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Posts
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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.
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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. -
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. -
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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? -
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.
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Coolness! Thanks!
Any other suggestions? -
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)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
Thanks! -
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.
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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?
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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.
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Make sure to check your spam e-mail folder. It may have ended up in there. Just something to check.
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Quote: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.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.
Hope that it gets resolved quickly for you! -
Quote:Okay, let's see how this goes.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.
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 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.
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.
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? -
Quote: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."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.
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. -
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. -
You can bribe me! Especially since you can already do this, to some extent.
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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. -
No one has mentioned BBQ yet? I'm ashamed of you all.
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And before anyone brings it up, the quote about 10 being generous was stated both before AND after IOs were released.
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Quote:It applies a lower modifier to the Blaster than to the Tanker.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?
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.
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.
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. -
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. -
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.