Balanced

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  1. Quote:
    Originally Posted by Razoras View Post
    I got mobbed by about 10 council on my defender when picking up a mission that triggers an ambush, who was solo, with team size set to 0 and mob level set to -1.
    Such an insult! They were treating you like a blaster--for a defender, they should have sent at least 20.

  2. Quote:
    Originally Posted by Mr_Squid View Post
    The build revolves around using superspeed and stealth to give you full stealth, running into a mob while the force field generator grabs all the aggro, and dropping trip mines, poison traps, and acid mortars right on the enemy's toes. It worked FANTASTICALLY. And I am sure that with the right IO build I could softcap my defence too.
    I wonder if it would be worthwhile to use Grant Invis on the FFG? It would still get noticed eventually, but it might give you longer lead time, and it's that much more defense you can buff with.
  3. Balanced

    Defender Debate

    Quote:
    Originally Posted by SpittingTrashcan View Post
    Of course it is obvious that builds with high potential damage output are hindered by concessions to survivability. However, once you've dealt with the problem of not dying, damage output is the limiting factor.
    A minor caveat to this--it's not strictly damage output, it's the damage:target regen ratio. You can eventually solo anything with unslotted Brawl, if you can survive and keep the target's regen zeroed out, and the more your effective damage (after the target's other defenses are accounted for) outpaces the target's regen, the faster you can kill it. That's why -Regen debuffs are so prized, since the devs insist on sticking with the Big Sacks Of Hit Points model of challenge so often.
  4. Balanced

    Defender Debate

    Quote:
    Originally Posted by hedgehog_NA View Post
    Most people claiming to run soloing defenders without IO's also have mez protection IO's. That is the main pitfall for defenders soloing. Or have you found a way to cm your self?
    I would just like to point out that the only status protection IOs are the ones that protect against knockback. Everything else is status resistance, which is not the same thing. If you're going to imply that people are lying, you might try to avoid material misstatements in your own post.

    Shockingly, I played my empath up to 50 and soloed around the Shadow Shard for fun before IOs even existed. (He held the top of the Storm Elemental nemesis board for months.) I soloed with him before the difficulty slider let you turn bosses into lieutenants, and during the period when bosses were amped up to effectively elite boss levels of damage, health, and regen. When the slider was added, I soloed with him on Invincible, just to prove he could hack it--still with just SOs. He's heavily IOed now, of course, because I get a kick out of making him as powerful as possible, but he paid his dues long ago.
  5. Quote:
    Originally Posted by BackAlleyBrawler View Post
    For those of you with Stone Armor characters, how attached are you to the current appearance of "Granite Armor"? There are a number of issues with Granite Armor that could be elegantly solved by changing the VFX of the power into something more akin to the other armor toggles in the set. IE, your player model and costume wouldn't go away, there would just be a new set of 'Granite' armor pieces overlaid.

    I haven't made any decision to do this, it's just one of the options for dealing with the multiple issues we have with Granite Armor and I wanted to get a sense of how many of you guys wouldn't be able to adapt to a change like this.

    Before anyone asks, no...we couldn't have it both ways.
    I take it that this means my notion of enabling alternate animations on Granite, with one of them calling the NPC form, and the other applying an overlay wouldn't work? Is the NPC form not linked to the animation?

    Regardless, if there's no way to offer both options, how closely would we be able to duplicate the current look with the new version? Some people are very attached to the current look; if the new version could be made to look pretty close to the old one, they would likely have fewer objections, and everyone else could get their customizable granite.

    (Personally, I'd like it if the power simply replaced all your costume textures and colors with a stone texture, so it looked like you had actually turned to solid stone, rather than just covering yourself with it. I don't get a vote though--I don't have a high-level stoney, and probably never will, unless the set changes dramatically.)
  6. There are no hidden files that I know of. It behaved very strangely when I first loaded the data from the build-block in your post, too--FFG wasn't in the build when it loaded, and none of the Traps powers showed as selected on the left, even though they appeared in the powers. It sounds like the same thing you're seeing, so I would guess that something changed between the version of Mids you created the file on and the current version. I don't think it was changing the FFG stats that did it.

    Try creating a new file with a Traps/Dark, and see if it lets you fill it in the same. I opened a second instance of Mids and selected the powers in the same order; it doesn't take long, and it seems to work fine.
  7. Quote:
    Originally Posted by Biospark View Post
    They were both Story Arc Villains. Captain Castillo and Arbiter Sands.
    I came close on Castillo, but I had the Cowgirl helping me (Sorry, Blanking on her name)

    I did fight Heracles in one Arc, but he was not an EB.
    Inspirations are key to taking on EBs as an empath, in my experience, especially purples (unless/until you get a lot of defensive set bonuses going). If you want a steady supply of large inspirations, I suggest working on the Intern day job--its bonus gives you a large skittle at the end of every mission. Stock up on them and combine them so you have a nice stash before taking on the EB.
  8. Balanced

    Ice blast?

    Quote:
    Originally Posted by Neg_rogue View Post
    Well, the main reason(s) I was taking Lightning Clap was because I heard it looked cool, and I heard it was good to stack with the stun effects of Tornado.
    It does look cool, and I love using it, but trying to stack it with Tornado is like trying to herd cats.

    Quote:
    And yeah, I've got a Energy blaster with hover/fly so I know about turning KB into KD. Does that same principle work with Hurricane though? That almost seems cheap because I could just stay right above a spawn and just stay there and watch them squirm while I go about my business. I take it that wouldn't work with Tornado though since the KB is based off of the Tornado itself and not you, correct?
    It doesn't work quite as well with Hurricane, in my experience--you have to be close enough for the Hurricane to affect them, which leaves some horizontal component to it. That and the repel effect will usually shove stuff to the edge of the 'cane pretty quickly. Tornado just does its own thing--it will scatter mobs unless they're knockback resistant, or unless you're using Hurricane to keep them pinned in a corner. (Stormies and corners go great together.)

    Quote:
    My brother still says I should just forget Hurricane and Tornado and take like, the leadership pool instead xD
    Bah. Your brother does not have the soul of a stormy, and will miss out on all the fun.
  9. Quote:
    Originally Posted by jacktar View Post
    Now to explain to my teamies just why I am not healing them
    Just tell 'em you really love Vigilance.
  10. Balanced

    Ice blast?

    Good point. Both sets have a lot of really nice powers, so it's hard to make everything you want fit. Looking at your proposed build, I'd say Thunder Clap is probably the easiest thing to drop. I like the power, but its stun is minion-only, and I think you have plenty of tools to keep minions down without it. I think Freeze Ray will be more useful to you.

    Another tip, since you're going to be flying: Flying above a mob can reduce the horizontal component of your knockback. Ideally, getting directly over a mob will turn it into knockdown. This applies to Lightning Storm, too--if you fly up a bit before casting it, it won't knock the mobs as far away. (Of course, that takes some of the fun out of it. )
  11. Balanced

    Ice blast?

    1) Definitely slot for damage. Defender Ice uses the blaster version of the pets, so they do blaster-level damage, and you should make the most of it. Its base -40% run speed is pretty good, and as a Storm/Ice, you should be stacking it with Freezing Rain whenever possible. Freezing Rain + Ice Storm should floor their movement with no slotting. If Freezing Rain isn't up, slap Snow Storm on them to keep them in place.

    2) Holds are very handy for defenders; you can't count on taking out a really troublesome lieutenant (or even a minion) in one shot on a defender. A hold can neutralize a mezzer or a Sapper up front, which is very nice. I'd recommend taking Freeze Ray, but probably to skip Bitter Freeze Ray. (BFR's animation is a bit long, the damage is lackluster, and the hold/recharge ratio is not that good.) If necessary, you can stack Freeze Ray pretty quickly on a boss once it's slotted up.

    3) Blizzard is an excellent nuke for defenders. It's not PBAoE, it does great damage (like Ice Storm, it does blaster-like damage), and it has decent debuffs (these are a bit less than you might hope, again because it doesn't get the defender debuff multiplier). The downsides are that it does apply the nuke drain to your endurance, and that its damage is DoT; you should definitely hit the spawn with Freezing Rain first, both to ratchet the damage up still further, and to keep the mobs in the Blizzard for the full duration.

    Oh, and Blizzard isn't a Storm/Ice's only -ToHit power. Hurricane has a major ToHit debuff; its base is -37.5% for defenders. One debuff SO, and it will floor the accuracy of nearly anything it touches, and the debuff lasts for 10 seconds after the mob is out of the Hurricane.

    4) Playing a stormy is all about controlled chaos. If you want to play with the knockback powers, you need to practice with them and learn to use them effectively. You can circle spawns with Hurricane, for example, nudging them into tighter groups with the repel and debuffing their accuracy, or corral them into a corner where you can drop Freezing Rain, Ice Storm, and Tornado on them. With practice and thought, you can get a lot of soft control out of those powers; back in the days of Burn tankers, I actually had fire tanks ask me to use Gale, once they learned that I could knock stragglers into their patches for them. On the other hand, when things go wrong despite your best efforts, you can unleash a tide of chaos that may leave the mobs so scattered and disoriented that they can't finish you off.

    Even if you never quite get the knack of knockback control, Tornado is great for use against KB-resistant targets, like AVs. It's autohit, does substantial damage if you can keep it on one target, and has a decent defense debuff.
  12. Quote:
    Originally Posted by UnicyclePeon View Post
    Thanks for the reply! I'll check into editing Mids. I wonder if the actual Mids' dudes will ever finish the next full release. I suppose they may at some point.
    St0n3y has taken over the lead on it now, and he's had the unofficial I16 update up for some time. I believe he's frozen the unofficial release to work on the full I16 version. We'll probably see it shortly after the issue launches.
  13. Quote:
    Originally Posted by UnicyclePeon View Post
    Anyway, hows this for a Traps/Dark build? I think I soft-capped Defense on Melee, Ranged and AoE, tho my mids build only shows 40-43% because I dont know how to change the FFG base defense from 10% to 13.3% like is is supposed to be.
    The "easy" way to do it is to change the values for the corruptor version of the pet power:

    1) Select Options->Advanced->Database Editor.
    2) Click "Main Database Editor".
    3) Select Group "Villain Pets" from the left column, then Set "Traps_FF_Generator" from the middle column, and Power "Dispersion_Bubble" from the right column.
    4) Click "Edit" under the Power column.
    5) Select the Effects tab from the pane that pops up.
    6) Select the "Defense (Smashing)" line and click Edit.
    7) Change the Magnitude field to 1.33 and click OK to close the pane.
    8) Repeat 6 & 7 for each Defense effect, then click OK to close the power editing pane.
    9) Save and close.
    10) Reload the build.

    Bear in mind that this will change the values for villain builds as well, so you'd have to change it back if you want to check a corruptor build. I tried making a separate set of pets for defenders, and got rather lost and frustrated.

    On the whole, the real easy way is to wait for a fully-updated Mids.
    Quote:
    Anyway, I picked /Dark for my traps just because it is fast on AoE. Also, /Dark has enough stuff I dont want that I was able to take stuff I needed to soft cap.
    Tents + Night Fall is definitely a minion melter, and it also provides enough -ToHit that you don't really have to push so hard for defense to be effectively soft-capped. Hitting with either cone power applies a 9.38% ToHit debuff, so you really only need about 35% defense to be as safe as you're likely to get. A well-slotted FFG gets you about 21%, so you need to get about 14% more from other powers and set bonuses (and make sure you get to make the alpha strike) to be quite safe.

    Traps and sets aside, I will add that I have found that Dark Mastery and Dark Blast don't have as much synergy as you might expect. Everything in Dark Mastery except for Dark Embrace is PBAoE, so it works best in the middle of a spawn; the cone blasts call for you to be at the edge of the spawn instead. I would probably go with either Power or Psi instead. I don' t know how Power Build-Up will work with traps, but Power offers some very nice protection as well. As for Psi, I'm rather taken with a vision of laying a minefield, then TKing a spawn into it (however impractical it might be in actual play).
  14. Quote:
    Originally Posted by Schismatrix View Post
    i also use the vidiot maps patch, and Reveal has been very handy for locating plaques and badges in outdoor zones. Also for the Shadow Shard.
    Indeed. I do use it to fill zone maps, especially hazard zones. It's nice to have all the forest paths pre-mapped and the various site markers revealed. It's also good for finding the key spawns in Mayhems/Safeguards--I never remember where those are from one character to the next.

    I use it in regular missions occasionally, too, usually to spot the quickest way to the boss room.
  15. Quote:
    Originally Posted by EricHough View Post
    For this one the best implementation would have a pop-up come up when a 'travel event' is triggered that asks you if you want to take part in it. This way if you are on your way to sell/level/ect just before logging off you can choose not to take it. The events should only have a chance to trigger when you are solo and don't have a timed mission on your plate. Then add in an entry in the options menu to completely disable them and that will pretty much cover all bases.
    That would handle my concerns with the idea, I think. As long as it wasn't too frequent, I don't think the extra popups would annoy most people into turning it off.
  16. Quote:
    Originally Posted by Catwhoorg View Post
    PGT basically summons little clouds that then apply the hold. Those clouds are more persistent than the 10 secs.

    Not sure of the exact exact details, but thats the quick version
    PGT is complicated, even for a Traps power, but yes. As I understand it, PGT summons a pet (the trap) that summons another pet (the poison gas cloud). The gas lasts for 30 seconds, applying its debuff and hold effects at regular intervals (once per second, I think). If an enemy leaves the cloud, or the cloud despawns, the debuff wears off 10 seconds after its last application, so an enemy could be debuffed for up to about 40 seconds.
  17. Good ideas, on the whole. I don't like the exploitability of the Undefeated Champion, or the type of gameplay I think it would encourage, but I've long been a proponent of spontaneous non-contact missions.

    The "On the way" idea sounds like fun, but it would have to be implemented very carefully, or it would end up being terribly annoying. You've accounted for timed missions--which would be the biggest single objection, I think--but what about when you have a team waiting for you? Or if you're just trying to get to the market to dump some stuff before logging? Going into the Options menu to switch it on and off frequently as your circumstances change would be a pain, and I suspect most people would end up switching it off and never bothering to reactivate it. At the very least, I would make it check to see if you have a mission set (even a non-timed one), and not trigger if you do.

    The Life-Long Theme is another good idea, but the contact sorting part is probably more work than it's worth. If you're roleplaying it, you can just pick the contact accordingly. Guaranteeing that paper/radio missions that match your theme turn up each time is a nice notion, though. Ideally, it would go a step further, and each theme would have a set of arcs--say one for each 10-level range--that goes along with it, similar to the Kheldian arcs. Additionally, there should be a few themed street spawns that pop up if a character with the corresponding theme is in the area, the way Voids pop up when Kheldians are around. The themed street spawns would occasionally link to a themed non-contact mission, too.
  18. My Dark/Dark defender's is

    "Scary Skull Powers....ACTIVATE!"

    My Ill/Storm's switches between "I need a drink." and "I need MORE AGGRO."
  19. It sounds to me like a Dark/Ice might suit you. No damage buffs except for Aim, but solid resistance debuff, and very controllerish. I've been thinking about making one, but I'm already playing a Dark/Dark and a Storm/Ice, so it might be a bit much for now.
  20. Quote:
    Originally Posted by Red Valkyrja View Post
    Actually, it doesn't. If you are at full health, no amount of fall damage will kill you, you will always be left with 1hp.

    Although it does dole out some serious damage.
    It can kill you, though it doesn't necessarily do so. Under some circumstances it deals two ticks of enormous damage. I think it usually happens if you try to activate Hover or Fly a bit too late, and coast through the boundary.

    My very first AE mission was set in that map, and it's thematically important for the arc. I hope we get it back.
  21. As others have pointed out, the multi-universal scope of the City setting leaves open the potential for nearly any backstory. There are alternate universes in canon that are different enough that Earth is apparently populated solely by Hydra creatures, or where all life has been wiped out. There's even an alternate universe in which an alternate version of your character brought about the end of the world. It shouldn't be a problem to set any grandiose character you want in one of those worlds.

    I gather that the real problem is explaining how those characters ended up in the games Prime universe, why they don't have whatever world-shattering power they had back home, and why they're doing whatever it is that they're doing here. Is that about the size of it, Sam?

    There are plausible answers to those questions, of course. I'll offer some possibilities for each below.

    How did the character end up in the Prime universe?
    Actual transportation isn't a problem; it's established in canon that both technological and magical portals can provide passage. Naturally occurring portals are also a possibility. Portal research is a big thing in Prime, which in itself could make it a nexus of sorts. So, why would a character go through one?

    If Evil has already won in the character's native universe, the character could just be trying to escape, or looking for allies or resources with which to fight back.

    Conversely, if the character is the Evil that has already won, he might be looking to expand his conquest (or rampage) to other worlds. For that matter, if he "won" by destroying the world, he might just be looking for a new place to live.

    Why isn't the character as epic in scale as the backstory?
    If the character was the underdog back home, there's no reason why he would be particularly powerful, of course.

    If the character was powerful back home, it could have been due to access to resources he doesn't have on the Prime--troops, vast arsenals of tech, powerful ley lines, whatever. They either don't exist on the Prime, or he doesn't have access to them.

    If the character's background power was purely personal, then it doesn't work the same because the "rules"--the laws of physics, magic, or whatever he uses--are a little different on the Prime. Not enough that his abilities are useless, but enough that he has to re-learn a lot of stuff.

    Why is the character doing whatever he's doing? What's his motivation for engaging in heroism/villainy on the Prime?
    He could be trying to build credibility in order to ask for assistance...or to betray everyone when his scheme demands it.

    He could just need resources to survive in an unfamiliar world.

    He could be trying to find a way home, and associating with powerful individuals because one of them might have the magic or tech he needs to get there.

    He could be practicing or experimenting, trying to regain his former power.

    He could be rampaging, just because that's what he does.

    The point is, there are ways to make the stories fit. Most of my characters have backgrounds knit fairly well into the Prime setting, but I do have a refugee from a Brittanic Earth, where the sun never set on the British Empire...at least until the Hellions brought about an apocalypse. (Embarassing, no?) He's in Paragon Prime, looking for help or clues that might enable him to defeat the uber-Hellions and their demonic blight back in his homeworld.
  22. I hoard temp powers, for the most part. I like opening the Powers window and seeing the huge list there.

    I do use the ones that are fully replaceable, though, like Day Job powers and the weapons deal powers. Every now and then, it's fun to have my empath open up on a corridor full of mobs with a long chain of cones (Tentacles->Night Fall->Flamethrower->Plasmatic Taser).
  23. Give him a break, guys--Bio's trying something different and challenging. He's putting time and effort into testing and justifying his stance on defender issues, and I applaud him for it. Not everything in the game has to be measured by xp/min.

    As to build advice--definitely take the snipe. I found Moonbeam to be invaluable; range is your friend. Also, it will help with Elec's relatively lacking single-target damage if you lead off against tough opponents with it.

    I also recommend Hover, for much the same reason. It helps keep you out of melee. It's even better now, since a mez won't drop you to the ground anymore. As a bonus, you can pseudo-stealth a bit with Hover, especially in warehouse maps; the ceilings are high enough that if you hover by the wall near them, you can often bypass spawns.

    When it comes to ancillary pools, I definitely like Psi on my empath. The extra control offers a lot of additional safety against the nastier mobs in that level range. Dominate is a particular gem--well-slotted, it can do as much damage as one of your lesser blasts, and you can use it to preemptively neutralize mezzers and sappers. Telekinesis can be stacked with Dominate to shut down resistant threats quickly, but it's tricky to use; Mass Hypnosis would probably be more practical for you.
  24. Thanks, RO!

    The event was a blast, and--like I said in chat--it was also a wonderful reminder that there's more than one way to play this game.
  25. Hang in there. I mostly soloed my emp/dark--my very first character and my first 50, started at launch--all the way through. The main exceptions were AV missions. There was no difficulty setting back then, so all bosses and AVs spawned in their base category, and I had to have help with AVs. I even soloed with him during the rather nasty period when all bosses were ramped up to be way more difficult and dangerous. I still occasionally solo missions on Invincible with him, just as a reminder that he can do it, and I've been flashbacking him through the Elite-Boss heavy content that came along after he leveled.

    Make no mistake, empaths can solo. It's not quick, but it's entirely possible. You don't even have to sacrifice your team support capability to do it, though you might as well, since you're going to play solo-only. Unsurprisingly, I prefer balanced defenders.