Dechs Kaison

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  1. Quote:
    Originally Posted by bmbeeman View Post
    I would love to cook up just ONE character that I can sink my teeth into, but I'm at a loss on how to do that. For one, I get hung up on game mechanics and have a thing for jumping at the "easy" sets (Willpower comes to mind). I'd also like to break out of these characters that are one-dimensional. My scrapper relied on a power suit to control his motions and enhance his power. So I had street clothes as one costume, and the suit as two. Not much else going on there. The one thing that's caught my eye lately is "Golden Age" costumes. I can't think of how to work one out, but they just seem cool. I guess I'm a little bit of a sucker for capturing that whole Caped Crusader thing.

    I just don't know what to do. Is creating a memorable character rocket science? Maybe I just needed to vent. I really don't want to quit again. I may keep a sub open just because of the forums.
    I'm going to throw a suggestion at you that I think would work. Full disclosure: I am not suggesting one of the "easy" ATs.

    What I am suggesting is the AT that was, far and away, the most fun I've ever had playing this game. Where you plateau at level 20, this AT starts to pick up leaps and bounds. What I am suggesting, is The MFing Warshade.

    Read this first. It's a quick account of how much I enjoyed playing my warshade.

    Then read this. This is my guide on how to play The MFing Warshade. It's not a guide that gives you a build. It's not a guide that says "slot this, press these buttons, win." It's a guide that gives you the tools to build the character that will be most enjoyable to you. A thousand warshades will be built a thousand different ways and played a thousand more, and none of them will be wrong.

    You can also read my warshade's story, which starts here and continues here. It's far from the traditional warshade, and I only mention it to illustrate how creative you can be with the origins of yours.

    Just give it a shot. You can thank me later.
  2. Quote:
    Originally Posted by KayJMM View Post
    Am I the only one that loves the Diamagnetic Interface?
    Quote:
    Originally Posted by Gatecrasher View Post
    Far from it. The way I figure, since everyone and their cat slots Reactive, I can go with something else and not worry that I'm the fifteenth guy whose Interface isn't putting anything on the table because it's stacked over the cap.
    Very much this myself, except I prefer Gravitic. Or Paralytic. I mean, I have Reactives for when I solo, but every character builds something useful to a team first.
  3. Quote:
    Originally Posted by Oathbound View Post
    Heroic MM concept. Defense primary, Pet/melee secondary.

    You're the tank.

    Pets are your Support/Damage.

    YOU take the heat and they help you. You don't send them in while you stay safe, YOU charge bravely into battle and they follow at a safe distance. "Unheroic" problem solved.
    Um. This is exactly how it works now. Have you heard of bodyguard mode?
  4. On any character that I took Combat Jumping on, I would always take Hurdle and enhance it. I loved how much jump control and speed it gave me.

    Not sure what your issue is.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    Isn't that what I said?

    Well, in different words maybe, but that's pretty much what I said.
    Well, yeah. My way is just a simpler test. "Does the power accept damage enhancement? If so, interface will proc." And it's how the redname put it. At least, I'm pretty sure. But I'm too lazy to go looking it up. Take that as you will.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    And for the record, I'm pretty sure that by "most damaging powers" they mean that temp powers and vet reward powers don't trigger it, but any power within a primary, secondary, or power pool will.
    Last I heard was that any power that accepts damage enhancement will be affected by Interface.

    Quote:
    Originally Posted by Redlynne View Post
    C'mon Dechs, you know better than that.

    Here's your bait (back) by the way ... it smells a bit.
    Two things.

    1) Expect snark to be met by snark. You should know better than that.

    2) If sleeps are invalidated by damage, the core part of the game as you put it, they are already invalidated. Interface doesn't change anything.

    Anyone that wants to do more damage but keep your sleep powers, I suggest you go with core reactive and stay at T3 for the -resistance procs. No DoTs to mess up your sleeps.

    Quote:
    Originally Posted by halfflat View Post
    The fundamental problem is that the other Interface powers are not nearly as good as Reactive.

    Personally, I'd like to see Interface effects extend to buffs and debuffs — as it stands, Interface extends the divide between damage and support classes. (Though I guess blasters need all the help they can get!)
    I do agree that the first part of this is a major problem. I also agree that blasters needed all the help they could get.
  7. Quote:
    Originally Posted by Redlynne View Post
    Fixed it for you.

    Good thing dealing damage isn't a central pillar of game play and character advancement around these parts.
    Are you saying no one gets use out of sleep powers ever?

    Sure seems like it.
  8. I just want to mention that my Claws/Dark brute turned out to be a veritable beast, what with a damage aura and Fury + Follow Up to boost it.

    Hell, even Dark Regeneration seems to do decent damage.
  9. Dechs Kaison

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I really wish people would stop perpetuating the idea that -recharge will harm Fury.

    I mean, really. The horse is dead. Stop beating it. -Rech will not break Fury. It won't even scratch it.

    Stop saying it will.
    To be fair, you have to provide proof that -recharge won't break Fury if you're going to claim it. At face value, the statement follows logic since Fury is generated both by incoming and outgoing attacks, and -recharge will reduce the incoming portion.

    That said, a fast recharging large radius PBAoE knock down attack will give you similar results. So will a PBAoE stun or fear aura. So will draining the endurance of your foes. Those sets don't have problems with Fury.

    Nevermind that we have proof that "full" fury can be maintained just by attacking the dummies in RWZ.
  10. Human Form Peacebringer is going to be the closes you can get with concept, but I wouldn't recommend it for several reasons.

    1. By cutting out your forms, you greatly limit the intended capabilities of the character.

    2. Peacebringers underperform (especially if you lock yourself with human only), and we've done math to prove it. Early levels they tend to shine, since they are essentially a blaster with self heals. Later in the game, though, blasters get better survival tools while doing much more damage.
  11. Quote:
    Originally Posted by MondoCool View Post
    Accusing someone of trolling is considered trolling.
    Quote:
    Originally Posted by Nalrok_AthZim View Post
    But I'm not insulting you or trying to instigate. C'mon, Mondo. :P
    Yeah, the way I read it, Nalrok's comment was more of a compliment to you, Mondo.
  12. The important thing, in my mind, is that these buffs give FF and sonic something that their counterparts (Cold and Thermal) can not offer.
  13. Quote:
    Originally Posted by Vanden View Post
    What defense-based characters would not already have DDR? (Remember, the game is not balanced around IOs.)
    Wrong question to ask. Which defense based characters would benefit from additional DDR?

    Shield Defense, Invulnerability, Stone Armor, Energy Aura, Ice Armor, Ninjitsu, Willpower, and to a lesser extent, Dark Armor.
  14. Now these are some changes I could get behind.
  15. Ever since exemplaring let you keep powers for +5 levels, it hasn't been a big deal.

    That said, I never take a set bonus that's any higher than level 40. This lets me keep bonuses down to level 37, where some enemy factions can still be "difficult."
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    *But* as those are dying, the MM's "effective HP" and resistance are also going down - so as he dies, he starts dying *faster," and loses tools to prevent it.
    Ok. Masterminds still have much greater survivability tools than blasters.

    Actually, can we back up for a second? Why are we making this comparison again, anyway?
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    If either of them get hit, they can take a green or get healed, true. Plus, blasters *do* have tools to control aggro - from the secondary/T1, generally an immobilize, among all sets, to other abilities in individual sets - caltrops, tasers, soft controls like knockback and hard controls in the form of holds. All of which, by the way, are under the *direct* control of the blaster. If he wants something held, he uses a hold. He doesn't have to hope something's AI decides to cycle through to it.

    However, the blaster does not drop from 1606 max HP to 1200. The MM does lose that "effective" max HP whenever a henchman dies.
    I'd argue that masterminds in general have much better aggro tools than blasters. Only /Pain and /Thermal really lack control. Even the primary attacks (if you take them) generally include some control, be it stun or knockdown.

    If a blaster takes hits and dies, he's dead and does zero damage. If a mastermind's pets are taking aggro, they can be replaced. As long as they don't all die at once, damage is still being dealt despite one or two being missing.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    Your right, which is why I'm dropping that comparison.
    My point is mainly this:

    The comparison you need to make is between how two different sets of single target buffs were changed in the name of Quality of Life.

    In one case, the single target buff was changed to an AoE buff and had its endurance cost more than doubled (if I recall correctly).

    In the second case, the single target buff was changed to an AoE buff.

    No matter how I look at it, I see a disparity that should not exist.
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    ... assuming he can keep aggro on him instead of his pets, and can keep his pets alive. One AOE can drop that "effective" health dramatically.
    I fail to see how this matters. What option does the blaster have to keep aggro off of himself?
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Blasters don't have to pay 115 endurance just for their Primary Powers to be active. Or 64+ Endurance every time a pet dies. While running 1.05 end/sec worth of toggles and still trying to avoid being pummeled by +2 Praetorian Bosses.
    Blasters don't get to front load all their endurance costs. Your MM chooses to run those toggles, and I'm certain there are blasters running equal or more costly toggles themselves. Do the blasters not have to avoid being pummeled by +2 Praetorian Bosses?

    Besides, you're just citing differences between the way ATs function. This is not grounds for defending your suggestion.

    Quote:
    Originally Posted by Techbot Alpha View Post
    Finally:
    Alpha's health = 869 HP
    Blaster base health without IOs = 1205 HP
    Alpha's effective health if he leverages bodyguard mode: 3476.
    Blaster max health: 1606.4
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    If you read back along the thread, I've laid out the facts and figures as best I can. When all that gets is someone trying to get a rise out of me, fine, I get a little tired of repeating myself to someone who is clearly ignorant of the reality.
    I've read the thread. I don't see much of value in your arguments. A good deal of what you say is emotional hyperbole, and it doesn't do you any good.

    The closest thing you have to a real argument is this:

    Quote:
    Originally Posted by Techbot Alpha View Post
    The New buffs serve the exact same purpose as the original MM change did; QoL. Only difference is, THEY get to keep their ST endurance cost. WE do not. And that is wrong.
    It is, however, ignoring the fact that pet buffs do not wear off. I'm not decided on how much of a difference that makes.

    Again, I agree with you that this change is more than a QoL fix, it's a straight up buff. They should have had their endurance costs increased by at least 50% in my mind.

    I also believe that the mastermind upgrades are excessively punitive. It's been a while since I did the math on how much of an increase they were over the old versions to come up with an amount I'd like to see them decreased by.

    Try to avoid using words like "my" and "their" when comparing ATs. Don't make this personal. This will help prevent your emotions from running your lack of argument.
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    Have you ever played an MM? Have you ever looked at their HP values? Have you ever taken one on an ITrial before and seen everything vanish in half a second thanks to one Warwalker?
    Tech, I know I've talked to you about this before. Your anecdotes here are extreme hyperbole and you know it. This kind of inflamed ranting does your arguments no good.

    That said, I still think the endurance costs of the upgrades are excessive. I agree with the compromise stated earlier that buffs should now increase their endurance costs slightly and have MM upgrades reduced.
  23. Am I the only one who saw the title and thought: "What new servers?"
  24. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    I just hope they don't boost the endurance costs like they did with the Pet Training.
    Already confirmed that this is not the case. Check the Dev/Community Digest, I'm too lazy to find the link for you.
  25. Quote:
    Originally Posted by Smiling_Joe View Post
    I also disagree with only putting one slot in a PEACEBRINGER stamina in some circumstances. On a Warshade, you've got Stygian Circle up every time you swing a corpse, and inherent stamina wasn't even needed on my Warshade.
    Yeah, I guess I forgot for a moment how awesome Stygian Circle really was. Silly me.

    Quote:
    Originally Posted by Smiling_Joe View Post
    On a Peacebringer, you're fine with one slot so long as you spend most of your time in forms. If you spend any time at all in human form, however, an extra slot in stamina is never a bad thing. We're not THAT slot-starved.
    I remember this on a human only peacebringer I tried to run. Even with stamina fully slotted, I was gasping any time Conserve Power wasn't active.