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Posts
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Several things that I hope will help you:
1) Your Defensive toggles are very much overslotted for EndRed. The armors only cost 0.2 end/second to keep on. Meanwhile, your attacks are much bigger drains on your endurance over time. Try to move some slots from your armors to other powers where they will be of more use.
2) Just as a warning, but Mid's will allow you to pick Super Jump at level 6 because 60+ month vets can do that. But if you haven't been around for 60 months, you won't be able to pick super jump up until level 14, and will need to have picked a prereq before getting it.
3) I would try to get Stamina in there right at level 20, but that's up to you. I would consider moving Grounded and Build Up back, but that might just be me.
4) In terms of Conserve Power and Physical Perfection: You won't need that many endurance tools. Once you get Power Sink well-slotted, you'll likely find that you have Endurance to burn. I would take Focused Accuracy over Conserve Power, and only use it when you need to, and then slot Physical Perfection for Heals.
5) Lightning Field: I tend to prefer slotting my damage auras with 2 EndRed and 2 Damage, especially on a build where you've got a decent amount of endurance recovery tools. The extra damage can help to keep aggro, too.
I'm sure that others will be along shortly to offer up some other ideas. -
Quote:No, if it counts non-combat NPCs as combat NPCs that is a glitch, easily. The temporary fix was to give less points with multiple NPCs, not civilians.
The hotfix that they had to put in might have affected more than it was supposed to. At the same time, if the exploiters weren't being exploiters, it wouldn't have needed a hotfix. -
Blame the exploiters.
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Welcome to the wonderful world of Ice Tanking!
First off, yes, Defense and -ToHit will stack. However, -ToHit doesn't work quite as well as Defense. Still, the ToHit formula (condensed) works like this:
Final ToHit = [(Accuracy - Acc Debuffs + Acc Buffs) *[Base ToHit - ToHit Debuffs - Defense + ToHit Buffs]]
As such, -ToHit, from the perspective of the target, is just as useful as Defense is, since they both subtract from the same value. So Ice/Dark works really well in that case.
Secondly, Dark Melee is more of a utility set than a damage set. However, it still puts out very good numbers, especially since they buffed the self-heal power to do more damage. It's going to be a little different than other melee sets that you might have played, though, since instead of Build Up, it gets Soul Drain. So, your +Acc and +Dam aren't going to be static, but instead will depend on the number of foes around you. That's not a bad thing, just something to keep in mind.
Secondly, no, you don't need Tough and Weave to tank. No Tanker sets needs them to tank. Do they help? Yes, yes they do. But you certainly don't need them. Considering all the Def that you'll have, combined with the -ToHit, the self heal, and the single target fear power that you can get, you may find that you're in no trouble, depending on what kind of teams you're running with.
Secondly, as for comparing Fire vs. Dark Melees:
Fire will do more damage, both in AoE and single-target. However, Dark will have more utility and secondary effects. Fire relies on killing things fast for mitigation (think of your Blaster), whereas Dark relies on its secondary effects (and killing the enemies) for mitigation. Either one would work fine, so go with whichever one seems more fun to you. Or, if you want, make one of each, and see which one you like better!
Hope this helps. Feel free to ask more questions! -
Wasn't something kind of like this part of alpha? Where you had some origins that got a lot of powers, but had weaker powers, and some had few powers to choose from, but the few powers they had were very strong?
If they had trouble balancing that back then, it definitely might still be a problem now. And how do you weigh each skipping of a power? Sometimes, you're just missing out on another attack, but for something like a Defender or a Controller, where you might be missing out on a lot of versatility, would they be buffed the same amount as the Scrapper, for instance? -
Quote:I imagine that that would be as useful as the Windows Office paperclip assistant thingy. You know, the one that made me want to destroy all paperclips.Wouldn't it be interesting if you pick up an NPC Hero/Villain that shows you the ropes in a way. Or have NPC's speak out when you pass them.
For example Hero X/Villain X "Hey $Name Don't forget you are going to need to improve your powers with Enhancements. you might want to read about them here just click on the billboard"
Hero Y/Villain Y "You know you can get a temporary boost to your powers with inspirations. Yeah charge into battle and use a few Inspirations to get a rush of power or what ever you need. Read more about them here." -
I think either a Tanker, because it does offer a lot of survivability tricks, or maybe a Scrapper. But I would probably go Tanker.
The auras can interfere with Fury generation on a Brute, though they don't always. And the Stalker set just seems odd to me, since Stalkers are better served by Defense sets. -
Quote:Team balance does come into effect at some point. However, the devs have stated that the expect any powerset combination to be able to go through missions solo on the lowest difficulty setting in a reasonable amount of time. That does NOT mean that they expect every power to be useful for that purpose, only that characters should be able to do it (and yes, you can gimp a character so that they can't do that, but that takes some work).First, you do not fight single targets on a +0x1 setting unless you are pulling mobs one by one, and succesfully.
Second, that is not definitively how the game is balanced. Unless you have quoted the devs saying that, because if that were the case it wouldnt have taken til i17 for defenders to get a +dam buff when solo. And if this game is balanced around solo play, it is even more unbalanced than I first thought. How could they stick you with a team rez in your powerset if this game were balanced for solo play. So, team play has to come into the balance equation, in my eyes.
However, that does mean that Defenders were working fine, based on that definition, even before I17. Were they as effective as other ATs? No, they weren't. However, they could do it, and that was okay at the time. Added to that, given the fact that the devs need to balance across ATs, and not overpower Defenders in the process of buffing them, it can be tough to come up with a solution that gets you the right results in terms of powerlevel across the AT, especially considering the wide variety of powersets that Defenders get. A Rad/Sonic Defender was likely soloing at speeds a FF/Elec Defender could only dream of. So it does get a little complicated.
However, the devs do design the game so that the sets are balanced around solo play, keeping in mind teaming at the same time. Solo at 1/+0 is the minimum baseline that they balance around. A full team running at +4 is likely their top limit of balancing. -
I think so, unfortunately. I think that you can only ignore them, but you'll still see threads that they create.
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Quote:And I really am fine with that. I take exception when people come here and say things like "I think this set should be fixed, but have no clue how to do it." At that point, the post is fairly meaningless.Hey, I've got an idea - why don't you discuss the power sets instead of attacking someone for posting a thread on a topic others have written about before? It's not about ranting; it's about continuously putting game problems front and center.
I think that the Fix TA thread was a great one. It offered a lot of good fix ideas, and started off with a big list of potential fixes that people could then discuss.
But coming out and pretty much saying that you don't care to do the actual work, just whine about how the set is currently doesn't get anyone anywhere. Take some time and actually come up with some kind of solution to the problem.
I mean, if Rabid had come here and said something like this about EM:
I have two problems with EM: 1) the recent nerf to ET has slowed down the set too much, and 2) you don't see EM enough in PUGs. I think that you can fix this by speeding up some of the animations, even if you have to leave ET as is. I think that this would fix the second problem as well.
Then I would have had no problems with it at all. None. Zero. Nada. It's the attitude of coming here, presenting a problem, and then offering no solutions that bothers me.
Do I think that EM could use some fixes? Yes. Do I think that ET's animation is too long, especially given the rest of the set? Yes. Do I think that the AoE damage and AoE mitigation of the set is way too low in the set's current implementation? Yes. But if I was to come and create a thread on it, I wouldn't just leave it at that. I would suggest improvements to it, like:
1) Speed up the TF animation, so that there aren't two really long animating powers in the set.
2) Increase the damage and radius of Whirling Hands. That would help with both the mitigation and damage in the AoE department.
Otherwise, it really is just saying something akin to: "The government sucks!' "Well, do you know how to fix it?" "No, I just wanted to complain about it." -
Quote:Except, that you still admitted that you weren't posting this to be constructive. Just saying that something should be changed is fairly useless. It's exactly like saying something like this:You did it in your first two posts in this thread. I pointed it out the first time, completely ignored the second post considering the statement you quoted completely goes against what you follow it up with. But since you had to bring it up:
Just because Im not discussing HOW to change it doesnt mean I am just ranting about change. I am discussing WHY it should be changed, which is just as important as how. Also, you quoted me saying Im all for people tossing out their suggested changes to it, so what was the purpose of that post? Or did you just forget to read the rest of what you were quoting?
"I think my car is broken. I don't care to fix it, but I just wanted you to know."
To which the only response can be: "Well, okay then."
As such, the point of your OP was just to rant. Granted, you're kindly allowing us to use your thread to point out suggestions (how nice of you), but the point of your original post was NOT to do that. Hence why your OP is useless, not this thread. Especially given the much longer thread on TA that happened very recently here, and offered a lot of good suggestions on that, and that you seem to admit that there are lots of EM threads out there, any one of which you could have posted this in, if they are as rampant as you say.
Edit -> I'd also like to bring this up:
Quote:How the cottage house rule didnt apply to the ET nerf I dont know, but when you make the power animation 2.5 times longer on THE SET DEFINING POWER, You have changed that ENTIRE set. Theres no way around it. No reason behind the nerf can change that fact. You completely changed the way the set works with a nerf, and did not buff it anywhere else. In fact, you accompanied the nerf with another nerf (though much smaller in effect for the melee AT's, but still.) Now you have people deleting their level 50 EM toons, rather than play them. The playstyle is crap.
Ive been spending most of my time creating new toons and running PuG's and I couldnt tell you the last time I saw an EM toon. And hundreds of threads say Im not the only one.
"I don't see it in PUGs, therefore the set must be broken" is bad logic. It might be the case, but isn't necessarily true. Attributing that argument as fact seems much more like a rant to me than anything else. -
Quote:I actually figured that Dechs knew what I was saying. I just wanted OTHER people to know that. My apologies if it came across as me not thinking that Dechs knew that.Easy now, I admit that the way I stated things could have been clearer.
Still, Rabib, you want to put some examples forth of where I've done what you stated I do, without apologizing for it? -
Quote:Well, not really, since it's only looking at ST damage output. For instance, if your statement were true, then Spines would need a lot more buffing than EM would. However, Spines has a lot of AoE damage, and so could be just fine. Dark Melee also has a lot of tricks, and so would be higher on the "useful" sets list than something like Fire Melee, even though Fire Melee is higher than it.And considering that the game is balanced around SOs, the chart is all you need to look at when considering what needs nerfed/buffed.
The chart does a great job at showing the ST damage of the various sets, but a lot more needs to be looked at than it for determining what needs buffed and what doesn't. -
Quote:If this is true, then this is a pointless thread, and should be locked. You've just admitted that you don't want it to be about discussing changes, just ranting.This isnt a thread to discuss how to change EM (or TA), theres already dozens of those. This thread is just calling it to the front of the forum page again, and I will do this until its dealt with. If youde like to share your changes, go for it. After all, when you ask for change, you ARE asking how.
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Okay, a few things here.
Yes, ET does more damage in a shorter amount of time, but it also damages the caster, so there is that to consider, too.
Secondly, the ET change didn't break the Cottage Rule because it didn't change the basic nature of the power. It is still a high-damage power with a decent stun. It didn't change the power into a PBAoE -DamRes toggle, or anything like that.
Thirdly, I doubt that the OP has numbers to back up how many players are deleting level 50 EM toons. Nor do I believe that he could find hundreds of threads on the matter. Hyperbole doesn't make your point any better. It weakens it.
Now, the two sets might be underperforming. EM is still a good set for single target damage. However, it's AoE is pathetically weak. While good against strong, single targets, it performs well. However, against 95% of the game's content, it is pretty bad. Boosting Whirling Hands would help the set out a lot.
Trick Arrow is being discussed in a much better thread, and as such, I think the dicussion should be left there. -
Quote:Except, again, this means adding effects to the powers so that they all have two secondary effects. And if you do that, you either increase player power, or you have to take something from another area of the power (decrease damage, increase endurance cost, decrease the other effects, etc) to maintain the current balance level.Aett, you are right on your observation, but I did not meant the power set as a whole being a one trick pony, but each individual power within the set being one trick ponies. The concept is for each power that there may be more than just 2 possible IO slotting recipe type choices, would like to see powers be set up to have 3 or 4 alternate IO type choices, perhaps the wishful thinking may extend beyond those pre I3 as well.
hugs
Stormy
I'd much rather have more sets made for the current areas to increase flexibility than have to jury-rig a system together to add effects to powers that don't make sense.
Edit -> And, again, I don't think that the newer sets are any better at doing this than the older sets. Most of the Broadsword and Katana powers, for instance, can take Melee, Defense Debuff, and Accurate Defense Debuff. So that is three sets per power.
Meanwhile, Scrapper Fire Melee (a newer set for them) can only take Melee sets. Electrical Melee can take Melee, Sleeps, and EndMods. Some of the Dual Blade attacks (arguably the 'newest' set for Scrappers) can only take Melee sets as well, though some can take a few secondary sets as well.
And even after ALL of that, you're not going to see much variety in the builds still, since slotting for a number of secondary effects and their sets means that you don't slot as much for damage and Acc, so you end up with a worse power. Slotting would likely stay the same, with only a single IO difference depending on taste, since you'd want to get a decent amount of Acc, Damage, EndRed, and RecRed on the powers. -
Okay, I think you really need to take a look at all of the sets, and see that very few of them are one-trick ponies like you point out.
Most of them, even the old ones, can be slotted for multiple things. Even Martial Arts, as I pointed out in my first response, can be slotted for multiple things, not just melee and KB. There are attacks in the set that can be slotted for Stun, Immob, and Slow, in addition to KB and Melee.
So take a look through the powersets, and come up with a list of sets that you think can't be slotted well enough. -
Her attacks don't ignore defense, she just has a rather high ToHit rating (similar to other higher-than-you AVs), and if her hold hits you, it WILL affect you, and therefore your shields will turn "off" while you are being held, and you likely won't be at the soft cap anymore.
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Quote:I don't.Ninja Blade gets AS and Placate, as well as a different "default" weapon model (back before I11's weapon customization) and a different draw animation (over the back rather than from the hip). If you don't consider Grenades to be valid as a separate powerset, you shouldn't consider NB to be valid as a separate powerset either.
Quote:Trick Arrow has exactly two ST powers out of 9, one of which is marginally useful. The very nature of grenade weapons dictates that they be at least parially AoE based. The balance here comes from long recharge times and high endurance costs, rather than having ST abilities. -
Quote:This would only work if the powersets that you think need looking at were somehow buffed, while the other sets got nothing. If the powersets are in balance now, then a buff would throw them off.Fully agree with you Aett, that is why I suggested that perhaps the powers themselves may need to be re-looked at as well and expanded to have minor debuff or what not effects so they could rightfully take advantage of the IOs
Sue
Which powersets do you think need these buffs? -
Can't this be done with some macros? Basically, switch to an identical costume while in flight, but that has the electrical, or whatever aura on it?
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Ummm...you know that the main difference between the two is the name of the set, right? And the fact that Ninja blade gets Assassin strike because it's a Stalker set?
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Powers within powersets only take IO sets that match the effects in the powers. In Martial Arts, you can place Melee, PBAoE, KB, stuns, slows and immobile sets, depending on the power. In other sets, you can typically only place one kind of extraneous set. For Energy Blast, for example, all of the powers take KB sets and the respective damage sets, but nothing else.
Super Strength can take a mixture of Hold, KB, and Stun enhancements as well, and is an older set. Ice Melee can take Slows, Holds, Sleeps, and KB. Fire Melee is probably the most restrictive of the sets, since it can only take the damage sets. However, depending on the AT, the sets can take Taunt sets as well.
However, even if the sets were re-examined, I don't think that the devs are just going to allow sets to be slotted for things that the powers won't do. Basically, you'd need to add or replace effects on existing powers before they would be able to accept any different IO sets. -
This did NOT need to be necro'd for this.
Edit-> But just to let you know, the Devs have said that they aren't for enhancements being unslot-able easily both before and after IOs came out.