D-Void

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  1. Thanks! Your effort is greatly appreciated. Now, just to determine if the "coolness" factor of melee-range RoA outweighs the raw crunch factor that the Blaster has going for it.
  2. This actually begs a question I've been kicking around:

    For someone who really wants to taste the awesomeness of an Archer, does the Kin/Arch FS + RoA outweigh the standard Blaster Arch/EM combo of Boost Range + BU + Aim + RoA? The former appealed to my sense of "this might be a neat trick" though I'm curious as to if it withers mobs with the same facility as the blaster version.

    Anyone who's tried both? Thoughts?
  3. D-Void

    Mind/Rad/Stone

    Yeah, I've got one, mostly as a "what if" sort of build, with the end goal being something to the effect of "five holds, each slotted with the +2 Mag proc" on top of the loveliness that is Mass Confusion and the rad debuffs. Also gives me a chance to practice with Telekinesis, which is one of the coolest but least-used powers in my experience. Very fun, and so far, quite safe.

    (Five holds, not counting the taser dart from Technology origin, or the AoE hold from the day job accolade. I look forward to using AVs as the anchor for my TK.)
  4. Quote:
    Originally Posted by Futurias View Post
    Actually, he was saying that you must play those characters in one style. A particularly unheroic style, actually because at one point the developers decided that only melee archetypes 'should' get mezz protection of any sort.
    Yeah, see, no. I'm saying: your game experience is largely a result of your choice on how to play. If I were playing a tanker but didn't buy the mez-protection power(s) in my armor set, I could make due with having break frees, teaming, slotting my powers for range or added mez, or even getting clever and doing a TP Foe-style strategy (slow, but works), or buying Combat Jumping / Health / Acrobatics / all the defense and mez resistance I can afford, or some combination thereof. That doesn't make anyone justified in telling me "you're playing it wrong," but I wouldn't be surprised to hear someone ask, "so... why not buy your mez-protection powers?"

    It's pretty clear your frustration is in a pretty specific set of circumstances (soloing, playing a susceptible-to-mez AT, fighting mez-heavy groups generally found in the end-game, not wanting to use Break Frees liberally). I tend to be proactive in problem-solving, treating those circumstances as a puzzle to be solved, not an insurmountable hurdle that demand the circumstances need to be changed, thus my recommendation to you to do the same (play the strengths, mitigate the weaknesses with the tools you have).

    I'm sorry that you feel like I'm telling you that you don't know how to play the game. Not my intention at all, but obviously I'm not able to prevent you from hearing that, despite contradicting that impression at several points. Maybe, rather than focusing on my one statement, you can solicit the experiences of several other solo Defender players and how they successfully tackle the same problems, and take your advice there. Personally, I think it'd be awesome to turn the problem into a success story, i.e. "here's how I built my Defender to solo Malta / CoS."
  5. Quote:
    Originally Posted by Futurias View Post
    You are saying 'you are playing it wrong.' You are just trying to veil the call for that in a polite, fictitious mask instead of 'go back to your corner, stupid defender, don't you dare try to complain about things that annoy you.'

    'You aren't supposed to play in a non-annoying way. STHU and 'learn to play, n00b.'

    Total BS. Annoying things like this that exist just to annoy players is just 100% wrong, IMO.
    Glad to see that my caveat was received in the good-humored nature it was meant.

    Allow me to reiterate: no, I'm not saying you're playing it wrong. I'm saying: you're choosing to play a specific way. You're seeing a problem that stems from that choice. You can either choose, then, to adjust the game or your own playstyle.

    You're suggesting that the game needs changing. I'm saying: there's another side to that coin. Take the advice or leave it, but please refrain from poorly translating what I've gone to pains to keep clear.
  6. Going back to first principles...

    It seems that the devs created a game where cooperating with other players is beneficial.

    Of course, you can choose to eschew that particular avenue of play.

    But.

    You are also choosing to forego the benefits of said style of play.

    A Defender archetype is a good example of an archetype that is less-than-ideal for solo play. Many selections from the primary powersets can not be used on the character him/her/itself.

    That said, no one's stopping a Defender from going solo.

    There are weaknesses, though. Like, oh, mez protection. (Among other things.)

    If the problem is best described as "how do I protect myself from PvE enemies that can mez me?", the most fundamental answer seems to be: join a team. Other players can then help with the problem.

    If the problem is best described as "how do I play any archetype solo, despite the weaknesses endemic to that archetype", the answer generally shouldn't be "fix all weaknesses" because that leads to homogenized (read: bland) games with little challenge.

    It is better phrased as "play to the strengths of that archetype, and have a back-up plan." In the case of mez, Break Frees constitute a viable back-up plan, albeit one that generates the new conundrum of limited ability to apply in every case of being mezzed.

    This is not, pointedly, a veiled statement of "you're playing it wrong." Inaugural posts are generally poor for asserting authority. Instead, it is the statement: "by your own choices, a consequence that demonstrates itself naturally is an inability to handle mez effectively. How do you best adjust your playstyle to that facet of the game, rather than adjust that facet of the game to your playstyle?"

    tl;dr? Enjoy the challenge for what it is, and adapt.