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Quote:I tried this one on a lone 50 empath, taking some SG-mate into the Hollows to level him up, and it wasn't as stellar as I thought. Adding a second empath really just adds another +31% Damage and +100% Recharge, since you're effectively invuilnerable and hitting 95% of the time anyway with one.I wonder, once I get this duo leveled up, if people would be willing to pay for a street sweeping god mode. 2xAB, 2xfort, heals when you still manage to get yourself hurt. I know I'll be offering it to SG members for free but I gotta wonder just how fast you could level up if you had that amount of buffing backing you up.
You'd be better off taking people into +3/x8 missions with you and wiping the floor with the bad guys together, that would give much better XP. Plus you get chances for Purple drops that way... -
Quote:Two Emp/Elec is probably safety overkill.I'm kind of wavering between sonic and elec blast. I'm really not looking to trivialize +4/x8 though that would be kind of cool. I havent thought of epics yet though those would be a long way off. The other thing I'm wondering about is my ability to team with other players.
Being able to Short Circuit x2 and drain an entire mob is a nice trick, and would work really well for say a Kin/Elec duo.
When you have moderately good defence (eg SO'd SR scrapper level including Psi) and insane +Regen, you don't really care if the mobs are drained. At worse, they'll be running to the four winds instead of beating on your invulnerbale regenerating hide(s).
Considering Elec Blast sacrifices a bit of damage for end drain, I'd avoid this combo for an emp duo. -
Me too. That sounds very promising.
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Very cool.
Its good to know that Gravity Control has been acknowledged as having a few problems. -
Is Ebil Marketeers taken as a SG name?
Or Evil Marketeers if thats too much of an in-joke to wear above your head in public.
Wall Street Crashers?
Economic Crisis? -
I'd say there are two factors that make enhancement extraction a pain.
One is the cost. Respecs are a valuable commodity, but we do now have access to an unlimited number via respec recipes. So, if you can pay for it, you can salvage all the IOs you need from that character. Like others have said, being unable to extract all Ios easily is a good thing because the game really needs to hang on to its influence sinks.
The other one is the sheer inconvenience.
I've done a couple of respecs recently in order to tweak some of my level 50 characters, and yes, they are a real drag. I can't imagine they'd be too painful to execute if you were just extracting though, say if you're planning to delete the character afterwards.
So for the dev time and effort to streamline what is a pretty uncommon process, I have to say no, I can't really get behind this. -
Quote:That Editorial Cartoonist idea is utterly cool. I love it!My bots MM's pets are Alice, Beth, Caty, Diane, Eileen, and Fiona. My necro MM's pets are named after the 1986 Mets.
edit: Oh, and for a while I had a thugs MM named Editorial Cartoonist whose pets were all named after "hot topic" issues: "Internet", "Global Warming", "Republicans", etc. The idea is that, since a typical bad editorial cartoon can be made by taking any image and arbitrarily assigning labels of hot-topic issues to the things in it, a mastermind whose pets were all so named would be procedurally generating editorial cartoons at all times.
If only you had a pet called John Q. Public who fell asleep at random times.... -
It rocks. It's insanely good.
Its a build that's full of little milestones - your effectiveness jumps dramatically with Fortitude, Recovery Aura, Regen Aura and AB, and with slotting each one.
I did it to level 39 and got bored because +4/x8 was not an option back then.
By then you can alternate auras and keep yourself AB'd at all times fro +1000% Recovery and Regen, and have 30-odd % Defence via Fortitude and Manouvers.
My attack chain became Tier2 and 3 blasts and AoEs, I think I ended up slotting Power bolt (my teir 1) as a set mule for Kinetic Crash, because I neevr used it at the Recharge rates I was operating at.
I played Empathy/Energy blast purely for concept, far from the most efficient set but it worked a treat. Emapthy/Sonic would be the most efficient as you stack your +69% damage (double Assault plus Fortitude) with large -Res's.
But anything will work. Its not complicated to play. Clear Mind/Fort/AB yourselves eevry 90 seconds, and fire off a pair of auras every time the last one drops. Its a lot easier than emp-ing for a team in terms of watching power refreshes. -
Yeah, you're right about Archery, Ben. It should be classed in the High AoE group due to rain of Arrows.
My analysis compared non-nuke AoE's, but thats a bit of a false distinction for AR and Archery. Possibly for Dual Pistols as well, althought Ive heard mixed reports about the crashless nuke there. -
My first Controller, and my first level 50 Controller.
Gravity/Emp is NOT the best combo by any means, but its workable, and actually makes a pretty good solo-ist. (It used to be better wehn Adrenalin Boost would double Singularity's rate of fire, but those pesky Fire/Kin's took that off me!)
Gravity Control is high damage, well, high single target damage. Propel is slow to activate, but if the 3 enemies you're facing are all held or stunned, and you';re recovering end during that animation, who cares? It's animation will make you cry on teams as you corpse-bomb yet another target, but solo it's a great power to have.
My advice:
Get the +Immob out of Crush. It recharges in 4s and lasts over 20s, so you never worry about the immobilise running out.
Get the +Regen out of Health. You aren't going to survive by passive healing, and you have a self-heal anyway.
Add some end redux and recharge to Healing Aura.
Give Fortitude +3 Recharge and +3 Defence - it provides the same Def as a force field ally bubble to All damage types including Psi.
Resurrect won't need 3 recharges. 1 end redux would be good.
Get Hasten. The faster Recovery Aura and Regen Aura are up, the better off the team are in offensive and defensive power. And +Recharge allows you to Fortitude more team members. And get as much +Recharge as you can when you go for sets.
Hope that helps, and good luck with your choice of an off-beat but fun build. -
Quote:Bubbles not only survive zoning, but they stack, since the game can't tell that Bubbler Guy(outside the mission) and Bubbler Guy (inside the mission) are the same character. So you effectively can have double bubble values for the first 4 minutes of each mission.I stand corrected then. I do think it's true that when you zone, you lose all buffs and debuffs that are on you. They have to be reapplied automatically by the zoning code to restore them. I just assumed that since you had access to the powers on your own character, but not others, they would not be restored.
Of course, even that may have changed.I'm never 100% sure about anything.
This can be handy if a teamwipe occurs and you think it may do so again. Get everyone to gether at the dorr, bubble them, go in, bubble again. Everyone's now well over-capped even outisde your Dispersion Bubble.
This trick is even better on Sonic Defenders. -
Quote:I beg to differ. Energy Blast has standard AoE damage.The only drawback with Energy is its lack of any decent AoE damage.
Energy Blast has two AoEs (both of which work from range, which is nice). Both do around 0.9 damage scalar.
Same as Electric Blast, Archery and Dual Pistols.
Fire and AR pull ahead as AoE specialist sets.
Ice Blast has two very good AoE's, but Ice Storm's on a long recharge. Ice is the odd one out, but roughly on a par with Energy Blast.
Psi and Sonic are bottom of the heap with one AoE and three low damage ones respectively.
Fire, AR - above average AoE.
Energy Blast, Electric Blast, Archery, Dual Pistols, Ice - average AoE.
Psi Blast, Sonic - below average AoE. -
The defence in Dispersion Bubble is redundant with PFF on, but the mez resistance isn't. Always keep Dispersion on as well if you're running through a high level zone, or one stray mez can ruin your day.
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Quote:Always carry at least a set of 3-4 purple inspirations. These are an excellent fallback..use them together at once and you will be able to survive ridiculous situations. A second spawn? AND an Ambush? A surprise AV? With three small purples, you are very hard to touch for a minute. With four, you are over the 'softcap' and enemies will only have a 5% chance of hitting you. That's right, 5 in a hundred. Good odds, I'd say, for 200 inf.
Oh, and stacked purples become far more powerful than any oranges, especially on squishier characters. Why? oranges are additive in their effects, but purples are multiplicative. The resistance means they will hurt you, just for a bit less. Defense makes sure that it never touches you, and enough will make their chances incredibly insignificant. (Compare 95% chance of being missed with 4 lucks to taking 60% damage with 4 sturdies.)
This is one of the reasons to build up Defence bonuses on squishies. Each little purple pill is +12.5% Defence, so 7.5% innate defence means that 3 will softcap you.
20% Defence from bonuses, Hover etc man that only two (or one medium ) will softcap you.
It makes for a very compact "god-mode" pill combo in your tray. -
Yeah, we need badges to go with this.
Gourmet: You have eaten and savoured 1,000,000 delicious inspirations
I recently set up my characters with some binds to combine insps and it rocks.
I've always used F1 to F8 for different types of inspiration (eg F1 is damage, F2 is accuracy) and now have ALT+F1 to combine oranges and yellows into damage, and so on. To save space I only set it up for tier 1 and 2 insps, since the odds of accumulating three identical large insps is small enough that you can do that manually when it occurs. -
I'll try to answer my own question then.
DP/Devices is probably bottom of the heap, no Build Up or Aim and the AoE oomph of Assault Rifle swapped out for some fancy animations.
Energy Blast/Fire should be a pretty weak contender, combining PBAoE damage with knockback away from you, and no hard mezzes. Has anyone played one of them and AR/Dev and preferred AR/Dev, for example?
How about Elec/Dev? That's devices again though, which seems to be the core of AR/Dev's problems... -
That would be extremely cool.
It would make Grav/Storm a very nice combo if Tornado was reduced to doing knockdown.
Come to think of it, Gravity Control and Whirlwind would be pretty potent... -
Yeah, Ive got the FF +Rech proc in there.
The thing is though, if Crushing Field did apply -KB, then putting the Ragnorak proc in it would be far less useful. The way it is now, its the one area immobilise that you can spam for repeated knockdown with this proc.
Vive la difference! -
Energy Blast does standard Single target and AoE - I tend to think of it as the baseline blast set.
Power Bolt and Power Blast do the same damage as most 4s and 8s blasts (ie all except fire). Power Burst does the same damage as Cosmic Burst, Bitter Ice Blast, or Blaze minus the extra DoT (which is Fire's secondary effect).
Explosive Blast and Energy Torrent do similar damage to most Blaster AoEs. Fire them off one after the other to open and they'll both trigger before anyone gets knocked out of the way.
(The Snipe and Nova do standard snipe and nuke damage too I believe).
Energy Blast attacks can also all be slotted with the dirt cheap Explosive Strike damage proc -
I've been playing with this for a couple of days now, mostly fighting +0/x8 missions with two characters. And I really like it.
Ragnorak Proc in Crushing Field is a keeper! -
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Quote:Is competitive a better word then?And right there, you're wrong.
It's viable. I know it's viable. I know a 50 AR/Dev. Someone got one to 50. And she wasn't the sharpest knife in the drawer when she got it to 50. They're playable, they're robust, they blast.
So you're going to have to use a different term to 'viable.' You're going to have to come up with an actual problem. Just because AR/Dev doesn't do what you want doesn't mean its' not doing its own job.
All sets are viable in the strictest sense of the word, in that you can play the game with them. The devs would have to be pretty incompetent for that not to be the case after 5 years and 16 issues.
But would you agree that some sets are undeperformers in the sort of 80% range?
Sure, Devices (and Gravity Control, Energy Melee and Trick Arrows and all the other regulars that crop up) are playable, but all feel like you have to work a little bit harder to do what their sibling sets do. -
"Regardless of what the numbers show, Devices is not team friendly"
This made sense to me.
Some powersets you can get a rough idea of how they'll do by looking at the numbers (eg Red Tomax). Others, you can't quite figure out until you play them.
eg
How much mitigation does Invulnerability provide for a Tanker? Why, 90% vs S/L, sir, if you take Fighting and slot accordingly. I can work that out without ever playing the set.
contrast with:
How much mitigation does the knockback in Energy Blast provide? Er....
Devices is a bit hard to figure out just from the numbers. Trip Mine shows some seductively big numbers. But how much of a pain is it to set up? How often will you waste your time dropping a mine in the wrong place compared to Explosive Blast, say, which does much less damage but always hits where you tell it to.
How much mitigation does Caltrops provide?
Devices isn't easy to figure out from just looking at data, and once you took it into the field you found it disappointing? Is that what you were saying, plainguy?
Talen: what combos are worse than Ar/Dev in your opinion? -
Traditional beserkers don't suffer a 10 second crash every 2 minutes.
And even though the power is called "Rage" and may owe something to beserkers, its part of a set that is intended to cover a very wide range of character concepts.
I've seen Superman-type classic heroes, animated statues of medieval knights, living trees, giant mutants (well, 8 feet tall), a mass golem made out of dwarf star matter, a super-dense mutie biker chick and plenty of other Superstrong characters who don't experience blind anger when they use their strength.
A permanent toggle would actually represent all of these concepts very well.
I do agree though, that there is nothing wrong with some sets having better or worse synergy. Its bound to happen with this many options. -
Quote:It's a given Super Strength's Rage is going to change, but how?
My take:
Reduce damage to 74%.
Reduce ToHit to 5% (Enhanceable)
Add 20% Accuracy (Enhanceable)
Add 86.5% ToHit Debuff Resistance
Click costs 30 Endurance to activate (equivalent to .25 EPS), 120 second Recharge/Duration (fixed unenhanceable/unbuffable/undebuffable)
No crash on power expiration, does not double stack.
The crash is "built in" to give 100% uptime.
Why add ToHit Debuff Resistance?
Superstrong characters are not typically the most accurate ones. It always struck me as one of the quirks of CoH that an Inv/SS tanker gets a double to hit buff (Invincibility and Rage). Imagine Ben Grimm trying to get his mitts on a Rikti Drone at this point. Or Spidey squirting web fluid over Juggernaut's eyes. It doesn't seem to work concept-wise...
Rather than giving it fixed recharge, what happens if you make it a toggle? That would solve double-stacking and have roughly the same effect as what you describe above, just remove the annoying animation every two minutes.