BrandX

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  1. BrandX

    New AT

    Quote:
    Originally Posted by Techbot Alpha View Post
    ^ This
    Spiders and Khelds are both EXACTLY what this suggestion is like, albeit they are straightjacketed in concept and powers choice. And niether of them are 'Tankmages' in the traditional view of overpoweredness.
    Exactly. It's already been proven it's not a tankmage concept. Now it's time to allow varied concepts out there.
  2. /unsigned

    I'll tell you why, you're name suggestion will just eat into more names that people will want.

    2nd, there's already a way for them to change the name, it's called pay 10 dollars and rename the toon. I'd suggest staying on one side of the fence for awhile to make it worth the 10 dollars.

    In Marvel and DC, the main two super hero universes in comics, how many of the heroes have a secret identity as a villain? I can't think of any. Maybe the Thunderbolts, but they STAYED on one side.

    How many fence jumpers use the same name no matter what? Deadpool. Always Deadpool. Magneto? Always Magneto.

    When a hero goes Vigilante, that doesn't change what side he's on, it means he's skirting the line. So why would he change names?

    It seems limited in the number who would actually use it. When you could always just make 2 toons, if they want to have two complete identiies...one as a hero and one as a villain.
  3. BrandX

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    No, actually the numbers are the same on Scrappers and Brutes. Stalkers differ a little because they lose a power to get Hide, but Scrapper and Brute SR is the same except for power order.

    The ONLY difference between a scrapper and a brute (in sets they share) is a brute has higher caps, the base values are identical. Brutes split the difference in that they have scrapper base numbers with tanker caps, and they can't reach those caps without outside assistance. Also, blasters have the same caps for resistance as scrappers, they just can't even get close to it (actually, I think every AT except tanks and brutes have the same resistance caps)

    Besides, I can just hear the whining about how "The defenses on this new AT don't have the same numbers as the others with the sets! We want SCRAPPER SR, not this gimped version!"

    I love how it never occurs to the people asking for these ATs that if it wasn't overpowered and imbalanced we'd probably already have it.

    Seriously, they scrapped the "take any powers you want" mold in the first beta for the game because people were making characters exactly like what is being described here. And when the devs decided to implement the AT system, guess what combination was missing? Yup....the ranged/defense combination. Because it is inherently imbalanced to have a character type with strong ranged ability and strong defenses.

    Imagine how overpowered the combination of, say, Psi Assault/Dark Armor would become at high levels.
    You mean like a softcapped Fortuna or Crab? With their mez protection and Defense/Resistance (Crabs)?

    You mean the ATs that are specifically Range/Defense set capable?
  4. BrandX

    New AT

    Quote:
    Originally Posted by McBoo View Post
    You appear to be suggesting that the proposed archetype should fill a niche that arguably doesn't currently exist in the game.

    It is possible to create something along the lines of what you are proposing by utilizing a blapper or blaptroller build. While their defenses are meager at best in comparison to scrapper secondaries, the damage output and first strike capabilities of a blapper/blaptroller offset the need for high defense/resistance numbers. Mez resistance would also be less of an issue because Defiance now allows blasters to continue to use Tier 1 and Tier 2 attacks while mezzed.

    All in all, you appear to be suggesting a blapper build with natural scrapper level defenses and I can tell you from experience that such a thing would indeed be overpowered and, depending on power selection and IO slotting, possibly a tankmage.


    >
    You haven't played the VEATS have you? No, obviously you couldn't have. Because that's a Ranged & Melee Offense with a Defense Secondary.

    Having gotten both of them to 50, I wouldn't call them Tankmages at all.
  5. Quote:
    Originally Posted by Einsam View Post
    Fiiiiiiine.. remind me not to have any more ideas
    The problem with your idea, is it's just as bad as the people who's idea is to get rid of the end bar entirely.

    And I've heard this asked for many times.

    No one is forced to take fitness. But everyone does. Why? Because it's just makes you more efficient, and people don't want to spend time resting. They want to be out attacking.

    Well, okay, if that's what you want, then take fitness.

    But it should never become an inherent power. Well, maybe for a specific AT, or rather a Stamina like power. But here's the truth...

    Let's say they make Stamina an inherent power. Now that that's been done...

    People will either...

    1) Still take Stamina from the fitness pool if it's available

    or

    2) Still complain that they have to manage their END bars.

    Does my DB/WP Scrapper NEED Stamina/QR/PP each slotted with a Performance Shifter +END Proc? No.

    Did I do it anyways? HELL YES!
  6. BrandX

    New AT

    Maybe assault sets would work with it, but personally, I'd go with Ranged/Defense Set.

    First off not all Assault sets are the same. Some more range than melee, some more melee than range (look at Earth Assault).

    I also don't think a Range/Defense Set would be over powered. Look at VEATS. That's what they are. All an AT of Range/Defense would do is open more variety past what the VEATS are.

    ROGUE AT

    Hit Points: Low (Stalker level. Stalkers cap at the low mark, while VEATS have a higher cap)
    Damage: VEAT lvl damage
    Inherent: Crit out of Stealth

    Secondaries: Stalker Versions, making Hide a stealth versus an invisibility. No big AOE defense bonus, just the normal Defense of Stealths (That's 3.75% unehanced). It returns every 8 (maybe 6-7 seconds), but doesn't drop aggro.

    No placate with this AT.

    Thusly they still get a 0 end cost stealth, but as they can use their crit from range, they lose the full invis. Standard stacks with Stealth IO/Superspeed, but whether it stacks with Stealth from the Concealment pool, I'd leave up to Devs.

    Now, they'd be low hit points, no way to go back into stealth outside of running away. Think of them alot like a stalker...first strike specialists, with no way to go back to strike big except by waiting or running away then coming back.

    Epic/PPP powers...3 Buff/debuff powers, 1 melee attack and a pet.

    There ya go
  7. Quote:
    Originally Posted by Angryellow View Post
    I was perusing Paragon Wiki and read up on I17, particularly the new badges. I read the part that stated that the new "1,000 badges earned" wouldn't be available until GR, and then it hit me like a brick; My main character and badger Pink Lioness is a hero to the core. In order for her to gain as many more badges as possible, she would have to... TURN HEEL! Now I'm conflicted. I want her to have those villain side badges, but I don't want to ruin my number one hero by turning her bad just for prideful badge scavenging. What's a man to do
    Well, the devs said their was a badge for staying hero/villain, so with GR it will be impossible to get every badge.

    So the best bet, is do the missions in praetoria and see exactly where your hero lies
  8. Quote:
    Originally Posted by MrVacant View Post
    Holy cow, they should've done this years ago... no more begging for teams at lower levels... WOOT!!!
    You were begging for teams at lower levels? o.O I've never had a problem finding teams blue side, as a Defender or Troller.
  9. Quote:
    Originally Posted by Mr_Grumpums View Post
    I almost never see Energy Corrupters at higher levels, but I see the occasional Elec/Therm Corrupter wandering around. They use Power Boost from Widow Mastery along with their Sapping powers to play Buffer/Sapper/healer.

    What I REALLY don't see that often, and this surprises me, is Ice corrupters and defenders.
    I'm suprised we don't see more Cold Domination in use.
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    IMO the only seriously overpowering element of /Dark for Controllers is the cone fear, mainly because of its stacking with Mind's fear cone and the longer mezz durations we usually get. The extra pet is really not that big a deal considering Dark Miasma is already available to Masterminds, of all overpowered things.

    All other powers in Dark are a 1-for-1 match with something from another set, even if it's not immediately obvious. Even the stun stacking happens in other sets (Dark/Dark Defenders and Corruptors for example). Meanwhile, Dark lacks endurance recovery and recharge, two things that set Kinetics and Radiation apart.
    Like has been stated, it's not a matter of being over powered.

    It's a matter of them not wanting to port over Dark Miasma NOW, because they may want to take powers in Dark Miasma, and put them into a Dark Control set, then they'd have to look over what was left in Dark Miasma, and make new powers for it.

    Ie...

    They may want to take Fearsome Stare, Petrifying Gaze, and Dark Servant, and put them into Dark Control.

    They'd then need to replace those three powers in Dark Miasma, for Trollers.

    As for it being OPed if ported as is now. Hmmm...I don't think it would be to much different than Radiation Emission in power, but it would still play a bit different.
  11. Why are you comparing Dark Miasma on a MM to a Dark Miasma on a Corrupter/Defender?

    I can see comparing such things on a Corr/Def, due to them being so similar in playstyle (note: that's my opinion anyways...others may disagree)...but a MM plays totally different.

    Dark Miasma is already considered one of the best secondaries to pair with a MM as it is as well.

    Not saying this doesn't mean I'm against an increase in AOE healing, but I do think it needs to be seen in a different light.

    With all the -tohit DM brings to a MM's arsenal, perhaps they think the MM version needs a smaller radius to balance it out due to having all the pets, and even more so now that there's body guard mode (which wasn't around when MMs were introduced).

    Those other sets with an AOE heal, lack -tohit.

    Howling twilight brings -TOHIT (in Fearsome Stare and DN) & Defense (40ft radius) which stack nicely together and -DMG. Not to mention a pet that can heal, ontop of your own heal, and an auto hit AOE stun.

    Thermal gives Resist Shields and -DMG (to SINGLE TARGET).

    Pain is all about healing back the hits taken.

    Force Field is just about avoidance.

    And Trap just has it's +Regen that doesn't even follow, so it has to be cast on the move if you want to keep it up.

    If they had made the radius smaller for Corrs, than Defenders, I could see a problem. But for MMs, I really can't see the problem.

    Admittedly, I've never gotten a MM to 50 (yet), and my highest was around 22-24, but those with DM as a secondary, I never found the 10ft radius of DM to be my problem with pairing it with MMs.
  12. Quote:
    Originally Posted by Brynstar View Post
    The one problem I have with "Dark" armor is that it's highest resist is Psi instead of Negative?? All the other elemental armors can cap against their element (fire, elec, ice), but for some reason dark can't??? O.o
    Actually, this is the only buff I really want for Dark Armor. The ability to cap Negative Energy Resistance. That's it!

    Not that more wouldn't be nice. But if it could just cap it's NE Resist, I'd be 100% happy with DA.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    I think you missed what he was saying. Try the same on a defense capped stone, invulnerability, fire, willpower, or shield tank. Tell me how they do when their endurance bottoms out.

    Edit: Whoops, stone does have end drain resist in rooted.



    Ding ding ding, we have a winner. Dave has stumbled on the reason I built a Dark Armor tank to begin with. I looked at the set and thought: "Damn, that has potential."

    It only has two major weaknesses. One is the lack of KB protection, which is easily fixed. The second is the low energy resist (which is fairly common). That was harder to fix, but it's why I worked so hard on the E/N softcap.

    The things that drop most tankers (such as psi damage and end drain) I can laugh at.

    As it stands, the only thing I really have to worry about are defense and resistance debuffs (cimerorans and vanguard). Eating purples grant enough pseudo DDR for dealing with the cimerorans though.



    And this was the second goal of mine. All the survivability in the world does a tank no good if he can't keep the attention of his foes. I disagree with your priorities, though, because dealing AoE damage is an effective way to grab and hold on to aggro.

    I use taunt, combustion, fire sword circle, and the ancillary salt crystals to great effect. The salt crystals do a surprisingly good job of pissing the mobs off. I think it's the combination of debuff and status effect. It's got a very large area of effect to boot.



    Two things. One: my build doesn't have a single set over level 40. I like being able to retain my E/N softcap on a Numina TF and sewer trial and my S/L all the way down to Manticore.

    Two: Procs don't actually care what level you have them. A level fifty +stealth proc in sprint will still give you stealth exemped to level 1. A level 50 damage proc in brawl can still fire at level 1. If the power is available and the proc is in the power, it can fire.
    Dechs, you know I've seen you in action. Watching your tank go makes me want to not only make a Dark Armor Tanker, but make it a sand concept toon!

    But...the bolded part here, makes me want to roll up another IOed WP/ tanker (because I really REALLY can't stand Energy Melee anymore due to ET), to show you, they can be built to be just like that.

    With just my /WP Scrapper, I can ignore the END Drainers due to high defense, QR, Stamina, and PP all having +END Procs in them.

    But yes, your DA tanker is one of the best I've seen.
  14. BrandX

    Fire/Earth Help

    Should I not be building for defense then, with a Fire/Earth?

    I've been trying to figure out a perma-Dom build, while reaching decent S/L defense build.

    Will perma-dom keep everything locked down enough that I won't need to worry about needing defense?
  15. BrandX

    Fire/Earth Help

    Quote:
    Originally Posted by Lazarillo View Post
    I went with Soul. You're going to be playing almost entirely in melee anyway, so might as well choose a set that rewards you for doing so. Soul Drain + Fissure/Tremor/Both = Happy time, oh yes.
    Wouldn't Water Spout be a lot of PBAOE damage to add in there? NEver had it on any of my villains who've made it up to PPP level before to know.
  16. BrandX

    Fire/Earth Help

    What PPP would you all reccomend? I'm leaning towards Soul or Leviathan as either of those can fit the concept.

    But maybe Mace's Def shield is the better way to go.
  17. BrandX

    Fire/Earth Help

    Okay, started a Fire/Earth Dom. So far it's been lots of fun...but it's still the early levels.

    Something I can't decide when trying to make a build in mids, I could use some help on.

    Fire Cages. Should I take it? I hear lots of people saying skip it on a Fire/Earth (when reading other posts), but a few others say take it.

    Seismic Smash, should I slot this with 4 Basilik's Gaze to get the set bonuses, and then 2 DMG IOs? Or slot it some other way?
  18. ...is it possible to get enough DPS with RAD's Debuffs to solo AVs, sans inspirtation/temp power usage?
  19. DS/Dark.

    It just works for the whole "bring nightmares to life" concept I have.
  20. Quote:
    Originally Posted by Predatoric View Post
    So would I but if I remember correctly there was a suggestion at some point in the old EU forums that got a mention from devs that it would be very unlikely we would get any real anime style stuff other than a few armor pieces, simply because it doesnt fit with the theme of the game since its based on western comic looks.

    Which is a shame
    Well, I don't see why we can't take some costume anime costume sets, and give them a western feel and just use them as a jumping off point.

    That's probaly more of what I picture anyways. Not that I don't love the anime style, but just a want for some style of outfits, that you see in anime, that you can't currently get in CoH.
  21. A belly jacket! Kinda like the Minivest, but only closed! Not open!

    Better sleeves for the jackets.

    The Butterfly belt on Robes to be ported over to everything else!

    Fox Tails!

    Belly tee's that can have patterns on them!
  22. truthfully, I'd rather see an Anime Costume Booster first.
  23. BrandX

    Wing Auras

    I'd love to just have aura wings! Glowie energy style wings!
  24. BrandX

    Dp/mm

    Quote:
    Originally Posted by PC_guy View Post
    well that original statement is almost certain to not be true anymore with the incoming posi change. if I had to take a guess, I would assume the devs would shorten it to make it more noob friendly which would mean lower merits anyhow.

    although to counter point LGSF gives almost double the merits and the same chance for purp drop
    Well of course. LGTF is a lvl 50 TF as well. So the purple drops are there. Though, I've been alot more teams that have finished the ITF in 50-80mins, killing EVERYTHING, versus the LGTF where killing everything took much longer.

    But I fully admit, I havent ran as many LGTFs as I have ran ITFs.