DreadShinobi

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  1. Quote:
    Originally Posted by Another_Fan View Post
    Mental needs many targets for drain psyche to shine,
    Typical spawn size is usually enough. If you're only fighting on x1 you won't need as much regeneration as you would fighting on x8, where you would have more fuel for Drain Psyche. It works out. You only need enough regeneration to be >= the amount of dps enemies are dealing to you. When enemy dps is > than your regeneration you can supplment your survivability with inspirations for extended fights or simply stopping the flow of dps by killing your enemies in shorter fights.

    Quote:
    you also need to be fighting targets that are doing damage you are strong against, most likely smash lethal, and last don't have Mezzes that bypass your defenses.
    When you're softcapped to S/L/E/N/R the only mezzes that are going to be bypassing your defenses will be Mind Control type mezzes, nearly everything else will be checked by the aforementioned damage types, break frees can be used when the RNG gets lucky.

    Quote:
    One good mez and you will go from having 9/10 attacks miss you to 6/10 missing you. You also have Zero defense debuff resists so once that stun/hold/sleep lands you can expect that 6/10 to change to 9/10 hitting you in short order.
    When only 5% of all mezzes aren't getting through not named Dominate/Mesmerize/Blind, you have plenty of leeway to supplement the rare occassion that you do get mezzed with a break free. I believe he has Acrobatics as well anyways, which covers Dominates and Blinds that bypass ranged defense. Ranged Defense is effective mez protection. That's without even mentioning the option to take Clarion or the upcoming melee hybrid.



    Quote:
    Edit: You also need a ridiculous amount of recharge to make drain psyche work for you
    Perma Drain Psyche isn't hard to achieve. Even if it's a couple seconds off of perma, it's usually fine. Your health/end won't instantly vanish during a 1-3 second period of drain psyche being down, or whatever your gap may be.
  2. Quote:
    Originally Posted by Shadey_NA View Post
    OG would be quite useful for a staff fighter. The Staff Tier 9 has a mag 3 stun to it allowing for mag 5 with OG running. Not to mention OG pulses every two seconds allowing you to actually stun those minions before you kill them all... assuming you're not nearing full fury.

    Actually, one other power from Staff has a stun component too, but I forget which one.
    True Sky Splitter does indeed stun, sometimes I forget because it can be overshadowed by the knockup. Running around on my beta staff/da brute the Knockup was quite a bit more noticeable, but I didn't take OG on it either, because with 45% S/L defense, huge resists supplemented by cardiac and barrier I just plain and simple did not need any more mitigation, even herding up 3 groups of lvl 54 rikti I'd barely need to use Dark Regeneration at all, all OG would be doing for me would be making things stagger around, potentially out of aoe range, while actually doing nothing for my survivability at all. Keypoint---> survivability is relative, once you have a certain amount of it and hit that immortality line, you don't really need more.

    The other you were thinking of is Precise Strike, but it's just a 20% chance for mag 2.
  3. Quote:
    Originally Posted by Beauregard View Post
    Compared to what? A Blaster isn't going to match a Brute, Scrapper or Stalker for single target dps. The pets from Mastermind/Controller can easily outperform a Blaster on a single target.

    On the survivability end of the scale, a Blaster will never be remotely as survivable as archetypes with armor or certain buff sets.

    So what you really seem to be saying is that Blasters can be built that aren't completely gimped in those categories. Which is certainly true. But hardly the point.
    It's exactly the point and exactly what I said, and I would say it's the part of the main point considering this is a thread about the "ultimate blaster".

    A Blaster can have as much ST dps as a scrapper/brute/stalker/mm/troller (specifically EM, Elec, and potentially DM) and a blaster (specifically mental) can be as survivable as ATs with armor sets and certain buff sets. I provided a very real example for both of those, if you read the rest of my post.
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    Is that why you've fled from the staff threads in the AT forums under fire from all sides?
    I don't like large threads with massive amounts of posts to sift through, I can't keep up with threads that grow 6 pages longer just while I'm asleep, though that honestly is none of your business.

    If you want to keep attacking me, feel free to pm me, I'm done responding to you in these threads though.
  5. Quote:
    Originally Posted by Zybron1 View Post
    Excessive inspirations, though? Inspirations already rain down on us in normal game play. There are also tons of methods of purchasing inspirations as well. I really can't see how adding a method of storing inspirations would cause game imbalance.
    It makes a difference for people who solo some of the higher end tfs.
  6. By the way Combat, for you numbers on EotS, are you making sure to remove the damage from inactive forms?

    Ingame numbers (using scrapper mods):

    123.12 total damage.

    6*12.83 damage over 2.3 secs (76.98 total)

    Then it adds on 15.39 depending on what form you are in, but for the total damage it adds them all together, the actual total being 92.39 rather than 123.12.

    I figure you caught this also, but just wanted to make sure.
  7. Quote:
    Originally Posted by PleaseRecycle View Post
    Who said I don't care? I'd have thought it should be clear by now that I do. Staff is balanced now, self evidently so.
    At low-mid levels it is. High level staff isn't.


    Quote:
    You're asking for it to be changed to be unbalanced. Prove that it's necessary.
    I'm not and I have, as well as others, been providing "proof" of why it needs change. You just choose to ignore it.

    Seriously, just read combat's last post in this thread comparing staff to war mace which you said was completely uncomparable. You have no idea what you're talking about.
  8. Quote:
    Originally Posted by Beauregard View Post
    Blasters are primarily about burst damage, not sustained dps or survivability.
    Blasters can be built to have great sustained dps and/or survivability.

    My Fire/Elec puts out 361 ST dps and 613 ST dps with my perma spiderlings up. (no -regen involved). The burst dps is also incredibly high, and while my survivability isn't built to be very high (just 45% S/L and ~36% nrg), I have no glaring issues surviving in TFs and Trials with proper inspiration use.

    Fire/MM's can be built to have great survivability. My friend's Fire/MM has softcap to S/L/E/N/R with a resist shield. With drain psyche on top of that he's quite survivable, and he has a self rez if he does die.
  9. Quote:
    Originally Posted by PleaseRecycle View Post
    Regarding staff's performance, I don't need to prove anything. I'm not the one asking for changes.
    If you don't care about making progressive changes then why bother continually making an oppositional appearance in these threads?

  10. Quote:
    Originally Posted by Zybron1 View Post
    And what is that reason?

    On every new character I make there are about 30-35 items I claim from the account items tab in email. If you purchase a few super packs, you can end up with hundreds of items in the character items tab. If this system used the same mechanism, as suggested, I'm pretty sure the email system can handle it. It already does.

    If, on the other hand, you're suggesting there's some sort of game balance issue involved, I'm still confused, because you can still transfer more than 20 items between characters. It just takes longer right now.
    It's not about what the system can handle nor what you can transfer. And the account items and character item is far different than the actual inbox as you can't place things from your inventory into the the account or character items boxes.

    It's that having an unlimited or enlarged amount of space in your inbox is effectively increasing your storage. Which does a number of things including but not limited to:

    -Promotes hoarding vs putting things up on the AH, same reason that base storage are limited the same way
    -Makes additional storage purchases on the paragon market less desired
    -Allows you to increase your effective amount of storage beyond what is intended
    -Allows you to hold an excessive amount of inspirations.
  11. Quote:
    Originally Posted by PleaseRecycle View Post
    That you think Staff's aoe could be called comparable to axe and mace, let alone worse, leads me to believe that you either don't know what you're talking about or are intentionally obfuscating in this silly crusade for buffs. Fortunately, the devs can probably tell that the anti-staff echo chamber is primarily composed of about six people.
    And the exact same person (ie, you) continually shooting down the people who have actually been number crunching and testing the set is neither providing their own data nor doing testing of their own. You call all of what we have been saying invalid but you have provided nothing of your own that could be called either valid or invalid.

    Whether the subjective opinions about staff are skewed or biased or not is far besides the point. The fact is there are numbers presented here that do show some things could use change.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Actually one difference that I personally find very significant is that unlike previous combo sets, staff's finishers are also builders depending on context. In practical terms this means that if you use a finisher with less than three perfection, you'll get to keep on trucking for a while with the level three buffs so the combo points aren't wasted as they are with previous sets. You also have the option of simply not using finishers if you want to maintain level three perfection buffs intentionally. Just in terms of the combo sets, staff is as far as anything has been from dual blades' restrictive system. You have a huge amount of leeway to use the system as you choose to (if you're not playing a stalker).
    This isn't unique to staff fighting, it's just the way they're doing sets now. (in particular you would notice this if you saw the certain liquid based set on beta that does the exact same thing)
  12. Quote:
    Originally Posted by GuyPerfect View Post
    [*]You can send yourself more than 20 items at a time.
    There is a finite limit for a reason.
  13. Quote:
    Originally Posted by Another_Fan View Post
    If you want to play a blaster that can survive nearly anything and do so reliably devices all the way, couple it with any primary that has a stun.

    You can keep bosses stunned until they are dead. You have the capability to insure that enemies never get to melee range of you and and aren't attacking very much while they try. You have a pet that even though annoying will take damage for you.

    It's slow but it works.
    You can keep bosses perma mezzed simply by rolling an /Energy blaster and juggle it with Power Thrust. Then you can take a better primary like Fire so instead of the "slow but it works" outcome you get a "it's still fast and it still works" outcome. With a Blaze>EP>BS>Blaze chain it's not hard to kill a boss within 1-2 knockbacks. There is no sacrifice here, unlike the sacrifice you would be making rolling a nonfire/devices blaster.
  14. Quote:
    Originally Posted by planet_J View Post
    No, I am using Agility, not Cardiac, don't have the SW unique and I don't count Barrier in base resist numbers.
    Then you should have ~59.4 psi resist.
  15. 1-2 people can solo/duo all the turrets while everyone else clears mobs. It is much faster than doing mobs /then/ turrets.
  16. Quote:
    Originally Posted by Party_Kake View Post
    I disbelieve.
    It's not possible to grief in this game.

    What are they going to do? NOT JOIN YOUR REDSIDE DFB?
    Just some common griefing that took place off the top of my head from the past:
    (I didn't participate in any of the following)

    -Getting confused in zone pvp, then running to atlas park to kill everyone
    -Dragging Giant monsters to the court in PI and watch as they kill everyone (why do you think they added drones on the edges of the court)
    -Hami Raids and the multitude of ways they were griefable.
    -TPing people under a zone.

    Incarnate Trial specific:
    -More recent, when vote kick was bugged and was auto assigning everyones answer as yes, people could kick other people from leagues just if they didn't like them, entirely anonymous.
    -Purposefully knockingback Voids in penny phase or nightmares in tilman phase can cause the trial to fail.
    -running ahead in a ugt when going for the bomb badge can ruin it for everyone
    -standing in the middle of the league when targetted in ugt
    -standing in green stuff when going for avoids green stuff in keyes
  17. DreadShinobi

    Eye of the Storm

    If you're DA, Cloak of Darkness helps supress the animation if you really don't like it that much. I would not skip the power though, it's your main aoe.
  18. Quote:
    Originally Posted by planet_J View Post
    6% is alot...think about it this way...that's 1 bil inf worth of IO's if you did it with 2 slots in other powers...
    6% is alot. It doesn't change the fact that Elec can still softcap S/L quite easily. As for softcapping M/R/A on a Dark Armor, I'll put it this way, for brutes with that much resistance, it is nice to have that much covereage, but is for the most part more than you would need.

    Quote:
    Also, I consider the control aspects of Dark Armor to be far more useful than many give credit for...
    Unless you're stacking it with a power from your primary, stunning/fearing minions just isn't that productive. Especially on an AoE heavy set like Staff all the minions are going to die before the softcontrol really actually helps you survive. Unless you are using a primary like Earth, Energy, or MA, OG isn't that useful. Similarily Cloak of Fear doesn't really stack well with anything, the tohit debuff is resistable, and the end cost is quite high.

    Quote:
    -E- 59.4% Psi resists? What AT are you using for these calcs? My psi resists are into the high 60's on my brute...68% iirc...and I know I don't have any extra psionic resists slotted... They are right at 80% on my Dark/Fire tank...
    This is a brute thread, I'm using Brute numbers. ED Capped Obsidian Shield is 59.4. I assume you have cardiac, which boosts it to 64.8. If you're using a Shield Wall proc that bumps it up another 3%, and with Barrier that's another 5-6%, however Shield Wall and Barrier aren't integral advantages of the set.
  19. Quote:
    Originally Posted by _eeek_ View Post
    I am thrilled to pieces we're getting free respec's! I get my 8 vet reward respecs, but I'd be happy to get 8 more. There's always something I want to tinker with, or try out, or just plain change up because I'm bored with it.

    I know other say they have tons laying around, but this is something I cannot even wrap my head around. It's like saying you have too many shoes!
    It's nice for old toons. There are a couple toons I have that are half stripped that have been waiting for a free respec to pull off the last 10-20 IOs so I can finish deleting them.
  20. Quote:
    Originally Posted by Caulderone View Post
    Or, even better, per the post yesterday (scooped?):

    http://boards.cityofheroes.com/showthread.php?t=288182
    Scooped indeed, I didn't see that.
  21. Yes, these were mostly my impressions of Staff as well.

    Buffing/Debuffing
    -Self +resist is a unique attribute for melee sets, and this can add huge survivability to nearly every set.
    -The +Def is actually in a decent power (guarded spin), but at endgame you will probably softcap without it, relegating this power to a set mule (ATO+lotg, KC+lotg, or just a lotg)
    -AoE -resist is also unique to melee sets. This is somewhat limited by EotS's radius.

    AoE DPS
    -Blooms extremely early
    -Can take FF proc
    -Only a 10' radius on EotS (instead of 15' like TW and SS)
    -IS adds extra aoe, but isn't particularily amazing when comparing to additional aoes in other sets which are typically faster.

    ST DPS
    -Other than stalkers, as mentioned, the ST dps isn't competitive
    -DPS for stalkers works because it gets a second high dmg attack to work in tandem with Sky SPlitter. Not getting that 2nd high dmg attack on other ATs is why the dps is more or less 'meh' on other ATs
    -230-240 dps sounds about right, considering my staff brute was getting 227 dps on beta without really proccing out the attacks.

    Other
    -Lack of tohit buff can be annoying at times on nonstalkers. Killing lvl 54 rikti in the rwz on my beta staff brute really made me notice this trying to actually hit bubbled Drones
    -The additional forms are largely useless. Body is always the way to go. The end discount can be nice leveling up if you need it, but by the time you're 50 (or even just by the time you get Sky splitter) you're just going to want to build for proper recovery so you can leverage Body's +res and -res. This also means Stalkers that are "losing" the other forms, aren't really losing anything, in exchange they gain a "free" power and get BU as well. It's not even a close trade off.
    -Is a redraw set and therefore can't really leverage outside attacks like Burn or Gloom.
  22. Quote:
    Originally Posted by BrandX View Post
    Something that seems to be overlooked when it comes to Staff Fighting is Sky Splitter being able to give the user 7.5% Resist to all!

    I doubt it stacks, but awesome if does.
    It doesn't stack, it is still nice though.

    Quote:
    For some Tankers who just want to be more survivalable this seems awesome! Tanker ATO Proc and Melee Defense with more +Resist
    Almost every resist based tanker set can pretty much hard cap nearly every resist at this point at endgame. The +resist, even though it won't have as high mod as it does for tankers, will be most useful for scrappers, brutes, and stalkers, or defense based tankers (SR, Ice, etc).
  23. Quote:
    Originally Posted by planet_J View Post
    If you want Better resists and more defense go Dark...if you want less resists and no defense...but an endurance drain power...go electric...
    Electric has better resistances than Dark across the board (sans neg, psi, tox), most importantly it has 90% energy resists which is an extraordinarily useful resist. Energy is the third most common attacking type (right after S/L), and is especially common in incarnate trials.

    ED capped resist slotting:

    Dark has: 35.7% resist to S/L/F/C, 23.8% to Energy, 47.5% to negative, 23.8% tox, and 59.4 psi.

    Elec has: 41.6% S/L/F/C, 90% Energy, 32.3% Neg, 0% tox, 41.6% psi.

    Toxic resistance is largely irrelevant, so basically what you're looking at is 15% more negative resistance and 18% more psi resists for dark. Elec has 6% more S/L/F/C, and 66% more energy resist.

    Also, Dark only has ~6% more defense than Electric (cloak of darkness), however both sets can easily softcap S/L defense.

    To further break it down:

    Elec advantages:
    capped energy resists (biggest advantage)
    slightly higher s/l/f/c resists
    perma endurance discount
    end refill
    +20 rchg
    Slow resist
    KB protection

    Dark advantages:
    Dark Regeneration (biggest advantage)
    higher neg and psi res
    easier softcap
    soft control
    strong rez
  24. Quote:
    Originally Posted by JohnnyKilowatt View Post
    When in doubt, Fire^3. Screw the gimmicks, balls to the wall, damn the torpedoes, blastin' bejungus!
    I've always wanted to make a fire/fire blaster. Considering I've played Fire/Dev, Fire/EM, Fire/Elec (x2), and Fire/MM, it's almost surprising I never did a Fire/Fire. Main reason being how enormously end heavy a fire/fire can be. Cause of the heavy end requirements, I was never able to make a build that I was happy with for it.
  25. Quote:
    Originally Posted by Granite Agent View Post
    My experience at 50, not alpha'd yet, running 54x08 malta as well as the Cimmy wall is that the AOE is not all that and a bag of chips on a stalker.
    As far as AoE goes, I just feel that EotS should have a 15' radius. It's already a set that has extended range, it wouldn't be too far fetched that it's aoe had comparable radius to FS and WS.