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Quote:This is not my experience - there is always a delay on damage when I do a hidden AS whether or not I have the staff out first - its really easy to notice when you build up first THEN hit AS, since build up made you draw your staff it is already out when you hit AS.I noticed that this only happened if you started the AS animation without the Staff already out. So if you have your staff out in combat stance, it won't do the odd delay.
The other side effect of this delay (and the one that really hurts) is that the stalker ATO proc effect from AS is ALSO delayed - so if you queue up a second attack while AS is still animating you won't go to hidden until just after the attack queues up - you have to wait until AS actually fires, then queue up your second attack to take advantage of the proc's effect. My current staff stalker is staff/EA and is close to the def cap, so it isn't a big deal since the follow up attack from the AS'ed mob usually misses - but this would be a real killer on a resistance based staff stalker. -
Although you can go between all 3 forms without a pause - so human -> dwarf -> squid for double mire + AoE goodness on a warshade should be screamingly fast.
Has anyone else noticed that the staff melee attack sounds are different, or is it just my imagination. I didn't see anything in the patch notes about it. -
Quote:Life drain currently does about the normal damage for an 8 second recharge attack - which means it does less damage then gloom (which gets a minor boost since its a DoT) with a lot longer cast time, so as a DPA boosting attack it still pretty much sucks. If they had upped the recharge so it was a true tier 3 and given it appropriate damage it might be comparable to siphon life.I think it never made it into the patch notes (despite that being pointed out in Beta), but they gave it something like the make-over that Siphon Life in Dark Melee got a long time ago now - it does more damage on a shorter recharge, while the healing was left alone.
This is actually symptomatic of most of the problems with blast sets that Reppu is pointing out - because they standardized tier 1's and 2's for blaster defiance the DPS on those attacks is very fixed, especially if they have less than 4s/8s recharges. Add that to the fact that even when you get a decent tier 3 attack it rarely compares well to some of the better damaging attacks scrappers get and you have single target dpa that ranges from really sad to average at best.
Just compare the 'best' attacks in ranged sets to melee sets:
Blaze: 111-160 DPA depending on how many dot ticks hit
BiB: 107 DPA
Power Burst: 58 dpa
Executioners shot: 47
Piercing rounds: 52
Lancer Shot: 63
Blazing Arrow: 81
Disembowel: 68
Focus: 72
Midnight Grasp: 84
Incinerate: 93
GFS: 82
Crushing Uppercut: 91
Clobber: 138
Concentrated Strike: 75
There is an easy pattern to see - except for a few standouts (Blaze, BiB and Blazing arrow) all the melee sets I pulled from above features at least 1 single target attack with a far better DPA than the tier 3 ranged attacks - most of which are shorter range than other blaster attacks. Many of those melee sets will have other single target attacks that are at least as good as blaster attacks, if not better.
Even if you figure that blasters get enough AoE to balance out the lack of single target damage you run up against the fact that the best AoE sets are the ones that also have the best single target damage: Fire, Ice and Archery. (note that archery is actually decent AoE outside of RoA even, if not up to fires level - fistfull of arrows and Ex. Arrow are both very fast activating attacks that do decent damage).
Note that I used blaster and scrapper numbers in calculating the above DPA's, since it makes for a more balanced comparasin as they have the same AT damage mod for the attacks in question. I didn't add in crits for scrappers or defiance for blasters to keep things simple. -
Quote:A tank powerset combo that I decided to try out to see if it satisfied my damage preferences is a */DM tank. Dark melee will give you a nice single target attack chain, an extra heal and soul drain. While SD is not going to be as impressive on a tank as it is on a scrapper, fully saturated it should still give you a nice damage boost - possibly as good as rage without the crash (if I am reading the numbers correctly it looks like 48% damage boost with one target and a cap of 120% with 10 targets).I rolled a Dark/EM tank just for fun. The damage is horrid and I've yet to see any survivability increase, but I'm only lv 11. I think this is going to end up like what I thought it was, basically I'll give up alot of damage for a overkill amount of survivability. I'm going have to see what happens with I get incarnates.
Edit : I would have rolled fire armor except I already have a SS/fire broot and like 5 different shield toons
I am currently trying out an ElA/DM tank, mostly because the resists in ElA on a tank are insane but if you really want to push for damage go FA/DM, not only will you be able to stack fiery embrace with soul drain but you can fill in for DM's lack of AoE with burn + blazing aura. -
Quote:My only objection to your changes is in Seeds - it really IS the only regular AoE hard control in plant and reducing it to mag 2 makes it basically useless for controllers and non-perma-dom's, since you only get minions with that and since the set offers no other confuse to stack with it you will never get any better. Really, you don't need to kill the control, just set the recharge to 90s like all other every spawn controls, halve the duration (which would still make it roughly twice the duration of most AoE stuns) and give it a 0.9 base accuracy (slightly higher than fire/earths AoE stuns to allow for cones being harder to use).I'm tired and I no longer have the will or strength to debate on the subject of Plant Control. So let's balance it out so that it can be in line with or lower than the other sets. I love Oedipus_Tex's suggestion about adding Regen to Plant Control. The issue that the majority of Dominators and Controllers have with Plant Control is the fact that it out performs Fire when it comes to Control and Damage on the High End of the game or in general...so tell me what you think about these suggestions to balance it out and once again make Illusion and Fire the rightful damage/control kings.
- Add a Regen effect to almost Every power...much like the Nature Affinity Set(shh!). I will discuss this at a later time of course.
- Roots-fix the roots bugs completely and make sure it does slightly less damage than Living Shadows.
- Seeds of Confusion- A lot of people have said that this power is far to powerful especially considering the level that this power is available. Reduce the Mag 3 to Mag 2 and give the power maybe a high chance for a personal or pbaoe heal/regen/absorb.
- Carrion Creepers- Increase the Recharge enough to make this power non-permable but also significantly reduce the Endurance cost. Make it so that the Pet cannot proc at all when it comes to the incarnate powers. You can also add some kind of big regen or absorb boost as well.
Do just that, fix the damage on roots and bingo - the set is balanced a lot more like fire. Light on control (1 every spawn AoE control, 1 AoE hold on a long recharge, 1 AoE immob and a single target hold and immob, just like fire) and heavy on damage - fire gets hotfeet and better damage in the immobilize, plant gets carrion creepers. -
Quote:Except that fearsome stare doesn't really work as a full control on dom - yes, you do delay the alpha and mitigate it somewhat with the -to hit on FS but unless you use a second control after FS you WILL eat a large part of the alpha. It doesn't help that dom's have pretty much the worst debuff modifer of any AT that gets powers like FS. On my dark/dark dom I find I pretty much have to open with FS then move in and fire off heart of darkness, then follow up with damage. If I open with fearsome stare then start attacking, I take way more return fire than is healthy for a low HP dom. If I skip FS and stealth in, then fire off heart of darkness for some reason EVERY single mob in the group gets to alpha me before the stun takes place. So for a dom I find dark control to be pretty sad, since it takes me 2 control powers to perform the funtion of 1.Following this logic Dark control would be a high tier set considering the fact than you can layer control more easily (due to two every spawn controls, Fearsome Stare and Heart of Darkness, both of which benefit from Domination) than Fire, Grav, or Ice, and arguably Mind; added to that the extra damage in both immobilizes and additional damage from pets. And yet, you've said of Dark, "though not on the bottom it is near it". However, it offers more damage and control than other sets.
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Now on a controller I don't have that problem - my dark/dark controller can open with FS (slotted for -to hit) and follow up with the cone immob and rarely take any return fire. What little he does take can be made up with a heal. In fact, I have enough -to hit between FS and living shadows that I rarely have to use darkest night. -
The question about survivability vs damage on tanks, brutes and scrappers has always been one that bugged me. I avoided tanks for ages, mostly because I have a minimum solo killing speed requirement that I need in a toon before I can stick with them and usually tanks did not meet that. This isn't something I can give numbers for - its more of a feel thing and tanks just fall short (I won't touch defenders, even after their last damage boost, I don't have the patience for controllers any more now that I have my plant troller at 50 and I even get impatient with corruptors).
But a while ago I wanted to see if there really was a noticable difference in survivability when you where playing a tank. It was just after I got my first shield scrapper to 50, a fire/shield. After getting her def soft capped and reasonably IO'ed out (I don't bother with purples, not worth the expense, but I do like to get 50%-75% global recharge if I can) I decided to do try to level up a shield tanker under the theory that once both characters hit the softcap the only thing that would stand out is the higher base resistance values (which didn't seem all THAT much higher) and hit points, so I could get a good feeling for the pure base difference between the to AT's.
So I leveled up Andromache, a Shield/SS tank to 50, got her to just the def softcap and then devoted extra slots to HPT and deflection so I could boost her resistances. I then picked up all the +hp accolades I could and slotted for +hp/+regen bonuses. The difference was amazing - mission settings of +1/x8 or +2/x8 that would have my fire/shield sucking down greens to stay alive (2-3 in every battle, if not more) my tank would wade through without needing any inspirations - she barely took any damage and what she did take barely dented her green bar. In fact, pretty much the only insps she needs are yellows for those pesky master illusionists and all the -to hit they stack up (seriously - even with rage they would drop my base to hit to 50% or less) and blues just in case I get a badly timed rage crash.
When incarnate slots came out she just got better - I picked up a tier4 cardiac alpha which gave her a huge boost in resistance to the point where she can hardcap S/L resists when OWTS is up and gets around 60%-70% S/L resist with a double stack of the tanker ATO proc, which isn't hard to keep up.
Now there is still the trade off - shield/ss is about as damage heavy a tank as you are going to get (with fire/ss probably beating it) and the kill speed is still a little slower than I prefer, but its acceptable. An SS/Shield brute would be closer in damage to a scrapper but since brutes start out at the same resistance numbers as the scrapper and only slightly more HP I suspect my tank is still going to be a lot more survivable unless the brute has a lot of extra, outside buffs.
So you DO get something out of a tank that brutes and scrappers can't offer, at least solo and even in a group unless you have some serious extra resistance/hp buffs for the brute. In the end, as many folks have mentioned, it really does boil down to playstyle preference. If you want to play a character that can be very easily build to survive and don't mind the cut in damage, a tank is going to be your choice. If you want to live on the edge and be primarly a damage dealer, play a scrapper, if you want to balance the two with the caveat that you really need outside buffs to reach tank levels of survivability, play a brute.
Despite the fact that Andromache is the closest I have to a main character, was my primary hamidon raider back in the days when protector was still doing weekly hami raids and is a blast to play when I do pull her out, my choice is still on the brute/scrapper side. I tend towards brute currently - but that is only because between taunt and taunt auras I can keep ahead of the moronic 'run way run away' AI that drives me crazy on scrappers - otherwise I would probably play 50/50 scrappers brutes. Other folks are going to have to make their own call. -
Quote:Shield, Invulnerability, Willpower and Energy Aura all have taunt auras on scrappers. Shield and invuln have ones that are just as strong as most brute/tank taunt auras (13.5s mag 3 taunt), WP has the same, fairly weak taunt aura on all AT's (1.25s mag 3 on a 1s tick) and EA has a weak taunt aura on a scrapper (2.25s mag 3 taunt on a 2s tick) and a normal strength one on brutes (13.5s mag 3)Does Shield have a taunt aura? Because whether or not AAO works well on Brutes, if it doesn't have a taunt aura, you'll be dealing with runners on a Scrapper. I'd much rather lose a bit of effectiveness with AAO and go Brute if that's the case.
With the higher scrapper base damage mod and the higher boost they get from AAO I find that a shield scrapper can pull aggro from brutes easily on multiple targets and even pull it from a tank on a single target unless the tank is actually using thier taunt power. -
Well, from what I remember Synapse posting as he took input and updated his plan for changing the PPM's (and all procs in the end, since everything is changing to PPM's) the best strategy, especially for powers like the AoE immobs is to slot no reharge in the power itself, rely totally on global recharge.
Doing this will meant the procs should use the standard 8 second recharge to calculate their chance to fire and since the base goal of the changes seem to be centered around making procs slotted in powers with approx a 3-4 second recharge have the same chance to fire that they do now it should mean an overall increase in procability, not decrease. (is procability a word? The spellchecker doesn't think so :-).
I do agree that switching all existing procs to a PPM system, rather than the current flat rate, is a big enough change that it merits a freespec - but I thought that about the changes in i22 and we didn't get one until the anniversary date, so who knows what the dev's think. Unfortunately, this is all two issues away so it is going to leave at lot up in the air until we get i24 on beta and can actually test it. -
On a pure SO buid I would tend to go with Willpower -its pretty much the best general purpose melee defense set. Invuln is going to shine against smashing/lethal and so is going to outpower WP in things like the ITF but as soon as you get any reasonable amounts of exotic damage the regen that WP gets plus its decent base def values are going to push it in the lead - and psionic damage is going to chew up invuln.
Without IO's invuln is also going to be a lot more end hungry than WP, especially if you want to stack tough and weave on top of the invuln toggles. While I believe both sets cost about the same in the end to power their toggles, WP gives you quick recovery to stack with stamina, so its a clear winner there. Also, one of the primary strategies to boost invuln's survival is to get perma or near perma dull pain - which you won't on pure SO's, where WP gets HPT. HPT may only give you half the HP boost of dull pain - but its up all the time.
If you want to be king of the ITF (or close to it) then invuln is a good choice - if you want better general survivability and a smoother ride from 1-50 go with WP. -
I think the pattern is that powers that have 100% chance for a control can take the ATO, which is why subdue, midnight grasp and total focus can take it but psychic shockwave cannot. This is a total WAG of course, but it seems to fit so far.
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Keeping in mind that I primarily solo, only grouping to run TF's and the occasional low level trial, my enhancement strategy used to be the following
1) <L22 - slot DO's and lower level SO's purchased from Mr. Yin in faultline until I hit 22 - the exception is that I have a crafter character who can make L15 accuracy IO's which are far better than DO's at all levels you can slot them. The exact mix of enhancement type would depend on the AT and origin, since the origin dictates what type of SO's you can buy from Mr. Yin. I generally go mutant/natural for damage SO's or magic for Accuracy. I usually slotted up my attacks first, going for 4-5 slots each with the goal of having my primary attacks 5 slotted as soon as possible which prepped them for step 2
2) Starting at 22 I try to frankenslot all my attacks with cheap set IO's, going for enhancment value and ignoring set bonuses. 2 x Acc/Dam, 1x Dam/End, 1 x Dam/Rech and some kind of triple in the last slot (acc/dam/end, acc/dam/rech or dam/end rech) would generally give me 40-56% acc, 90% damage, 20-36% end reduction and recharge in all attacks. I would put SO's in everything else at this point with a few other powers frankenslotted with cheap set IO's as well like controls - there are a ton of easy to get IO's for controls that don't give set bonuses but can optimize your enhancment slotting
3) At level 27 I replace all my SO's with common IO's and at 28+ I start replacing the frankenslotted sets with sets that give me the global bonuses I want. I don't rush this, slotting stuff up as my bids on the market get filled. This gives me time to assemble sets I want for a reasonable price.
4) At L47 (and sometimes before) I will respec into a final build where I can capitalize on the fact that I can reduce overall slots in some powers by putting 1-2 L50 IO's in place of what used to take 3-4 slots. Recently I started using enhancement boosters to push stuff up to 50+5 in some cases becuase I have a bunch of those I picked up when I bought some super packs.
The most recent change to this pattern is that I don't always frankenslot my attacks fully at L22. The L25 set IO's that used to be easy to get your hands on and relatively cheap (25k per IO) are a little more expensive but more importantly, a lot harder to get. So fewer folks are selling them on the market that there is very low supply. So on some toons I have been mixing multi-aspect IO's and SO's or even going all SO's until L27-28. I also have a lot of stuff in base storage - old enhancements pulled from characters I have decided not to play any more, stuff I got as drops while leveling but couldn't use on that character, etc.
For enhancement goals the first goal should be to make sure you have enough accuracy to HIT things reliably - that means you really want to be at 90% to hit or higher against whatever level mobs you prefer to fight. Then I slot up enough end reductiuon so I don't burn through my end to fast and recharge so that the attacks/powers are up often enough - then I shoe in damage, control, whatever. -
Quote:You'll need a team with nukes if you plan on trying for Midnight Dodger.
*sighs*
I miss being able to attend these. Still several more weeks until my work schedule snaps back to normal.Quote:You actually don't need nukes for Dodger. Enough purple inspirations or a couple people with the Barrier destiny will do just fine, as long as everyone on the team understands what's going on and what needs to be done, and gets the job done quick.
Its all in the timing - you have to pause and set up in front of the building with director 11 in it, which generally means clearing all the mobs out there first. Then before entering you designate target locations for everyone - have one brute/tank go to the spot where D11 will spawn (immediately to the left of the entry way along the wall there) and split the rest of the team up into 3 groups to get the glowies - one group to the far left, one to the center area and one to the right (the D11 taunter can usually get one of the glowies right on the spot). Once everyone has their assignments summon incarnate pets, put all buffs except barrier up and go.
After you get all the glowies D11 will spawn and everyone should head back to his spawn point while the taunter keeps him there. You have 30 seconds I think until he starts planting trip mines - so fire off one barrier when everyone gets there, have folks suck down purples as necessary then have everyone target him with debuffs and damage. If you have a second barrier in the group try to stagger it by 20-30 seconds after the first. If you can drop a lot of immobs on him its also good idea, since he rabbits like crazy, but the goal is to kill him within 30-60 seconds if possible.
You can still miss out on the dodge badger through pure bad luck if you don't get him in the first 30 seconds, since even with capped def there is still a 5% chance for the trip mines to hit someone but this is a lot better than the old nuke + pet method, especially since there was no real way to get both the dodger and hacker badges at the same time. -
I stick all 5 pieces other than the proc in one of my AoE controls - usually one that I would normally slot a set that gives 6.25% global recharge, since I almost always have a ton of powers that can take IO sets that offer 6.25% recharge sets and usually hit the 5 bonus limit quickly. Plus, the enhancement bonuses are very nice for a control set - good accuracy (enough to make up for the usual 0.8 base acc in most AoE controls), long control boost, great recharge and decent end reduction. Then I stick the proc in one of my frequently used single target attacks - usually the one with the longest recharge is best right now although with the coming i24 change to PPM procs that will probably even out in the end.
While you can stick a 5 piece set including the proc in your single target hold I think its a waste of slotting because you can put a Gaze of the basilisk set there for nearly as much recharge boost in only 4 slots. Plus I find my dom's don't fire off thier single target holds as often as you would think, especially once you get perma-dom. With perma-dom you use your main AoE control to lock down a group, maybe throw out one single target hold to catch a mob you missed, then you go to town on damaging attacks. You might throw off your single target hold a second time to keep a boss locked down but that's about it in a group.
As an example, my dark/dark dominator has the 5 normal pieces in the AoE stun and the proc in Midnight grasp. In a normal fight she will easily have the damage boost from the proc stacked 2 times and frequently up to 3 times. -
Quote:Keep in mind that energize in EA gives you regen as well, 100% base which can be enhanced up to 200%, so if you can get it up 100% of the time (not impossible, just need to cap recharge in the power and get about 100% global) you will have a nice chunk of regen to compliment your softcapped def and minor - medium resists, so WP is not a clear winner. EA also gets some def debuff resistance (although not a lot), where mobs like cimerorans tear through WP's def since it doesn't get any.wow thats a big piece of info there, i didnt really know this, so im better off for willpower than energy aura if i made my main willpower? as im not sure whether to go brute, tank or scrapper.
So neither set is a clear winner. WP is a more rounded set that is fairly easy run over the 1-50 trip but will be a bit harder to make into a 'high end' build since it takes some serous effort to softcap (plus a lot of end game stuff eats through def). EA is one of the easiest def sets to sofcap despite being typed def but it has two huge gaping holes - no psionic and toxic def and since EA is typed def you are basically open to psionic and toxic attacks. However you can also get a lot of extra energy def - easily up to the incarnate softcap (59%), which will balance out things in the current set of trials since a lot of the damage is energy.
For sets, I would choose based on set style. EA is going to be a semi-stealthy defense set with a built in heal, wp is going to be your generic 'tough guy' set. For AT it depends on what you want - if you want to be a damage dealer, scrappers or brutes are your best choice. Go with a scrapper if you want constant damage with the occasional high crit, go with a brute if you want slightly higher survivability (more HP) and don't mind fluctuating damage levels as you get/lose fury. If you want to be able to off tank a brute is probably your best choice. Both WP and EA will work fine on either a scrapper or a brute although brute EA has a better taunt aura than the scrapper version, both AT's get the same taunt aura in WP. -
Thats pretty much the best choice for a sapping melee AT and if you slot up end mod in power sink you can get it up to nearly an 80% end drain - go with an agility alpha and you will get it up to 91% end drain. However, an electric/psi dom is pretty much a melee range character as well since your sapping tools are both PBAoE (conductive aura + drain psyche) and your best damage is also PBAoE.
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Quote:The key to successful sapping is not just draining end - but keeping it from coming back. Thats one of the reason the combo MK suggests above is so good - electric control is a great end drainer and drain psyche in psi assault completely shuts down end recovery. Thats also why the electric/mm blaster combo Aumakua suggested will also work. The elec/psi dom is going to be a safer option than the blaster but is going to get its best damage tools late in the build - psychic shockwave at L38 and potentially some nice AoE damage from ancillary pools at L35, where the blaster is going to be living on the edge but will get all its good attacks early on - pre L20 in fact.I can keep entire spawns blue bars empty with my Elec/Psi/Mu Perma Dom. Damage output is also very nice.
A kin/electric def (or elec/kin corruptor) can sap - but your one two sapping punch is short circuit + transference and transference only saps one target. You are also going to be short on the ability to shut down end recovery, which means you are going to have to keep spamming your sapping tools. -
Quote:Well, the in game number values for taunt are vague at best and sometimes not there at all (the scrapper entropic aura doesn't show anything for taunt values) but redtomax shows the following for EA/WPFrom what I've heard from the only friend I know that plays an EA scrapper, the taunt aura in Entropic Aura is pitiful.
Scrapper EA:2.25s Mag 3 taunt; WP: 1.25s Mag 3 taunt
Brute EA: 13.65s Mag 3 taunt; WP: 1s Mag3 taunt
entropic aura is on a 2 s tick, RttC is on a 1s tick. So you are right in that scrapper EA taunt at least isn't as strong as shield or invulnerability (both get the same taunt that brute EA has) but its about 80% stronger than willpower. It is enough to cut down on runners as I can attest on my staff/ea scrapper but it won't ever be stealing aggro from brutes or tanks, which is probably a good thing.
EDIT: looking more closely, since RttC ticks twice as fast as EA its taunt might average about the same over time so either of them would work for TW. WP is going to be a lot less clicky though since you expect to hit the heal in EA about every 30-40 seconds. My current TW char is a WP brute. -
Quote:You know, everyone constantly overestimates the end drain from toggles and underestimates the end usage of click powers that have to be activated at the beginning of every fight. Sure, if you have a lot of toggles that are on ALL THE TIME, end can get tight - but most debuff toggles last at most half a fight before they drop, when their anchor dies.Ah yes traps, the "endurance heavy" set apparently. Y'know the one with no toggles, and long long cast times that prevent you from doing anything else, thus having tiny endurance per time numbers.
If you have enough recharge slotted to have most of your usefull traps up every single fight, you WILL burn through a ton of end at the start of a fight. Acid Mortar + poison trap is going to burn through 1/4 of your end bar alone - and if you like to eat the alpha with seeker drones or have to drop an FFG in the middle of a fight (because the previous one just expired) thats another 1/4 of your end bar - leaving you barely 1/2 an end bar to use for attacks.
Plus, anyone who wants to build a */traps for serious performance is probably going to try for one or another def softcap - and maneuvers + weave + scorpion shield (easiest way to hit the S/L softcap) is going to leave you plenty of toggles to run. This doesn't even get into the end use a high recharge build like my fire/traps gets into - he can get up to 3 acid mortars out at a time, although the last one usually has only a few seconds left at that point (admittedly by this point in time I also have a tier 3 cardiac alpha slotted, which gives me plenty of end reduction - but I definitely needed it).
Mind you, 6 slotting stamina is certainly not the answer - actually, 3 slotting it with 2 L50 end mods (or 2 L50+5 if you have the enhancement boosters to do that) and 1 perf shifter proc is probably your best bet, then take those 3 extra slots and put them in acid mortar and poison trap for extra end reduction, which is where you get the best bang for your bucks in slot usage. -
Quote:I'd go with Mutant and Masterminds 2e.
I never tried the Hero system, but it is often mentioned in thread like this one. I should take a look at it.
If you look closely at Mutants and Mastermind it becomes clear that is basically a d20 version of the hero/champions system. M&M would be my current choice for a superhero PnP game - I have been playing champions since I was in junior high school (what, 1980ish?) and I love it to pieces - but M&M streamlines it a lot, simplifies character creation considerably and takes the old, segment based combat system which could get really ugly and uses a much more simplified d20 style combat system.
It might be possible that the latest version of the hero system cleaned up the combat system - but I remember having to count out each segment of combat to allow for multiple characters at different speeds taking forever, where a M&M game I ran for my regular dungeons and dragons group went fairly smoothly, allowing for the fact that 1/2 my players wanted to created totally unreasonable characters (like the untouchable, unattackable ghost who could still attack in return :-). -
Quote:Excellent point, I think you are right about this and your point that its nearly as bad blueside (especially since I can't stand the eden trial - at least numina give you credit towards your TFC badge).Actually, lately I've been getting the distinct impression that they've more or less forgotten the WST even exists...
I can almost see them coming into work this morning, going...
"Oh crap! We totally forgot we needed to pick some WST's for May!"
"Quick! Copy-paste April's into the queue!"
"But won't they notice May's are the same as April's?"
"Quick! Change which respec trial it is! That'll make it seem different!" -
I know that there are less SF's redside than there are TF's blueside, so I expect a bit more repition but its starting to get silly - in April Ice Mistral was the WST every other week and they are repeating that with May.
It not like they even pick interesting SF's in the off week - its almost always a respec trial or some high level co-op TF.
Please folks - could we get SOME kind of variation on redside. I know you all hate redside () but this is getting old.
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You know, I get that there are fewer SF's on redside to select for the WST, so I expect a little repitition - but last month Ice Mistral was the WST every other week and its the same way this month. Even in the off weeks its not like they pick another intersting SF - its almost always a respec trial or one of the coop ones.
Its getting a little tiring - I like Ice Mistral well enough but a little variety would be really nice. -
Quote:Definite similarities - which is why I said he might be feeding them a partial line of bull. He could be able to suppress bending a lot longer than the chi techniques that prevented bending but the only way to tell if it is truly permanent is to see where the series goes.Sure, he could be lying. We'll just need to keep an eye on Lighting Bolt Zolt!
What he did looked suspiciously close to the Spiritbending Aang did to Ozai, though.
The real mystery of course is what his REAL goal is - there are far to many benders the world over and far to many of the societies rely on bending to exist for one man to remove it all. I doubt the northern water tribe would live as well as they do without water bending and I can't see anyone being willing to remove the bending from water healers, so I suspect his goals are a lot more sinister than just 'making the world a safe place for non-benders'. -
I have a stalker, brute and scrapper on live. Here are the numbers I have observed so far:
Form of the Body
Scrapper: 5% / 11.25% / 18.75%
Brute/Stalker: 4% / 9% / 15%
Form of the Mind, Scrapper/Brute: 4% / 9% / 15%
Form of the Soul, Scrapper/Brute: 6.15% / 14.25% / 24.8%
The values for form of soul are a little hard to decipher - first off, for some reason the form of soul buff appears twice in the combat monitor window - so the total value shown for overall end discount is funky, I checked the actual value by opening the full combat attributes window and looking at the source, not the total end reduction.
Next, the combat display for global end reduction is wierd - it doesn't display the actual end reduction modifier, it displays some wierdly calculated value that is odd. For example, the secondary mutation power pain tolerance is supposed to give you a 30% end discount, it shows up in the combat attributes window as 23%.
I think what they are doing is caclulating how much end you would SAVE on a power if there were no other end reduction applied and displaying that as a percentage. So on a power that cost 100 end a 30% end reduction would make it cost 76.9 end (100/1.3). Rounded up that is 77 end which means you saved 23 end total - or a 23% end savings, which explains the displayed value for pain tolerance. Based on that, the actual end reduction for form of soul is:
6.5% / 16.5% / 33%
which matches what JayboH remembered from beta for the 3 stack.