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Posts
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I've only played one MM since I started playing CoH, and is thinking about renew(b) another. Before that I'd like to rid myself of all the confusion I had when I first started MM.
1) First of all, I've always been quite confused about how enhancement works with pets. Some told me that straight +damage/accuracy would give my pets a better edge since set IO bonuses do not apply to them, but I checked out forums and saw many people uses set IO for their pets, such as Blood Mandate.
2) My previous MM was Bot/Poison and I find killing quite easy, albeit not as engaging. I saw people utilizing Traps a lot, what is its pros? My first villain was a energy/traps corruptor and the experience was rather dull, mainly due to almost all abilities have long CD.
3) I saw many builds without Leadership powers. I though they are essential for MM since Leadership applies to all pets (and self)?
4) As a bots user, do I pick any of rifle powers or should I skip them and go for other stuff?
5) What are some of the 'styles' of a MM? I saw Tankermind, assuming it's a MM build that focus on tanking things for me. Are there other variations?
Thx for the help! -
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I am uncertain on how to slot Energy Mastery at this moment. Namely, Superior Conditioning and Physical Perfection.
Superior Conditioning is related to Endurance Mod.
1) Should I use more than one slot to max out the endurance % (and/or set bonus)?
2) Does "Performance Shifter: Chance for +Endurance" work with SC the same way it works with Stamina?
Physical Perfection works with Heal/End Mod.
1) Should I focus on Regen or End Mod. for the slots?
2) Does this power work with the likes of "Performance Shifter: Chance for +Endurance" and "Numina's Convalescence: Regeneration/Recovery"?
And a side query:
1) If I stack same type of inventions together on different powers (like two Performance Shifter, one on SC and the other on PP), would there be double the chance of proccing?
2) When a set bonus says "improves the Healing of all your powers by X%", does it mean the regen/health bonus such as Physical Perfection and True Grit (Shield Defense) would also improve? -
Quote:Precisely why I suggested in my earlier reply that each set should have some specialty to their Assassin's Strike, Build Up, and Placate, and/or allow Concealment set to power up Stalker more than other AT. It's only a minor twist, giving Stalker a use in team setting not just with damage but also with utilities.Stalker's problem is that every primary is tied to Build Up, Placate and Assassination. There's very little room for creativity and sometimes for a good reason because Power Siphon may be weird on Stalker who needs burst damage right away.
So technically, they can improve Assassin Strike, Build Up and Placate and make it stand out more in each primary set. There must have been like 1000 ideas on this but the dev want to keep it simple. The only difference in AS is damage type and casting time.
As long as Stalker remain the top burst damage (with or without Assassin's Strike, i.e. Hidden) and has more controlling factors, I am not too obsessed about higher dps. Giving Stalker more dps would indirectly make Scrapper less appealing (since at the moment both AT are the damage dealers). I prefer having more control and/or debuffs. -
Quote:First of all, thanks for the link.Here you go
that was the last comment on Stalkers from the Devs. Specifically Castle who was the powers guy before he left the Dev team. It's a post responding to Stalker concerns as a change was made to Brute damage caps and Fury generation making sure that they never out damage Scrappers, presumably due to the Higher HP threshold Brutes have.
This may sound strange but I never hoped my Stalker to be a DPS king (not suggesting it's a bad thing since Stalker are more fragile, they probably deserved some boost). I look at the name of the AT and read the description, I was expecting a burst-damage oriented melee with various abilities that would make the kill easier (not necessarily through damage, could be debuffs).
As people had pointed out in other posts that most of Stalker's power set were from Scrapper, they weren't designed to fit Stalker's play style upon creation. Ninjutsu, however, has the flavor and tools that would assist a Stalker in his 'assassination'. I hope the Devs could adjust or create new sets that would make Stalker feel more like a menacing killer as the villain it should be. -
I confess that I am not an expert on #s and am not aware of devs' ideology of this archtype. Would you like to share more on their point of view?
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My friend and I had a lengthy discussion about Stalker in general. We concluded that Stalker, while has similar set abilities as a Scrapper, should have been a melee/control instead. The reason being that Stalker is squishy and their big move rely on enemies remaining still (not to mention remaining hidden). Being a melee/control archtype would allow Stalker to 1) has an edge outside of hidden, and 2) able to pin down enemy for AS, which is among their key path to victory, and 3) in team setting they would become more welcomed not only taking down the elite but also fill in some controls.
Aside from adding new sets, Here some thoughts:
1) Stalker's AS already has a chance to fear surrounding enemies, the idea could be expanded. Similar to what Katten suggested, each set could have it's own innate trait to activate its unique power if executed hidden. For example, Elec could have 100% chance of drain endurance if executed Hidden, while Dark Melee could cause short duration of AoE miss chance among the group of mobs when executed Hidden. This way Stalker not only could 'assassinate' key enemies, their hidden moves would indirectly allow them to not only solo easier but also becoming a powerful control asset in team play. This leads to the next pt.
2) Placate-style powers only hits one enemy with one exception that is Smoke Flash. It's not a bad thing but given the CD and possible situations when a Stalker has to face multiple enemies it comes up a little short. Just like suggestion 1, Stalker's defensive set should also have an innate power that gives Placate more utility. For example, Regeneration can instantly heal some health/endurance (% base), Super Reflexes gives +def by a large amount, Energy Aura do AoE stun for a short duration, etc.
3) Build Up should allow certain +level bonus to the Stalkers or at least with increased duration. As Golden_Avariel said, the % penalty on higher level enemies is huge and BU may not be as useful as it would be. Solo it's less of a problem but in team BU's short duration is not also the most useful. Just like AS and Placate, the power set could add some bonus to the build up. For example, Claw Melee BU could add 100% chance to apply additional bleeding damage, Martial arts could stun or disorient enemy regardless of their rank (i.e., even more control tool for Stalker), etc.
4) Combining the above three suggestions, suddenly the options become HUGE. Players can now mix and match different set to create a new breed of style that could benefit solo or team in their own liking. If they want to focus on controlling they could pick Dark/Energy and they would provide control akin to that of a Dark Miasma and can situationally stun enemies with their Placate. No two Stalkers would be the same.
5) Concealment set should give Stalker unique bonuses. Since many Tanker/Brute would pick Toughness to add to their defense, I don't see why Concealment should provide only the temporary benefit to Stalkers. In addition to the normal effect, perhaps the Concealment powers could also automatically add bonus for stealth during Hidden, extra AS damage, shorten Placate CD, etc.
Stalker could be very unique and not a Scrapper wannabe, and I think given its 'assassin' image the archtype should receive more control in their innate power instead of extra defenses. If revamping the whole Stalker power sets is too taxing, they could also add innate traits to them so Stalker could shine further on its specialty. -
A question about Shield Defense and Brute in general (this probably can go into Tank forum as well):
1) Does "Numina's Convalescence: Regeneration/Recovery" work with True Grit?
2) How does Defense set works with Phalanx Fighting? I attempted to slot in a Defense enhancement and all it says is "+X%" but did not specify which part it increases. Just the buff on teammates or buffs on myself as well?
3) Currently I slot in straightforward +Resist/Def on most abilities but if I were to use IO sets, which ones are recommended for Deflection and One With the Shield?
4) I notice "Perfect Zinger: Chance for Psionic Damage" can proc on damaging ability that allows Taunt set. Would it be wise to insert it into every damaging ability I have (in addition to +Damage, - Recharge)?
Thx! -
Quote:To answer your first question about 'damage', I think you could find the answer within my post. I suggested and aftermath event that Heroes have to mend, much like the fire in Steel Canyon. How it could be done as well as severity is up for discussion.Cyberium_neo, I'm curious what you think "real damage" actually means. I suspect that what you mean is "take away from the Heroes' resources but not let them do the same back to me because they're good guys and shouldn't do that".
You are ignoring a few realities that maybe you are just wishing weren't true.
- Most players don't enjoy PvP. This isn't because "the devs failed to implement good PvP". It's a simple fact of the industry. Even a game like WoW, which is all about faction PvP, has most of its players on either PvE servers where open PvP is forbidden or on roleplay servers where it is severely limited. The main PvP is engaged in by a minority of players who mainly do it in battleground instances, pretty much like it's done here.
- Heroes outnumber Villains. It might be that they are closer to parity nowadays, but I feel comfortable in saying that the Heroes are a big enough majority that they'd wipe the field with the Villains in any open world PvP that pitted all Heroes against all Villains.
- PvP players are opportunists for the most part. Granted, I am making a broad statement based on anectdotal evidence, but again it's one I feel pretty safe in making. PvP players want to win. For many (most?) it's a power trip, no matter how much the purists want to claim that it's about skill vs. skill. When the Heroes DO start wiping the floor with the Villains due to sheer numbers, those opportunists are going to switch sides so that they can be the ones wiping the floor instead of being the floor wipes.
If you read my post, you'd know very well that I did not ignore the fact about Her/Villain ratio. If you read my post, I think you'd noticed that I also mention some suggestions (albeit not perfect) to them, such as limiting the max # of participants in PvP zones or smaller Hero v.s. Villains zones, so the ground is more even. If you read my post, you should also know that I mentioned zones for majority of leveling could 'forbid' the other side from entering, or simply limit open PvP to very few zones (with certain limit as well).
No, I did not forsake reality, nor did I comment solely on adding more PvP. I merely using PvP as an example of elevating the tension between Heroes and Villains, but there are other ways for it to be done, such as Villains' Mayhem missions leading to certain results that Heroes have to take care of after, so the threat is more evident.
You paid a lot of attention to my ideas about an 'open' PvP, but that wasn't the only thing I commented on.
Quote:To me, the cartoony faction warfare of generic heroes vs. generic villains is a drawback to the game's narrative more than it is a help..
No, I don't enjoy black-and-white moral without the grey, but in reality (in game or outside of the game) extreme good and extreme evil DO exist and coexist, and are constantly in battle. There are people who strived towards protecting others as well as those who would go all out to harm others. It is good that the game allow the players to blur their factions but it also lost the flavor of two extremes fighting each other This is a game called City of Heroes, after all, and what is a Hero without truly menacing Villains?
You're right that characters aren't always in the extreme, but the fact is that extreme people do exist. Their conflicts are often more frequent within a story/game, such as Freedom Corps and Arachnos; they are there for a reason. I merely hope that after their success in blurring the line the developers could rekindle the conflict between good and evil. It was, after all, the backbone of the story to begin with.
Remember: Even if the game heightens the conflict between good and evil, such conflict does NOT limit a player's options to be in a grayer zone. - Most players don't enjoy PvP. This isn't because "the devs failed to implement good PvP". It's a simple fact of the industry. Even a game like WoW, which is all about faction PvP, has most of its players on either PvE servers where open PvP is forbidden or on roleplay servers where it is severely limited. The main PvP is engaged in by a minority of players who mainly do it in battleground instances, pretty much like it's done here.
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Much respect for NCsoft. You don't need super power to be true heroes.
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Quote:They are related, unfortunately. Heroes and Villains are enemies by default (not counting Vigilante and Rogues). Story wise it clearly stated that player Villains in most major missions under Arachnos banner and thus are natural rivals for player Heroes whom serve under regulation established in Paragon. And because of this relationship, it's odd that the current PvP and story/missions do not support such conflict, such as the aforementioned Mayhem missions not causing real damage to Paragon and its Heroes.You're confusing two things that are only marginally related. The 'hero vs villain' mindset/background/whatever is not the problem with PvP. The PvP MECHANICS (how PvP actually works) is the problem with PvP. It has nothing to do with hero vs villain conflict.
So, figure out whether you have an issue with the degree of hero/villain conflict in the WRITING and STORIES, or if you want to talk about PvP. The two subjects really aren't related.
PvP shouldn't be the main focus of the game but it can certain raise the tension between the two factions. I, for one, would find being a Villain more entertaining if I can have a chance to get back at the Heroes and damage their positive works. As many people had said already PvP should be done with much caution and limitation, but it should be emphasized among the good and the evil. There cannot be true Heroes without true Villains. -
With the moral line blurred, archtypes shared, and Praetorian invasion, how much tension is between Heroes and Villains at this moment?
I don't feel enough Hero/Villain conflict going on, really.
I remember when CoV first came out people were all excited about being villains and finally able to play the evil side (or just enjoy crushing the heroes). Some how I don't see the conflict rising after that. In fact, I see a decline in terms of Heroes v.s. Villains. One of the most obvious cue on that withered conflict is within the PvP zones. They're all but deserted at the moment. In shared locales like Rikti War Zone Heroes and Villains had to work together. Now Praetorians invade Earth and once again they had to cooperate.
Number wise there are far more Heroes than Villains in the game (before Going Rogue where the line blurs), which is the fundamental issue. You cannot have a proper conflict when the number gap is so great. Which leads to the next question: Is there an appeal in playing a Villain, enough to shift the balance of player population?
My first seven characters are Villains so I can only speak for it (only recently picked up a Hero toon). I just don't feel 'sinister' when I play them. Being a Villain should be an exhilarating experience, make you think, "Boy, being Villain is awesome! Evil tastes like chocolate cookie!" Unfortunately, I haven't feel the thrill in a while, namely because:
1) Many missions involved a lot of 'greater good', committing yourself to the benefit of the world. I don't know if Heroes have missions that force them to do the lesser of the two evils (like sacrificing 10s or hundreds of people's life for a particular mission's success, etc). As much as I was doing what's necessary for the world, it doesn't help building up the Villain mentality.
2) Mayhem missions allow me to kick Hero butts and wreck havocs, but they are NPCs and the zones are instanced, which means no real harm was done to the Paragon City, enough to affect their balance. Heroes never had to repair the damage done by Villains who caused damage. If Paragon City constantly had to mend their wounds from the result of Mayhem missions then it'd be more dynamic, that your evil deeds were painful and taxing for the Hero side.
3) When I go to PvP zones, either I don't find other players or when I do they tend to come in greater number. It's disempowering for Villains.
4) I can't backstab other Villain players. This is just wrong.
5) Why can't I rob and kill normal citizens on the street
6) Heroes and Villain now very much share archtypes (albeit a lengthy process) so the playing styles aren't unique anymore.
It is indeed more realistic (and a hell lot more fun) to have moral choices and you could be a Hero, Vigilante, Rogue, or Villain, but the fundamental conflict between good and evil shouldn't go away over night. I felt that CoH should encourage more Hero/Villain player interactions, and have greater impact when they do. One way to do so is to make Villains more appealing so the population can shift to a fairer level.
- Doing evil deeds should reward greatly, and that include the lesser evil. This involve more than defeating NPCs and should have less 'greater good' missions. Normal citizens should not evade our wrath more so than a great hero.
- Mayhem missions and PvP missions should cause permanent damage that Hero players have to respond accordingly or they suffer penalty in Paragon City. Unless the Villains can cause true harm, they would never be a true threat to Heroes. Warburg missile should be able to hit Paragon.
- I can see why developers hesitate to have an open PvP zones because # wise Heroes would very much crush the Villains, but I'm hoping for some ways around it, like cross server PvP but limit the max number on either side of the faction. That, or a free-for-all PvP zone would allow Heroes to act indecent and Villains to act virtuous (which would suit the Vigilante/Rogue mentality).
- Allow PvP to grant reward on par of fighting Praetorians and Riktis. Perhaps a scheduled PvP event so when Heroes/Villains gathering at this particular PvP zone and finish missions would yield great reward (incarnate shards, rare salvage, or special costume pieces). Have separated instances with regulated max #s on both sides.
- A strange idea: Have 'tiny' PvP instances where 5~8 Villains/Rogues would battle 5~8 Heroes/Vigilantes for a mission objective. While it's similar to Arena the line is at least drawn between good and evil.
- Another strange idea: Allow all players, regardless of factions, to enter most zones in Paragon City or Rogue Isles. In these zones. Players would have a Righteous/Sinister aura switch that would indicate that they are onto either arresting Villains or Attacking Heroes, respectively (with limit to level and number). People with the switch 'on' could initiate impromptu PvP against the opposing faction. Extreme places like Grandsville and Atla's Park (and other lowbie zones) would innately forbid entry. -
Quote:Thx for the info. My character is a MM so it might be that I brought some pets by accident. Maybe it's temporal disturbance causing the non-sentient to fade into time stream...What it probably means is that you shouldn't go back to Cim with pets out until the bug fix that's on Test (1800.201005212331.1T) makes it to Live. In the short term, you may need to wait until the shard's been restarted to go back at all.
"Midnighter Club Fixed a bug that sometimes caused characters to get stuck in the ground when moving between the Midnighter Club and Cimerora. The previous fix stopped working as soon as a player took a pet through the portal, and would not start working again until the shard was restarted."
(Your issue isn't exactly the same, but it's likely related.) -
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My level 35 MM touched the stone of Cimerora and during the loading screen it bugged out, says "Assertion failure." Worst part is my character is considered in Cimerora now so I cannot even play the character because whenever I reload the game the "Assertion failure" message pops up. Is there anyway I can get out of it?
I use Mac. -
Hola all, here I am again.
I look at the powers and felt that Elec/Elec/Elec looks very fun. Elec Primary has hold and a lot of AoE. Elec Manipulation has knock back, PAoE DoT, Hold, and many melee abilities. Elec Mastery has PAoE, Hold, and damage.
All of them have build up, kill robots and drain endurance.
Would that be a little bit redundant though? -
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Question, how much more damage does melee do compare to range? And, if I am in melee range, is it feasible to use range attack too?
I could see the benefit of using range against mobs with strong melee damage. In what situation would melee be better? Controlling your foes? -
Quote:I'm wondering about that myself. I am a RPer so I will have to find a story behind whatever combo I can come up with, or the other way around. Let me learn more about the powers...
What combos are you looking at? We can better guide you if we know.
So Ice keeps the distance, which means picking it would be less melee oriented? I suppose Energy melee would be like that too? All the knock backs... -
I want to try out Blaster but realize one of their power set has a lot of melee in it. Should I get both range and melee?
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Quote:Can any enemy stands after 7 Inspired/Build Up Assassin Strikes hit at once? O_o
Its acctually amazing just how quickly a Stalker Player learns to team with other Stalkers.After mid way through the first mission with 7 Stalkers on the team, we started gathering in the mob and almost as if we where mind linked, we would all start mentally watching each other to pick a seprate target and each of us would fire off our Assassin Strikes.
I suppose it's like watching 7 Robot MM doing lasers. Must be awing. -
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I just made this Enhancement and wondering if I should slot into one of my robot henchmen. I am not sure if it's going to have an effect or if it does, is it worth it?
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Virtue: Evius Kaido
Robots/Poison, Evius is an RP Alchemist who infuses life into robots as his 'golems'. He named his bots after chapters of great books.
Battle Drones: Timaeus, Critias, Hermocrates
Protector Bots: Dao, De
Assault Bot: Testament -
Aye, I also noticed that procs become ultra deadly with abilities like Storm and Rain, both tics rapid and on multiple targets.
Edit: Do the damage varies on the proc, depending on the level of the invention? Would level 50 Lady Grey procs more damage than level 25?