Dragonkat

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  1. All journey, up until you hit the brick wall of soul sucking loot grind two map bull that is our "wonderful" end game content, something coh didn't need to add, is one more step to making it a generic clone of every other mmo including you know what, and really has me considering canceling my account because I20 holds zero interest for me. If this is the direction the devs want to go then stop the train cause I'm getting off. Well I would be provided NCsoft's stupid new master account security and it's broken captcha's didn't lock me out....

    And Sam as usual sums up how I feel minus the rants and borderline cussing. Specifically the fact we're hitting the phase where we aren't "Forced" to grind geko, but we are forced to deal with the fact that's where the focus is, deal with inf costs on top of grinds, deal with the fact even if we ignored I20 totally WW inflation is BROKEN, and a host of other issues that can't be solved by if you don't like it then don't play it. That and battle maiden as the best example of never want to do this again ever created.

    I can play on sure, but good luck finding an LGTF that doesn't speed, or players who don't stealth when possible, i'm in a rare minority probably where I like the synapse TF of all things, it forces a team to be a team, not watch the tank run off to get the glowy or stealth TP to the boss while my blaster behind waits at the door.

    I20 is taking every problem about the journey vs destination and making it worse due to the increased grind and loot needs. It's creaing a new batch of players less interested in experiencing content over exploiting it for max rewards. It's creating an incentive to farm shards and influence over trying to reduce it (speed katies anyone?) And locking that grind into only a couple locations on top of using one system to unlock a slot then a whole entire new system on top of now worthless shards? All the while being at the mercy of an RNG for the extra rewards is to be perfectly blunt the single dumbest decision I've seen come from the devs in years of playing. Not to mention further destroying the uniqueness that was coh until they decided to add pvp, add loot, add the grind for loot, and now add an endgame...Dear god is there one outside the box idea anywhere?

    For the record I bought coh back in beta because it had none of those things, i though it might, just might, dare to be different then the other mmo's out there, oh how wrong I've been proved.... and am immensely disappointed in this fact.

    Were I in charge right now? I'd be firing positron, giving his man hours and staff to warwitch, and get us real honest to god 1-50 content, revamped TF's and do something about boomtown over this joke that coh wants to call an endgame.

    All it's doing is running me off rather then keeping me interested.
  2. Quote:
    because no other AT can destroy a 8/3 mob in less then 10 seconds solo (including bosses).

    I don't know any other class that can do that. Sometimes i wonder if people who play blasters just spend all their time slotting to cover it's weaknesses and not slotting to play to it's strengths.
    I.E. All those silly people who make builds taking power picks as IO slot mules to try and softcap defense over doing damage.

    As for the whole debuff argument, it doesn't wash. Because if I'm paired with a rad or a dark then guess what, I'm getting my force just as multiplied, and I've got a lot more attacks then one 90 second nuke. Last time I checked we tend to fight more then one spawn every 90 seconds too. That and good luck killing the AV with just your debuffs and a nuke without extra DPS from other AT's Along with the fact not every MM / def / corr / troller is gonna be a rad or a dark. Take a kin for instance, if judgment isn't affected by buffs then a fulcrum shift is doing the blaster a whole heckuva lot more good in that instance.

    Way too much doom in this thread if you honestly think one hard to get incarnate ability is suddenly pushing blasters off to the wayside.
  3. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Except it has no snipe. And a PBAoE nuke. It can be made into a good set, but not for someone who wants huge range, and an actual snipe power to specialize in.
    No, but what DP has is a little more versatile style with using piercing rounds a sorta snipe when paired with boost range.

    I could with boost and build up easily line up a spawn, fire PR, then use the T1 and T2 blasts to pop mobs from range before they could blink, must less get off even 1 or 2 attacks.

    And that's with cryo rounds helping to kill the movement rate, negating some of the lethal resist some mobs have, and giving me more time to stay at range. (See they are useful! =p ) Paired with stunning shot to stop extras and energy melee for anything that did get to me it was an all around hard to stop toon.

    That and empty clips + static discharge was a great damage duo on teams, surge of power helped a ton to stomp AV's too.

    Grated this isn't really what the OP is asking about but just saying.

    That and it lacked the one problem I have with max range snipes. Even with boost range you have to walk in closer to use any other blast, which opens you up to a ranged volley. So if you do Go IO's and want to play at ranged, thunderstrike sets will probably be your friend. (much as I hate the concept of defense on a blaster) It's that or entropic chaos for more recharge and a lil regen.

    Regarding that question fully I vote for archery myself, namely for many of the reasons listed, but also for blazing arrow's insane damage from a good ways out. That and the +15% acc. While rad's -def is nice, when you're dealing with a situation like multi vengeance stacked nemesis or those annoying rikti drones (or as i have to call them sometimes streak breakers) you really want the +acc over trying to hit through all that to land a -def.

    Lethal resist is also not the bugaboo so many make it out to be, really a half and half deal in terms of mobs that have it. High end game at one end you have malta, freaks, Armored rikti like the headman gunmen, armored crey, and Earth DE. Ok well that and probably some Praetorian mobs, can anyone confirm that one?

    Though of those both freaks and boulders are weak to energy attacks, rikti don't seem to have any real energy resist, can't remember offhand if any are weak to it (hi EM) and plant DE are weak to lethal. Knives and nemesis soldiers? (excluding warhulks and fakes) No resists far as I know, same with I think any carnie outside the strongmen (they have invul powers correct?)
  4. I feel plenty useful regardless of having devices, after all I can still use my ST chain between puddle dodging regardless of the other issues. I did "learn" how to dodge them after all. But it doesn't change my opinion on the TF simply not being fun, not as doable on a pug or a team of any AT as it should be, and feeling that its the wrong direction for coh as a game to head.

    As for point #2 I was talking about defiance attack chains at that point on common mobs, and how eyeballing just enough damage by using the right attacks in the right order = dead mob over mob with a hp sliver left. Not gun drone.
    Quote:
    Actually it only provides a defiance boost for about 10secodns after summoning. I've seen this misconception a few times for both Gun Drone and Trip Mine. The problem is that the summary if you right click on the buff icon shows the bonus during the entire duration but if you check the detailed power display or monitor your damage bonus the defiance boost only lasts a few seconds after casting. It does last slightly longer than defiance bonuses are supposed to but AFAIK that's due to the defiance durations being mis-calculated for all interruptable powers.
    I disagree with this slightly Adeon as I've watched the damage ticks when I have dual gun drones out (yay recharge) one will defiance buff the other, and gun drone also carries some damage buffs you have when you cast it till it wears off you (seen this with red insps, though i'll admit i haven't tried it with someone forting me)

    The defiance as far as I know doesn't wear off till the gun drone icon starts blinking and it's getting ready to splode, least that's what my in game playing has showed. I'll check the combat tabs later tonight (leaving for work now) But if you are right about that one I'll be happy to concede the point.

    And I don't joust, always seemed rather silly to try and game the engine that way, and it'd slow down my attack chain.

    But I'll try one more time, if I said you have to fight a giant bag of HP and use a temp power to stop his super ability, and he carries a massive aoe that nukes everything around it. That and only that, could you tell the difference between kahn and lambda? just curious.
  5. Quote:
    Originally Posted by Diggis View Post
    I don't really understand this whole 'Arrrgghh, xAT is obsolete by y happening' issue. This is a game that DOESN'T need anything. And most people I play with take the first 7 team mates and go with it.

    We're not all Min Maxers worried about DPA and DPS etc. I just play to shoot stuff. Blasters do that well from range, others do that well up close, others make it easier for everyone else to do it well. You play what you want to play. Blasters will always have a place cos they don't HAVE to do anything else. I prefer blasters cos I don't have to worry about keeping the rest of the team alive I can just blast. I prefer them over Melee as I often get lost in the powers FX and can't find a target in range.

    So I'll keep playing blasters and if people want to take someone else on the team over me cos of it, then I'm fine with that, cos they are to controlling for my liking anyways.
    Pretty much this, I don't care about charts, pylon times, and DPA DPS or anything else that starts with a D. I care about dealing damage in a way I find enjoyable, and build my blasters to suit that style. What other AT's can do or not do better or worse then me has no impact on my enjoyment. Which is another reason I found all that endless whining in a certain thread loltastic. Same with anyone who keeps trying to treat the game like a math exam.

    It's not about filling a niche Dave, or who is more or less survivable, or any AT vs AT issue on any front. Either way I'm a blaster, I already know that's gonna be low if I mess up =p If I'm doing my job and putting out numbers to drop a target that much faster regardless of the fact a scrapper or brute is putting out comparable ST damage then I'm being useful. Again that's good enough for me.
  6. Quote:
    Originally Posted by Arcanaville View Post
    Interesting question. I would imagine that if you believe the autohitting unresistable patches of death make your blaster's secondary useless, there are several other archetypes that are going to have issues with either secondaries or primaries being a bit shaky as well.
    It's not a matter of belief it's pretty much a damn fact. I didn't even bother trying o use gun drone for example on Apex #2 because i knew either I'd have to run from a patch before the interrupt time was done, or it would wander right into a patch chasing BM a few moments later. not to mention sword and champion aggro if you aren't paying attention. I'd imagine fire imps, gravity sings and MM's who aren't good at controlling pets all have an issue here too. Same with trying to plant a mine or bomb under her? Ha good luck, and if i'm not trying to root her that pretty much leaves target drone as my only good power.

    As for other powersets being shakey, that to me is an issue, see also melee vs trapdoor, or any tank or troller vs BAF commandos. Recent content just does not seemed to be designed with every AT in mind, it's veering all over towards one end or the other in terms of who it favors, to me this says sloppy design. As a blaster fan i do not want my time to shine to come at the expense of mobs another AT can't even touch, that just seems flat out stupid.

    Quote:
    The absolute best case for defiance is somewhere's around +45% damage. Stacked onto just ED slotting that's only an increase of about 23% in total damage. Brute fury, by comparison, reasonably tops out at about +160% damage or so, a net increase above slotting of around 82%. The situation is slightly different, insofar as I doubt the average blaster could even notice the difference without the combat monitor up, whereas cutting your damage almost in half is the sort of thing a lot more people would notice.
    Again see gun drone, which is a huge defiance boost in and of itself if it's alive. (22% or around I think) While the objective numbers may be a bit low every bit of damage helps when you're a blaster, against common mobs I build up my chain specifically using defiance to drop things faster, I've done the just enough math by eyeballing damage without checking tables to see it's effect, and trust me it makes a difference. Even a 20% one from typical defiance build up from a slow attack chain. Subjectively speaking? It's one more annoyance in an already annoying fight.

    If I'm given an inherent by the devs to help my class, and then you give me a fight where said inherent is barely useful, it's rather irksome. And if I was playing an AT that relies on it a lot more then blasters I'd be a bit PO'ed when I'm losing half my damage to her puddles.


    Quote:
    Taunt's range is 70 feet. If the tanker can't hit BM with taunt, she's surrounded by more blue than the Blue Man Group.
    And you didn't answer the question, if the only thing as a tank you can do is taunt, how should the tanker feel? Objectively he's effective in terms of trying to pull aggro and get BM from a patch, but I wouldn't find being a tauntbot a fun way to spend my AV fight. I'd prefer to be in BM's face smacking it, not running from her cheap shot.

    Oh and my one tank I have? She never took Taunt, she uses all the ice auras and ice patch to herd/slow/keep aggro on her. With damage procs in her auras to help out. Mind telling me how she's going to be useful now? Same question applies with the Commandos again.


    Quote:
    If Apex isn't hard, you should also have answers to all of your objections above as well. If its not fun for you, its not fun for you. That's a subjective position on the design of the task force. Attempting to amplify that objection by first suggesting that the encounter has intractable problems, then implying all of those intractable problems have easy solutions, is not likely to support your point very well.
    Ugh.... did i ever say intractable? For gods sake no, but what I did say is the TF is riddled with flaws and annoyances that greatly detract from the fun of it. Top of the list being in fact that apex isn't hard, it's just tedious.

    I don't find wading through +4 mobs fun at all. If giant HP bags are bad why do we suddenly make every single mob one? All it does is pad out the fights.

    If tank and spank is bad why do people love the warwalker battles then? Or for that matter Lambda sector? When you get right down to it you could easily replace pacification grenade with dimensional grounding ray and nova fist with reisch's lightening attack and it's the kahn TF in a new shiny skin. Just now you have to deal with the devs new solution to everything on top. Moar ambushes for everyone! *eyeroll*

    That and a question that's been eating at me too. If tank and spank is so bad, then pray tell what should the tank be doing in future content? Since the AT is meant to hold aggro at the trade off of lesser damage, yet every new content piece seems to have a LAWL defense sets element to it, or is built to specifically render a majority of tanker abilities useless? (sequestration + commandos yet again)

    Quote:
    Are you worried that you will continue to dislike future incarnate content, or do you believe your dislike of it translates to a likelihood that enough other players will not like future incarnate content to be problematic? People said similar things about the LRSF, and Hamidon Mark III. In retrospect, I think those objections failed to hold up.
    First. The trends I'm seeing (again subjective) are all furthering my growing dislike of incarnate content over being worried that others will hate it.

    #1 We're taking CoH down the road of generic mmohood, and creating a even greater mentality for everyone blowing through the 1-50 game to get to incarnate content. As a rabid alt player I'm not sure how I feel about this in terms of TF's and team finding. But lucky I'm on virtue and the WTF has reduced this worry somewhat.

    #2 We've hit a point where we're getting (as I've said in other posts) to a point where the content isn't what do I feel like playing today? It's becoming What can I bring/build that will be best for the upcoming content? Not quite holy trinity territory, but again looking at the BAF. An 8 controller team would wreck anything in normal coh content, but then to hit a brick wall of unmezzable mobs at this point? Getting metagamed by the GM (devs) at that point would leave a pretty sour taste in my mouth were I a troller player.

    #3 Like I said above I've never encountered in CoH a mentality where an AT wasn't allowed to join a team till Apex because "It'd slow things down." Whether the statement is true or not doesn't change the fact we're seeing it out there. And AT elitism has no place in this game, I bought coh specifically to get away from it.

    Then again I also bought it to get away from PvP, wasting my time in an auction house, hunting that specific shiny set piece, and most of all the endless running of one particular area to grind out that one lucky loot drop. *glares at the current design of the BAF and lambda*

    looks like I'm batting .000 in that regard eh?
  7. Quote:
    Originally Posted by Another_Fan View Post
    That's great. You should post your times. Its amazing that a blaster is now in the top tier of AV soloists, especially an ice
    *laughing like mad* Come on I haven't had my morning coffee yet...But Geez AF you really can't resist any opportunity to troll me can you? Should I feel special? =p Do you see me anywhere in that post saying I'm AV soloing? But fine I'll break down into a context even you can understand since as usual it went right over your head my literally minded friend.

    The I'll be over here wrecking the AV is summed up as thus, and the same reason why I don't like aoe damage themed builds. It works great till you hit the AV. Then if you have a person on your team spec'ed for single target target damage you'll find a fight will go a lot faster, and let me bold it just to make sure you get it when the entire team is then taking on the AV Since a good ST chain will outdamage aoe powers against one big target any day of the week. Tin Mage and it's giant AV's of HP doom or our good friend the kahn TF being a perfect example of this. and why I'm not concerned in the slightest about the judgment nukes. As I said we have so much aoe in the game anyway it's just overkill, if I wanted something to be bugged about I'd fall back on the ol nugget of how a fully IO'ed domi can out aoe some blasters, or how elec ones drain mobs into oblivion. If i cared that is.

    If you want to play with numbers since you bring up times I'll pull my AF impression for the day and go. "That's great now show me the times where an aoe build will out DPS ice's ST chain boosted with a very rare spiritual alpha and IO sets." =p

    Again it's how I build my blasters, not to be AV soloists, but to be AV wreckers while someone else is holding the aggro. Don't get as many kills as some on a team, but I know when it matters I'm laying some hurt, and that's good enough for me.
  8. First Apex I ever did with my ice/dev.

    The blue patches HATED me and I hated them, It seemed like every time I fired off any attack I was dead a second later, I had over 10 puddle deaths in the fight, including the infamous died as i loaded thanks to a blue patch on the door. This was also a fight where the leader told us not to root BM so goodbye web grenade, forget trying to cast gun drone or lolminesetup, and smoke grenade is pretty laughable against +4 AV's too. There goes my entire secondary which added an extra degree of frustration.

    Now when I turned up my sound a bit after someone pointed out the warning noise I had a lot less dying, but by the end I was so fed up I pretty much had to take a coh break and swore I'd never do the TF again.


    Fast forward to WTF target.

    I needed the notice and I figure eh, how bad can it be to suffer through one more with knowing what I know now? Didn't take long to form a team on global, but something really raises a red flag for me regarding Incarnate content in general (not just Apex) was the leader flat out refusing to invite any melee, (something that spawned a rather amusing argument on radio virtue) and only caving because a good friend of a friend wanted to bring a tank.

    Same with the BAF, I don't like the feeling of AT's being rendered not "useless" so much as far too ineffective because of how a fight is set up, never seen it till the new content, don't like seeing it now.

    Anyway back to the BM fight, not a single death this time with the same blaster to puddles, though two 672 hp arrows to the face when I pulled too much aggro kinda sucked. Even after getting grazed by a puddle during a poorly timed attack I was ok. We even got every badge for master and finished in 30:22.

    All the same I really still didn't find the fight all that enjoyable, there's still little use for my particular powerset, and it just doesn't feel right having to run around like a ninny every 10 seconds just to dodge some rather cheap patch attack. Everyone says BM is different, but if you ask me she still feels like a giant bag of HP with a cheap shot that only really pads out the fight and annoys the heck out of melee, MM's and teams in general depending on pug and player quality. There's nothing new about her except that, and I'm of the school of thought that when you have to resort to what may as well be a one shot in any game it's a cop out on your boss fight design. Thank god BM doesn't have checkpoints like the single player games of old, or a full restart on the fight when you bite it.

    On a side note a friend failed an Apex this week because both brutes on the team magic dc'ed at the same time, remaining members couldn't muster enough damage. And when an all scrapper team earns special bragging rights for beating it, that should also throw up some red flags on the fight design if you ask me.

    Here's where someone gets to say learn to adapt, ok fine.

    How do I adapt to virtually my entire secondary being useless during the fight? Granted I have a heavy recharge build, and against normal AV's I can put out two gun drones to pile up extra damage, fault in how I built the blaster, but still an issue for me.

    How do I adapt to basically having my defiance bonus be utterly useless (unlike traditional fights) because I'm having to move every few seconds instead of attacking and building it up? Let's ask brutes about that one too.

    How do I adapt on a poor PuG to pulling BM's aggro with what damage I am doing (the one way I did die on TF #2) Because the tank can't get anywhere near her? And what about the tank being basically relegated to the role of tauntbot because she won't come out of a patch?

    Seriously I get really sick of the learn to play crap that comes from people that like the fight, it's about as dumb as them going lolgimmick. I may consider the puddles a gimmick myself, but at least I can offer up more then a three word opinion on why I think the fight is flawed over people who just utter the word adapt like it's some magic wand that solves everything and makes every pug godlike. *eyeroll*

    Anyway is Apex hard? Not really. Are puddles easy to dodge? Sure once you notice the signs and learn not to queue up attacks. But does it make the TF fun for me or the final fight enjoyable? Not in the slightest.

    Opinion still stands, I'll go find another TF to do besides that one unless it's friends running it, no way would I PuG it. And the fact I'm saying that is another problem/worry I really have with incarnate content right there. Not just this TF.
  9. (Said to a fake team)

    That's nice, while you guys nuke all the little stuff to heck and back I'll be over here with my ice blaster, my build slotted for recharge proc'ing -res, my defiance bonus, and a nonstop ST attack chain wrecking the AV.

    Not as flashy mind you as more fireballs, but it's what I built for, have no shame in doing things that way, and I'm not really afraid of other team members having a nuke at all. Of course that's my playstyle and the fact I build blasters to be ST monsters over aoe ones. So maybe it's my bias impacting an opinion *shrug* After all I've been watching a good steamroller team walk over current content before judgment and usually only leaving me a couple seconds to pound on anything smaller then an EB. So in my opinion judgment powers are just delightful overkill whoever uses them.

    That and even if you stacked 24 of them on a new incarnate AV you honestly think it'd take them down? Or dent the HP bar for that matter? Might be really useful though for clearing out the mobs in the BAF if the ambushes are allowed to get out of control, that or those stupid commandos, hey look tanks you have a moment of useful!

    So yep, doom is firmly in another castle, as for the why a blaster thread, please please let that die. =p
  10. Quote:
    Originally Posted by White Hot Flash View Post
    Different tasks should get different rewards. A TF is not the same as a story arc. Why should their rewards be similar? If you normalize rewards, you'd be making the problem worse and not better.

    There are folks that want to run arcs, and there's folks that want to run the ITF ten times a week. There's nothing you can do to make them change their minds. Why punish them for doing what they've chosen to do with their subscription time? They've weighed the rewards to their time spent and deemed it satisfactory enough to continue.

    If you're having trouble finding teams to do what you want to do, perhaps you should alter your methods, rather than trying to alter everyone elses to fit yours.
    So forcing a player (for whatever reason besides just the OP's) to alter their way of playing to be able to get things done, in a manner they might not find enjoyable is perfectly acceptable. Yet it's not ok for them to try to alter others into maybe doing things in a manner they find fun?

    Yeah that's not hypocritical at all.... And that's the problem the OP has if I'm reading this right, other peoples definitions of what's fun altering things for him. I don't really agree with all of the opinion but I really disagree with someone saying just alter your style and get over it.

    Either way though a lot of the old content could use a revamp, as could the remaining core TF's. But the OP left one part of the equation out of the mix, I play story arcs not for the merits (that's what sister psyche is for, a TF I find fun as heck) But for the ending XP rewards. Well that and the story because I have yet to get bored of them unlike some, and it's a nice change of pace for when I max out my tips, already took care of the WTF, or can't find a different TF team.

    Endless radios missions I find rather tedious honestly, usually only do them long enough to get my tips then move on to them and contacts. But hey to each their own, that's what I find fun, not about to tell someone else to run it my way, and if I can't find a team, oh well. =p

    Only have one real exception to the rule, that's speed TF's. Single worst thing that's happened to coh is those and people who game the content fast as possible just to get some stupid piece of loot at the end. Sorry I don't find sitting at the door sitting on my butt while the tank suicides infernia on the LGTF very heroic or fun.

    If the devs found a way to nuke them off the map I wouldn't shed a single tear for the whines that would result. Same as I didn't when merits got nerfed thanks to the endless speed katie crowd.
  11. Skipping over the storyline discussions and arguments the one thing I'd love to see is more about Penelope Yin, both of them.

    What is the deal with primal her and the clockwork king? And why not more arcs involving Prae one? That crazy purple talk may have annoyed some but I loved those stories, I hope we see more of it in the future.
  12. Dragonkat

    DP/??

    DP/EM/elec

    Boost range + build up + cryo rounds = unfair to mobs trying to get to you before you gun them down, wiped out whole spawns with an attack chain that way and barely get touched (if at all). And anything that does get close gets blapped in the face by the energy melee attacks. Plus boost range makes HoB that much deadlier

    Elec gives you an extra hold to stack with special ammo suppressive fire, another cone to pair with boost range and empty clips, all important energy resists over just S/L. Not to mention with surge of power and a few purples you'll be an EB soloing machine. Did most of Maria Jenkins Arc by myself that way.

    It's a perfect blaster imo, damage and lots of it from any range and enough survivability to pull it off without having to resort to defense IO sets.
  13. Borrowing a page from Khelds and VEATS, what if instead of more powersets for AT's we were offered more power choices inside the powersets we have?

    Think a branching choice between widow or fort, or khelds who spec dwarf vs nova, or try the tri form builds. Say being able to take a blaster and be offered powers to spec more single target (hey some of us like it =p) over more aoe centric powers? Or be offered more utlity powers in a manip set over the melee attacks in a concession for those who don't like blapping?

    Maybe a bit easier on the devs then porting over a whole new set for AT's and trying to get the damage and buff tables right?
  14. Have zero idea if this would be even remotely practical or effective in the real game, but it was an amusing little project to put together. Something different given my ongoing bias against defense builds =p

    Advanced totals show 393% regen. Or about 19.7 HP/sec

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Electricity Manipulation
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Snap Shot
    • (A) Devastation - Accuracy/Damage/Endurance/Recharge
    • (3) Devastation - Accuracy/Damage/Recharge
    • (3) Entropic Chaos - Damage/Endurance/Recharge
    • (5) Entropic Chaos - Accuracy/Damage
    • (5) Volley Fire - Accuracy/Damage
    • (7) Volley Fire - Damage/Recharge
    Level 1: Electric Fence
    • (A) Energy Manipulator - EndMod
    • (7) Energy Manipulator - EndMod/Recharge
    • (9) Energy Manipulator - Chance to Stun
    Level 2: Charged Brawl
    • (A) Pounding Slugfest - Accuracy/Damage
    • (9) Pounding Slugfest - Damage/Recharge
    • (11) Recharge Reduction IO
    • (11) Damage Increase IO
    • (13) Accuracy IO
    Level 4: Aimed Shot
    • (A) Devastation - Accuracy/Damage/Endurance/Recharge
    • (13) Devastation - Accuracy/Damage/Recharge
    • (15) Entropic Chaos - Damage/Endurance/Recharge
    • (15) Entropic Chaos - Accuracy/Damage
    • (17) Volley Fire - Damage/Recharge
    • (17) Volley Fire - Accuracy/Damage
    Level 6: Air Superiority
    • (A) Pounding Slugfest - Accuracy/Damage
    • (19) Pounding Slugfest - Disorient Bonus
    Level 8: Blazing Arrow
    • (A) Devastation - Accuracy/Damage/Endurance/Recharge
    • (19) Devastation - Accuracy/Damage/Recharge
    • (21) Entropic Chaos - Damage/Endurance/Recharge
    • (21) Entropic Chaos - Accuracy/Damage
    • (23) Volley Fire - Accuracy/Damage
    • (23) Volley Fire - Damage/Recharge
    Level 10: Havoc Punch
    • (A) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Recharge
    • (25) Accuracy IO
    • (27) Damage Increase IO
    • (27) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Kick
    • (A) Pounding Slugfest - Disorient Bonus
    • (46) Pounding Slugfest - Accuracy/Damage
    Level 18: Ranged Shot
    • (A) Devastation - Accuracy/Damage/Endurance/Recharge
    • (29) Devastation - Accuracy/Damage/Recharge
    • (29) Sting of the Manticore - Damage/Endurance/Recharge
    • (31) Sting of the Manticore - Damage/Interrupt/Recharge
    • (31) Volley Fire - Accuracy/Damage
    • (31) Volley Fire - Damage/Endurance
    Level 20: Aim
    • (A) Recharge Reduction IO
    Level 22: Build Up
    • (A) Recharge Reduction IO
    Level 24: Acrobatics
    • (A) Endurance Reduction IO
    Level 26: Stunning Shot
    • (A) Entropic Chaos - Damage/Endurance/Recharge
    • (33) Entropic Chaos - Accuracy/Damage
    • (33) Rope A Dope - Endurance/Stun
    • (33) Rope A Dope - Accuracy/Stun
    • (43) Volley Fire - Accuracy/Damage
    • (46) Volley Fire - Damage/Recharge
    Level 28: Thunder Strike
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (34) Scirocco's Dervish - Accuracy/Damage
    • (34) Accuracy IO
    • (34) Damage Increase IO
    • (36) Recharge Reduction IO
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 32: Rain of Arrows
    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO
    • (43) Damage Increase IO
    • (46) Damage Increase IO
    Level 35: Power Sink
    • (A) Energy Manipulator - EndMod
    • (37) Energy Manipulator - EndMod/Recharge
    • (37) Energy Manipulator - Chance to Stun
    Level 38: Shocking Grasp
    • (A) Pounding Slugfest - Accuracy/Damage
    • (39) Pounding Slugfest - Disorient Bonus
    • (40) Endurance Modification IO
    • (40) Hold Duration IO
    Level 41: Shocking Bolt
    • (A) Accuracy IO
    • (42) Hold Duration IO
    • (42) Hold Duration IO
    • (42) Recharge Reduction IO
    Level 44: Charged Armor
    • (A) Endurance Reduction IO
    • (45) Resist Damage IO
    • (45) Resist Damage IO
    • (45) Aegis - Psionic/Status Resistance
    Level 47: Surge of Power
    • (A) Energy Manipulator - EndMod
    • (48) Energy Manipulator - EndMod/Recharge
    • (48) Energy Manipulator - Chance to Stun
    • (48) Resist Damage IO
    • (50) Resist Damage IO
    Level 49: Lightning Field
    • (A) Energy Manipulator - EndMod
    • (50) Energy Manipulator - EndMod/Recharge
    • (50) Energy Manipulator - Chance to Stun
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Defiance
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Healing IO
    • (39) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (36) Endurance Modification IO
    • (36) Endurance Modification IO
  15. In a nutshell this is why I simply cannot play redside, every mission makes me feel like a chump working someone else and never my own evil goals. More so from a mechanic standpoint when the "kidnap" mission were a carbon copy of find guy in map lead to exit, add different dialogue. That drove me utterly bonkers.

    It's why I loved the power arcs in Prae, some of the best writing ever, and what cov should have been as I'm fond of saying. Same with the crusader arcs to a point, I enjoyed the feel of causing wide spread chaos for the resistance, but from an RP standpoint that was the personality of that particular character. From the ooc level I have to agree with Sam, it's a bit irritating that one of GR's big claims about shades of grey seems to still be more blue and gold. Total pipe dream of course but if you wanted to get right down to it why is their no I hate you all die in a fire button? Or heck even an option to side with the syndicate or the destroyers for that matter? Game mechanics and dev time it would take to code aside of course.

    Though one other question for you Sam, how do you feel about some of the morality choices within arcs (of which we needed more) such as going back to rescue the power divisions crew after Reese wipes the floor with them vs going after the resistance leader? Or the undercover aspects changing bits of missions?
  16. Really we're gonna have to agree to disagree here. But a lot of these comments could easily be turned right around to apply to traps as well as Dev PG

    Sure a IO'ed out trap is good, and my generic IO slot dev is not going to be soloing 0/8 I think maybe 0/2 or 0/3 before it just gets tedious. If we're talking reward mentality I'd rather get to the mission complete (and story arc end rewards) faster anyway over killing mobs nonstop. That 344 prestige I'm earning my SG is nice too.

    Turn it around though, even with FFG and it's mez resist I seriously doubt any traps corr is going to be soloing 0/8 either with just SO's or 50 generic IO's, it's just not enough defense, nemesis for instance would veng right through you. A defense slotted dev? I'd wager she'd breeze though it with smoke grenades debuff icing on the cake.

    Put the two side by side with generics and I'd wager the overall clear time of maps would be pretty much the same. Blasters would have the extra damage. Corrs would have the debuffs of acid and gas trap, plus the extra buff of FFG to help corr's lower damage scale.

    Greater damage vs greater survivability, doesn't put one above the other, just a difference in tastes. This doesn't speak to dev being better or traps being superior. All it really speaks to is what I really wish you'd get. It's not the traps making you better it's the IO's.

    Look at the set as a whole. You still have your last two powers as trip mine and time bomb (and TB really does need love) How many traps players skip it too?

    Regarding trip mine and your comments that a defense cap will be setting them mid fight and a dev won't. Well again that speaks to IO's not traps, would a non def slotted trap be setting them mid fight? But also it's a false assumption. I can walk right up to many mob packs with ease once they aggro on someone else, plant a mine by a scrapper or tank, and boom. Do it all the time.

    It's called observation, knowing your mob type (tricky with aoe heavy gangs like nem, cakewalk with crey), and a good sense of timing too. You know those things that fall under the heading of tactics and good game play in the chair over banking on defense sets to do it for you.

    Also the dev blaster with smoke and cloak will be toe bombing mobs, something the traps can't pull off.

    As for the rest, do you really think (same as dev) a steamroller team is going to need triage beacon? How many mobs are going to be left after the initial aoe blasting to really be affected in the 2-3 seconds you took to set up a fixed acid mortar? If a team already has enough buffs how much is FFG honestly needed past the mez resist for squishies? Or the debuffs seeker drones give?

    How often to you expect a team to wait for you to set up gas traps, mortars or mines to lure mobs into when they're gonna plow right through them? It's dev's flaws all over again. Just instead of web, trops and SG being the only things usable it's web, trops, and FFG. At least dev has gun drone (slow as it is in setup time) to add extra damage.

    Looking at IO sets? If you aren't going for defense or global recharge (why does no one seem to try and buff up regen though too?) then traps has the same problem as dev does. There's no sets aside from them that will really affect and buff up the powers in traps the way other blaster and corr sets will be affected by bonuses such as enhancing acc, damage, enhance healing powers, or enhance mez times.

    Quote:
    So even if you fired off your biggest AOE attack from ice, mobs still get a chance to hit back, it's just the way the game works. So end result is you could kill the whole spawn and in turn get killed yourself. But with Boost Range that rule no longer holds true. The one issue is you need to have the room to distance yourself away from the mobs to attempt that. Sometimes mobs are right around the corner and boost range is useless in this instance. But when I do have the range which is about 9 time out of 10 I can kill the whole spawn before a Device player even tries to use any of there powers. You wouldn't have a chance to place a trip mine or you would be placing it after the fact.
    Regarding the aoe part. Ice isn't known for it's aoe's it's known for ST damage and holds, so lets be honest here. Replace ice with fire primary for instance and I'd wager those mobs might get off one or two attacks at most before the entire spawn is melted, may get hit but it's a moot point when everything is dead.

    As for Ice, this is one of those moments where I will be snarky and question your in game knowledge. No ice player would open with a scattering rain or frost breath. I'd start with holds to ensure I'm not getting hit, take over half the spawn (at 0/1-2) out of the fight right off. Pound the non held targets into the ground. Then casually walk over the rest who are probably still frozen. Or just re-hold them, then wash rinse repeat.

    And again be honest here, how would a traps corr do the same without getting hit too? More so a non defense slotted one?

    As for the boost range part (how did this even enter into the discussion?) every thing you say about dev's drawbacks applies in the exact same manner to traps. Mobs won't be reaching acid mortar or seekers, FFG and triage is pointless when mobs don't get to shoot at you, and you won't be placing trip mines either. So how is this a flaw exclusive to dev that makes the set so lacking compared to others or traps?

    Quote:
    Devices regardless of the IOs still cannot compare because no matter what the IO is offering because the power is lacking. Smoke grenade perception is auto hit and the -ToHit debuff component requires a hit check. It only last 60 seconds. Compared to Traps FFG which can give a team 20 to 25 % Defense increase along with hold and other resistances. On top have you ever seen mobs try to kill a FFG ? It takes a bunch of mobs before that thing goes down. I use it sometimes just to take aggro and I walk in and just resummon another so I have the steady flow of defenses. The down side it is a bit slow to react to your movements. So if your rush in you will loose some defense for several seconds.
    You know I find it funny you want to try and argue traps superiority again on a single comparison between two powers, given you said just above.

    Quote:
    We clearly cannot say that power X is better then Power Y because each has there own tactic or strategy.
    Never mind that FFG also won't let you stealth pull single mobs from a pack too. You know, that tactics and strategy thing again.

    And again be honest. Looking at the newest updated MIDS FFG gives 15.85% fully enhanced for defense. And zero resistance to any damage type, just mag 7 mez resists to hold root and stun. Moot point for me though as I'll hold any mezzer before they can think of shooting at me. As for smoke only lasting 60 seconds? Name me one fight that lasts longer then that, never mind that smoke has a 15 sec recharge and would be reapplied long before that timer ran out. Another case of where you seem to have little knowledge of how the real game works when you stop looking at numbers PG.

    As for pulling aggro with FFG, I can do the same with gun drone and it shoots back, takes a lot to bring it down too.

    Quote:
    All these AT have there ups and downs, beyond the fun factor persay of device it has too many downs compared to other sets.
    A lot of the same ones I could easily say traps has once you pull IO's out of the mix. Yet also the same buffs dev gets when you throw them in. You're really too willing to ignore the many negatives of traps and positive aspects of dev in the process too. The two sets a lot more similar then I think you'd care to admit.

    Quote:
    End result you have to look at the whole thing today not just the AT because IOs do make a difference regardless if the game is balanced around SOs. This is why a Dominator is soloing Master TFs.
    And that screams to me that IO's really are overpowering AT's to do things they shouldn't be allowed to do regardless of time and money needed to actually pull it off. And I honestly wouldn't be surprised if defense sets do suffer a nerf down the line because of it.
  17. Is there anyway when using demo record to get everything else such as hp/end and hotkey bars to show?

    How exactly do you quit out of a demo once it's done and starts to loop again? I couldn't find a method to do so through the modifed coh shortcut or a demplayer launcher

    If I was wanting to share some demos with the forum, what's an accepted method of doing so linkwise?
  18. *gives another yawn*

    You do know at this point I'm not taking you seriously in the slightest right?

    That and I thought for a minute about making another, well, longer response to you PG, but really at this point there's no real reason. As I said before if you can't even be bothered to try to respond to questions asked of you, and instead decided to respond with more attempts to inflate your own little ego and forum status by being more right then me (for various definitions of right) Then it's a waste of time to do so. Doubly so as I honestly don't give a flip what anyone on the forums really does think of me, I'm a cranky casual playing self admitted borderline forum troll, along with a rampant blaster fan who will think to the day I die tactics, competent players, and a smart build are greater then loot and proud of it.

    But I think I'll just pick one sentence that stands out.

    Quote:
    With your build you might be at most running 1/3 or 2/4. I'm running 0/8, 1/8 but for some reason I am having less fun ?
    Never said once you're having less fun, the same way I never said dev is some uber set compared to your precious traps (Seriously did i hit a nerve there?)

    But I do love how you persist in believing that because your builds can run at a higher optional setting using more optional IO's you're still somehow better then me (again for various definitions of better) The baseline point of coh balance still says otherwise.

    To which I say eh whatever. Oh and show of hands, anyone else wanna see this challenge? =p

    Seriously dude, it's a game, you really should chill a bit, I'm not interested in rubbing anything in anyone's face, unlike some who want to gloat about "buckling in" I just like asking questions (if in a snarky manner hehe) and trying to get a straight answer out of people. Hmmm still have yet to see one though.

    Ok i lied, one more sentence.

    Quote:
    Sadly you fell on the fun factor position as an excuse.
    And if we don't play games for fun why are we playing then? I can tell you it's not because I feel like crunching numbers in mids all day, I just like hitting things. Well and forum banter, this I find fun as all get out. ^_-

    Though as I said before I find it very irritating that far too many people are developing a reliance on good IO's over good gameplay skills.

    Annnyway back to tweaking the build. See you later, and thanks in a way, I'm having loads of fun seeing just how high I can push the slider right now =p
  19. @AF

    Just go away please if all you have to add is more of your brainless 5th grade insults and nothing relevant to the discussion. Dignifying you with any further response is a waste of oxygen.

    Oh speaking of.

    Quote:
    Originally Posted by plainguy View Post
    Dragonkat

    You are selectively cutting out statements I made to spin them in a negative light for your own gain.

    Nutshell you think device is great and can do more then traps and I should see you in action.

    Okay I take that offer.

    Here are the rules.

    1. You pick the AE mission.
    2. Difficulty setting bosses, no AVs for simplicity.
    3. Difficultly setting of 0/7-8
    4. No inspirations
    5. Full map clear

    We then see who died the most and how long it took to clear. Seems simple and fair enough. If I loose you can come back here and tell everyone.

    Post here and I would welcome anyone who is interested to come watch up to the number of difficulty setting Dragonkat wants. We can get at least 5 or 6 observant as impartial witnesses to the event.

    You called me out and I must accept the challenge.

    But for sure this will either prove or disprove your thoughts and statements about how much more Device has over Traps.
    *yawns* ah nothing like a melted hard drive and a windows reinstall to keep me out of the loop for a few days, I see I haven't missed much so asides from an invitation to a meaningless challenge. Called you out? seriously? Here let me go find my ruler we can settle this like real men!

    Though I do love you putting more words in my mouth plainguy. As I don't recall saying anywhere I mow things down with devices before mobs can blink like I'm some uber gadget god. Though I do recall saying my ice/dev is damn good at what she does. Or for that matter I never specifically mentioned or "called out" traps alone, last time I checked the question I asked (which you still seem incapable of answering) was name me any powerset that does what dev can do, all the more so when paired with a blaster primary.

    While we're at it I have yet to see you or AF for that matter define what is this magic prep time that makes devices so much slower. Seriously if you can't even try to answer questions posed to you, and instead blather on about this challenge of yours, then it really is pointless at times to continue the discussion.

    As for claiming to cut snippits, well you're the one who said them not me. =p

    Annnyway I'm game if demo record is ok? (Fraps hates my computer) Just because it's something to do if nothing else. All the same your challenge still is meaningless because you only seem interested in one criteria, and that's complete time.

    You aren't taking into account things such as damage taken (though I do guess this could count as downtime) Mob types, map layouts, or heck even primary related to secondary issues. My ice/dev and energy/dev have slightly different styles of doing things. So if you really wanted to get scientific about it we'd need to test every primary with dev or traps, and even I aint rolling that many alts.

    Irregardless this is hitting the same point as the why a blaster thread did, niether side is gonna convince the other, and in a nod to Claws he makes the most sense out of anyone as no challenge or number crunching can measure fun, conecpt builds, or enjoyment.

    And in double nod to him from his general forum thread, measuring by time shows one other little detail to me. You're measuring by a reward driven mentality, how fast can I complete maps for most XP? See that's not why I play CoH so I'm already at a loss to you in that regard, being such a silly casual and all, not a mindless number crunching powergamer. Or would you prefer brainless button masher since your uber defense build apprently is so godlike, oops or is that me putting words in your mouth now, I can't tell. [/snark]

    And while we're at it, can your defense build or your challenge teach aggro mangement, how to dodge alphas, corner and door pulling, target prioritizing, learning how to support a team, stealth pulling bosses from a smoked pack, proper insp use, defiance buffing your attack chain, learning how to mez/stun before it happens to you, differences between mob types, when it's best to range or blap, or AKA everything blasters had to know and learn for how many years of coh before we got IO's? And before apparently defense sets became your magic bullet to everything? Not that they are, just off the top of my head for those relying only on defense over actually knowing how to play a blaster.

    slot S/L? The rikti and carnies would love a word with you.
    slot ranged? Devouring and knives would eat you for lunch.
    slot for melee? Hi nemesis and malta how are you today?

    Or are we only playing in easy mode against things like freaks and council on a x8 farm map?

    Let me pose one other little question again even if it's off topic to devices, as I finally figured out what's been bugging me while the comp was down. Calling you elitist was wrong, what the issue is when you talk about defense builds and how it's seeming to become de-facto must have for blasters (the same way fitness and hasten have been) do you not see the problem here? Rather then IO's becoming a means to an end, they've become the be all end all.

    Doing so means you aren't shaping IO's around your build, you're shaping a build around what IO sets can be fit into it.

    To put it another way it seems (at least to me) that we've gone from a point where to far too many players have a mentality where it's not the player anymore that dictates the skill and ability of the build, but the amount of "phat lewtz" said build is equipped with. Hence my SO tangent that AF missed in his usual moronic manner. And a place i do NOT want to see CoH hit, if I wanted that I have far too many other mmo's I could pick from.

    You've taken a purely optional part of the game and turned it into a metric for trying to measure performance and game balance when it's anything but. Specially to people such as myself who just don't give a damn and are perfectly fine slotting toons with 50 generic IO's. As trying to play the market gives me a headache, is a waste of time when I could be out fighting mobs or helping others, and quite frankly is another blight on CoH, same as loot being added. May be in a minority but I still think it was a horrible idea.

    Just look at this as the worst example. http://boards.cityofheroes.com/showthread.php?t=251335 I'm sorry to Jak, but what /energy blaster in his right mind is going to take powers to try and get some defense over the energy melee blaps?

    To be as rude as possible let me sum it up like this. If you want defense three words, play a tank. And while you're at it gtfo out of the blaster forum.

    Regardless i'll try to get some demo records done during my day off, just for the hell of it. Like I said, something to do.
  20. Got a ways into this arc today, but I have to ask just to make sure I'm not losing my mind. Are the resistance mobs supposed to have the powers they do and be this irritating?

    Every single one from minion to boss kept constantly blinking in and out. Not like carnie phase shift unaffected, but literally now you see them now you don't untargetable and losing my target while they're still attacking me and my team. Barely enough time to get off two/three attacks before they'd poof again. Without hail of bullets to hit them through this super invis, this would have gone from merely annoying to outright nuts. And it wasn't a placate power unless it was completely ignoring assault's bonuses.

    Also from what I gathered every single minion looked to have target drones. And at one point when fighting them a teammates name turned orange on me, which made me go "Confuse powers?"

    Never thought I'd say this, but these guys make clockwork almost look easy. I had two scrappers paired with me both quit midway through the mission over it too. So had to ask, this a working as intended? And anyone else ran across them yet?
  21. Quote:
    Originally Posted by Another_Fan View Post
    I laughed at this. I suppose there is no difference between an AMC Pacer and a Mclaren F1 in your world either.
    You know you guys make this way too easy sometimes.

    http://boards.cityofheroes.com/showp...&postcount=253

    I'm sorry AF, but I thought there was no "Real world" factors in a video game? =p

    Either way if you want to carry yet another silly and pointless comparison one step further I'll continue to point out that what you missed yet again is that CoH isn't balanced around a Mclaren, if anything it's balanced around the pacer, or heck a soccer mom SUV. Not the most glamorous thing ever, but it gets the job done. Sure you can show off the fancy car you spent a few billion on if it makes your virtual you know what happy. But if you meet someone who doesn't give a care about the performance difference (my opinion on defense slotting comes to mind again) Then your shiny and your so called "performance boost" means diddly squat.

    Take my DP/EM/Elec who is only marginally slotted, 3 entropic chaos sets is all. The rest is mostly 50 generic IO's. I'm soloing the EB's in Maria Jenkins arc in my sleep. Don't need more sets, don't really have a desire for more sets, and best of all the devs decided I don't need sets . . . unlike some who apparently need to rely on the crutch of defense slotting out blasters through some convoluted IO set placement over actually learning to play them. [/snark]

    Did I mention I'm not a fan of defense slotting? =p Ok ok maybe that's going a bit too far, but seriously what do blaster fans do to survive before they get all those shiny sets?

    It's an option to go IO crazy, nothing more. And players choosing to do so or not means jack in the grand scheme of things. Oh and I'll take my nice high mileage 99 forrester over your Mclaren on the icy roads around here right now. After all performance is only as good as the terrain and the person behind the wheel, or chair as the case may be. To put it back into coh terms I'll take the smart SO slotted player over the billion dollar baby twinks any day of the week.

    EDIT: Oh and just for giggles some info from a car buff friend.

    "Like an LS9 powered AMC pacer? 6.2 liter supercharged V8 making 620 horsepower and 595 ft-lbs of torque. Drop it in an AMC Pacer with a T56 6-speed and a Ford 9" rear end and you're talking about a car that will go from 0-60 in 3.1 seconds and run the 1/4 mile in about 11.5 seconds, which is equal to that of the McLaren. Modify the suspension a bit to go with the changes, and you could likely handle as well, too. Won't look as good, but hey, who cares about looks?"
  22. Quote:
    I just wanted to say I never said I would not group with a AR Device. I said you should not pick up Device as a secondary unless you clearly know what your getting into.
    Quote:
    So if I am looking for control and holds I will not be asking for a device blaster to join my team.
    Isn't it actually amazing what you can find when you read peoples posts rather then spout this continued nonsense regarding everything but devices? And that's what set me off to make my initial post in the first place, elitist crap like that no matter the context has no place in an MMO PERIOD. If you're looking for holds that's fine, go grab a controller, but the continued ill informed cheap shots against devices aren't needed.


    Quote:
    Further I do not hate Devices..
    Quote:
    My simple thoughts are unless you are in some sort of Role play group that you must be a blaster and want a gadget type them for your own reasons or some sort of AR Device only group then I would suggest and express that another AT with Traps is a better route
    Quote:
    So with that being said unless you can provide some actual instance in which Device can out perform Traps or do something that 1 power and an IO can achieve I just see no reason to pick up Device in today's game.
    Quote:
    So today with going Rogue I see no reason why someone who was well informed and understanding of game mechanics would bother with device unless it was a theme reason or was trying to achieve something for the sake of doing it with device.
    Not exactly fond of it though are ya?

    That and maybe if you actually read posts yourself.

    Quote:
    Pumping out damage comment would only relate to your primary. Further I do not know what your primary is.
    Quote:
    Me: If you think we trade something off for that control that makes us unworthy of being teamed with, I'd like you to spend a few missions with my ice/dev.
    How you managed to miss that yet catch the malestrom comment at the bottom of the same paragraph truly is a great example of selective reading. Or just selective reasoning to only pick points that validate ones narrow view. Personally I go for the latter, and it makes trying to argue against you pretty much a waste of time, but eh it's a day off I have time to forum indulge. Lets go with this gem next.

    Quote:
    To me that smells of SO slotting as you know slotting a KB protection IO can produce similar results. I think just asking in the forums will give you an almost unanimous response regarding slotting acrobatics or KB IO.
    Wrong again chief, oh and you know what I "Smell"? Another whiff of that elitism from the guy who somehow thinks an SO slotted character is somehow not as good? Either way.

    #1 My Ice/dev is actually my most IO'ed character, 2 lotg recharge, 3 entropic chaos, 3 basilisk, and 2 posi blasts the notable ones. Along with other minor sets in other powers.

    #2 I take acro for the hold resist, not the knockback, and don't give a damn about the knockback IO.

    #3 This entire comment is pointless anyway as it has zilch to do with devices, that and SO's are what the game is balanced around, not IO's anyway. And certainly not defense capped blater builds.

    To jump around slightly.

    Quote:
    If your running your Device toon with Single Origin Enhancers then without a doubt all the powers in Device will seem invaluable. I am starting to feel that SO vs IO might be some of the issues here. Because you just can't get defense cap with SO running a Device toon. So it's gonna be over rated when your talking in those terms. Of that is until you get and and notice how much less your dieing.
    You've got it right to a point here even if you're still seem strangely fixated on your precious defense cap. It is an IO problem because the three big set bonuses most go for besides defense are probably acc, damage, and recharge. With the exception of gun drone and recharge bonuses most of those don't help out devices one bit compared to helping out a damage centric secondary. That and devices has enough methods to mitigate aggro and control incoming damage that any defense building would just be icing on the cake.

    It's not a case of dev being underpowered but IO's being overpowered. IO sets letting blasters do some over the top stuff like defense capping does render some of the utility devices provides not as effective, a point I'm willing to concede. Though it's also part of why I hate the addition of loot to CoX to this day. May abuse the system myself, but still don't like it.

    Also $20 bet that you're gonna see a nerf to defense bonuses in the future too, the other big reason i don't have a single defense build across any alt in my sig.

    Quote:
    I am more then positive that soft capping range defense is not a waste. I think your more upset then anything because I think if you ask again you will get some positive responses in these forums about the benefits of soft capping range defense.
    *checks* Is the title of this thread why slot for S/L defense? Just curious. Devices, focus.

    As much as I love people trying to imply what my motives are let me be honest and say exactly what they are, I'm upset as you put it because I have a super low tolerance for people who display the kind of attitude you've got in this thread. But more so people who can't put together even a slightly coherent on topic argument for their points, same with people who seem to fail basic reading 101, and most of all people who can't answer a simple question posed to them (See majority of previous post) So you fall back again to "Well the forums agree with me!"

    So . . if by that logic the forums agreeing with you about S/L defense, somehow makes all your points about devices being weak equally valid? Tell you what how bout next we argue the merits of how 2 + green = chair?

    I don't give one iota that a lot of blasters like defense slotting. It's not for me, and I have friends who think it's stupid and prefer full damage or as much recharge as possible too. But you don't see me using them to prop up my arguments do you?

    Quote:
    There is a range on how noticeable it is, that depends on what its paired with and whether or not you have bosses in your spawns.

    It was most noticeable on my AR/DEV vs AR /Energy, /Mental, /Fire. As the spawns get larger and /dev needs more prep

    In general if I am making use of devices major powers it adds an amount of time that is a significant fraction of the fight.
    It'd be nice if someone defined what prep time actually was here, and not imply it's that tired old cliche of every dev needs 5 minutes to prepare for a spawn with a minefield. Gun drone? Yes it's cast time is a pain, same with time bomb, but the few seconds you're waiting for it to go off is as Seebs pointed out in various places more then enough time to escape aggro range, or corner pull anything left into caltrops. If anything the larger the spawn the more useful a power like time bomb actually is.

    As for bosses, here's my prep time AF. Smoke mobs, single pull boss into caltrops, slow with web or double ice hold, dead boss, finish off mobs. If mobs do follow that's what caltrops and a corner laid ice storm is for.

    No corner? I still have the trops between me and them, and a barrage of ST damage and triple holds (if you count muni freeze ray) on top of smoked mobs running like ninny's from the rain power and trops rather then trying to get to me. If midden meets the windmill, I pop blizzard, run back, call it a day for that pack.

    Course this is ice/dev, not AR/dev. But hey what can ya do? I mean AR does have a lot more cones to play with, you'd think a pull into trops and a single mine before going to town with the cones would be more effective then my single target blast fixation. That or using time bomb to vape a pack and then full auto anything that might be left standing. And before anyone says knockback there's that whole strategy thing of firing full auto right before the time bomb goes off and mobs are flying rather then shooting at you.

    Annnyway lets wrap it up.

    Quote:
    Come on.. Should I respond I know what you are but what I am I ?

    You failed to bring up anything worth while that cannot be clearly done or mimicked by another AT or power.

    Its okay if you don't understand but don't try to be the bully that beats up everyone because he doesn't know how to read.

    Bring something to the table and prove your point(s)... You haven't.
    The whole amusing bit regarding non reading thing aside... allow me, from previous post, i'll try again since you missed it the first time.

    Quote:
    #2 Devices has a -regen root, a stun, a slow, a stealth, a hit debuff, a DPS pet, self hit buff, and two flavors of aoe damage, now name me (and here's the point you continue to miss) something that has all of that contained within ONE powerset. Traps does part, storm could do part, dark could do part, most controller sets could too. But devices has it all contained within a set for blasters to pair with a damage primary. And if you cant see the value that even soft control brings with that damage, (Addition: Not to mention a hold heavy primary like ice can be) well again, I'm going with ignorant.
    Feel free to answer anytime. Oh and the opinion in that final sentence still stands too.
  23. That and Gun drones appear to take any damage buff that's on you and apply it to the drones. Defiance included. If you summon a second drone it'll get the damage bonus the first is giving you and hit that much harder.

    Granted I've only tested this with red insps and defiance, but it's reasonable to assume it'll work for most any damage buff given game mechanics. Just need to find a kin or emp to borrow for a few minutes.

    With you on casting time though, it needs to be more like FFG in traps. Other then that gun drone's quite the handy power and not useless to me at all.
  24. Having just replayed Indigo's Multiple M Malta Melvin Madness arc *Couldn't resist the joke* I'd invite anyone to compare the writing with that one vs the writing in Roy Cooling.

    Sure the arc is a LONG one, and after that third run to crimson bit you want to tell the kids to buy a fax machine already, but it reveals the bits and pieces about Malta in a very enjoyable manner. clue here, clue there, Crimson letting you play fill in the blanks.

    Roy Cooling on the other hand is the equivalent of the filler strips in questionable content.

    "HI, WE'RE MALTA!" "I'm a BAD guy!" >.> <.< "I am ETERNAL!"

    And thats before you get into the technical flaws in the mission (Rogue PPD flashbangs, not highlighting the fire escapes you can use, not pointing out till the damn end you could get nance's help if you talked to him first, continued and constant abuse of the ambush mechanic praetoria style so on)

    Granted I will say the arc did have two good points. The helper swat AI's actually seemed to be the most competent pets i've had in an arc. And Callisto. I Love the guy, he needs to be in more arcs outside faultline.
  25. Quote:
    If I had my way, all the end-game TFs would be full of +2s at least. It would solve a lot of the problems I have with TF teams, most notably people bringing their farm builds and playing like they're solo farming and melees running off and leaving squishies to die.
    This I actually agree with to a point. You're quite right that it is stupid for us to be stomping on even cons as incarnates Eva, seems overkill indeed. Yet as you say here.

    Quote:
    That's why I like + cons. Most Brutes and Scrappers can't do that with + cons, and the ones who can survive still need help to kill the mobs in a reasonable amount of time. This includes my Brutes and Scrappers, by the way. I also hate speed runs.
    Is kinda where part of me disagrees, and ties into apex and tin mage too. +cons are 80% of the time merely dangerous to the melee classes, yet if you pull too much aggro or get picked by the ambush as a target it can easily be insta death for a squishie, and heck on MM's with pet level issues. Apex is really bad about this as you're dealing with +4's that pack tons of attacks along with tons of aoe during the KR fight. Granted this is me being a newbie on the TF and my first run at it, but when I'm being killed before i even can see the clock that's doing it, wee bit irritating. (As i said in another thread I found this more annoying then the BM fight)

    You can see the same thing during the ITF if the low hp classes make the mistake of standing on the phalanx computer when the bots all activate and start raining aoe's down on it. And 5th bots have a lot less damage and debuff ability then +4 clocks. Apex makes the problem ten times worse.

    Same problem would be what'd you see on other TF's if you did it, it wouldn't stop speed runs in the slightest, it's a human nature thing, you'll just up the increase of people looking for stealthers, or you'd have in my opinion people just gravitate to the high survival builds and you'd still see squishes left in the dust against even harder mobs.

    But then we hit it's way too easy if we don't do something, and a slider while an option would probably not be used by many. So if apex and tin mage was simply +2 would that you think maybe put it at a level that would lessen some complaints, or then we have people saying it's too easy?

    Regarding BM too, I disagree that everyone is penalized equally, melee's are hurt a lot more by puddles of doom by their duration if nothing else, and the fact it's hard for an AT to do it's job when you have not only the need for melee range plus long animation attacks able to easily trap you in a puddle. As for MM's, there's no way I would ever take one into that TF given pet AI.

    What if instead of insta death dot the puddles were like the orbital lance super juked? A shot that would be an unresitable wide area aoe kaboom, thinking blaster nuke levels of damage like the old nova nightstar pulled, or the old anti matter atomic blast. Not insta death, but getting hit by a second one without heals would drop people. And it would let melee's get right back into a fight after the dodge since their wouldn't be the puddle still sitting there, would prevent airborne ones along with door deaths too hopefully? Can't exactly huddle round the def casting healing aura either. Or still dogpile on BM

    Agree we need harder fights, and I'd love to see better ways of doing things then giant bags of hp (tricky though given how coh works under the hood) but the way devs are going about it still ranks more as annoying then actual challenge.