Berzerker_NA

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  1. This has got to have been suggested about a million times, but I don't mind suggesting it again. It doesn't change the game at all in terms of mechanics, but it would be nice for players that want a martial-arts-ish themed character that does other things too.

    Reasons:

    1) - The animations already exist. Why not use them?

    2) - The change would be almost universally loved.

    3) - Maelstrom gets a martial-arts looking kick, but we players don't = no fairs!
  2. Quote:
    Originally Posted by Dechs Kaison View Post

    That said, Whirlwind is a highly situational, mildly useful, but highly entertaining power. I approve of any and all uses of said power, especially the one you mention.
    Well.... if it's also entertaining, then how could I live with myself if I don't try it? This makes the decision much easier....
  3. This combination seems like it would be really powerful, if only because of the recharge intensive pet you get from Storm, but if I do this will anyone want to team with me still? The KB involved would just plain be sick!

    Also, would taking group fly help anything? I've heard people say the KB becomes KD, but I've never actually tried it.
  4. Now.... if you use this power on most normal teams, under normal circumstances, I am quite sure you will be kicked, and every teammate will remove you from their friends list if you were previously on it but...

    What about if you're on a team of doofuses and one of them decides to aggro three mobs at once? Would this power be an effective way of saving your team from the hospital?
  5. Quote:
    Originally Posted by all_hell View Post
    But outside of PVP I don't know what you need the extra sneakiness for. Can you explain?
    I don't know either. I have to admit it does seem redundant. I just don't want my stalker to disappoint teammates. If you've played them and never noted a really good reason to take additional stealth powers, then I'll just skip it.

    I'm really glad I asked about this.
  6. I think people get mad at Merks because they really want to play the soldiers theme out, but the set doesn't deliver on their power and effectiveness expectations. However, the set has some advantages that the others really don't offer.

    1) - The def debuffs on your soldiers's attacks cause enemies to aggro to them overwhelmingly. It's very rare for a mob to spend anytime at all attacking my character, even if she joins in and attacks. (My ninja MM on the other hand, almost always has a stray minion or two attacking her.)

    2) - Your opponent is massively def debuffed, so you hardly ever miss.

    edit:add:
    Personally I really hate hosping, so #1 is a huge plus, because if the battle starts to go badly I can just retreat and leave my poor minions to die while I casually walk back to the elevators.

    3) - About half the time, the def debuffs trigger an AV's retreat instinct, obviating the need to pop purples or even heal my soldiers during the battle because the AV won't fight back anyway.
  7. In addition to what Aet Thorn was saying, Chilling Embrace will accept enhancements from the Slow set IO's, and those sets have accuracy enhancements in them, so you could add accuracy that way. Absorption similarly accepts enhancements from the Endurance Modification IO's, which have accuracy enhancements.
  8. I'm thinking that if I just want to deal double damage, I'll hit my opponent twice. Why placate them, then attack them once for the same damage as two attacks?

    But I don't know how it plays out against AV's and such. Can you just keep placating an AV, then assassin strike them?
  9. I'm kind of new to this AT. Just got my stalker to level 10. Is one of these better than the other as a supplement to your natural stealth? I always hear people complain about teaming with Stalkers who don't take an additional power.

    I notice that super speed drops your threat level instead of only adding to your stealth radius, but concealment uses less end so you could have it going all the time.
  10. I just want to know how Detonation is for them. Do they put the bomb on the ground, or just blow up?
  11. Quote:
    Originally Posted by Mindlab View Post
    Ya, I tried that line and my computer won't display the screen for more than a fraction of a second. My wife's comp (which is experiencing the same problem--sometimes good version, sometimes not) showed only 1 IP address, again for a few seconds, and then vanished. Not computer literate enough to know why I can't get this screen to just sit open.

    Tried your IP address and nothing changed--tried with with all the other fixes simultaneously, and still nothing. Maybe the fix is more about waiting until you randomly get the right patch server, which is something I would have no control over. I'm sure they'll fix this...Monday.
    It's because of UAC. You know like how you're constantly getting asked "does windows have your permission/" for every little thing? If that happens while CMD is running, it just plain crashes.

    For Vista, (and probably windows 7), you almost always have to run CMD as "administrator", which means finding the icon and right clicking on it in order to start the CMD program itself (you can't just type CMD and run it like that). You must right click on it, and choose "run as administrator" from the drop down menu. If you don't, then CMD will always crash the moment it tries to do something that requires permission. It's just a frustrating thing about Vista and 7.

    Quote:
    Originally Posted by _Synchrotron_ View Post
    I used "C:\Games\City Of Heroes\CohUpdater.exe" -ps 64.25.34.144

    I got the address from the "nslookup cohupdate.coh.com" command referenced in the post.
    Ok. So, once I have CMD running with administrator status, I just type "C:\Games\City Of Heroes\CohUpdater.exe" -ps 64.25.34.144 and hit enter, right?

    ........ and it worked. Thanks very much _Synchrotron_!
  12. Quote:
    Originally Posted by Spiritchaser View Post
    Even then, many other debuffs and toxic will still cut me down to size in many cases. Were I a DM, I would have much better options to deal with them. In any case I'll let everyone know how it went eventually.
    Yeah, debuffs and mez really suck when all you've got is resistances, no defense to make some of them miss you. I hadn't thought about the mitigations on dark, too.

    Maybe this set might be a good set to take concealment up to Ethereal shift? Then you can take a 30 second time out and wait for all those debuffs to wear off before you join the fight again? Only trouble is it makes you -100 threat level, so not sure how one's teammates will feel.
  13. I guess it depends on whether you're a gambling man/woman. Myself, I kind of like seeing the dice roll every round. I'm thinking I'll put 2 accuracy/end redux enhances on it (whichever ones build toward the best set bonuses), and then 4 damage procs, if all 4 of them are really going to be able to work.

    Since we're talking about a Granite Tank here, every 10 seconds is probably better than I'd get slotting it to an actual attack.
  14. I would think the best combination would be elec/kinetic melee, since you can fire your attacks off faster if you take the speed power from elec, enabling you to stack up kinetic -damage debuffs/+damage buffs. Elec is all resistance, no defense, so I don't think pairing it with /dark would ever be any fun.
  15. Berzerker_NA

    ? / Sonic

    If you go electric/sonic, can you put disruption field on your Voltaic Sentinel?
  16. Is there a limit on how many damage procs you can add to an aura and have them all still work? I see the aura for the stone set has quite a few possibilities, since it accepts set IO's for immobilize, slow, and of course... pbaoe.
  17. Quote:
    Originally Posted by Nalrok_AthZim View Post
    It's a massive end hog, it sends enemies all over the place, and in general in almost all situations it's more useless than it is useful, especially for a melee toon.
    Ah. That makes sense. And since I'll be wanting to us granite/rooted, I'll hate myself too.

    So, thanks for the input everyone. That settles the question. Concealment it is.
  18. Quote:
    Originally Posted by ORACLE View Post
    However, I would not take whirlwind whatever you do.
    Now I'm curious. Why is that? I haven't actually tried it yet in battle. Is it because it end drains you to death, or because the knock back doesn't work very well? I wouldn't use it in any ordinary battle, because I don't want to spread all the mobs out to where the blasters can't get them in AOE's, but if it looks like we're about to get team wiped, it looks like a really good way to shut the mobs down long enough to heal/regroup or something.

    Ethereal Shift is even better for that, though. I guess.
  19. I'm building up a stone/axe tank, and I want a stealth power to go with my teleport power (teleport is pretty much mandatory, lol. ) I think I'll go with 3 powers from the set whichever I choose, just to have a safety button.

    So, if I go SS, I'll take Hasten, then SS, then Whirlwind.

    Pros: Hasten is really nice. I've tested whirlwind on rooted, but I don't know if it will work with Granite.

    Cons: SS won't work with Granite, so I can only stealth while not using it.

    If I go concealment, I'll take Stealth, then Invisibility, then Ethereal Shift

    Pros: Stealth adds 2.5% def and works with Granite. Invisibility adds 10% (together with Granite Armor, that should be enhanceable to soft cap), but makes you -100 threat level, so it might not be good to activate in a fight.

    Cons: The slow from Stealth, together with Rooted/Granite means I barely walk at maybe 3 mph, if I use it.
  20. I've been playing a stone/axe so far up to level 20, and I'm starting to run into a serious problem that I hadn't considered when coming up with the build: knock back + Rooted = big hassle trying to kill enemies. I can only imagine this problem will get worse when I finally get up to granite.

    So, looking into the other possibilities, the only other one that looks interesting to me is /electricity, since it has no knock back, and the last power is a teleport power, to save me having to slowly lumber up to my enemies sometimes.
  21. Quote:
    Originally Posted by Umbral View Post


    If you're curious why I'm so angry when people start talking about Granite Armor it's largely due to the people like you that honestly believe that Granite Armor isn't horribly overpowered and in need of a good nerfing. I've actually looked at the numbers and compared survivability and effectiveness with and without the power active. I've actually done the math and it is patently obvious that the power is ridiculously overpowered. I get angry when people tell me that it isn't overpowered, provide me with some half-***** piece of evidence that doesn't even support that claim, and then act like all is hunky-dory with the world. If you actually looked at the numbers, you'd agree with me. Hell, Castle agrees with me. Every single person I know that I respect to any degree that has actually looked at the numbers rather than a blind desire to believe that Granite Armor isn't some horribly broken remnant of a bygone era agrees with me.

    .
    Oh it is definitely overpowered. And yet..... strangely not everyone is gravitating toward it. .....


    Something I've noticed about tank players online is that most of them are novices who don't want to focus every last bit of their build on survival. By the mid 20's, I've still only got 2 attacks and a damage aura, but defense is soft capped, so I can lead teams through a rediculous number of red or purple mobs (or at least orange). All my teams act like they've never seen that before.

    Stone Armor post level 32 is the holy grail of overpowered sets..... unless you're fighting Lost, because the psionics will just tear right through you, but a lot of sets have that problem.


    Quote:
    Originally Posted by Patteroast View Post
    I'm no expert on balance, but I feel that if the non-Granite armors were buffed up a bit and Rooted's slow and -jump were removed (I don't want to lose it's Regen, but I'd be happy if it only worked when on the ground like in Grounded), I think that the toggles being a bit better and not being slow would be balanced reasonably well against Granite, with its slow, -jump, -recharge, and -damage.
    .
    I would agree with fixing Rooted. There needs to be some real incentive not to live in your granite armor your whole life. The ability to defeat curbs would be a good difference between the two options (Granite vs. your other auras).
  22. Quote:
    Originally Posted by Necrotech_Master View Post
    i think every AT has the option to grab a long rech pet in the patron pools, so no real point to this as pets are already avail to every AT in a patron pool (except for mm)
    Yeah, except you have to be evil to get it. Just making a set of good patrons would probably fix the issue. It would also make sense if you had to reach high levels, and do some exceptional arc in order to get your sidekick.
  23. So, I found the Wiki on Marvel's Doctor Doom: http://en.wikipedia.org/wiki/Doctor_Doom

    He's a scientist who scars his face in a lab experiment. He's got powered armor, and knows some magic he learned from Tibetan Monks. Plus, he's also used science to give himself some innate abilities. I'm inclined to go with Max's definition and call him "science origin".

    I like to go off of what their DO's and SO's say, because that's the in game stuff that is going to make my origin choice feel more alive. If it's likely that my character would get more powerful by experiencing a "Genetic Alteration" for example then well.... that is a DO for Science or Mutation, so probably should choose one of those. If "Genetic Alteration"s are unlikely for my character, then probably science and mutant are origins I'd steer clear of. On the other hand Natural/Tech use "Gadgets", and clearly not all natural characters are dependent upon such things.

    http://paragonwiki.com/wiki/Enhancement_Names
  24. Quote:
    Originally Posted by Steel Dancer View Post
    ] Call Enforcer[/b]
    • (A) Touch of Lady Grey - Chance for Negative Damage: Level 50
    • (21) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    • (21) Blood Mandate - Accuracy/Damage: Level 50
    • (23) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (23) Blood Mandate - Accuracy: Level 50
    • (37) Blood Mandate - Damage: Level 50
    [b]Level 16:
    You should always put at least one (ideally two) defense boosting enhancement on Enforcers to boost their Maneuvers leadership power. Though it only affects your henchmen and not you, their version of Maneuvers is much stronger than the pool power version available to players, starting at like 7.5% and increasing with level. Not only that, but two auras actually stack (and if you team with other Thugs MM's, then all the auras from all the enforcers on the team stack), so it's like having a 15% defense power.

    You'll definitely want to enhance it.
  25. The trick if you want to not annoy your team is to go with single target powers instead of AOE, because it's the aggro that makes the healers get tired of dealing with you. If you just single target, then you'll kill most of the mobs you draw before they can hurt you much.

    If you really want to do AOE's, then just make sure you've got an escape plan. Sometimes I'll even go so far as to take the Stealth Pool up to Ethereal shift so I can nuke and run better.