quote:
    So yeah, a Defender's energy blast may do less base damage than a Blaster's, but add in the resistance debuffs of Sonic Resonance or Radiation Emission, or the damage buffs from Kinetics, and you get a lot closer.
    But what about a FF/ Defender, who gets none of those resistance debuffs? Should his attacks use less endurance?

    Quote:
    And do Defenders' weaker blasts really use the same amount of end as Blasters' more powerful ones? I've never looked at it, so you may be right, but I assumed from the recent Dominator changes that increasing the damage output of a power brought with it either an increase in end usage or a reduction in recharge, or both.
    Yes, a Defender's blasts cost the same amount of endurance as a Blaster's. The recent Dominator changes didn't touch the endurance cost of the powers. Why? The powers retained the same damage scale. The Dominators just got higher Damage AT mods. As such, the recharge and endurance costs stayed the same. Now, if you were to increase Power Blast's damage scale, then the endurance and recharge would be adjusted to compensate. But changing the AT's damage mods won't do that.
  23. Well, they don't currently scale. However, neither does any other pool power (or pretty much any power, really). Combat Jumping is more effective for a Tanker than a Blaster, as well, but the endurance cost is the same. So does Tough.

    Medicine, I believe, works better for ATs that have higher base HPs, but the endurance costs are the same. Flurry, and the other attack powers, work better for Scrappers than Defenders, but cost the same endurance for both.

    As such, I'm not sure that there is a need to do this just for the Leadership powers, since everything else is affected by the AT mods in a similar fashion. Considering that if a team of Blasters were to all take Maneuvers, they'd ALL be sitting at 18.2% Defense (28%-ish slotted), I'd say that they're still pretty useful.
  24. The Leadership powers are like CoH's own Prisoner's Dilemma. They're okay by themselves, but great if everyone has them. But since not everyone has them, few people take them to realize their greatness.