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Posts
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80% resistant to smashing/lethal
-40% resistant to fire.
Deals toxic damage. -
Hmmm. I would think you'd want Assault and Tactics rather than Maneuvers and Assault, especially since Maneuvers gives such a small Def bonus, but it makes sense if it's going to be the difference you need to reach soft cap I guess.
On that note: I'm not sure why you are skipping the Edict of the Master and Call to Arms +def procs. Is getting the full set for Expedient Reinforcement that valuable to you? (You could put both procs on your Gang War power.) With those procs, and your enforcers, and the Force Field Generator going, your pets would be hitting soft cap easily. They'd be nigh indestructible.
Also, you can put Celerity +Stealth on your inherent run power, so there's no need to slot it on Super Speed, unless you just prefer it that way. -
I'm just curious. Do most people go natural with that, or tech? (I'm sure Magic/Mutant/Science are possible. I'm just curious what is normal.)
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I think you're missing the awesome-ness, though. Tactically, it's true that it is unnecessary as long as temps exist, but it could be a lot of fun, especially if you name them.
Balancing it should be pretty easy. Just do like with the pets you get from the Patron sets, and make it have a very long recharge, and have the pet only stick around for a short time. Also, you shouldn't be able to control it the way MM's control their pets.
An alternative that would be just as good would be to have Hero Patron Ancillaries that grant pet summons just like the villain Patron sets do. Right now, I'm tempted to make all of my Defenders go evil just so I can get the villain patron sets. (And I was accordingly ecstatic to see those patron sets become available to hero AT's, totally drooling as I read what the hero versions were going to look like on Paragonwiki. ;-) -
That's what I'd like to see, but if it isn't possible, then....... maybe they could add a def debuff effect vs. undead? Then once you finally hit them once you'd be able to keep hitting them, at least.
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My problem with Rooted and Granite both slowing you is that it means there's no "either-or" choice being made between the two modes of play. I love that the stone set gives you that ability to switch strategies mid-battle. I just wish the contrast was a little bit stronger.
Maybe Rooted should just go dormant when you use a travel power, then immediately reengage once the power is turned off? Or it should have a zero recharge time? I'm just thinking it should do something to make it different. Cause....if both modes are going to be exactly the same in terms of travel difficulty then I've got to say perma-granite is what I'm going to build around.
Quote:Well said.Honestly... my war mace/stone brute has absolutely zero problem dealing damage in granite armor. I've been able to solo giant monsters and AVs that have no psionic attacks.
I often joke about needing to be nerfed because I use pretty subpar IOs and still hit things for a minimum of 180 with my weakest attacks (300-500 being the highest), having a constant chain of attacks going. I have zero purple IOs, keep in mind, not one.
There's two things I want changed about stone armor, and neither of them would require breaking or "looking into" things.
1. Customizable Granite
2. Fix my dern sit emotes in granite armor already. I'm tired of becoming an amputee when I sit.
The simple fact that you people are not grasping is that Stone Armor is not for everyone. If you can't play it well, have a bad build, or slot like a monkey with a keyboard, then of course you're going to have a bad playing experience. I, and many others, have few issues with playing Stone Armor characters as they are now, and playing them well I might add.
I think most of us Stone Armor fans agree that the set is actually a lot of fun just the way it is. A little quirky, but fun. -
I wouldn't mind if they disappeared entirely. It would make more sense too. They're on a different plane and we can't interact with them anyway, so....... why not take them off the screen?
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I see a lot of talk on the Archtype forums about how certain defender powers are useless unless you're on a team. I usually get around that by trying to pair those power sets with primary sets that give me a summoned pet so I can get some use out of powers like force fields or SB even when I'm solo-ing.
Anyway, it would be really cool if there was a pool power set that would give you a summon-able pet regardless of Archtype. I know there are already temp powers for that, but I'm just thinking that a power pool for it would be even doubly more extra-awesome.
I don't know if "sidekick" actually works...... It might be better if it summoned some kind of monster in order to make it more universal or easier to do thematically. But summoning a sidekick would be awesome. -
Quote:If you're so desperate, then take the fighting power pool. That will give you your resist toggle within 2 power choices (and controllers especially benefit from the extra damage potential from being able to kick or punch their foes after mezzing them).
A quick browsing through Mid's shows in the grab bag of Controller/Defender/Corruptor/Mastermind sets, there are 4:
Arctic Fog (Cold Domination)
Sonic Dispersion (Sonic Resonance)
Steamy Mist (Storm Summoning)
Shadow Fall (Dark Miasma)
Four sets with viable spots out of 12 total Con/D/Cor/MM sets slot this IO outside pools or PPP/APP. Who in the world is this IO for? There were no worthwhile mentions in Blaster or Dominator sets. All ATs that have some interest in not getting mezzed, except perhaps perma-Dom Dominators.
Also, you left out the Force Field and traps sets, which don't need a mezz protection proc because dispersion field and force field generator give you quite a lot of it. -
I'm just curious. I can't seem to find any.
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I usually solve this problem by pairing teammate-only powers with power sets that give you your own pet to apply them to. Plant Control/Empathy, for example can be pretty nice. That Venus fly trap puts out a lot of hurt when he's buffed right.
For all other build strategies, just remember: people with awesome teammate only powers are the first ones who get contacted by teams who are LFM, and the most loved. Sure your solo game is ruined, but your online social life gets to take off. -
My toon's name is Doctor Deviance. She recruits degenerate drug addicts to experiment on them, and then trains some of them as soldiers, and gives them massive steroid treatments. The reason I've been so torn between tech and science is because she does have kind of power armor, and all her poisons are either shot from her wrist or carried on a utility belt. (I'm skipping every spitting power) ....
So.... she's not caused by any particular experiment gone awry, just a very ruthless person who loves experimenting on people as a means of medical research.
Quote:Now I think I see what you're getting at. If an experiment is what caused you to be a hero/villain, then go science. If something you invented made you become a hero, then go tech. If you trained a lot at a dojo for personal reasons, then natural.Like people have said, ANY origin can be used to justify just about ANY powerset. It just depends on what kind of story you want to tell.
Personally, my Mercs/Poison MM (Professor Orange) is science, because although the poisons he throws aren't exactly powers so much as things he's made, the reason he throws poison at random people is because while he was working as a chemist, he experimented on himself and went insane. So now he runs around with chemically mind controlled soldiers, shooting and throwing poison at everyone, all to aid in his quest to make everything in the world colored orange.
It all makes perfect sense if you're insane.
So I can see how Professor Orange fits. He wouldn't be a villain at all if he hadn't been in that experiment. Are there any heros/villains in the COH story that didn't get experimented on to make them what they are? -
Going Defender will give you the maximum benefit in terms of numbers. The powers of Defender Kinetics are actually stronger (more HP per heal, more Damage per Fulcrum Shift... etc...) than when other sets take it. On the other hand, if you go Controller, then you get a pet who can benefit from your buffs even when you're not on a team.
So... I would say skip "Siphon Power", because it's just not worth the hassle to try and keep that buff current all the time, and use Controller Electricity as your primary, because the End Drain effects of Transfusion and Transference stack nicely with Electric Control's end drain effects to help you get enemies down to zero end so they can't fight back. -
I like how it can be pretty much any origin. I always thought tech would be the easiest to justify, but now it seems to be the hardest. Making custom poisons in a lab feels like what a scientist would do, but the trouble with going science is it usually implies you got supernatural powers out of the arrangement.
Does it change things if I say the henchmen are all hopped up on steroids, so they're getting some of their power from the poison? Would that move things more into science, or is that still tech? I'm thinking the MM doesn't take any steroids, but the henchmen do. -
So, I guess the in game value of origin is: Penelope Yin's Shop, location of other SO/DO shops, Mission Arc assignments, and special attack power.
Mutants really get the worst attack power. Throwing your own mutagen kind of feels gross, like it would be a hygiene issue or something. -
If we assume the poisons are being concocted in a lab, rather than as an innate ability, or a time honored tradition (like natural poisons). Are technicians and chemical engineers who work for pharmaceutical companies more like science, or does technology still make sense for them?
I know it doesn't really matter. I just want to know what people think about it. -
Yeah. That would make things so much easier. I guess you just have to decide which one is dominant, or which one gives you more logical DO's. (Magic/Mutant, Mutant/Science, Science/Technology, Technology/Natural, or Natural/Magic) It's certainly not an easy choice sometimes.
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How about a /poison MM who is constantly experimenting on people to improve their toxins, and maybe hops up their henchmen on designer steroids. No powers, just carries around a lot of dangerous chemicals. Is that still science, or technology?
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I know they don't technically affect anything much (except what your DO's and SO's are called, and where you buy them), but I find choosing an origin almost as difficult as choosing a name. You can't change origins later on (since they're your .....um....origin...) I'm just curious what advice people can give on origin choosing. What choices are most consistent with in-game characters you're going to meet? What choices will make your hero feel like they fit in the most consistently with the game's story line?
Examples:
Shelly Percy in Cap Au Diable - She's science origin, but has no powers herself. She just experiments on others, but then Dmitri Kryov also studies mutants and apparently isn't one. Doctor Vhazilok is science, but he also has powers from it.
I've had some interesting discussions about Batman too (as well as Arachnos Soldiers). I think the general consensus is that he's natural, despite all the nifty gadgets, but what Captain America? Captain America got his power from a serum, but he's not actually super, just enhanced to the peak of human potential. (I think they might make him super if they ever do a movie about him, though.)
Magic seems like the only clear-cut origin there is. But I bet there are some cases where that distinction becomes complicated as well. -
I'm trying to go with the whole Doctor Bishop from the Fringe series idea of a mad scientist who's equally good at biological science as building machines.
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Quote:That is a good question. I'm actually skipping any powers that have her spitting something out of her mouth instead of throwing a ball of something, or shooting poison out of her wrist.It may help to also think about the poison half of the character: is she throwing the poison (serums, chemicals, whatever they are) in beakers at the foe, does she have devices on her to carry and shoot them for her, or has she modified herself to be able to release them from her body like the animations?
Her henchmen, on the other hand, are considered to gain their super jump ability from designer steroids treatments. (She recruits junkies and trains them at a secret location.) I'm almost certain I'll take "Serum" even if it's only for show. It's kind of like, if she's science, then she's not super like some of the others. I guess Captain America is technically science, since he took a super soldier serum, so in that sense her henchmen are at least science/training.
As for herself, she doesn't experiment on herself. Any powers she has are either from training, equipment, or devices she carries with her. -
I can't decide whether to make her science or tech. She's a mad scientist (named Doctor Deviance) who conducts all kinds of experiments on her henchmen to try and enhance their abilities, but she doesn't have any powers. Her henchmen kind of do from all the crazy steroids and such.
I can't decide if the use of designer drugs makes her science, or if she's still technology because nobody on her crew is truly superhuman? I might give her rocket boots later also, so she can fly. -
I think you've taken the concept and twisted it into a mixed-up caricature of what I was trying to say. I wasn't suggesting that absolutely every player on every server always does what I said. Nor was I suggesting that absolutely every player on every server would suddenly change. Nor was I even suggesting that in absolutely all cases, the hoped for behavior will result. When analyzing human behavior, you have to use a statistical approach, because human beings are inherently chaotic. The question is: "will the desired result happen more often or less often, and to what degree?" Not: "Will the desired result absolutely always happen?" If the statistical probability of any given newb receiving an invitation to team during a given playing session increases, then the appearance of other friendly players increases from their perspective.
Certainly some vets will try and get newbs to just stand in for them (which they do a lot of anyway). Other vets will actively recruit newbs into their SG's and such, to have them along on their adventures. The fortunate thing about using Vet badges instead of character level to determine the reward is that your mentors benefit if they actually teach you, because then you pull your own weight *and* add bonuses.
I've been invited onto quite a few teams where the inviters told me point blank that they wouldn't have bothered if my vet badges hadn't shown I had at least a year of experience. Odds are they would be polite enough not to tell a newb they were being denied an invitation on the basis of their badges. (The newb just wouldn't be contacted in the first place.) -
The whole goal of trying to attract new players is retention, right? And yet, I've noticed online that a lot of people really don't want to team with newbs. They'll actually open up your badges and look at them to make sure you're a veteran player before they let you join their team sometimes. And why shouldn't they? Veterans know the game strategy better, and your whole gaming session runs more smoothly when you're with a group of people who know what they're doing.
But, what does this mean for retention? It's bad news. New players need to immediately be taken under the wing of experienced players, so they can make friends, and get some successful playing hours under their belt, which will make them want to re-subscribe next month.
So, I'm suggesting that maybe vets should get some kind of experience/Inf reward (or an increased drop rate - which would make most vets drool.) for putting up with newbs on their team. (Ideally not just power leveling them up to high levels either..). Maybe they should earn bonus Merits when they bring a player with fewer vet badges with them on a Task/Strike Force. If the rewards were interesting/substantial enough, then veteran players would be actively seeking out newby players to join their teams for the bonus rewards.
Imagine the difference for newbs between being merely tolerated vs. being welcomed. -
You can drop one PFF momentarily to summon your pet(s), then immediately bring up the other after your done. No waiting for the recharge between uses.
Of course you can accomplish more-or-less the same effect using Hibernate or Ethereal Shift, I guess.