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Posts
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Snowstrike, Magmaflow, Realityburn, Waking Life, Amplified, Panzer Steel, Cult of Personality, Magnetic North.
ALL available within the last month. There are good names left, you just have to stop thinking so hard about it. I come up with names better when I'm not trying to at all. The majority of those I came up with while mopping a floor at work.
If you want to be Inferno Man, yeah, you're probably gonna be out of luck there, because it's not very original to begin with, and was probably the name of one of the first fire blasters created in the game.
I don't want to end up being Snowstrike@Claws and Effect because someone decided they have as much right as I do to a name I thought of first. If a name I think of is taken, I'm obviously not being original enough. -
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I can't help you much, I just wanted to say that is a pretty cool concept for a character.
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Quote:Well, actually it was Broadsword/Dark, but that's just semantics, they're so close to identical as to be interchangable.
ClawsandEffect made an inexpensive Katana/Dark build that still soft caps, so you don't have to spend six billion influence to get there.
I went with OGloom simply because I didn't have enoug spare slots to make Cloak of Fear worthwhile. Well, and my end drain is bad enough with 9 toggles and a barely end reduced BS attack chain, so I didn't want to burn end on something that I found to be that unreliable.
Here's the thread about it: http://boards.cityofheroes.com/showthread.php?t=189427
The second build I posted in the thread is the one I went with. My live build is still a bit short on AoE defense because I ran out of money before I got the Zephyr KB protections.
I give up some DPS and HP, but I've proven my build to pull off the RWZ Challenge with no problems at all. Can probably solo AVs with a decent success rate too, but I haven't tried it yet.
Oh, and at this point the damage I take from OGloom is just about the only damage I'm taking in most non-insane situations, so it's not a problem. -
Melee characters are easy to play.
Step 1) Enter melee range
Step 2) Hit your enemy in the face
(Repeat Step 2 as many times as necessary)
Step 3) Choose next target
Repeat Steps 1-3 until there is nothing left to target.
There's a little more to it than that, based on what AT specifically you are playing. The above would be for scrappers and brutes, tanks and stalkers work a little different.
Just remember, if they are not red or purple to you, you are probably tougher than them. A melee character's job is to: A) Kill stuff, and B) Keep the stuff you are killing's attention so the ranged characters can kill stuff. -
Quote:It does, I consider it a credit to the community that in almost 4 years of playing I have used it less than 15 times for anything other than a RMT spammer.I have yet to run into a player that made me look for an "ignore" option. In fact I don't even know if the game has one lol...
There are jerks in CoH, just like anywhere else, but the jackhole population seems to be lower than in other games. -
Quote:Right now I'm doing 20-24 bronze rolls and selling off the stuff I don't need. I get the occasional RES/DEF unique, Karma Knockback, Kismet ToHit, and some other interesting things. Most of it's garbage of course. It may not be the most profitable method, but every once in a while I get an IO I actually WANT, so that saves me the time, money, and effort of actually purchasing it.
That's what I do on the rare occasions I go into AE anymore. Every character I have can use all 3 of those enhancements.
I roll 25-29 though, some of the sets start at 25 that I like to use. -
Quote:I slot Doctored Wounds purely for the recharge bonus. I don't have billions sitting around to purple out a toon or buy 5 LotG recharges, so I need all the recharge I can scrape together. Heal/End is the one I leave out of the set, in all 3 powers.I suspect he meant that the enhancements don't change the total percentage of regen the power offers very much. The difference in slotting 3 heals in IH and slotting none in it makes it not very attractive to add the heals if you have any but the most frivolous use for slots elsewhere.
Instead of looking at the most awesome build I can possibly put together, I look at the most awesome build I can possibly afford. And Doctored Wounds is (compared to Numina's or Miracle) dirt cheap.
I use IH so seldom nowadays that it is essentially a glorified set mule, though it IS nice on the rare occasion I need it. -
You should be able to softcap smashing/lethal, ranged, and AoE.
Werner has a Katana/DA that is softcapped, and I have a BS/DA that is softcapped. It should be theoretically possible to softcap smashing and lethal, and get ranged and AoE to at least 40% (that last 5% or so is tricky anyway)
The overwhelming majority of melee attacks have a smashing or lethal component to them. The only ones I can think of offhand that don't are: Scorch, Incinerate, and Mind Probe.
I'm sure there are more that don't, but those were the only ones that came to mind. -
Quote:I was going to make a Spines/Regen scrapper.
I just tried making another build using similar criteria to your build Claws and it works fine, though I'm not exactly sure how since I wasn't really doing anything different before
Oh well, thanks.
I use Doctored Wounds for my heals for the 5% recharge bonus.
Scirocco's gives me a regen bonus (and I think a Max HP bonus but I don't remember for sure)
Posi's Blast gives more recharge.
5 Decimation + Generic Damage IO in Focus.
Unfortunately, as Spines/Regen you probably will want Stamina, at least until you start amassing some recovery bonuses.
It's not so much a matter of how many slots you use as it is what you put in them. I built to maximize the benefit from as few slots as possible while keeping the build inexpensive (all my high dollar items came as drops, I didn't spend hundreds of millions on them) -
Quote:I think most mastermind players would kill for kinectics for a secondary. From the way you talk maybe your not to use to playing the AT but simple goto commands solve any problems about where your pets are when your buffs/debuffs go off. It wouldn't be hard at all to fulcrum shift a full team of mastermind pets of any variety in most any situation.
I hate Masterminds.
Correction, I don't hate them as an AT, I hate playing them. Too much micromanaging for me.
So that covers Fulcrum Shift. I'm not going to argue that point, but what about the other powers? I'd say my theory on why MMs don't have Kinetics is plausible, but I won't go so far as to claim it as fact. A Kinetics MM would probably be pretty squishy until level 38 due to lack of mitigation. -
I like Pinnacle's community...but it's closer towards the lesser populated end of the spectrum.
Freedom, Virtue, Infinity, and Justice* seem to be the most populated.
(*Justice is the unofficial Aussie/Kiwi server, their population spikes in the middle of the night, rather than prime-time like the rest of them, because in their time zone that IS prime time for them.) -
Really?
Odd, my main almost has too many slots.
FH:3
QR:4
Recon:5
DP:5
IH:5
Resilience:2
Integration:3
MoG:1
Skipped Revive
All my single target attacks are 6 slotted, all my AoEs are 5 slotted with Posi's Blast or Scirocco's Dervish, I skipped Strike, Confront, and Eviscerate.
That left me plenty of slots to play with for pool powers.
Tough and Weave got 4 each (Boxing got squat, and removed from my tray)
Didn't slot my travel power beyond the default.
Health got 3 and I skipped Stamina (Claws/Regen doesn't need it)
Focused Accuracy is 6 slotted, PP got 4, Energy Torrent got 5.
Plenty of slots, but it took some trial and error before I figured out what I was overand under slotting. -
See, what I used to do with my Regen is, when the team got into trouble and needed the defender to have that bonus to keep us alive....I'd pop MoG.
Boom, instantly one team member is at 10% health that wont change for 2 minutes and as long as we weren't fighting anything that did Psi damage we were in good shape.
I prefer new MoG over old MoG, but I miss being able to pull that trick out when the defender really needs that bonus. It was really the only way a regen scrapper could help a defender out. -
Quote:Note, that given that you only need 4 pieces of Kinetic Combat, you can use a KB set to fill out the last two slots and give you KB in your attacks now. It can be great fun. My Ice/Energy Blaster has a full set of KB enhancers (which also enhances damage, acc, etc.) and she can knock a grey mob about two blocks!
Thing is, I'd prefer the random chance of knockback, rather than guaranteed knockback every time it triggers.
I was already planning on using Kinetic Combat for the Smashing/Lethal defense, I was asking the question to help me decide if the KD proc was going to be one of them.
It just sounded like a cool way to have a more dynamic combat experience to sometimes knock them down, sometimes knock them back, and sometimes not knock them at all. Kinda makes it feel more like a real fight in a way.
Adding KB enhancers would just turn it into KB or nothing, I like the idea of 3 possibilities instead of 2. -
Quote:Cool, if that's true my tank will be fun to play later on.If both chance for KD happen, and the sum of the values is greater than 1 (possibly equal as well, not sure), then it will become KB.
I'm not one of the melee players who shuns knockback. It's completely appropriate for a guy as big as my tank to knock a normal sized dude across a room with a punch. Especialy if he's strong enough to rip a chunk of concrete up and throw it 80 feet. -
Quote:D'oh! Lack of proofreading FTL. That was supposed to be 700%Are you sure about that? I put together a regen build that had both regen uniques, quite a few regen bonuses thanks to Numina, and Health/Physical Perfection. It rounded out at about 770% passive regen. I don't think it's "not uncommon" to find another 30% over expensive uniques, Numina bonuses, and a power that has only existed since last issue. I think 600% might be a more reasonable figure. But even that would require some regen bonuses. Or PP at the very least.
Plus, 771% regen with 1792 HP is 57.7 HP/sec.
Which, while not exactly run of the mill numbers, isn't exactly uncommon to see either. Most Regens with decent builds that are moderately IOed should get close to that amount (close meaning 20% give or take)
I was above 600% with Integration, Fast Healing and Health slotted with generic Healing IOs. Was around 635% if I remember right. I'm in the 750% neighborhood now. Need to finish slottng Numina's in Health and Fast Healing and I should be about where you ended up.
I'll double check when I get home, I just respecced not that long ago, so my memory of exactly what my numbers are may be off. -
Quote:That's actually a well thought out answer that makes perfect sense.*wonders if JanusFrs is part ferret...*
anyways, to directly answer your question, the developers don't often talk about why they give powersets to one archtype or another, and by the same token, don't often talk about why they DO NOT give certain power-sets to one side or another. I didn't find any obvious red-named posts specifically on this subject with the search function.
I can, however, hazard a guess from a design perspective. One of the problems... and it's not really a problem, is that the Force-Field set only has one debuff type... which is knockback. Outside of knocking enemies down or away, Force Field does not deploy any other debuffs.
In CoH you have one strong debuff / buff type, the defender, and one weak type, the controller. In CoV there isn't actually a strong debuff / buff type. The buff / debuffs on Corruptors and Masterminds are secondary sets. Going through and looking at the sets that were originally available that were common across both, you'd find that Corruptors were mostly using the Controller secondary values for their buffs / debuffs, say like on Radiation Emission, and that Masterminds generally had even weaker values, say comparing Dark Miasma to the Corruptor and Defender variants.
Because of these design limitations almost all of the Corruptor sets contained enemy debuffs. Thermal Radiation, the original answer to empath for example, got Melt Armor and Heat Exhaustion in addition to it's mix of player resist buffs and strong heals. When Pain Domination was introduced as an inverse empath set, it also got an enemy debuff, Anguishing Cry.
From a design standpoint, only one Corruptor set actually lacks a -resist debuff and -defense debuff, which is the Kinetics Set. However, the Kin still functions as a strong buff / debuff type as a kin can kill endurance and regeneration values.
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Since ForceField doesn't fit the observed design requirements for a Corruptor secondary, that's probably why it hasn't, and probably won't be, ported over to the Archtype.
Also partially explains why Masterminds haven't gotten Kinetics either. If you look at MM secondaries, they have a common theme of all being able to do something to protect your pets. Kinetics does very little in the way of protecting. The heal, for example, is based around being within melee range, or close to it, of an enemy. There aren't many MM pets that prefer melee range enough for it to be useful.
Forcefield, Pain Dom, and Thermal all directly protect your pets through buffing them. Dark Miasma, Storm, and to a lesser extent, Traps protect them through debuffing the enemy. Kinetics' main strength is increasing damage output, and since pets are now unaffected by recharge boosts, Speed Boost does very little for them, leaving Increase Density as the only actual buff in the set. Also, my aforementioned point of not many pets liking melee would mean that even Fulcrum Shift wouldn't be that useful, since it would miss half your pets.
The general theme of MM powers is that they be just as useful solo as teamed, Kinetics doesn't fit that bill for a Mastermind. -
Just a quick question.
Punch and Haymaker have a 30% and 60% chance for knockdown built into the power.
If I were to put the Kinetic Combat knockdown proc in them and they triggered at the same time, would they stack to become knockback?
Just wondering because I thought it would be kinda cool to sometimes knock them down, and every so often send them flying. Seems thematically appropriate to me. -
Yeah, Dull Pain is nearly useless on a stalker that is already at HP cap. It essentially becomes a really big heal since it has no other effect.
Brute and tanker HP cap is in the 3000-some-odd range...which is the main reason neither of them have Regeneration as a Primary/Secondary choice. That many HP would be regenerating at an obscene rate, it is not uncommon for a Regen to hit 800% passive regeneration. My scrapper regenerates 44.80 HP/sec with just Integration running, he has just a tiny bit under 1800 hit points. A tank with Regen would be regenerating around 80 HP/sec....just standing there. Add a self heal, and the ability to hit HP cap on a regular basis and you have a damn near unkillable tank...and that's before IOs and Tough/Weave are taken into account.
I completely understand why tanks and brutes don't get regen, it would be pretty overpowered to have a set that's main function is to heal based on amount of HP given to the two ATs with the highest HP.
Willpower works differently, they can hit the same levels of regen, but only in the middle of a crowd, a Regen has those levels all the time. -
I have to disagree with Energy/Ninjitsu for a stalker.
DM/Nin is much better through the levels before you manage to get to softcap. Owing to the heal that is part of your attack chain, and the to-hit debuffs shoring up your defense numbers a little bit.
The other night I was playing my DM/Nin stalker on a team going after Eochai. I jumpes in and started wailing on him....and did so for several minutes before I realized I was the only one attacking him.
Energy hits really hard. REALLY hard. But I like the synergy of DM better with Ninjitsu.
I have no complaint with anything relating to Sonic Attack. It's awesome no matter what AT it is. My favorite blast set by a wide margin, and the only one I have more than one of. -
Quote:Good point. If you have a stealth power already (Cloak of Darkness, Cloaking Device, Steamy Mist, Shadow Fall, etc.) you are completely wasting two power picks to get Phase Shift. It would be MUCH easier and make more sense in that case to buy the Ethereal Shift temp power. It's identical to Phase Shift, is usually pretty cheap, and saves you 3 power choices.Most people that would use the Stealth pool already have a Stealth power in their primary or secondary.
Edit: No you cannot stack stealth powers for more stealth. The only stealth power that stacks with others is stalker Hide. -
After level 25 you can use a portal that someone else opens to get into the zone. There is a badge in there that grants you your own portal.
Usually if you ask in broadcast someone will be willing to open an O Portal for you to use. It recharges pretty fast, so it's not asking a whole lot of someone. -
The 7% defense in Invisibility doesn't suppress because you can't do anything that affects more than yourself while it is active (i.e. you can't attack)
Stealth in PvP is just barely this side of completely useless for anything but a stalker. This is because the stealth cap for non-stalkers is 571 feet. Base perception for everyone is 500 feet. Any kind of perception bonus at all completely negates stealth for non-stalkers. The kicker? Tactics is a huge perception buff that is available to anyone.
Most people that I've talked to that have the Concealment pool for PvP take it ONLY for Phase Shift. Unless you are a stalker the rest of the pool does very little good.
Stealth has a small amount of defense that suppresses when stealth is broken.
Grant Invisibility is not usable on yourself.
Invisibility has a nice defense buff that doesn't suppress, but you can't attack while running it.
You never mentioned what the character's AT is that you're building, so I can't be much more help than that. -
Quote:It would be a good solution....IF Arkham didn't have the most lax security on the face of the planet for a maximum security asylum for the criminally insane.
Most of Batman's rogue gallery I think can probably be declared insane, and why they go to the asylum rather than a real prison.
How many times does there have to be a mass escape before they put someone else in charge of that place?
The Joker goes to Arkham...and breaks out a week later...and it happens over and over and over. And at least one person dies every time he escapes.
At some point wouldn't you just give him a lethal injection instead of putting him BACK in the same place he keeps escaping from?
He's killed the equivelant of the population of a decently sized town by now, hasn't he earned the death penalty yet? He's NEVER going to be cured, that should be fairly obvious by now. But nope, back in the nuthouse for a week or two he goes.
It defies all logic.