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Posts
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Quote:Speaking of recharge, I was playing with Titan Sentinel and here's my dom's build. Caveat: it grew out of I9 when I decided that the more recharge the better. With a big dollop of carnage. Yeah, I could get fancy with soft-capped def ... but I prefer the seatofmypants brute force approach of relying on mezzes and AoE damage to get me through fights.You are going to want recharge and more recharge. Your basic combat will consist of flashfires, fire cages( if you took it not everyone does *shrug*), run in with hotfeet and burn everything. That should get you headed in the right direction.
Mids data chunk:
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Quote:Well ...My problem is that knockbacks don't really stack "well". Once a target is knocked, what is the point of knocking again? Sometimes the target would stand up right after the 2nd knockback. The extra knockback doesn't really do much.
In contrast to other secondary effects, the debuffs stack and against AVs and Giant Monsters, it's not like knockback works well against them either.
There are 2 edge cases: Repulsion Field (and, IIRC, similar powers like Sonic Repulsion and Repel) has a duration in PvE; KB mag stacks if 2 KB powers land on the same server tick.
With regards to stacking: if you team with a handful of electric doms, you'll see mobs fly everywhere as the pets stack low mag KB, turning knock down into full-fledged KB.
Edit: party trick on my high recharge fire dom: stacked Bonfires will bounce Romi like popcorn. -
Quote:Keeping in mind that I have Tough Hide 18-slotted ...PC Guy's posts have been right on and has expressed much of what I have been saying. While I get Z is doing his job, he is not serving the PvP community with these threads. He is damaging it and with it his future reputation with the PvP community.
There are already numerous threads he could have read I would be happy to post them for him. I already suggested he just get in game and talk to PvP'rs directly and just PvP with people.
The PvP community isn't big; Z risking his reputation within this one subset of CoH's broader community is not a big deal.
Give him props for opening a line of communication. Sure, he's a community guy and has zero input on business decisions like what features get dev time. But it's something. And it might lead somewhere. I seem to remember similar comments made about Ex, but she made enough of a nuisance of herself to the devs that she got a bunch of bugs fixed. And she worked at developing the PvP community. I wouldn't risk alienating Z out of hand; this might be the last chance PvPers get an advocate at Paragon Studios. -
The Achilles heel of F/Rad teams has always been mezzing. IIRC, Top Doc's last iteration (at least that I heard of) included a F/FF.
FWIW, I think Traps is a stronger set than FF if everyone's already running Maneuvers. Same mez protection as FF, but with other goodies -- and, yes, I know that Traps isn't available to 'trollers so you'd need a defender, corruptor, or MM along.
And one last thing ...
Once you're up into the stratosphere of (de)buffing goodness, toons without significant (de)buffs tend to be a net overall drain on team performance. -
I had Black Scorpion's pet, IIRC, on both my fire / kin corruptor and stone / EA brute; respecced out of the powers ASAP. I simply couldn't keep the pets upright long enough for them to do anything meaningul. I got better value for my power picks and slots elsewhere. I remember when Posi said that the PPPs were superior to APPs to compensate for the choice being permanent ... and then facepalming while I watched my pets get ganked on heroic missions.
The Mu Guardian on my dom, however, was different. My fire / fire dom had more than enough recharge to make the pet perma, and the ability to one-shot mez every single spawn she met meant the pet could do its thing in perfect peace. What I liked, mostly, was the Guardian's ability to heal the Imps -- it saved me time by not having to deal with recasting them. And the Guardian contributed OK damage.
But ...
Meh.
I don't think they're good enough to justify their recharge and prerequisites, and they seem to be more or less valuable depending on AT and power set choices.
Pets tend to be most valuable to toons with (de)buffs and controls. -
I think there's also a question of usefulness of pets to all ATs and power set combinations. I thought the Mu Guardian was great for my dom -- but she was perma when I got the pet, so keeping the Guardian and her imps upright wasn't particularly tough while solo. By the time my dom's build was "done", she had so much recharge that the Guardian was perma (weird, reported bug: if I summoned a new second Guardian before the first one's time was up, the first would de-spawn and the second would de-spawn on the first one's timer). But ... I don't bother with pets on teams. Too much fussing around and resummoning for too little return.
I quickly respecced out of the patron pets for my Fire / Kin corruptor and my Stone / EA brute because they wouldn't last more than 30 seconds. And were completely pointless on teams.
I dunno.
Meh.
I guess the devs are OK with not all powers being of equal use (edit: value?) to all players. -
I was really givin'er last night.
Just watched ***** II
Edit: Really? Really? It gets bleeped?
Obviously, the board is not maintained by an Albertan. -
So ...
How many people are like me: I roll a new toon, show up at the costume creator and hit "Random" until I find something that's not awful. If necessary, I'll tweak the colours so I don't have to look at urine yellow or lime green.
I find the range of costume and power customization options completely bewildering. Frankly ... I'd be happier with fewer options. No, really. I'd even like a random option for names so I wouldn't be stuck with howlers like Trappity. A generic origin story would be fine with me since, frankly, I can't even remember how to get to the screen where I'd otherwise write one. My last attempt at a backstory was so incompetent, I deleted it.
I really don't want new shinies delayed for an aspect of the game that frustrates me. Although I sympathise with those who would.
Edit: Seriously, I'd be happy to have a fugly pet like the walking cat turd from Earth ... just 'cause it'd be a new button to click. -
Quote:One of the things the devs completely muffed with I13 is something that's in your sig, "We are trying to make PvP more accessible to new players."[in response to a suggestion that Z hold a PvP event]
because it'd either be a PR event filled with BS. or it turn into the devs taking the same stance by defending themselves and pvpers raging at them. it would really be very very unproductive. (assuming the devs would come, which there is no way they would). but I said this in the last thread though, the time to talk with the devs has long past, anything they would need from our end has already been done multiple times over.
Not only did the devs add new barriers to casual PvP, they didn't solicit, as far as I can tell, any feedback from potential "new players". None.
As Arcanaville has said, if I13 had brought in hordes of new PvPers (or even just enough to replace those who quit, plus a few newbies) we wouldn't be having this conversation -- PvPers would've accepted the changes because they led to more people PvPing.
The devs have had years' worth of feedback from the PvP community ... but it's time they got feedback from the broader community also, and one of the only ways to do it is to get non-PvPers to try it out. My bet: non-PvPers won't like the system much either, but maybe PvP would get more attention if a broader playerbase took some kind of interest. -
Z,
How about organizing a PvP event on Test? Get some of the devs out. Get a bunch of PvPers out. And work to get some people who wouldn't ordinarilly PvP out.
And then solicit feedback. -
Hmmmm ...
Did an Apex this morning with Auroxis -- weird thing, that.
I'm currently digging Traps -- no ST buffs (I've done enough levels of FF and Kin to know that playstyle isn't for me). OMG levels of defender damage (lots of space for damage procs, lots of -resistance). Mez protection. Lots of defense. Some -ToHit. Some control. Some -damage. -Regen. 2 or 3 eminently skippable powers mean there's lots room to add in blasts and leadership powers. Low end drain (no toggles). No ******* around with toggled debuffs.
And, here's the crucial thing: Traps' playstyle isn't markedly different solo or teamed. -
Quote:True.What you just stated and the comments in the AE forums goes back to an issue I KEEP bringing up: Paragon Studios needs to finish what they start.
Further, when they promise on-going fixes, they should, you know, keep those promises.
One of the key problems that the devs have had is that their development cycle tends to be ALL or NOTHING. I.e., Issues 4 and 13 were largely about PvP, but relatively little has been done to PvP outside of those issues, and whole months can pass without PvP being mentioned in a patch note.
Unfortunately, PvP needs near-constant love to keep some semblance of balance. And to keep people involved in the system. But that's not the development route the devs have chosen. PvP is most definitely NOT a set and forget system in the way that the Market and IOs have (mostly) been.
Thread jack off.
What I like about the current PvP system is that, at least theoretically, the devs have a huge number of variables they can tweak, from individual powers to whole ATs.
I just don't see them taking an active interest in actually doing anything with those numbers. -
Hi folks,
I have 2.5 billion inf burning a hole in my pocket and would like to buy a Gladiator's Armor: +Res (Teleportation), +3Def (All).
TIA! -
I'm late to the game, but I have to chime in with my Traps / Dark defender.
The sheer number and variety of damage procs available to a Trapper means she's contributing DPS (sometimes, a *lot* of DPS) even while she's in the setting phase of defendering -- something that catches up my Dark / Dark defender.
For safety, you have +regen, +defense, -ToHit, and -damage, so Traps stacks nicely with other mitigation-focused sets.
Some control with: AoE slow; ST immob; ST slow; AoE slow; AoE immob; AoE puke; AoE hold; several sources for disorient.
Significant offensive boost with (stackable) Acid Mortar (-resistance, -defense, with some additional -resistance with a proc).
A useful nasty trick with a powerful, AoE -regen.
Full leadership (soft-capped defense for 7 people with Vengeance).
On fast teams, my Dark / Dark defender seems to get stuck in long animations -- by the time Tar Patch is out, most of the minions have already been defeated.
The better the team, the less well my ff / rad performs (but she's insanely good on bad PuGs) -- she provides (mostly) one trick mitigation when a fuller arsenal of tricks would be better on some teams.
My insanely expensive fire / fire perma-dom? She's tricky to evaluate. One-shot AoE mezzing (non-Roman) bosses is a great trick, but she's an aggro pig that sometimes suffers from excessive attention from non-mezzed mobs. A glass cannon, if you will.
My trapper, IME, hits my sweet spot in teams.
Edit: as for weaknesses? It's mostly an AoE carnage build, so taking down a boss is /much/ harder than taking down, say, 20 minions (she's very solid in ambushes). She can significantly weaken AVs, but it's mostly so that others can lay on the real beatdown. -
My fire / fire dom KBed him into the lava and beat him down.
My traps / dark defender walked up to him, called him a sissy, and dropped him much faster than my dom -- he doesn't react well to 2 acid mortars, gas trap, and stacked 'trop patches (with four damage procs!)
The most straightforward strategy seems to be KBing him into the lava. -
Quote:Just to sell the shinies to the Malta -- the way that Nemesis is introduced in a Freak arc in the 20s ... trying to sell steam tech to the Freaks. I like the idea of foreshadowing the upper level mobs in the lower levels.Malta is too high level for Striga. Let's keep lower level content lower level. There's enough to go on there without bringing high-level groups into it.
Quote:Unfortunately level 30-34 BP don't exist. What they need to do is make a level 20-30 villain SF on Striga, and then add another 30-35 SF somewhere else. More SFs for villains! -
Quote:My $.02 ...All of these. Dark Astoria and the Shadow Shard are the two zones that always come up whenever this topic is raised, and something needs to be done with the Blood of the Black Stream. Also, the Council/Column war. The Kahn/Barracuda TFs re-introduce the 5th Column, but right now, they don't really have any sort of in-game presence outside the TFs and a few street spawns. Give them some story arcs or something to explain what they've been doing all this time and what their plans for the future are.
Striga is, IME, the natural place to explore the Council / Column war, although it's a zone that doesn't seem to get much player attention. Further, I'd open it up to villains and add in some juicy villain-only arcs. I'm quite sure that Lord Recluse would be rather interested in what the Council is up to, and the villain arc could have Recluse trying to figure out how to leverage the in-fighting to his own advantage. Throw in a side of mad science (Giant! Robots! With! Freaking! Lasers! or Vampires! And! Werewolves!, even Aliens!), and you'd have a pretty solid story to tell. Or several.
Perhaps there could even be an Arachnos attempt to take over the Council and Column. Or a simple plan on the part of villains to wrest technology from warring factions to sell (werewolf Freaks? robot tech for Malta, link to Kronos?). A hero arc exploring the same fight would be, IME, much duller -- it'd be all about cracking skulls, taking names, and trying to get the two sides to destroy each other. Yawn.
To get back to the BP, there are also lots of BP skulking around Striga. If'n I may be so bold, a 30-34 SF for villains could also be slotted into Striga. Both Scirocco and GW have strong magic ties -- perhaps they need something from the BP that could help to set up their patron arcs. For that matter, an ambitious SF could tie together the cemetery in Sharkshead with Striga and DA.
And, first and foremost, juicy story lines that heroes would not have access to. But everyone else would. -
What I find odd is that the devs are choosing to highlight some of their weakest content by using the original TFs for the weeklies.
And, FWIW, I also find villain content tends to be better than hero -- less travel between zones, tighter storylines, more interesting fights, even a few unique maps.
But ... ugghhh. I can't see myself running more than 1 or 2 Psyches. -
... awfully dull?
A (stealth) kill all to open with. Fed Ex missions. A patrol through Talos. And ... 1 AV that's dual-able (my trapper and an ice tanker, this morning).
One thing this TF has taught me: the devs make much better content now than they used to.
Edit: and lots of travelling between zones and one mish that spawned for us in the extreme south end of IP. This TF has many of the annoyance that people have griped about for years wrapped up in one package. -
Just something to chew on ...
Each Seeker Drones can be slotted up to ~ a 10% ToHit debuff -- and Siphon Insight includes some tasty set bonuses. SD also have a potent -damage debuff which is rather effective against AVs. You can leverage the ToHit debuff to cover any gaps in your defense and also use them to eat aplhas. They're also fun to use in order to pull second (or third) spawns into your "traps zone"; the mobs that charge at you after after the Drones explode come pre-debuffed.
FWIW, I'd simply remove Time Bomb from your build, take the ST immob (it's also effective against AVs for its -recharge component), and use the slots elsewhere in your build. Time Bomb sounds great, but, in reality, few people have ever consistently found good use for it. -
Quote:I've had close to a thousand on AoE-heavy toons. One a week, say 5 or 6 G'rai matters over the course of the week, + 2 or 3 from doing the raid itself.You can exchange Vanguard Merits for Gr'ai Matter... THAT is a simple and easy way to get a shard... Granted, it is 150 Vanguard Merits, and you can only do it roughly once every 18 hours or so...
But, how many merits does one get on a Rikti Mothership Raid? 400? More?
I'm not sure why we don't see more raids; they're are a better source of shards, for me at least, than all but the luckiest TFs. As long as the raid has a couple Dispersion Bubbles (or the Sonic equivalent), they tend to be quite low stress and easy to pop into and out of (i.e., casual-friendly). -
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Burning Chick, one of my very first toons, a week or two after release.
I knew that the Speed Pool was good for fire tankers, but took Flurry instead of Hasten.
Skipped Burn.
No Stamina.
Was late in realizing that Sprint was not a substitute for a travel power.
Shelved until the devs gave out the first free-spec with I3.
OMG, bad.
******* about how bad tankers were compared to defenders, rolled a bubbler.
******* about how FF's Final 3 powers didn't gel with CoH's overall go forth and zerg vibe.
I'm apparently a slow learner since it took me until I4 or so and my dark / dark defender for me to understand CoH and how powers come together. -
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Quote:The only toon I've ever soloed an AV with was my thugs / traps (Woodsman). Zzzzzzzzzz ... it took a while, but I won. And it wasn't nearly half as interesting as I thought it'd be.Traps is a very odd set in terms of opinion. It's gone from lolTraps to overpoweredTraps and back and forth so many times that no one can keep track. It's one of those sets that doesn't seem to have a middle ground.
Half want to buff it, the other half are afraid it will get nerfed.
I also soloed Ballista w/o pets on her.
To me, Traps brings direct damage (you can pile in LOTS of damage procs), significant damage boosts (stacked Acid Mortars + the -resistance proc), protection (+def, mez protection, -ToHit, -damage, barf, hold), and some soft control (ST immob, ST slow, ST -recharge, AoE slow).
Traps gels with every team I've ever been on, but many people don't see the goodness because it doesn't provide +damage, +recovery, +recharge, and an overwhelming amount of +def. IME, some (de)buffs are valued far more by the playerbase than others, and if a set lacks those, than the set is lacking -- even if the set combines buffs and debuffs to a similar effect. And provides them in an easy to use package (no ST buffs to manage, no worrying about toggles dropping).