Arondell

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  1. Quote:
    Originally Posted by Airhammer View Post
    And so what I played it to 50 and then deleted it because I didnt like it...I think it sucks, thats just my opinion.
    Well from your description it sounds like you didn't like playing it at any point. Most people can figure out by level 24 after they have most of a sets signature powers whether its something they enjoy. Certainly after level 32. It sounds to me you were loathing Sonic Resonance before you got to 32 so why bother pushing all the way to 50 doing something your not having fun with?

    I've mentioned and seen mentioned by others that not all power sets or ATs appeal to all people. Merely because you didn't like it doesn't mean it sucks.
  2. Quote:
    Originally Posted by Airhammer View Post
    I hated the fact that my disruption field HAD to be targeted on an enemy while the friggin trick arrow could shoot theirs to a location. I found that utterly stupid especially since I am supposed to be the master of all things sonic.
    The Sonic Disruption field is targeted on allies not enemies. If you kept on trying to put disruption field on enemy mobs its not much of a surprise that it didn't work very well.

    Also running a toon all the way to 50 then deleting it because you hated it? Given that you can get all the primary powers after 32 it seems odd that it took another 18 levels of suffering to figure out it wasn't for you.

    If I don't like it after I get to level 25 or so there is no tier 9 power in the game that will save a set for me.
  3. Quote:
    Originally Posted by Luminara View Post
    Haven't decided yet. My TA/Dark/Dark is already at perma-Hasten, and I haven't respeced to take advantage of inherent Fitness yet... endurance management is still a bit rough, have to rely on inspirations in extended combat, so Cardiac would be a relatively good way to go.
    I went for Cardiac on my sonic/sonic and once I slotted in the second tier pretty much all endurance problems just went away. Most of the time I had six toggles running while constantly blasting and my endurance rarely went below 50%.(Two Leadership, Combat Jumping, Sonic Dispersion, Sonic Disruption, and the epic Temp Invulnerability) On those rare occasions where it did I would just hit conserve power and it would slide back up.

    The secondary resistance 20% global boost didn't add a great deal to my total buffing ability. I went from a combined total of around 54-55% to 57-58%. Still nice to have and when higher level cardiac enhancements are out that will improve. On the other hand I am now solidly at the defender cap for smashing/lethal resists and around 24-25% for everything else except psionic.
  4. Arondell

    Alpha slots

    My understanding is that you'll be able to swap out abilities on very short notice so ultimately we don't really have to choose one or the other in a semi-permanent sense. Assuming we put the time and effort in you'll be able to switch out almost at will and depending on what the situation calls for. Though I'll grant you taking the time on a lot of characters to build up a selection might be arduous.

    From the Issue 19 launch notes.
    "You can freely choose which of your Incarnate Abilities you are currently channeling outside of combat and a short delay between changes. "
  5. Quote:
    Originally Posted by DrMike2000 View Post
    My impresions of TA/A:

    The Bad:

    It doesn't offer a lot of mitigation solo.
    The -To Hit is small in Flash Arrow, and you don't get an easily stackable mez. You get Ice Arrow at 6 and Stunning Shot at 35, both with long recharges compared to say Cosmic Burst or Tesla Cage. So its hard to stop a rampaging boss in its tracks - even Entangling Arrow is just a Mag 3 immobilise, so it takes 2 to immobilise a boss.
    Five of Trick Arrows powers are AoE effects with defensive components.

    1. Flash Arrow(-To-Hit)
    2. Glue Arrow(-Recharge(20%))
    3. Poison Gas(-Damage(-31.25%))
    4. Oil Slick(Knock down)
    5. EMP Arrow(Hold + various other endurance effects)

    Also its two single target attacks Entangle and Ice Arrow both have Slow and -Recharge components. There is actually a lot of mitigation in the set.
  6. Arondell

    Flash Arrow?

    Quote:
    Originally Posted by Garent View Post
    The only advantage flash arrow has over these much more powerful effects is that it is tagged to be unresistable, meaning that an AV's ability to resist most debuffs by about 85% does nothing. Flash arrow is already 1/5 as strong as other debuffs though, so this isn't that big of an advantage. Against an even level AV, flash arrow will be 9.75% and hurricane will be about 8.8%. In other words, flash arrow is 30-40 points weaker than other to-hit debuffs against most enemies, but against AVs it has a 1% advantage.
    The -Perception debuff is nice too. I'm also a fan of pointing out the mechanism of the debuff. A targeted large AoE autohit power with a decent duration. Powers are more then just the raw numbers.

    Edit : Deleted first sentence. I thought I had seen it asserted somewhere that the -Accuracy debuff wasn't affected by level but can't find any references stating that.
  7. Quote:
    Originally Posted by Firewasp View Post
    You ever played Eve Online? I figured out a way to operate the largest epic mining barge with full T3 gear and getting full mining yields without having most of the skills necessary (saving over a year of skill training). It this find was given to one corp, the game would be so lopsided no one would ever play Eve Online again. When I reported to the developers of my findings, their reply was that if they fixed it, it would create too many other bugs. So this will never be nerfed. Then you have to ask yourself, "Will this exploit work on the largest fighting craft?"
    Actually I was a little surprised that anyone was still paying attention to this thread enough to post in it. I was amusing myself reading it until I came across this little bit here. I have played EvE Online and this statement *BREAKS* the BS meter.

    The best mining ship in EvE is called the Hulk. What Firewasp referred to as the "Largest epic mining barge". It is considered a Tech 2(T2) class ship. The best equipment(Mining or otherwise) available to it is T2 class equipment.

    Tech 3 equipment is specialized equipment that only works with one class of ship. The T3 ship class called "strategic cruisers". On top of that none of the T3 equipment has any bearing on mining output or yields. You do not use strategic cruisers for mining. You can't even fit T3 equipment on anything other then strategic cruisers. Lets not even get into the whole the whole super secret exploit thing.

    So basically Firewasp spouted a bunch of BS about EvE Online that anyone with anything better then a passing knowledge of that MMO knows is total BS to assert why his opinion in this game is valid.

    Wow.
  8. Quote:
    Originally Posted by DrMike2000 View Post
    The 57% bonus is pretty huge in that it caps almost anyone with native Resistance - which includes many squishies in the 40s. Sonic Resonance with a PeaceBringer is fantastic, for example. Even those without any native resistance are almost one medium orange away from the res cap.
    I would also like to add that the mechanism with which Sonic Disruption provides its AoE 30% debuff is pretty awesome. An allied anchor toggle for such a thing is much better in my opinion then an enemy anchored toggle or a targeted AoE effect of limited duration. At least from a *team* perspective.
  9. Arondell

    FF needs love

    Quote:
    Originally Posted by Umbral View Post
    The first is that there isn't, as far as I know, a way to have a DoT that changes in size without some very strange GrantPower work.
    Well the sonic DoT attack, shriek I think, sort of does that. After the first damage pulse the resist debuff boosts the rest of the attack.
  10. Quote:
    Originally Posted by StormyDarkness View Post
    I also would love to see a Vigilance bar, especially if there was a (regardless of team size) proportional values of End Redux to Damage. A zero on the meter means 100% of the damage increase (not saying 100% dmg buff, but 100% of the dmg buff) with 0% end redux and as allies are hurt, having it effect the % end redux and dmg buff. But that'd require (another) revision to Vigilance after they just did something with it.
    Well...You can already do this with the power monitoring feature. For that matter I already do. Just set it to monitor the endurance discount and damage bonus and it constantly shows what it currently is. Granted its not a graphical bar but a numerical value.
  11. Quote:
    Originally Posted by Miladys_Knight View Post
    Also I'm not saying no benefit I'm saying no useful/measurable benefit. My FF/Dark/Dark is a perfect example. I can keep the entire team at (or above) the soft cap.
    Quite true. Can this be said for most defender builds though? Force Field is known for being the best at stopping damage before it happens. What about sonic or empathy? How about trick arrow? This is part of the problem with just about all the proposed ideas for a defender inherent. How to have one that doesn't have variable utility depending on which power set you use. Lets face it the defender power sets as a group boost pretty much every attribute in the game. So what do you have an inherent do that gives all the power sets an equal advantage?
  12. Quote:
    Originally Posted by Miladys_Knight View Post
    You obviously realize that a well played defender gets little to no benefit from it especially...

    You should get out more, try a few PUGS from time to time. Simply because you have never seen a million dollars doesn't mean that it doesn't exist.

    I have seen defenders dragging a corpse around simply for the endurance discount...

    All you have to do to make vigilance redundant on a team is slot for the amount of end red and recovery that you need while solo.
    The only way for a defender to get no benefit from vigilance is to absolutely and utterly stop a team from taking any damage. I have never seen any single defender, no matter how well played, do this. I have seen a combination of defenders effectively do this but usually such circumstances end up meaning that almost any inherent would be superfluous.(e.g. Stick a force field, sonic, and kinetic on the same team and you'll steamroll almost anything.)

    I have on a couple of occasions seen the "death slave" used and heard it joked about quite a bit on the forums. On the couple of occasions I have personally seen it the obvious reason was to use the huge endurance discount that is given when a team mate drops. On one occasion the guy doing it was dual boxing on the other it was only done for a brief time and both occasions was more to make the point that it *could* be done.
  13. Quote:
    Originally Posted by DoctorWhat View Post
    I always figured it wasn't so much a 'reward' for poor play, but allowed the defender to pull the team out of a bad spot, or keep them alive when something goes wrong.
    The "reward" poor play argument is excellent hyperbole though. I have yet to see anyone actually *try* to play poorly just to take advantage of vigilance. Given that the amount of damage the team needs to have suffered for vigilance to start providing significant benefits even extremely well played defenders get some benefit from it. In some cases poor play actually reduces the benefits. (e.g. heal aura on auto)
  14. Arondell

    Buff vs Debuff

    Quote:
    Originally Posted by PuceNonagon View Post
    I see the value between buffing and debuffing easily put as such: Teams doing fast-moving general battles, moving through mobs, etc. find buffs more handy.
    Just a general rule of thumb.
    One exception to this is Sonic Disruption. Ally Anchored Toggle Debuff. The ally part makes it the best anchored debuff in the game IMO.(From a strictly convenience standpoint at least.)
  15. So what I think your saying is that a full team of defenders is very powerful. This is already a fairly well known point. At least in the forums. Repeat Offenders is a group that was created to demonstrate this.
  16. Quote:
    Originally Posted by EricHough View Post
    ... so if we can come up with a suggestion that doesn't increase the group power of a defender, doesn't spark a chain of other AT's asking for the same increase and is reasonable and easy to implement there is a chance it might get implemented.
    This sounds about as likely as a perpetual motion machine.

    Quote:
    Originally Posted by EricHough View Post
    Since I absolutely cannot stand playing defenders as they currently exist (barring one unusual combo - traps/sonic) I will always push for some kind of change. Not changing defenders won't drive me away from the game or anything, it just means I will continue to avoid them.
    Its been noted before that not all the ATs appeal to all players.(I don't think they are meant too.) My personal preference is defenders. I've tried playing tanks, scrappers, blasters, corrupters, and controllers. Of those the only types I have ever gotten past 15 is controllers. I still prefer defenders though. The easy solution is to play what you enjoy playing.
  17. Quote:
    Originally Posted by BlackBellatrix View Post
    Now, we often hear a lot of anecdotal evidence on these boards about the healers being praised for their selfless act of having one attack, the medicine pool, leadership and Empathy heals to the detriment of their own character's soloability.
    I have a slight quibble with this statement. Those of us who complain when we run into builds of this type aren't thinking about the poor soloing ability.
  18. Quote:
    Originally Posted by brophog02 View Post
    Your words, not mine. Whether you realize it or not, or intending it or not, you're saying simply that you prefer a buffbot, because that's their "role". )
    I heard something else from what Starbird said. I thought a "buffbot" was someone who always used a specific set of powers from their primary and never varied from a set pattern. The classic example being an empathy defender who sticks heal on auto and auto follows one individual and never attacks.

    What Starbird said is that a good defender "tends to concentrate on buffing much more." What you seemed to have heard him say is that a good defender only uses their primary.

    Having played mostly defenders myself I will fully admit to putting an emphasis on my primary powers. This hardly translates to ignoring or not using my secondaries. Most of my builds end up with two to four blasts and maybe a couple utility powers from the secondary. Does this make me a buffbot? Well I never thought so before.
  19. Quote:
    Originally Posted by Westley View Post
    I thought that looked like Sylar... but I don't remember them having those colored powers.... was that added after the fact by a fan?
    I'm pretty sure those were the colors as they originally were broadcast. Silar Vs Peter clip.
  20. Quote:
    Originally Posted by Ultimo_ View Post
    It's a simple balance paradigm. You have to balance offense and defense. High offense means low defense. Low offense means high defense. The precise mechanisms are irrelevant, it's a general principle of game balance.
    That is true but the way defenders, in general, work they have a great deal of both offense and defense. They need to be in a team environment though to be able to leverage that ability. Indeed take them out of the team environment and many defender primary powers become useless.

    The devs obviously used a different paradigm when designing the defender. Instead of the defense<-->offense paradigm they went for a more team power<-->solo power paradigm.
  21. Quote:
    Originally Posted by Ethric View Post
    How is the endurance consumption on a Defender? Looks like I'll be running at least 3 toggles: Sonic Disruption, Sonic Dispersion and Assault. Tactics when needed. Would Negligence help with this or is major endurance reduction slotting needed?
    Vigilance will generally help any time anyone on your team takes damage. The defensive side of Sonic Resonance involves damage reduction not avoidance(e.g. Force Field) or reversal(Most sets). This means that sonic resonance will tend to get more benefit from Vigilance then most other sets. Particularly on large teams. That being said more emphasis on endurance reducers would be a good idea sans Stamina. I would recommend three endurance reducers in Sonic Disruption regardless.
  22. Arondell

    Stupid Healers!

    Quote:
    Originally Posted by Jade_Dragon View Post
    I'm talking about you, Detention Field.
    In my experience Detention Field and Sonic Cage have apparently been given a taunt power vs scrappers. Last time I used sonic cage on a team was on some mob on the far edges of the fight. About ten seconds after I applied the cage(Bright orange spinny sphere.) the scrapper on the other side of the room turns around and sees it. He then proceeds to run all the way across the room past several far more optimal targets to attack the caged mob.

    Here boy! Get the shiny ball! <Throws sonic cage and watches scrappers chase it.>
  23. Quote:
    Originally Posted by Oathbound View Post
    Sonic simply doesn't do enough for Liquefy's recharge to be justified.

    YMMV, IMO, Etc etc.
    That actually shifts the point from Liquify isn't good enough to Sonic isn't good enough. It also enters the realm of how each power works and the relative advantages/disadvantages of buffs vs debuffs. I'm not going there.
  24. Quote:
    Originally Posted by Oathbound View Post
    I can appreciate that combining the two sets of effects (plus adding a couple others) mean the recharge has to be longer for it's greater versatility/usefullness... but over three times longer? Seriously?
    The reason is that for 30 seconds liquify, for most practical purposes, gives a team better defense then Force Field while making anything in the game easy pickings. I'm thinking specifically of those pesky Paragon Protectors that manage to get Moment of Glory activated in this case.

    People seem to get into this mode of thought that powers exist in a vacuum. Radiation infection is one of the backbone powers of the set it is in. Liquify is a very very nice "extra" that for thirty seconds boosts Sonic Resonances defense/offense capabilities significantly above the norm. No its not "as good as" Fulcrum Shift. Then again what is?
  25. Quote:
    Originally Posted by SkeetSkeet View Post
    Minor tweaks would help it a lot, an improvement to siphon and liquefy with a shorter recharge would go a long way.
    Reducing the recharge on Liquify without a corresponding reduction in the effectiveness doesn't seem likely to me. It really is something of an enemy nullifying power. Being able to pull it out even a majority of the time probably would be too much of a good thing.