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Posts
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Quote:I think that pretty much answers your question.So between the core and radial tier 4's, is there a common agreement on which is better? The core essentially has a 20% chance damage proc, while the radial has an increased number of targets and a damage debuff.
Is the extra possible damage from core worth losing out on the extra targets? And what are the exact numbers on the targets? Mids doesn't seem to show them. The damage debuff isn't really relevant to me.
But something else to consider, do you typically find yourself fighting more than the agro cap? If your answer is no, then I'd recommend Core.
I can't check at the moment, but I believe the target caps were Core-24 Radial-32. -
Quote:I think there is a little distinction that needs to be made. Saying a server is dead suggests (at least to me) that the server is dead at all times, when it is usually just one person's perspective.While the part of your post I cropped was all good advice, whether or not any server is "dead" depends on when you can play. I know how dead the normally higher population servers are in the wee hours of the morning when I can play (generally only Virtue has much going on), so I'd be surprised if the lower pop servers are very much better anytime other than prime time.
Question: Is Pinnacle dead?
Answer: No. From the way people use it, dead seems to mean that teams can't be formed, people can't be interacted with, and there is generally a feeling of emptiness on the server itself. In Pinnacle's case Taskforces, Trials, and regular and irregular mission teams are abundant. The catch? Joining these events are a *lot* easier if you join the Global Channel for that server's events (PinnBadges) and know when the peak time is.
Question: Is Pinnacle dead to me (A player who plays at 12:00pm CST)?
Answer: Perhaps. It varies between days, but most of the time very few events form up when I am on, and I end up soloing. It sure 'feels' dead to me.
Question: Is Pinnacle dead to me (A player who plays at 10:00pm CST)?
Answer: Certainly not! Every single time I log in, something is forming and people are chatting in the global channels. I have to beat the team invites off with a stick. Super Groups run multiple trials, people are out hunting Giant Monsters, teams are advertising for more members...it is glorious!
When I first started playing on Pinnacle I did so during my prime time which coincided with Freedom's. I felt like the server had very little activity even after I joined PinnBadges, however I later found out that the server just peaks at a different time. The community is great and the events are abundant, you just need to know where to look for them.
Also, I believe the developers have expressed an interest at looking into a solo advancement path for those who wont/can't/don't-like-to group if it is any consolation. -
Quote:Hold Mitos:Looking to create a Dominator for a Hamidon raid. What would be a good power set to hold the mito's and do damage at the same time.
You're looking for something that can spam holds well which would be, in this order:
Fire (1.07)
Mind (1.1)
Gravity (1.83)
Ice (1.87)
Earth (2.07)~Plant (2.07)
Electric (2.17)
The numbers show the activation time of those holds, because when you are spamming holds the activation time becomes your greatest limiter.
Meaning that in relation to the single target holds, Fire is the best, but there are some things to note.
- All sets also come with an AoE hold. Earth Control's is useless in this context.
- Mind Control gets one more hold from Telekinesis.
- Earth and Ice get Melee pets with holds. Their usefulness will depend on their ability to target the Mito you are attacking and jump onto its pedestal. Translation: Can be a slight advantage, but nearly always isn't.
- Gravity gets a Ranged pet with a hold. Its usefulness will depend on its ability to target the Mito you are attacking. This can be an advantage if you know how to maneuver well.
- Some Hami Raid leaders do not like pets and will ask that they be desummoned, nullifying the advantage brought on by the pets listed above.
So what should you choose? I'd recommend Fire Control or Mind Control.
Damage Mitos:
You're looking for something that can spam damage. In this case the best set would be the one that can put out the most damage per second, which is most likely Fiery Assault. At the cost of damage you do have other options though:
- Icy Assault gives you Power Boost which will increase the duration of your holds so you can hold Mitos easier.
- Earth Assault gives you Power Boost which will increase the duration of your holds so you can hold Mitos easier.
- Earth Assault gives you Seismic Smash which is another hold allowing you to hold Mitos easier.
- Some sets (Like Thorny Assault or Earth Assault) have powers which can only be activated while you are on the ground. Since many Mito are high in the sky, they will be useless (Most likely because they are out of range, or you are flying).
So what should you choose? I'd recommend Fiery Assault or Earth Assault.
What is the moral of this story? In the end, all you have to do is bring someone who can hold and do damage. It doesn't *have* to be the best because there will be 49 other people (potentially) present with holds and damage meaning those extra few seconds of a hold, or extra few DPS won't matter at all. No one will stop you from MinMaxing if you want, it just isn't needed. -
Quote:Sorry to nit pick, but Granite Armor is actually a 65% recharge penalty.1st you get a -50% to recharge. This means very slow refresh rate of your powers (your attack chain will recharge 50% slower than normal)
Also, nice overviews. Gave me some things to think about. -
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Quote:Well it still works for me as long as you are ok with the price difference. I have to work all day today, however tomorrow evening (CST) I will be on. I'll try to contact you in game at that time.I'd be willing to meet ingame if you'd like to trade at any time. My globals are in my sig
Edit: Oh right, I should tell you what my global is: @Computer -
Quote:These are the things I would be interested in acquiring.I have:
1 - Glad armor proc - 2.5 bill
4 - Glad Strike procs - 400 mill
1 - Heca dmg/rech - 550 mill
2 - Heca procs - 200 mill
2 - Heca acc/rech - 550 mill
2 - Heca acc/end/rech - 600 mill
2 - Heca dmg/end - 700 mill
1 - Glad strike acc/end/dmg/rech -500 mill
1 - Glad strike acc/end/rech - 400 mill
2 - level 53 (actually 52+, but exact same 38.3/38.3) Nucleous Exposure - 600 mill
2 - level 53 (again, 52+) Synethetic Nucleous Exposure - 500 mill
If my math is correct: 4.65 Bil
Quote:I want:
2 - Glad jav dmg/rech - 100 mill
2 - Glad jav dmg/acc - 250 mill
2 - Glad jav dmg/end/rech - 100 mill
2 - Glad jav acc/end/rech - 500 mill
2 - Glad jav acc/dmg/end/rech - 650 mill
4 - Glad jav proc - 1.1 bill
1 - Fury of the glad proc - 1 bill
-Make all offers here on this thread-
If my math is correct: 4.2 Bil
Let me know if you are still interested and, if so, how you want to slice it so the numbers are closer together. -
Quote:I hope to Ermeeth you're being overly sarcastic...Can we get an option to turn sleep and fear powers into stuns or holds? Can we also change the damage mechanic so that it works similar to Mystic Arcana? It was already bad joining a team for some mishes and getting hit by a random 20min duration buff, but receiving damage, too? An option window that lets as deny all incoming damage should have been implemented from the start. I hope this issue will be resolves asap.
Edit: And maybe add a DDR buff to Hasten? -
Quote:That would be a great idea (I for one would love it) however there are two reasons the Developers would probably not do this.I was just reading a forum post on kb in the blaster forums and it made me wonder if there were any plans to expand Null the gull's powers to include turning kb into kd. Has anyone heard of this, would it be possible? I was thinking he could apply a mag reduction to all kb powers untill under the .67 lvl.
thanks,
Gitch
1) They might balance powers with a Knockback component while taking that hindrance into account. If you had a way to reduce that Knockback, you have just taken away a balancing point to the power. Ex: Hand Clap.
2) If 1 isn't true, some powers might just become too powerful. Ex: Bonfire. -
Quote:My first thought was "This could add much more flexability to situations people complain about, such as Maurader's Nova Fist."I wonder how strong FF would be if it got a 'HP bubble' about equal to a ST heal on a shortish duration. Then again, it might not be that overpowered even on a really long or even perma timer--it's only so much HP as a ST heal after all. Thoughts, everyone?
My second thought was "I hope the coding people that are reading this are unarmed." -
Quote:What would be even better is if it worked both ways.As a replacement for Detention Field ... sure.
If your target is an enemy, it works just like it does now (after all there are some uses for it).
If your target is an ally, it gets the breakable bubble around it. -
Quote:If I'm not mistaken that is something they cannot do. The mechanic behind the Hidden status is already on three different archetypes. (I forget what it is called behind the scenes...Fury?)So, following your suggestion, they either have to add a "Hidden" status to Energy Cloak--which may be an option, or it may have auto-critting baked into the status at well and not be an option--or they have to create a new "Stealthed" status. And then they'd have to give the Stealthed status to all other stealth powers... and should it be given by using a Stealth IO? Should it suppress other powersets' toggles? You'd have people complaining either way about that.
If Energy Cloak gives 100% hidden status, that would translate into a full bar of Fury on Brutes. For an example of this, look at the Frenzy power when you're playing as a Villain Alignment. It gives 100% + Fury(?) which makes Stalkers Hidden, gives Brutes a full bar of Fury, and gives Dominators a full Domination bar.
Personally I liked the idea of combining the two passives into one and adding the taunt aura as a new power. -
I like most of the changes, but I really do not like losing Soaring Dragon and Golden Dragonfly from Jounins. Caltrops and Crane Kick are the big powers that scatter the mobs for me. I would be extremely sad to see the Jounins' loss of damage.
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Quote:I think I spoke too soon about Poison Trap, but I can comment from the angle of Repulse.Posion trap - the purpose of the power is to debuff/slow down the target - it's purpose hasn't changed - I'd say it's gotten better (especially for those that like to drop the trap, and pull over it before alpha'ing.)
Was its purpose mitigation, or was its purpose specified to knockback? I believe that distinction is in the eye of the beholder. -
Quote:Depending on how they would implimented it, yes it could.Uh... wouldn't knockdown cause you to lose endurance at a MUCH faster rate than a knockback?
Quote:And Knockup be beyond broken in PvP? (That's why Whirlwind does knockback now)
lolpvp?
or
Repulse can be whatever they want it to be in PvP, I am talking about in PvE. -
Quote:Was changing it to a Knockdown or Knock Up effect something that wouldn't have fixed it?Having one power be decided to get that out of bounds doesn't mean the guideline (such as it is) is any more lenient. It's that that power was so out of whack that the devs couldn't find a better way to repair it.
Quote:And I really *can't* think of any other powers that fit that description - most I can think of fixing can stay as they are, but with tweaks (such as making into a toggle and/or adjusting values.)
How about Hand Clap/Lightning Clap? It is also a PBAoE Knockback. If a readjustment could fix it (such as changing it to a knockdown), why could that also not work for Repulse? -
Something else just dawned on me.
Why can't Claws be used with Granite Armor? I believe the answer was because of the animations (Eviscerate) of Claws. They didn't work with Granite armor (whether it was a game problem, or it just looked silly I don't know).
Will Martial Arts also not be able to be used with Granite Armor due to the original animation of Eagles Claw? -
Quote:Then maybe my question is, have the guidelines gotten more lenient, or are they just deciding to do something about it now? I can think of a couple powers that would fit your description.As for why the change... we're probably looking at "worked against the AT and wasn't taken, and just readjustments wouldn't fix it."
Edit: Or maybe: Why wouldn't changing it to do Knockdown work? -
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Quote:Alright then, I won't call it the cottage rule.Here is a link to a post where Aracanaville summed up the 'list' of guidelines to which I was refering and where she points out how calling it the 'cottage' rule is incorrect:
http://boards.cityofheroes.com/showp...&postcount=113
My new question: Has the first guideline (from your link) shown by Arcanaville and set-up by Castle been eliminated?
Edit: I should also add to the question: ...or has Repulse been changed because of a "critical balance reason?" -
Quote:Thats not what it looks like to me though.The cottage rule is not some unbreakable fact of nature - it is, as Arcanaville has pointed out in many threads discussing it, a forum name for a list of guidelines the dev's follow when changing a power. The guidelines are there to keep changes from being so drastic that they force respec's or dissapoint a large number of folks - but they CAN get to that point if the dev team feels the power/power set has enough problems to warrant that level of change. It sounds like they have with repulse in stalker EA.
I can't remember who said it, but someone once stated a good rule of thumb concerning the Cottage Rule. Basically, it was 'If you changed the power in a way that you could no longer slot the same Invention sets in it, you've gone too far.' Which I thought described the whole 'don't change the core of the power' nicely.
Why couldn't Repulse's magnitude be lowered so it did Knockdown? Why couldn't it be changed to do Knock Up? Without knowing the reason behind the change I don't know, however in this case it seems like there are less drastic changes that could have been made that stayed within the boundaries of how I see the Cottage Rule.
Quote:There will pretty much never be a point at which the "cottage rule" guidelines are thrown out completely - even the change you mentioned to poison trap is not outside the guidelines - the power will still do ALL the things it did before, it just does one of them better now (the hold).
On the other hand, the way I interpret the situation above means I think the Cottage Rule has been 'thrown out' for Repulse because of the changes to the Knockback of the power.
Either way...Set your sights on Dimension Shift developers! -
Quote:Again, I'm not arguing those powers' usefulness, its the bigger picture behind the change.Poison Trap has one use - a place to put Fortunata Hypnosis.
Take Whirlwind instead and throw an extra run IO in swift to offset the -spd.
Does Whirlwind suppress when Hidden? I've never tried it before. -
Quote:That isn't the point though. Whether or not the Cottage rule is in play could have some serious ramifications for other sets.How many people took the power? That's a bigger indicator as to whether anyone would miss a power that could be obtained in a Power Pool choice.
Come to think of it, the changes to Poison's Poison Trap said in this thread is another example of this.
Also, I kinda liked Repulse -
Quote:I'm pretty sure that on Live Oppressive Gloom and Cloak of Fear don't break hide already. That was changed a while back.If Stalker: Energy Aura: Disrupt doesn't break Hide, and Stalker: Ice Armor: Chilling Embrace doesn't break Hide, can we please get Stalker: Dark Armor: Cloak of Fear and Oppressive Gloom also changed to match? If not, why not?
Also:
Did the Cottage rule get thrown out when Castle left? -