Conspiracy_R_Us

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  1. Wow I'm rolling one of these up right away! Can't wait to get Smoke Grenade slotted up!
  2. The way mez and status protection works is that the protection just prevents the mez from working on you; it doesn't remove the mez completely. So if you have Wet Ice on and get hit by a stun, nothing will happen; however if you turn off Wet Ice a second later suddenly you'll be stunned. Next time you get hit by a status attack while running Wet Ice look at your Status bar thingie...the mez will be there but you won't be mezzed.

    So the answer to your question is that it doesn't really matter, because if Bone Smasher stuns AND Knocks off your Wet Ice then you will be stunned. If BS just stuns OR just knocks off Wet Ice you will not be stunned.
  3. I'm really surprised you're writing a /traps guide and haven't figured out how to use caltrops yet. It's one of the staple powers of the set and has uses ranging from offense to defense and crowd control. The number one method for a trapper to clump up mobs is to throw 'trops at a corner, AoE the spawn, and jump behind the corner. Instant clump of mobs for perfect AoE devastation and trap utilization. The fear in caltrops is about the only totally unresisted crowd control in the game; as such it's perfect for desperate situations, like when the brute is taking too much damage and is about to drop. Of course, as a fire primary you have RoF for that...

    You forgot to mention another huge advantage of hover: it provides a sort of KB resistance without having to get acrobatics.

    6 slots in Seeker seems kinda excessive to me. I agree it's an under rated power but I make it work with 2 recharge and an accuracy (especially if what you say about a 5% acc debuff is true; that's quite frankly not worth enhancing.)

    I would recommend anyone slot 2 acc in every power that checks accuracy (or at least 1 acc in all pets, which usually have an acc bonus)...but then that depends on the level you fight I guess, and how much you throw out acid mortar.

    I don't bother using trip mine offensively (dropping it in spawns), because usually the aoe attacks in your primary will outdamage the Trip in less time, and they won't scatter the spawn. But then I'm AR so I have about the most AoE tools available of all the primaries. Though with a fire primary I could see Seekers - poison trap - caltrops - Rain of fire - fireball - firebreath would be a pretty devastating combo.

    I agree with the Mace Mastery Patron Pool. It provides the obvious Defense synergy in the Shield, and the aoe immob is nice for keeping mobs in the traps. I took it because it was perfect stylistically for my character (a natural, non-super powered AR/Traps arachnos soldier type).

    Anyway, nice work just trying to provide a different perspective on a couple things.
  4. Good guide Bill I'm looking forward to a performance increase from turning off Fast Writes. I never would have known about that bit of advice...

    Bloom is evil and I'm glad I turned it off long ago...my fps were in the pits with that thing.
  5. You should also make note that, for the villain on the go, you can move while resting if you eat 10 breakfrees.
  6. [ QUOTE ]
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    I don't remeber anything about the Corruptor Rep other than the fact that he royally sucked. Nothing like Castle or Jonyu.

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    I think he posted twice. It's hard to say if he sucked because the movement of his hand was invisible.

    That's not really a defense, just an "It's hard to tell if he ever actually did anything."

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    Devastus and he didn't give corrupters anything other than "we think corrupters are about where we want them."
  7. Conspiracy_R_Us

    Potpourri

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    Castle old buddy, will these upcoming reworkings of Claw and Spine powers make the leap to the Hero versions of the sets as well?

    Just wondering if this'd be identical to the recent Martial Arts changes.

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    Probably. I haven't done comparisons for Scrapper sets, yet, and it is entirely possible any changes made would be different between the two AT's.

    That said, remember this is all a long way off. I've been playing with numbers and still have to get it all to the way I like it. Then, I talk to geko and he and I go over everything to make sure he agrees with my assessments (and we are never 100% in agreement on this sort of thing!) After that, we need to get animation time, which is in very short supply. It will *probably* be in the next Update, but it may be sooner, and it may be much later.

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    I would really hope that Claws scrappers get any boost you give to stalkers. Claws has needed loving since coh release but has seen very little if any. Not to mention that stalkers with claws get build up, which already makes them better than the claws scrappers.
  8. Good to see this issue resolved.
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    I never even for a second considered taking devices with my archer. It seems clear to me that it's primarily an aoe set.

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    Have to disagree, even with build up, fistfull of arrows and explosive arrow are not great AoEs. While flaming arrows and ranged shot due to great damage and decent recharge make the set above averge single target. But thats just my thinking.

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    Wait 'till you get Rain of Arrows. I never had an AR blaster, but RoA with it's quick recharge time and low endurance cost is amazing. It does great damage, and when combined with fistful and exploding you can take out big groups in no time. Finally, the icing on the cake is that it's a location (drop) AoE, but unlike Blizzard the supposed DoT is done in about 1 second (ie no mobs are able to run out before the full damage is done). Plus, because it's a drop you can use it on groups that are not in your LoS, so you can use RoA to pull groups around corners and such to bunch them. Definite AoE madness in the archery set.
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    TA doesn't belong as a controller secondary, having two single target holds at second level is too powerful. If the set is kept as a controller secondary, Ice arrow should be placed later in the powerset, perhaps 6th or 7th.

    Net arrow isn't worthy of the set. If it was a blaster secondary, it would be.

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    I like what I've seen in the set.

    If the devs are trying to reduce the amount of lockdown by controllers, however, Trick Arrow should not be a controller secondary. It is so full of control it is practically a second Controller primary. A controller with the trick arrow secondary will be able to lock down groups similar to controllers pre-I5. The only drawback, of course, is the weapon draw time.

    If it is the devs intention to reduce the amount of lockdown by controllers I feel they need to seriously reconsider Trick Arrow as a controller secondary or perhaps institute some changes in the set for the controller version.
  11. Conspiracy_R_Us

    Thorn Casters

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    Just a quick note since this is a hot topic. Regarding the issue of Earth Thorn Casters stacking multiple Quicksands (and such).
    Without getting into details, ALL CoT Thorn Casters have been reworked. The amount of control powers these minions have will be severely reduced or outright removed. Expect other related changes with all Thorn Casters.

    This change will come in Expansion 5.

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    Great to hear Geko. Those derned Earth Thorns were so annoying I would skip all my CoT missions in the 30s.

    Thanks for listening!
  12. Bo Bindel for big time Elite Boss!
  13. [ QUOTE ]
    I have more or less given up posting on this forum for a variety of reasons, but I feel the need to say two things:

    1) Issue 5 looks quite interesting.

    2) Some of you whine a lot.

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    You speak the truth. Except I would say,

    1.) Issue 5 looks FREAKING AWESOME

    Lookin' good Devs!
  14. [ QUOTE ]
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    A minor correction: The recharge time on Dark Mastery/Dark Consumption is 6 minutes, not 2.

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    minor ?!?

    according to several who have taken it, it seems quite bad..

    http://boards.cityofheroes.com/showf...Number=3050172

    quote out of that thread:

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    Just got Dark Consumption and was shocked to learn that it has twice the recharge time of the Scrapper version. This makes this power virtually worthless.

    I mean, a 6 minute recharge on an endurance gain power? It has the same recharge as Blackstar! I mean, I can't even use it every 5rd or 6th fight.

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    please comment

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    Yes, please do. I don't know how anyone can possibly mistake a 2 minute recharge with a 6 minute one.

    I've also heard reports that the Endurance drain on TI is less than .39/sec but closer to about .25/sec also due it's less protective nature (vs. other damage types).

    In addition, the armors, are all the resistance numbers the same for every damage type? I.e. Does Charged Armor provide 30% to Smash/Lethal and Energy or does Energy have a different resistance number? The same goes for Dark Embrace and Mind over Body. Just curious, really.

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    Don't worry. The defender version of of Dark Embrace still gives more +res than the scrapper version, which is ridiculous.
  15. Thanks Cuppa! Hopefully your post will encourage people to be a little more respectful of others, especially the devs.

    Of course, I think we all know what the problem is.

    On a more serious note, I respect the changes the devs make - even if it does make me revert my ma/sr scrapper to pre-Issue 2 days. The problem is 1.) people are not willing to admit that this or that powerset is more powerful than it should be and 2.) as soon as a power set becomes "FoTM", all the people in #1 flock to it thereby making future dev modifications difficult.

    Thanks devs for Issue 4, as a return customer (I've been gone for the last 4 months, EQII and whatnot) it is exactly what you needed to bring me back.
  16. Agreed Ingot.
    The Devs ROCK! Thanks for the hard work and patience with the game. Many, many of us appreciate it!
    There'll always be some little kiddie so blinded with pubescent rage at the world that he or she has to scream at everyone; just ignore it, they'll eventually learn respect.
  17. Tingling in anticipation!!!
    Now I'm gonna have to spend ALL my time playin' Coh...grrr work.
    Can't wait States...
  18. Thanks for keeping us informed, Statesman! It's good to know that the problems with SR aren't being ignored, and that you guys are looking at it (even if it is far in the future).
    As for AoE, yes there is definetly a problem there. I think a good fix (other than fixing AoE damage) would be to increase mob damage along with HPs (which is already happening). That way, the tender blasters wouldn't be able to handle all their agro without a tanker/controller/scrapper/defender to mitigate it. (and it would make the game more challenging).