Come Undone

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  1. Well, will have to see how other blaster secondaries get changed for i24, my future blasters will be using Martial Combat.
    Also Bunny, any DP blaster will have to deal with re-draw for secondary, so not *too* bad, at least compared to other choices.
  2. Uh, yeah those and the solid versions of the swords. Was working from memory, looking at them in game now they don't look nearly as icy as I'd hoped.
    Playing in costume creator I can get imperial dynasty looking kinda icy. Some claws also look like they could pass for ice tinted right, or kinetic melee.
  3. If you have the elemental weapons from VIP tier 9, you can have an ice sword or swords for either ninja blade or dual blades stalker. And though I have little play experience with either (nothing over 15 on live,30s on beta) on paper I'm more impressed with stalker ice.
  4. Quote:
    Originally Posted by Arcanaville View Post
    What group is that wiping out now that it won't in I24?
    Honestly, haven't done the math to be sure, just get the feeling I'll see alot more leftovers with the lower damage.
    Solo, I'd also pop VS first for some extra defiance and that may have finished anything standing off while I was popping a blue and I'm mis-remembering it as the group being finished by the initial nuke.
    I'll admit that that disappointment is based more on feeling than fact so I guess I'll see once it hits beta.
  5. Personally I have mixed feelings about this and the other blaster changes. While I am for the most part happy with them, I am a bit disappointed at how few changes affect just blasters, and while being able to use my nukes more often will be nice, I'll miss aim+bu+nuke+blue (or getting lucky with PS proc) and consume wiping out whole groups on my elec/fire. Guess I'll just take solace that I can switch the blue+consume for ball lightning and FSC for cleanup and that devices, energy and ice will be more appealing for more primaries (for me anyway).
  6. IO sets are unavailable for Bio Armor or Nature Affinity. I know these are still in beta so this may be intentional, but just incase it's not thought I'd make sure you know.
  7. Quote:
    Originally Posted by DarkSideLeague View Post
    You can't - hitting even a single target crashes your endurance by 100% - it was changed in i5 because people were using nukes for farming and they wanted to make sure no one ever took them again.
    If that's true, I think they changed it back. It still drains a lot of end, but if my blaster's thunderous blast only hits 1-2 targets then he'll have some end left over.
  8. I have a stone/DM, and I happen to think dark melee works rather well with stone. While I don't know about being the "best tank" he is ridiculously durable with granite up. However, as others have pointed out, not dying is just one part of tanking, you also have to make sure others don't die.

    While I'm pretty good at that too with granite up, the -rech can make things tricky if you have more mobs around you than the agro cap, since your taunt will recharge slower and thus it'll take you more time to rotate through whatever's running after the squishies. And I have have agro stolen from me on my tank using granite, but only by other tanks (and the occasional brute) so I don't consider it that bad.
    Also, while being nigh-unkillable is cool, many other sets are "good enough" for durability, especially if you have some support sets helping out.

    Going back to your second question, yeah, it is pretty much god mode, but it's the last power in your armor set, so while leveling up at least, you can't forget the rest. Once you've leveled up you could just run granite all the time, although you might want to keep a couple of the other armors for when you don't want to deal with the penalties, or when you have to face off against a lot of psi damage.
  9. Quote:
    Originally Posted by _Ail_ View Post
    I'm with you. The current version is too much like fury for my taste.

    The original version was unique and quite a bit of fun. Sure, it promoted being on the edge of death, but it was a blast!!!!!
    Opposite for me. Defiance 1.0 (along with ED and all the other changes around that time) lead to me quitting for several months, and not playing blasters for any more than a couple hours a month for years after my return due to the sour taste it left.

    And kinda tired atm and forgetting how to mulit-quote right now, but in response to Issen:
    While I agree that mercs seem to need a look the most of the MM primaries, I feel ninja's are too squishy and it can be rather hard to leveage thier damage. Although, my main ninja/ MM is /posion, so that doesn't do a whole lot in aiding thier survivability.
    As for other sets, I think their pet problems are mostly related to the dumb AI, so it's hard to say if any of others would also need a balance check after the more pressing issue of pet AI for all gets looked at
  10. Come Undone

    Twlight's Grasp

    In addition to all the other to-hit debuffs, TG also has a small debuff as well. Granted, stronger foes will reduce it to less than 2%, but TG on it's own will soft cap you against any minion or LT you hit with it, while fearsome stare and darkest night should be enough to effectively softcap you vs entire spawns, including any AVs (well, except possibly in trials anyway).
  11. IMO, blasters could use help, though I'll leave it to others to go into the details for now.
    Pet AI needs to be reworked, and keep getting reworked untill it the devs nail it. Then when it inevitably gets broken again it'll need to be fixed in a timely manner.
    A couple MM sets could use a balance pass, but with the exception of terrible AI the AT as a whole is pretty well off.

    While I am satisfied with my tankers, based on what I've seen some people with brutes, and not considering myself a true expert on the AT, I'll go with the crowd saying they need something, although I'm not really sure what exactly.
  12. /signed hard enough to shatter the desk
    I hate the email unlock system, and while I will grudgingly admit it's the best current system for some things, costume parts aren't one of them.
  13. Quote:
    Originally Posted by PowerOfRA View Post
    PvP has been unplayable in pvp since issue 12.
    Fixed

    Quote:
    Originally Posted by PowerOfRA View Post
    Come to think of it......I have not seen an ice blast dominator since I was on EU servers in 2008.
    You've never seen an ice blast dom because they don't exist. I will admit ice assault doesn't look that great imo though. As for ice blast, haven't gotten around to rolling one, but I've made several mids builds with it, on paper it looks pretty good.

    And finaly suggestions go here this is the beta forum, and your opinions on ice powers have no bearing on the current beta.
  14. So, is there any plan to even try and fix this, or just goingt to wait till the event is over?


    And on a semi-related note, as a tier 9+ vet who bought both CoV and going rogue when they came out (thus paid for all that content) what would I loose if I drop my subscription? Cause the response thus far isn't filling me with confidence and it'd be nice to know my options.
  15. Won't be playing any of my existing characters until this gets fixed, although I might try rolling someone new. Hopefully they'll have a fix soon, and extend the winter event by a few weeks to make up for this. And if they don't, at least I have other games to keep me ocupied for now.
  16. Quote:
    Originally Posted by Agent White View Post
    I know others have seen this, but I've seen it happen about 3 times now so I figure it's worth reporting.

    For whatever reason the Winter Lord monsters have been spawning with Winter Horde minions that are waaaaay above a zone's particular level.

    http://boards.cityofheroes.com/showthread.php?t=280356
    .
    Here's a screen I took the other day. but just today on Exalted I joined in helping an incarnate take out one (no buggy infinite horde though) in Cap that had 47+ minions, and just tonight I ran into another one in Atlas, also with 47+ frostlings. This one at least was out of the way

    This just seems ridiculous. I mean, players are supposed to be able to gang up on a GM when one spawns, Winter Lord or no, but the high level minions pretty much mean you need a 50+ person to form the team or you'll just faceplant.

    Now they're not all spawning like this, I did manage to spawn one myself in Steel City on Victory with my ill/rad controller and didn't have any problems, so just curious what's up.
    If I remember right, horde spawns based on the level of the person with agro, when they are spawned. Try having a lowbie rush in first next time.
  17. Quote:
    Originally Posted by Bloodspeaker View Post
    I've been trying to convince them that there IS such a thing as being TOO worried about offending someone. Here's to hoping other folks will help hold up the torch, so to speak.
    Honestly, I'm offended by them thinking we players would be so easily offended. And yes, I see the irony of this situation, and only hope the devs can as well.
  18. Quote:
    Originally Posted by Da_Captain View Post


    Don't forget about Fortunata Hypnosis Chance for Placate, Chance for an 8 sec mag 2 Placate, They are sleeping and only wake up if you attack them, but if you attack them the Placate wears off.
    Well, that does have some use in that if you put something to sleep and someone without taunt built into attacks wakes it, it won't come after you (or that's the idea I get anyway, honestly haven't put it to the test yet)
  19. Come Undone

    I found a happy!

    Quote:
    Originally Posted by Warkupo View Post
    You might also want to contemplate taking Oppressive Gloom and Soul Storm from the Soul Mastery tree via Ghost Widow. It doesn't have as much to do with your specific enhancement preference as it is just taking advantage of your primary and secondary. As you mentioned, you like Abyssal Gaze in that it stuns enemies.

    Oppressive Gloom stuns all enemies around you at Mag 2. This will take care of any minions around you, effectively removing from the fight in a method similar to World of Confusion. It has better synergy with your Dark Blast set, however, in that if a boss within 12 feet of you, then you can use Abyssal Gaze while Oppressive Gloom is running and he will instantly be putty in your caring hands. Oppressive Gloom is normally hard to use because it lowers your HP, but Drain Psyche should mitigate that issue entirely.

    Alternatively, or Perhaps even additionally, Soul Storm works very much like your Abyssal Gaze; a single target hold, but it is Mag 3 instead of Mag 2. If the idea of getting into melee combat to stun the boss is unappealing, Soul Storm can very easily be used from a range with Abyssal Gaze as a sort of 1-2 punch that completely disables the boss as well. This takes more set up time than Oppressive Gloom, and it won't take care of the minions, but you don't have to go into melee to make use out of it, and it sounds like you prefer range.

    Things to think about, at any rate.
    You seem confused here. Soul Storm is a mag 3 hold. Abyssal Gaze is a mag 3 hold. Oppressive Gloom is a mag 2 stun. Psychic Shockwave (which you didn't mention) has 25% chance of mag 2 stun. You could combine shockwave and gloom to have a chance to stun a boss, or you could combine gaze with soul storm to hold a boss, but not gloom/gaze. However, most epic/patron pools have a hold, and shockwave is only 25%, so I wouldn't count on it for stunning stuff.


    As for the talk of damage vs to-hit debuffs, I'd prefer damage, although I could see slipping in to-hit debuffs where you can (acc/debuff hami's would be good, and some of the to-hit set IOs for increasing both to-hit debuff and recharge for example). Also, this looks like a great place for musculature radial if you eventualy get incarnated, since it adds both damage and to-hit debuff.
  20. I'd love it if ninja's could benifit from the MM's def bonuses. Might be possible to get them enough defense to make a difference on something other than FF or traps.
  21. My expereince with DA is limited to my baby (think 21 atm? would need to log on and double check) tank. You say that cutting the heal and end in half would make it better, especialy for tankers and I disagree. My tank converts greens to blues because even without the heal I burn through end like mad (maybe full SOs or some IOs would help that, but anyway) as such, I'm prepared to pop a blue to heal to full, I'm not prepared to pop a green which is half or less as good as my heal just to save a blue. Plus hard targets can still beat me down, and it's nice to have dark regen save me with a single target (so long as it hits anyway... like I said before, need slots/SOs...)
  22. Come Undone

    DP and Procs

    Changing ammo doesn't alter procs in any way. Both knockback and slow procs work fine regardless of ammo type, and the control power can take/use either stun or hold (or ranged damage) procs, and both will apply regardless of ammo type.

    In summery, if you can slot the proc it will work no matter the ammo.

    As for loading up on procs and neglecting normal slotting, seems a bad idea to me, too much left up to the rng, and need to hit with the power for the procs to go off anyway.
  23. Quote:
    Originally Posted by Screwloose View Post
    I had a bit more of a think about Cloak of Fear after my last post and that was pretty much the conclusion I came to. After I looked at the To Hit debuff sets you could slot in it I thought What if I just look at it as a To Hit Debuff power?

    Base value is 5%, maxing out to about 7.5% when enhanced. Not instantly exciting, but equivalent to 7.5% Defense against all attacks by Critters in Melee with you, with the bonus of it working for all your Team Mates too.

    It’s End cost is about on par for most mitigation toggles. So pricey to run on top of the 3 Resistance toggle, but not expensive for itself.

    If I ask myself the question would I run a toggle that just gave me 7.5% Defense against all attacks by Critters in melee with me then the answer starts to look like Yes. And in a decently IO’ed build it is going to pretty much effect all the Critters in Melee with me pretty much all the time.

    It still looks like the last mitigation toggle I would turn on, but probably worth having for the situations I need it and maybe extra value when teamed.



    I don’t recall where I get the info from but as far as I know both effects are subject to the same to hit roll, so either both hit a target or neither do.

    Do you need the Taunt from CoF, shouldn’t you be getting a Taunt from Death Shroud?

    Regards, Screwloose
    “I am not young enough to know everything.”
    In regards to the bolded bit, it's equivilent to 7.5 defense vs even con minions. Higher levels or ranks will mitigate the tohit debuff, so in cases where you really need it (like say against a 54 AV) it'll be all but useless. And that's assuming you can even hit with it and land the to-hit debuff.

    If if either the taunt or to-hit debuff were auto-hit, I could see a few uses for the power. If both were auto hit and only the the fear needed an accuracy check I could see a few more uses. If to-hit debuff and taunt were auto hit, the fear had much better accuracy (say 80% base, vs it's current 50%), and the end cost was dropped by 10-20%, it would then be a power I'd consider taking, but most likely would still skip.

    However, aside from CoF, the rest of the set is pretty good on it's own, and awesome with IOs.
  24. No, it has a chance to fire any time you use an attack that has a chance to knock something back/down, whether it does do knockback, or your target is immune is irrelivent. And incidently, you can put it in one of the DP attacks that has a chance to knockback when you're using normal ammo, then switch to another ammo (which removes the knockback from most attacks) and still benifit from the proc.
  25. I'd actualy forgotten about acrobatics. Personaly though I'd recomend just putting one (or more) of the knockback protection IOs in the build. 1 in either super jump or combat jumping, along with having acrobatics would give you mag 13 protection, which should be enough for most of the game.