DrGamma

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  1. So many great changes... Nooooooo! This is gonna have me respeccing dozens of characters first in Mids and then in-game for days, almost as long as the insomniac inherent stamina respecs! How am I gonna fit snipes and nukes and moar pools in my already crowded builds? Why do you have to keep making this game so good, devs?!
  2. I agree with the folks that think things are getting better from issue to issue:

    I've been quite excited by nearly every new issue, SSA, powerset, costume, balance change, travel option and QoL improvements they've been pouring out lately.

    I like the incarnate powers and even enjoy some of the trials, even if in general I prefer sticking to solo.

    And even if I am not a huge fan of the mystic stuff, I think DA is the most epic thing I've played in a looong time, especially among the things I can solo! (I just don't expect to get all my incarnate powers from it.)

    I also don't mind the ragdoll bugs much (I see them as kinda funny and as an unintended boon to KB as mitigation - sometimes they NEVER get up!), I can handle the dumb pet AI, barely notice the typos or worse erros in mission text...

    I never did a DfB trial (and probably won't, never did a sewer run before either, these things require teams and, unlike incarnate trials, actually have a fun and generally efficient alternative), I like the new arcs, I really like running the arcs in the new and improved Hollows, I'm kinda indifferent to the tutorials, old or new (and anyway, I'll only spend a few hours with each new character before all this talk about the low levels becomes irrelevant, even playing solo and not touching AE)...

    So, in general I'm very happy with where CoH is going... With ONE glaring exception:

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I find that a lot of new enemy groups are extremely painful to solo on a squishy character. Not quite Malta level annoying but definitely getting up there.
    Night Ward! Hate it already (and I only ran the first arc, I've been reading it gets a lot worse). I doubt I'll ever set foot there again. It's A LOT worse than Malta, IMO.

    So, I get that starting in CoV is (or used to be at least) a bit harder than in CoH and that starting in Praetoria is harder still, and then staying in Praetoria tends to be a bit harder than not staying there...

    And I like some difficulty - I did start in Praetoria with a bunch of characters, I enjoyed the First Ward, I'm soloing DA on high difficulties with a bunch of chars (including squishies - though it's tough to call them that nowadays), my first character was a Rad/Rad defender before toggle supression (the detoggles were a burst of adrenaline!), xp-smoothing, the debt nerf, inventions and all that, who had to run nearly every story arc in the game to get to 50 solo (including Malta, Carnies, CoT, Praetoria with all the EBs, KoA, DE...)

    But the Night Ward is just frustrating enough to make me wanna forget about it! I didn't even feel like going to the wiki to read about these stories I'm just not gonna play through after setting foot there and letting the hate be born...

    Hey devs, hint: if you wanna throw us against tons of mez (including exotic mez like fear and confusion), debuffs, pet summoners, flying high-damage melee thingies, high-ranged damage enemies, IN EVERY MOB so inspirations finish in the beginning of the mission, facing multiple bosses or EBs/AVs at the end... FINE, but DO IT AFTER LEVEL 40 or so, when we already have most of our key powers, aren't hungry for slots anymore and can usually get good mileage out of IOs! The NW arcs being level 30-35 is just a big PITA for me.

    I could run NW without high levels of frustration with my melee characters (that includes ranged SoA I guess) most likely, or with my controllers (maybe with my doms, but before permadom levels, I'm not sure) or with most MMs...

    But if it's gonna be frustrating as hell for my defenders/corruptors (maybe trappers would do well there, too, but I don't only play trappers), blasters, kheldians who decide not to be dwarves all the time etc., I'll just ignore it with everybody and stick to the places where I know all my characters will rock more or less equally.

    Going from NW to the I-still-love'em Croatoa final arcs is like stepping out of a prison cell overcrowded with sodomites and into an amusement park (with a bit of extra blood!).

    Not everybody plays high-durability-mez-ignoring characters (though I guess most people actually do), not everybody plays only in [good and largeish] teams, not everybody is going to want to run mid-level content only (or at all) with IO'ed-out level 50s with access to most of their powers! And for those who do and enjoy a more difficult challenge for those characters, the difficulty slider is there!

    So I really hope this thing with much higher difficulty enemies popping up much earlier than they should stops with NW instead of becoming a tendency...

    And no, turning bosses off and running NW on -1x1 isn't an option I'd even consider, since it's not something I have to do anywhere else in the game...

    Ok, rant over. It's probably only my second rant or so in this forums in all these long years, so I won't even apologise for it.
  3. Damn, my Rad/Rad namesake is gonna be loosing his signature green-laser-shooting-eyes that I liked so much... I'm keeping the glowing eye auras, but they won't be as much fun now... Gonna have to respec out of my Dark APP rez (I just respecced into it!) and back to tactics, too... Oh well, at least I'll finally get to enjoy the snipe's cool sound and animation, and CB will have range...

    (Just to make sure it doesn't get misunderstood: the reticent moaning tone of the above is mostly a joke. I really will miss that "shooting freaking lasers from my freaking eyes!" feeling, but these changes will be great for a ton of my characters, the old school Rad/Rad offender included. I wonder if with Aim, Tactics, Soul Drain, Kismet and all my def debuffing, including one auto-hit power, I'll be able whack PPs in godmode or something - not that I LET them enter the godmode, in general, but it would be fun if I could...)
  4. From the wiki: http://wiki.cohtitan.com/wiki/Hybrid_Slot_Abilities

    Quote:
    Enemies qualify as "controlled" if under the effect of: confuse, fear, hold, immobilize, sleep, stun
    My experience with the T3 Total Core Hybrid also agrees with this. I've been playing a lot with my Illusion Controller using it, and the pets send foes flying quite often. I've never seen anyone showing the "Control" or "Waylay" text while on their bottoms, but I've seen it quite often while they are feared near the Spectral Terror, Held or Stunned with Fissure (it's a great power for Illusion, getting mini-containment from fear)...
  5. Quote:
    Originally Posted by GuyPerfect View Post
    Just like to point out that you can get Weave without taking Tough. For the good of tomorrow.
    Wow, can't believe this one stumped me for a while... Fine, it's 5am for me, but here was I thinking "wow, they changed the power pools again and I didn't notice? How?" Took me some time to realize what you meant.

    And then it got me thinking: does ANYONE take, slot (not as a mule) and actually use BOTH boxing and kick? Aside from, maybe, some crazy concept melee-only defender or something?

    I took boxing/tough/weave on a whole lot of my characters, but I think only a couple actually use boxing, I can't imagine taking the two (unless you really need that second melee attack as a set mule... but then why wouldn't you take tough too? it's resist and has some set goodness too)... So that's why the idea of having weave without tough just wouldn't fit in my head for those long moments after I read this, I guess...
  6. DrGamma

    Afterburner?

    Afterburner lets you fly way above the flight speed cap (which you hit when using fly even with no fly speed enhancements) even if you only slot afterburner and fly with a single +fly speed in the original slot. Fly actually becomes a pretty decent travel power!

    As the Goat said, Afterburner also gives you the same fine control you get with hover (funny how I'm so used to the flying inertia by now that this control often messes me up) as well as some extra defense that comes "affecting only self" and you can maybe use as a panic button, but it's not nearly as good as PFF. I see the control and especially the extra defense as just nice details, though, what sells the power is the increased speed cap (the animation is pretty cool too, if you turn it on when you're already flying).

    I feel like taking this power for every flier I have, but it's usually very low priority in my builds since, cool as it is, I can't use it while destroying the opposition, so I end up taking it close to 50... or not at all on tighter builds.
  7. DrGamma

    FF/? pairing

    Quote:
    Originally Posted by Fulmens View Post
    The Archery advantage, as far as I can tell, is mostly that Rain of Arrows is a pseudopet and, I believe, does "Blaster nuke" damage. Which I have seen and like really well on Blizzard.
    Unlike Blizzard, Defender RoA does considerable less damage than Blaster RoA. Blasters use this version: http://tomax.cohtitan.com/data/power...s_RainofArrows , which does 3 x 75.07 lethal damage unenhanced at level 50. Defenders use this, made special for them: http://tomax.cohtitan.com/data/power...rrows_Defender , which does 3 x 48.77. RoF is another pseudo-pet that got its special weakened defender version. Ice is an exception, really...

    To the OP: I'd pick Beam Rifle. Not only the -res and -regen help with the lack of debuffs in FF (not to mention the nice chunk of damage disintegration adds and its energy type), it also lacks those powers with looong animations (2.9s for the mini-nuke is as high as it goes, aside from the skippable snipe) that eventually lock you out of eating some insps or clicking on a panic button just when you needed them to avoid a defeat. DP is long animation festival (and the mini-nuke is PBAoE, even if it does come with +def) and RoA (which you will be using a lot otherwise Archery damage sucks), Full Auto and Ignite all have a 4s cast times.
  8. - Leaping if I'll mix it up in melee (and this does include a lot of squishies from my roster), Flight if I'll blast things from a safe hovering distance. I used to really like running around with Super Speed, but Stealth IOs and ranged-softcapped hoverers have been pulling me away from it. My WS still runs around with SS (but then again, his WS powers cover every other travel option as well)... And nowadays with the option to grab Afterburner if I happen to have a free powerpick (sadly it doesn't happen often) flight just became so much better! I think I have a couple characters who actually grabbed both CJ/SJ and Hover for strange but effective build reasons...

    - Leadership or Fighting (and often both). I love Assault for those "What power can I get now that will help all the time and won't cost me any slots?" moments of indecision. Maneuvers is decent to help softcapping (often unnecessary, but I tend to prefer going for maneuvers than for more set bonuses sometimes, so I can focus a bit on other things with sets... Besides, Maneuvers does grant def to ALL even if it's small, defense sets are yummy and I can usually manage the end costs)... It even adds a bit to pets as a bonus... Oh, and to teammates! Tactics lets me see those invisible annoyances, or past the damned Smoke Grenades (and it can either carry some nice sets, or work decently enough with its single slot if I'm short of slots). Tough is the only way to get extra resists outside squishy ancillary pools (I really hope one of the new pools like Sorcery has some res... Sorcery does look like a nice opportunity for some exotic resists to complement tough), and weave is more def!

    - Speed even if I don't run around with SS anymore, for the good ole Hasten. Unlike some people, I actually have quite a few characters without Hasten in their builds, but they're still a minority, I think.

    - Concealment for Stealth now and then... There are some characters I just cannot envision without full Stealth (or taking SS), they have to have their undisturbed alpha.

    I think I grabbed medicine 2 or 3 times, but in general I dislike it (mechanically - I got nothing personal against the tricorder).

    I never picked Teleportation for anyone... I use it with my WS now and then and am always uninpressed - though I loved getting their version of Long Range Teleport! And I never felt like playing Stone Armor.

    Never picked up (or plan to) Presence, either, even with my MMs (and yes, I know what I'm missing on). But I really dislike taunts... It's a struggle with myself even to grab Taunt for my Tankers. But I eventually do... except for my Ice Armor because, come on, Ice's got all the taunting it needs already! The addition of -range and the psi damage proc made the struggle a bit easier but I'd still much rather just hit whoever I want looking at me with a knee to the groin, fist to the mouth or a good ole fireball. So I feel like time spent taunting is not only wasted but also silly: "Stop showing off, just HIT'em already!" is what seeing my characters taunting makes me think. My MM pets will just have to deal with it!
  9. DrGamma

    Pure Genius

    Quote:
    Originally Posted by Zombie Man View Post
    Add tornado into the mix. (Use full screen for best viewing)
    I dunno what's scarier, that someone spent time recording and uploading that, or that I spend over two minutes watching it... And I thought it was fun, too! I probably need sleep!
  10. Quote:
    Originally Posted by Vimes_NA View Post
    When CoH first came out dark embrace, murky cloud, and obsidian shield didn't stack. Fear made enemies run away instead of cowering, and all dark armors toggles cost maybe 33% more to run than the equivalent in other sets. It was legitimately bad then (except against psi enemies, where it rocked), though not as bad as most thought, particularly when you paired it with dark melee to help with end management. I remember somebody came up with the idea of 6 slotting whirlwind with recharge (this was before ED) so we could use it to pulse knockdown, which helped a lot .
    *shrug* I guess some people heard that it was bad then and just latched onto the idea.
    Oh! That probably explains it. Thanks.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Then I deleted it when I stopped being able to even tell what attack set it had, let alone what the character even looked like.
    It bothered me before power customization too... First character I ever customized fx on was my DA scrapper to get rid of the Lost-Smoke-Monster look. (The second was my Regen Scrapper to get rid of the chest thumping... Too bad they didn't add the option to tough yet).
  11. Quote:
    Originally Posted by Ukaserex View Post
    I'll be honest. On my fire tank, with burn, fsc and fireball, I rarely use combustion. The animation is too long and damage too minimal for the effort. (for me, anyway)
    Same with me. I respecced out of it way back when I got tired of posing for 3 seconds to cast it and then having to wait for 8 ticks before it did full damage... After I got burn things had melted long before that. Whatever hasn't melted after FE or BU (or sometimes both) + Burn + FSC + Blazing Aura ticking away while the others animate probably deserves some ST attacks more than it does a lick of Combustion... And that was on a Tanker, I can only imagine how silly that would be with a Brute.

    My Fire/Fire Tanker can outdamage some of my Scrappers in the absence of external buffs. When I used to say that way back, people would laugh and say I probably play real bad scrappers... Heh, I just grinned to myself. Nowadays people seem to be more aware of the Fire/Fire awesome.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    Dude, he started with Khelds. You can ignore everything after that.
    Yeah... Well, I guess depending on build and if you want to get the max out of your Kheld it takes some playing skill, so I can see how some players might feel Khelds got some issues but... DA?

    Defenses plus resistance to every damage type in the game plus control plus status protection even versus terrorize (seriously, if someone complains about the lack of kb protection they should get shot) plus a ridiculously large and pretty fast heal, plus extra damage... It's got like all mitgation layers! Edit: not to mention stealth...

    And the only skills you gotta have are: push whatever key you assigned to your heal when your HP gets red and know how to slot for end reduction or more recovery or get conserve power or something similar... Not that tough.

    I played a DA scrapper (not as tough as a tanker or brute) before IOs and I always thought it was silly good... It just got better with IOs, so I never could figure out where this "DA Sucks" thing came from (aside from its use in jest, of course), so whenever I see someone come out with that opinion, I ask why they have it with honest curiosity... I really can't see it. If anyone knows, tell me!

    Then again, I recently heard that some people are of the opinion that Electric Armor sucks. lol
  13. Quote:
    Originally Posted by oreso View Post
    Dark Armour?
    Huh? DA needs help? How's that?
  14. Time has a decent heal and a great PBAoE def buff that isn't ugly like the shields, can easily be made perma, and gets even greater with PBU or something similar. It also has enough debuff and control options to keep the pets quite safe (and increase their damage). Time will also considerably increase Recharge for the team (but not the pets) and thus damage.

    So I think the pets and team needs are well covered already, Beasts/Time is providing damage, defensive and offensive buffs, debuffs and control.

    This probably isn't the answer you want, but it looks like you can play whatever you like...

    Since Time already gives you so much defense, I'd consider a resist-based character instead of a mostly defensive one like Shield, and then throw in some AoE, too, because more AoE is always good. You mentioned Shields, so I guess you would like a melee character. Why not go with a Fire Armor Brute or Tanker instead? The resists and heal on top of Time's mitigation should be great, and with Fiery Embrace, Burn, the Damage Aura, the pet damage and the debuffs, things should melt fast enough to make most scenarios pretty safe, especially with someone tough that can hold agro...

    I'd suggest a resist-based buffer/debuffer instead, like a sonic or thermal corr, but if the visual of the shields are a problem, that's less of an option...
  15. For my Elec/TW Tanker I went with Agility Core: getting Power Sink to recharge faster AND give more end, even with only one enemy in range, probably helps my endurance management even better than Cardiac would.

    Not getting the higher resists from Cardiac was a pity, but considering I can now drain end better and faster AND, if needed, get Energize to recharge faster makes me think I probably ended up with more mitigation than if I just had gone for the higher resists... The extra little bit of defense is just gravy.

    And I did get better resists/defenses by going Barrier for my Destiny. Energize coming back fast on top of my other layers of mitigation (sapping, kd from TW, defense and resist), takes care of my healing/regen well enough. Barrier gives me some moments of silly indestructibilty AND shores up some holes in my defense and resist layers, particularly toxic damage (UG DE bosses, I'm looking at you!)...

    I miss being able to bring people who get fisted by Marauder back to full health, though...
  16. Ran 21 arcs (20 were first time runs, 1 was a repeat) and got:

    16 Commons (1 of them was for the repeat)
    3 Uncommons
    2 Rares
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    If you mean NPCs... Eh. I don't like companion NPCs

    [...]

    Besides, I don't really mind a slog. Truth be told, I prefer it. A long, hard, slow mission gives me a much greater sense of accomplishment than a single, fast, hard challenge. Like I said - so long as not having NPC helpers doesn't make missions impossible and doesn't cause me to fail them, I'd rather leave them out of the picture.
    Yes, I did mean NPCs. And no, going alone won't make the missions impossible IMO. Actually, it's kinda easy to just leave them behind or let them die even if you do take them. I just enjoy seeing all those big names following me around (and now and again it's even efficient), so sometimes I'll do the cat-herding needed to keep them from being left behind. On a positive note, you get to beat up a few would-be helpers if you tell them they can't come along, that's always a plus.
  18. Quote:
    Originally Posted by SteelMountain View Post
    I have 3 L40 Rchg IO's in Hasten for 97.37% recharge, and 78.8% global recharge in addition, which in theory (I think) gives me 14 seconds of margin to get Hasten fired again after it recharges. This sure seems like it should be enough, but I still have Dom drop on me sometimes.
    Are you sure the problem when your Domination drops is with your recharge and not 1) slow debuffs (damn web grenades!) or 2) you animating one or more longish attacks when Dom should go off?

    I only have a bit over 70% global rech on my permadom and domination hardly ever drops in the absence of slows... Domination is on auto-cast and I'm pretty good at hitting hasten whenever it's up, though.

    When domination does drop, however, it's always because I was significantly slowed for longish periods of time or because I'm attacking something like a maniac and spend a few seconds animating attacks (if you queue them fast enough, apparently they sometimes can leave your auto-cast power waiting for a looong time) when I should be letting domination activate...
  19. I'm a big fan of the epic happy endings in this game, too - though I don't even remember much about the Envoy of Shadow's arc because I hate the CoT and Oranbega maps so much...

    Sam, you really should try the DA arcs, you'll love it, especially that last mission InfamousBrad mentioned... I did grin like a maniac.

    Just one tip: when people offer to help you in these arcs accept it unless it goes very much against concept... Some missions not only look much cooler with the help, not accepting it can turn at least one into a slog... There are a few times that if you're speeding through the missions, dragging the helpers along will slow you down, but I still liked having them along most of the time (my Crab chose fight some of the helpers instead, when that was an option, just to be evil, and that was fun too).

    And the goodie-good finale of Heather's Arc isn't all that tough to beat if you either have decent AoE or good ST damage (or if you have level shifts and make them count, which I usually don't, I just up the dif so my KD won't turn into KB). It's not even close to as failable as that dumb old 10 minute mission... It's failable enough that you will actually feel some acomplishment from doing it.

    Besides, if you do fail all you loose is the badge and you can always try it again in Ouros. Even failing you still get the mission and arc end-rewards normally and even the souvenir won't mention the failure, so while failing is still bad, it's not AS bad as they could make it.

    Quote:
    Originally Posted by Zemblanity View Post
    a reasonably slotted character playing at base difficulty (with bosses turned off) will not have any problems with that mission
    Duh! I forgot I could turn bosses off! That's how often I do that... With bosses off it should be a breeze to anyone.

    My Elec/TW Tanker managed to do it when he only had his alpha and was +1 (and running the arc at +1) with ONE second to spare... Thank you TW AoE!

    But my +3 (with a +3 mission) triform WS arrived there too cocky and without any fluffies and lacked the AoE to pull it off by just a little bit... Trying to go Nova in the middle of that wasn't a great idea either...

    With my Crab I decided to be consistent and evil... And only later realized the decision stopped me from getting a badge. Oh well.
  20. I think Maria's Arc is among the coolest in the game (new version is even better) and never miss it, it's the first thing I do when I reach 45. Not a huge fan of doing her one-of missions, though...

    People already pointed you to the right missions, so I'll just throw out a couple tips you probably already know, but I'll leave here anyway for future reference:

    1) For the Shrouded badge, you don't really have to do the mission, just step inside the map, exit (sometimes the exit area doesn't work and you have to use one of the ways to teleport out), check that you have the badge and abandon the mission.

    2) You don't actually need to keep DOING missions for Maria until she gives you the ones you want (sometimes she is capricious and takes a looong time to do it), you can just keep picking a random mission from her and abandoning it until the right one shows up...
  21. Well, first I'll agree with everyone saying that it's gonna be easier to play what you find fun. I, for instance, hate not having ranged options, so for a long time I couldn't play melee ATs unless the powerset had some range (thus why my first scrappers were Spines and Claws), or unless something else made me love it, like a tanker's uber-survivability from the early levels on... One of my friends was having enough fun with his first scrapper, until he discovered support ATs, realized that's what he liked, and stuck to controllers and defenders for a long time...

    But it's not always easy finding out what someone will like, especially if they never played before, and I guess a lot more people like melee than dislike it (not only from hearing my friends talk about it and seeing all those meleers in trials but also from the data the devs released a while back), so in the absence of more knowledge, if I had to recommend something to a new player, I'd go with melee...

    Quote:
    Originally Posted by Thoran_EU View Post
    I think my guess would be a X/WP scrapper, where X is every set without a special mechanic (like the combo mechanic on DB or the Momentum on TW)
    I not only agree but I actually witnessed at least 3 friends start off with Scrappers and fall in love quickly with the game. Two started before WP was out, one went SR (had a tough time solo in the first levels) and the other with Regen (had it easy for a long time). The last one started with WP and never looked back. WP has no trash powers you shouldn't pick and is super survivable... I guess the only way you could mess it up is if, like that guy playing the brute yesterday, you didn't realize you actually have to turn your toggles on...

    I think Katana (for the added survivability just from attacking, possibly without even noticing it, and for having decent ST and AoE damage from early on) and MA (just for being and looking awesome and bringing a lot of comic-book scrappers to mind) are probably good options for X.

    Quote:
    Originally Posted by PleaseRecycle View Post
    A brute is probably more straightforward than a scrapper since fury completely dominates everything at low level and masks slotting deficiencies at higher levels. Sure, a player as green as this may not exactly understand fury, but who says you have to understand it for it to be effective? Just about any primary would be good, as would most secondaries: the fact that all of them are sticky is another point toward ease of use for novices.
    I know a lot of people who think Fury sucks... Me kinda included (I still haven't managed to drag a brute to 50). I thought I was alone in it, feeling like that mechanic -forced- me to play in a certain way (which is funny, because when I'm not -forced- to do it, I actually tend to play exactly like that), but a lot of people, especially new players, have told me they feel like that.

    Personally I think it really sucks to be punished with super-low damage (and DPE, the new guy might not understand DPE, but he'll hate seeing his blue bar plummet) for having to click a glowie, ride an elevator, look around to find something or appreciate the scenery, read text or just take a quick bio break...

    And keeping fury at I-don't-suck levels actually does take some knowledge that might be tough for a new player: using fast attacks a lot and non-stop, jumping in the middle of large spawns (and knowing how to get the large spawns to begin with, and then how to survive them!), slotting for recharge/end before going for damage (unlike every other AT in the game). My friend who started with the WP Scrapper played a Shield Brute after and really struggled with it in the beginning (he only kept at it because I kept telling him he'd eventually be awesome).

    Don't get me wrong, I'm well aware that Brutes are uber, super-survivable and able to deal a ton of damage due to Fury. Knowing that still doesn't help me not hating Fury shoving me ahead towards the next spawn. I'll run to it anyway, I don't want the shoving. With the new Fury and a Claws Brute, I'm trying it again, but I still haven't reached the no-hate point.

    Fury seems to be one of those things that a lot of people love and a lot of people hate, so I think it would be risky to throw it on a completely new player in case he found himself in the hate camp (and, again, using fury so you actually do decent damage, not great just decent, isn't as simple as some here are saying).

    Quote:
    Originally Posted by Mad Grim View Post
    So yes, I'd recommend a Blaster. Not because it is good (it isn't), but because of what it teaches you.
    Well, he asked for the easiest, not the most didactic. I do agree that playing a squishy will usually teach you a lot more about the game: I started with a rad/rad def and I soon had really good situational awareness compared to my friends who started playing melee.

    The problem is that for some people that learning curve might feel too steep and make them give up before they actually learn it, especially people who never played any MMOs before (other kinds of games tend to be much more forgiving about lack of knowledge).

    So, while 2 of my 3 friends who started with Scrappers later had some trouble learning to play squishies, they at least had their melee powerhouses to fall back on and keep playing if the squishy was getting too frustrating... Then they tried again with frustation levels lowered, and again, and eventually they got it.

    Quote:
    Originally Posted by Thoran_EU View Post
    I don't think SR (or any def based secondary) is easy to understand. Low ammounts of defence do near nothing for your survival, the only time you start seeing any viable improvement in survivability is when you get near the 30% mark.
    I agree, kinda. It's not that they are hard to understand, they are easy: more def means you get hit less. It's just that they tend to suck in the early levels... So I don't think SR is a good starter powerset either.
  22. DrGamma

    Badges and RP

    I often get lots of badges and get and use accolades that don't make a lot of sense for my character concepts (which do exist, even if I don't usually RP them out), because I mostly ignore the badge meanings, except for the ones I choose as a titles, like many others said. And sometimes the title will be not only appropriate but funny, too: my Dark Armor scrapper, for instance, has "Midnight Dodger What Dodges at Midnight" as a title... Funny, appropriate and I'm actually proud to have that one.

    And now for a minor nitpick:

    Quote:
    Originally Posted by Miakis View Post
    But I want a 'Can Breathe in Space' badge from the SSA1 Finale.
    If you couldn't before the arc, you probably still can't after it's done, I don't see Lady Grey spending the energy to make her spell permanent when a shorter duration would do, to me she seems rather efficient... Of course, if you wanna RP that it WAS permanent in your case, I'm not the spell-efficiency police!
  23. At creation I almost always put some thought into my characters background and motivations and before I play any character up to his/her teens I'll make a full Mids build for him/her and reference it when levelling up (I have too many characters and hate doing respecs to do it any other way)... I still need to respec now and then, due to learning better about the character during play...

    At 32 I'll start IOing them out instead of using TOs/DOs/SOs - I dislike doing it sooner and don't see the point in denying the characters that advantage before they hit 50, so I never make builds that only work with with level 50 sets (at 47 I will ocasionally use a HO, though, and replace all my non-set level 35 IOs by level 50 ones, though I won't touch the set IOs).

    So I always pay attention to all my characters, possibly from level 2 or 3 on.

    Pre-trials I play mostly solo, and even when not solo I play only in pre-arranged duos (used to be trios a while back) that only play and level together and do the same arcs together.

    So I always see a lot of the story (though by now I know most of it by heart and hardly ever read any of the old texts anymore).

    There is some content I don't like as much, though: overly magic enemies in general, such as the non-DA Pantheon with their damned lts and the CoT with the stupid Oranbega maps (interesting, I really like fighting Tsoo who are also magical, although in a more martial-arts way)... So I hardly ever run those. There are arcs I might never have run in all these years playing! But I'm sure I went and read about that lore in the Wiki at some point... Then again, some arcs I will always run, especially blue side: I can't imagine not running Faultline, the Midnight Club, Croatoa, the RWZ and the two Praetorian-kicking arcs... Redside it's all the bank missions and RWZ mostly that I'd rather not miss (though I like getting the Mage-killer badge, too, just cause I dislike most mages so much).

    My first character, first 50 and first incarnate is a formerly-squishy rad/rad defender who grew to his 40s without inventions (and hit 50 before I knew my way around making decent IO builds), so I was always very aware of mezzers (and later sappers, though I never worried TOO MUCH about them with my defender) in every group. I never learned, however, which enemies where tough due to high def (damned Rikti Drones) or to-hit debuff (CoT again), since hitting things with my rad was never a problem short of godmodes being used. As I played other characters, I started learning to pay attention to other stuff...

    Most of the time I quickly (usually real quick, at a glance, after years of training) analyse every single spawn I'll attack, no matter what character I'm playing, to quickly remove threats/annoyances - and there are threats/annoyances for every character I have made to date:
    • DE eminators that mess up my defenses and damage even on my tough chars;
    • mez that shuts down my squishies;
    • heavy psi or toxic damage dealers against meleers who have a hole against those damage types;
    • sappers that can be a threat to all but a handful of my characters who can simply ignore them due to high drain resistance;
    • tarantula mistresses and their cheating debuffs;
    • things that summon other things who I'll feel obligated to defeat even though they give no xp (and are often annoying in their own merit like shield generators);
    • Cimeroran healers undoing my damage (especially annoying when the other cims lock shields to make hitting and dealing that damage harder);
    • CoT Ghost Lts and hurricane-toting Tsoo sorcerers messing up my to-hit;
    • slow patches keeping some of my meleers away from their enemies;
    • dangerous foes who heavily resist mez when mez is my primary form of mitigation (my plant dom, for instance, despises things that heavily resist confuse... especially those with an aura that grants such resistance);
    • vengeful Nemesis Lts who must die last (and if possible all together with well placed AoE);
    • bosses with god-modes who must be mezzed, knocked-down, hit with high DoT or just quickly damaged before they can turn their god-modes on to make me wait in boredom (or more likely move ahead and come back for them after a while);
    • and I'm sure I could think of more if I tried...

    The point is, if you play at least most of the content without cherry-picking the opposition, and especially if you do it solo or in a small team, there should be some things to pay attention to no matter what character you're playing with. Some are more common, some less, but they will eventually be there.

    So I always pay attention to my opposition, no matter the level or character (it also makes the game more fun, for me)...

    From all my characters (including the army that is being played but hasn't reached 50/incarnation yet and won't show in my signature), the only one who probably could get away with just jumping into every single spawn without looking first is my Illusion troller... He jumps in invisible and PA quickly takes care of things... Even in this particular case, it can still be less efficient to just jump into certain groups (for instance those with foes who ignore stealth and have mezzers, such as Rikti and Rularuu, possibly stopping me from using Fulcrum and my epic AoEs before PA reaches them), but it's hardly ever actually dangerous... Maybe my masterminds can be played without paying as much attention to the opposition... except when my pets decide to be dumb or there's a lot of AoE or damage patches flying around... Still, even in those cases I still pay attention to the spawns, just out of ingrained habit...

    Damn... I always pay attention to everything! I feel OCD now!
  24. I'll only answer about some aspects which I'm more familiar with...

    Quote:
    Energy/Energy/Force
    Picking Force is more of a concept thing, right?

    It's a fine pool and all, but if concept doesn't stand in the way, I usually prefer to pick Electrical: same mini-god-mode, bit less S/L resist but decent energy resist too (probably the third most common damage type, after S/L, and especially common in the current iTrials), a ranged hold (not so great since you don't have a hold in your regular pools to stack it with, but still nice) and even an AoE panic-button lt-level stun are available (which does stack with your stuns). It also has an AoE attack, but it's not stellar (neither is Repulsion Bomb which is even slower than static discharge, but at least it adds mitigation)...

    Besides, I'm not a huge fan of PFF and much less of Repulsion Field...

    Quote:
    I'm thinking of using IO bonuses, Tough, Weave, Temp Invuln, Hover, and Aid Self to make the character a bit more survivable. Is that a valid plan
    Quite Valid, though I question the need for Aid Self: you'll need to pick something mostly useless first and I always feel that green insps do the job better than Aid Self and drop plenty. Besides, with enough defense, hover, all that KB and Stun, plus the occasional FoN, you shouldn't be taking enough damage to go through green insps all that fast anyway...

    And if you want yet more defense, you can go for CJ (which you can use with hover and costs nearly zero endurance and also adds immob protection), stealth (I like to have full invisibility prior to attacking for all my blasters, stealth+stealth IO does it for me) or even Maneuvers (which is good but consumes significant end).

    Quote:
    is it better to slot for positional defense or typed for this character
    By picking the 3 ranged attacks that you mentioned and simply slotting them with the nice and cheap Thunderstrike, you're already well on your way in investing in Ranged defense, so I'd invest a bit more on that for sure.

    If you plan to mix it up in melee now and then, investing in S/L Defense should help too (and might be easier than going for melee def), using Kinectic Combats (or the cheaper and easier to find, but not as good, Smashing Haymaker) in the melee attacks you pick, plus Reactive Armors in Tough+Temp Inv.

    Without a defense-based epic armor (and I do prefer the resist armors, too), I think it might be tough getting to the softcaps with just IOs, but you do have bits of defense from Weave and Hover (and maybe Stealth, Maneuvers or CJ) and the +3% def IO (and maybe the PvP +def unique, too, if you wanna work for it) that help against all sources of damage, and if you at least get to 32.5 you're one small purple from the softcap which is plenty good.

    So my answer is: both. If you wanna blast AND blap now and then, going for both Ranged and S/L should be doable... Finding room in your power trays for everything is tougher though.

    Quote:
    Third, what's the best route to take for AoE damage? Energy Torrent and Explosive Blast seem to be the only options for a long time
    Those two are pretty good for most of your AoE needs, especially with the aid of Aim and BU. You can get them to recharge fast enough that you can just fill the time between them with one or two hard ST hits against a hard target and still be better off than animating a slower AoE attack, IMHO.

    Your two Energy Blast AoEs animate so fast (like, 1s and 1.67s respectively, IIRC) that your other AoE options will feel REAL slow - especially Repulsion Bomb which takes over 3s to animate. For other characters, a 3s AoE doesn't seem so bad, but when I'm playing my Energy Blast blaster, it feels glacial. I eventually respecced out of Static Discharge on her (in favor of Surge of Power) because of that, and SD only takes a bit over 2s to animate...

    The only problem with Energy Torrent and Explosive Blast is having to be careful with the random KB, especially in teams, but I never really found that much of a problem (and I DO use them, I just position myself with a bit more care). The KB is very good mitigation, particularly when solo.

    Spring Attack is not a bad option, though it takes forever to recharge and throws you smack in the middle of melee. Not so dangerous since the melee opposition is now on their butts, but then you waste time hovering away from it instead of blasting (specially to follow up with your other AoEs, cause if you use torrent or explosive in the middle of the spawn, you'll make a mess with the KB)...

    Then again, you might want to use Spring Attack EXACTLY to get in the middle of melee more safely, apply a couple hard-hitting energy melee punches and THEN fly back away... That strategy has the potential to be awesome when you can use it, and would be a decent reason to pick Spring Attack IMO.

    Picking spring attack, however, kind of locks you into picking CJ (which is not bad) and SJ as a travel power, which you might not want, either for concept reasons or because you prefer flying... Picking Jump Kick instead, specially on a blaster with a ton of attacks already, looks like another wasted power pick for me and you sure have better options...

    Quote:
    where do the melee attacks fit in? It seems that they aren't really necessary, but they look pretty cool so I'd like to find a way to use them occasionally. Is it viable to think that I could use them to blap while FoN is active, and be a hoverblaster while it isn't?
    Energy Punch and Bone Smasher are great: they animate ridiculously fast and do a ton of damage (take a while to recharge though). Stun, not so much - if I wanna use a melee attack to shut someone down, I'll use Power Thrust which is less commonly resisted, actually does some damage and I'm forced to pick anyway. Total Focus though... I got better things to do with 3.3s, especially in melee.

    Landind a Energy Punch+Bone Smasher+Power Thrust and then following up with Ranged attacks is pretty nice. The first two have a decent chance to leave your target stunned (sometimes even stunning a boss) and their DPA is great, the third will send it flying. You can either open up with them or keep using them on longer lasting targets that for some reason don't scare you (because of FoN or them being well-controlled or well-tanked by someone) or use them for targets that approach you while you are blasting (the few who can fly, or the many who close in on those damn low-ceiling maps). I wouldn't even restrict myself to using melee only while FoN is active... And I also would not neglect my AoE and Ranged attacks even while it is.

    Quote:
    what are your thoughts on the character idea? Would it be better to try a different set or AT for this?
    Looks fine to me. Other ATs and Sets might work (Energy Assault permadom comes to mind) since it doesn't look like your concept is all that tied up to this particulat choice, but it's not a bad choice and looks like fun. The only suggestion I have, power-wise, is the one above regarding Electrical versus Force Mastery... A bit tougher to justify the electrical powers in your concept (then again... MUTANT son...) but Electrical has some very nice options. Not that the character wouldn't be fun anyway with Force, so if you like that better, go ahead.

    Oh... FPAA!