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Well, Amman CLAIMS he can take bending away permanently - we have no evidence that it IS permanent so far. Comparing what he did to the effort Aang went through to take it away from one guy, I would easily accept that he is feeding the crowd a partial line of bull.
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Quote:No luck on the membranes: I just ran a test on my widow. Her fortunata build has mind link with 2 membranes and 1 L50 LoTG Def/Rech IO as well as 77.5% global recharge (no hasten). According to mids, if the membranes are working mind link should have a recharge of 112.1s, if they where not working it would have a recharge of 147.1s. I kicked it off on auto-fire while watching the clock tick out seconds on my second computer and the time between activations was 2 min 27 seconds/147 seconds. So the dev's definitely broke membranes in powers like mind link that don't directly take recharge but are supposed to benefit from multi-aspect enhancements that do give recharge.Anyone tested whether the recharge from Membranes is working or not yet?
Fortunately, my widow is a the non-incarnate softcap without mind link, I only used it for large incarnate groups when I needed that extra boost and I can replace the membranes with another def/rech and an adjusted targetting recharge and do just as well, however I bet this messes up a lot of other builds. -
My overall impression of staff so far has been positive. It is a blast in the lower levels and looks to have a nice mix of AoE and single target attacks. I am also finding the various staff mastery forms a lot more useful than everyone was predicting. As blueruckus noted, even the secondaries that have good end management don't always get them very early and any melee build is going to be tight on slots until the early to late 30's in most cases, which means you might not be able to slot up all the end reduction or recharge you want, so being able to run form of the mind or soul for that extra recharge/end reduction is VERY useful pre 30 or so.
That said, I do think there is some definite merit to the criticisms of the set. The developers are STILL overestimating how valuable flexibility is in this game - while the staff mastery forms don't get shorted quite as much as dual pistols did in exchanging aim for swap ammo, you still give up a lot. In a classic MMORPG like WoW, EQ or even the new SWTOR, flexibility in an individual character is VERY usefull, especially in end game when you might only have 1-2 characters who are equipped or specced for raiding. In CoX where almost everyone has multiple alts and generally doesn't mind swapping characters to fill out gaps in a trial league flexibility in a single character isn't nearly as valuable.
One thing to keep in mind is that all 3 staff mastery forms sacrifice the to hit bonus that that build up and all its other replacements (follow up, blinding feint, soul drain) get. In exchange you get bonuses that, while none of them suck, are not really all that stellar either. Form of the body, the one everyone seems to think is the best form only gives you an 18% damage bonus at tier 3 - and you are NOT going to have that up all the time, as it drops off between fights, takes 3 attacks to build up and is going to be lost everytime you use a finisher. I suspect you are going to be averaging 10%-12% damage bonus at best and thats on a scrapper - stalkers, brutes and tanks get a lot less benefit. While it sounds good, I don't think it quite make up for the loss of the to hit boost and burst damage from build up (and doesn't even begin to compare to soul drain, follow up or blinding feint).
I think the form of the mind numbers are also a bit on the low side, although thats a lot harder to judge with recharge. The only form that seems to me to really give good return is form of the soul and that is mostly due to the difficulty of getting global end reduction prior to incarnate powers. I think at least the body and mind forms could use a boost - either slightly higher numbers in the current bonuses, or possibly a small to hit bonus that stacks up along with the damage/recharge bonuses. 2%-3% to hit per stack would be a nice extra that would not be overpowered and would be better balanced against build up, soul drain, etc.
I also agree that the top tier attacks are a bit on the weak side - serpents reach is ok, while its not as great as claws focus its a decent step above KM's focused burst, both of which are comparable attacks. However sky splitter is pretty sad for a 'final' attack - it has far to low damage for the long activation time and bumping up the recharge from 15s to 18s-20s with an appropriate bump to the damage would round out the single target attacks a bit better. All the other single target attacks in the set are very fast recharging (3s, 6s and 9s) so one slower recharging, harder hitting attack would round it out nicely.
My conclusion is that I love the set's concept and execution (and have already bought it on 2 accounts and have rolled up 3 characters that I am levelling up now) and while I have no problem with middle of the road sets, the set could have easily been a little better in single target damage and gotten a bit more from the forms without really overpowering the set or continuing the 'power creep' that everyone is talking about. -
So far I have 3 staff characters:
1) Staff/DA brute, created because I have wanted to work up a DA brute for ages but I kept bogging down in the mid/late 20's when you have to many toggles/powers and not enough slots for end reduction. I am planning on running in the end reduction form until I feel comfortable with the end slotting/end recovery IO's I have slotted, then I can switch to recharge or damage depending on my mood
2) Staff/EA scrapper. At low levels, before you get energize or energy drain EA can be a bit of an end hog, especially with the recharge you get from entropic aura. So the end reduction staff mastery is a perfect balance here until you get to 28+ and have energize (or at least have your attacks slotted decently for end reduction).
3) Staff/Ninjitsu stalker - I wanted to try stalker staff and the only concept I could come up with fit ninjitsu best. -
Electric control is a set best used from the middle of a mob so you can leverage the end drain to back up your sleep and chain confuse, so any cone AoE damage is going to be iffy to use at best with it. If you are going for a high recharge, perma-dom build you will find that sleet and ice storm will be up fairly frequently - between those and engulfing darkness you will probably have all the AoE you need. My dark/dark dom at L37 is at 85% global + 3 slotted hasten, has 5s-7s recharge on engulfing darkness (5s when hasten is up) and 34s recharge on sleet. I stealth in (or fearsome stare everything), open with the stun, sleet then ED - after a couple of single target attacks I can finish most things off with a second ED.
If you don't think engulfing darkness + sleet + ice storm is enough, go with fire mastery for fire ball + rain of fire. You lose the debuff of sleet but a targetted AoE like fireball works very well with a pbaoe like engulfing darkness - and both let you stay in the center of the action to maximize the end drain from conductive aura. -
Quote:Keep in mind that there is an in-game way to get this for all characters - just go to grandville or the shadow shard and buy it from the jet pack vendor for 10,000 inf. Its the same power as the one you get from the atlas park mayhem/mercy mission and lasts for 2 hours of use - which is a LONG time if you stretch it out by with ninja run, only using it when you need serious vertical movement.I with you on this. I would much prefer to have a permanent power instead of the tease that is the rocket pack. Maybe they are keeping it this way in order to allow more backslot items to come on board later? I guess we won't know the real reasoning anytime soon. But I am looking forward to the retro-scifi pack just to finally have a rocket pack certain of my toons. I did use this rocket pack when they were offering the free codes. But I don't find that is' worth the money to have a 30-day travel power. IMHO
10,000 inf is pennies in game and at least on redside its really easy to get to the seller in grandville, as he is in the main plaza near the trainer and the run from the ferry to the main plaza has no aggro mobs in the way. Going to the shadow shard blueside is more of a pain, but you don't have to go there right away since you can get one at L5 in a bank mission - and you get Oro at L14 so at least getting to PI is easy, even if the run from the Oro drop point to shadow shard gate isn't.
Between the jetpack vendors, the bank mission and the jetpack recipes that sell for pennies on the market (100 inf will generally buy you one) and the jump pack/steam jump vet powers there are so many ways to get a jetpack I am not surprised they haven't taken to selling permanent versions. Personally, I AM surprised that they even bother to sell the 30 day version because I can't imagine buying it, but they must have gotten sales back before freedom when it was a purchasable along with the costume packs and such or they wouldn't have put it on the paragon market. -
If you are happy filling in your -KB with just a 4 point IO in CJ, then you are fine. I am generally good with that much on all the sets with KB holes until I decide to start running trials - then the amount of KB above 4 goes up a lot and you will either want to squeeze in grounded or bump your -KB IO's up to 3 for 12 points of protection. I imagine its not as big a deal on a stalker as a brute but my I found my ss/fire brute getting tossed around like crazy in trials until I got to the -12 KB point.
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Quote:I am not even sure they need to do that - have you looked at the set bonuses for the taunt sets? Mocking beratement gives you 2.5% S/L def, 3.13 F/C def and 7.5% global recharge. Perfect Zinger gives 10% regen, 5% recharge, 2.5% damage and 3.13% S/L def. Those are awesome set bonuses for some of the cheapest sets in the game - there are tons on the market and almost no one buys them, so you can get the pretty easily.Two thoughts. First, I take it you haven't fought Diabolique in Dark Astoria yet. (She runs away and the -range on confront would be helpful).
Two, I know how the devs can get EVERY character with Confront/Taunt available to take and 6 slot their taunt power - bring out a Purple Taunt set with a positional defense bonus.
Something like:
2: 16% Regen
3: 3% HP
4: 5% S/L, 2.5% Melee Defense
5: 10% Recharge
6 5% AoE, 2.5% E/N Defense
24 hours later (the servers crash due to every level 50 Scrapper respecing at once), problem solved.
Still, it costs 1 power selection for a power that has limited use and you generally have to want S/L def or the slots aren't worth it -
Well, the specific macro's I want to check out are all like the following:
"powexectoggleoff black dwarf$$powexectoggleoff dark nova$$powexecname sunless mire$$gototray 1$$bind shift+lbutton powexecname shadow step"''
"powexectoggleoff black dwarf$$powexectoggleoff dark nova$$powexecname eclipse$$gototray 1$$bind shift+lbutton powexecname shadow step"
Both macro's drop you into human form and then queue up a human form power to be activated (as well as switching around my trays and swapping out various binds that do the same thing in different forms, such as swapping my dwarf form teleport bind for the human form bind). The first one Q's up sunless mire, the second eclipse. I have similar macro's for firing off stygian circle.
Prior to whatever they broke, I could hit whatever key I had bound to these macros and the form change and power activation would happen with a single keypress. In fact, in many cases the power would queue up and fire off even if I was carrying a mez out of dwarf form. Currently I have to hit the key once to drop out of dwarf/nova form and then hit it a second time to fire off the power.
Just now updating my copy of the beta server, hopefully the character copy tool is working as I don't think I have a copy of my warshade on the beta server already.
EDIT: I have partial confirmation that the old behavior appears to be back - got on the beta server and tested the above macros out with my warshade and they appear to work as intended. I haven't been able to test the 'fire off the power even if mezzed' functionality as thats a bit more complicated to set up, but I am fairly happy so far. -
Quote:Keep in mind that if you slot the damage proc in from cloud senses in FS and it goes off, it will break fear just like any other attack. Breaking the fear is not as bad as breaking a sleep, say, since the mob only gets 1 action then goes back to being feared, but its something to keep in mind. It certainly won't be as bad as mind controls terrify with its delay on the fear - so you always take the entire alpha.As you say the best slotting for FS is absolutely cloud senses if, like me, you're building for recharge and ranged defense. The low availability of it is what is bugging me rather than its price, but it's easy enough to cave in and buy it with reward merits if you've got loads of them from super packs...
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Check out yesterdays patch notes on the VIP beta server (http://boards.cityofheroes.com/showthread.php?t=286071)
POWERS
General- Powers in macros that are disabled by powers that are toggled off earlier in the macro will now activate again, as intended.
- An example of this is a macro that disables the Black Dwarf toggle and enables the Dark Nova toggle afterwards.
- Powers in macros that are disabled by powers that are toggled off earlier in the macro will now activate again, as intended.
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Quote:Its also somewhat moronic - no character can use more than 6 catalyst as it is, so once you have 6 any more are a total waste.It's equally a shame that you can't move the catalysts between characters on an account. But from what I can tell that's WAI.
I suppose if you can still trade the superior enhancements between characters on the same account you could slot a set on one character, catalyze it, then use enhancement deslotters to remove it and email it to another character. Still, if thats the expected wayto use up 'extra' catalyzers is just as moronic an idea as binding them to the character rather than the account. -
Very good point here Reppu - darkness assault looks to be awesome as soon as I figure out a primary to play with it. Unfortunately, like Rat I am burnt out on plant control (L50 plant/storm troller, L50 plant/fire dom and a L31 plant/psi dom that I got bored with) and the only other primaries I really like are mind and earth and I already have played those to 50 on a dom. I may have to go dark/dark, even though that feels a bit generic.
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A lot of darkness control feedback during the beta was far more controller focused than dominator focused. On a controller who gets much more debuff even from the primary set and can buff up the pets and/or debuff the enemies even more with their secondaries the haunts are not that bad. They are not awesome but probably have more potential.
I think a lot of feedback on how badly fearsome stare worked on a dom as an alpha breaker also got glossed over due to the controller love. On a controller, you can alternate the fear and stun since you have your secondary to add to any debuff from the two controls so the soft control from the fear is not as much of a penalty. On a dom fearsome stare does a lot less debuff (11.25% vs the controllers 15%) and without a debuffing secondary is not as good an alpha breaker on its own. That means a dom either has to fear things and then hit everyone with a single target control before opening up with attacks or open with fearsome stare then move in and follow up with heart of darkness.
The sad thing is that darkness control was touted as the 'special thing' dom's got to make up for being ignored in the previous proliferation pass but I think its a far better set for controllers than dom's. Don't get me wrong, my current dark/fire dom is doing pretty well but its more due to getting 2 great single target controls early on than it is due to fearsome stare. -
My primary concern so far in slotting the ATO set has been to maximize global recharge bonuses (for perma-dom). So I have been focusing on slotting it in a power that either doesn't have an IO set with good global recharge or gives a global recharge bonus that I can get other places. For example, there are plenty of ways to get a 6.25% global recharge bonus so instead of placing a stupify set in a stun the ATO set is a good choice when you can easily hit the 5 set bonus cap by slotting positron's blast and decimation sets in attacks.
Because holds can take Basilisks Gaze sets, which give 7.5% recharge bonuses that are on a separate limit than the LoTG +recharge bonus they are a bad place to put an entire 5 piece dom ATIO although they are the best place to put the ATO proc. So what I do is 5 slot my single target hold, stick a 4 piece Basilisks Gaze set and the proc. Then I put the other 5 ATO's in a different control, such as a stun or immoblize. For darkness control either the fear or the stun would be a great choice for the ATO set - not only for the global bonuses but because if you slot everything but the proc you get some great enhancement bonuses - much better than a stupify or glimpse of the abyss (fear) would give you. -
Quote:I didn't mean to say they were melee/support, I just meant they put in Khelds and most people skip the heal and team balance passive, and go for the personal goodness in the WS.
I wouldn't put VEATs anywhere near a PB for this. The leadership toggles are attractive for personal and group gain. They are win-win. Their maneuvers toggle especially should probably be considered mandatory as a defense power. Choosing a support set/AT/version is more meaningful than taking a win-win power.
Yes, VEAT's 'help' the group, but it's not relevant to any decision process like the topic or the PB/WS point.
The point is that VEAT's are very relevant to the topic because they combine powersets that had not been combined before, much in the way the OP was asking, and do it very effectively. All VEATs are basically melee/ranged damage primaries and armor/buff secondaries with a few extra things depending on your specific VEAT and the tree they took.
Kheldians might have some abilities that qualify as group support but at best those are at a minimum. Heals are NOT the best group support ability you can have so trying to describe a PB as a support class is a huge stretch and the debuffs in PB or Warshade attacks are nice but some blasters can put out about the same amount of debuffs in their attacks (ice for recharge debuffs and radiation blast for -def). On the other hand, most VEATs can easily add 20%+ def, 15%+ to hit and 30% damage buffs to a team and soldiers can stack up to 35% resistance debuffs in an area with an extra 20% to a single target from surveillance.
What the OP is asking for is actually going to be a far cry from VEATS though and is certainly NOT going to be a tank mage. A tank mage would be a character with a blast set paired with an armor set - kinda like VEATs in fact, where a melee set combined with the existing support sets is going to play a lot more like a blapper - all though potentially with more support and a bit more survivability than current blasters, at least depending on the support set. A melee/kin for example is going to play VERY blapper like where a melee/radiation or melee/dark miasma would be a lot more defensively oriented, although extremely vulnerable to mez.
I really don't see how combining melee sets with existing support sets would produce overpowered characters in anything but a few rare edge cases - and most of those would require a lot of IO support. Traps might be a candidate, since being mezzed doesn't remove any of its support. The biggest obstacle I see to a new AT like this is the amount of time and energy that would have to be spent balancing it - both in watching out for those edge cases that might be overpowered and dealing with the cries from folks about the underpowered combinations. -
I have decided to re-roll one of my namesakes, Midnight Mystique, as a Mind/Dark dominator. she was originally a dm/sr scrapper and my first blueside 50, which is why I used her name as my global on my primary account, but I don't play her any more and a mind/dark assault works just as well for a vampire type character as dm/sr.
Not sure what I want to pair with dark control - I will probably end up going dark/fire, FA is the only assault set I really like, although dark assault is going to be a close second I think. -
For a character that has healing abilities AND needs end reduction, Vigor looks pretty good as well - the T3 partial core revamp gives you 33% healing, end reduction and accuracy. While the accuracy might be overkill - it can also be nice with all the higher and higher level mobs we are getting in incarnate content.
Since the healing bonus should help both with healing powers AND with health or any health boost powers I am seriously considering switching to this on many of my melee chars that are currently using cardiac - although the damage resistance part of the cardiac is pretty nice as well. -
Quote:I have had a couple of folks comment to me about trouble leveling their khelds and I directed them to the kheldian friday events/chat channel - so hopefully we will pick up some new folks and have reasons to do some of the lower level freedom phalanxNot twice in a row...
I was thinking something along the lines of one of the Freedom Phalanx TF's, for those that need the badges for the accolade. We'll see what our minimum level is, and play it by ear.
My peacebringer is L15 currently - if we are in the mood to run a positron I would bring her out and see if the grass is really greener on the other side (of the kheldian fence that is :-). -
I hear that a lot - whats amusing is this is the very reason I was drawn to the game - being a HUGE fan of the single player ones I have been plowing through the various class story lines. That does mean my time is going to be limited in it as well - which is why I never cancelled my CoX subscriptions :-).
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Quote:Good point T - I was crossing TF's and trials in my mind and I completely forgot that you can't set time/death limits in trials in order to get a count at the end.How do you envision solving the problem of determining exactly who was on the iTrial, how long the iTrial lasted, and how many times those participants died?
As for tracking who was on it - while you could try to take a screen capture of the league window next to the trial rewards window, the fact that you can pick up/lose folks in trials as they progress kinda makes that imperfect as well.
I suspect the only way to do a timed/limited trial challenge would be to have a referee character along for the ride, which makes it a much harder competition to set up.
I do like a number of other ideas proposed though - Zal's gauntlet, Dark times at Paragon High :-), Rivers amazing race is also a great idea, although something like that might be best held off until i22 releases so folks can both compete in the contest AND do it using the new powersets. -
Speaking personally the actual reward amount in a contest doesn't really matter to me as long as i think the contest is interesting enough on its own. While I don't have the kind of cash sitting around to offer 1B prizes to folks, I have enough for everything I want to do (and if I want more, I just grind out some hero merits, exchange them for LoTG +recharges or whatever is selling well on the market and pick up some cash).
Somethings that attracted me in the last few time I joined in on events (or wanted to join in but was prevented by RL):
1. Themed TF's that require specific costumes followed by a costume contest. I thought Stone's wizard themed Mortimer Kal SF was a great idea - I was horribly sick that day and had to miss it but I would do something like that again.
2. Group Challenges - the very first event I ever particpated in was something I think Huron put together. The challenge was to assemble a team of villains that had 1 of each AT type and run 3 or 4 of the L50 SF's, with the goal being to turn in the fastest time total for all the SF's, with each death adding extra time to the total and so on. The same characters had to run all the SF's, no alting out. This one was spaced out over a month or so to give the teams time to try several times.
3. Costume contests with unusual rules and special prizes - I don't get into CC's that much but when Layla challeneged folks to design characters that looked like her and Stone's main, I had a flash of inspiration and actually gave it a try. It helped that she offered one of her special dolls as a reward - not sure if you can offer this type of reward but the more interesting the 'challenge' in costume design, the more likely I am to try it out.
Those are the types of contests I find interesting. I don't do 'find the character' or scavenger hunts - I burned out on hunt the pixel games 20 years ago, plus I play this game to kill stuff so the more fighting, the better :-).
Some interesting riffs off the above ideas:
1) Small team iTrials - run a specific iTrial or set of iTrials with a specific team, going for speed runs with deaths counting against that.
2) More costume themed TF's: A robot themed Synapse TF, a witch themed Katie Hannon, a Cyborg themed Sister Psyche. I would suggest a Roman themed ITF, but thats TOO obvious. Maybe a Military themed Admiral Sutter or a Rikti LGTF.
3) Master TF speed runs - who can do the fastest MoSTF, MoLGTF and/or MoLRSF or some combination of all those.
4) Shard TF's - who can turn in the fastest time on ALL the shard TF's.
On the multiple TF contests each team would have to include the same characters for all the TFs and it would be most interesting to require a mix of AT - maybe restrict duplicate AT's. -
You can sign me up as well Sept - Midnight Astral, 50+3 warshade. I have plenty of extra server transfers so moving to freedom from protector isn't a problem.
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Quote:So, tonight was a great night for Kheldian Fridays! We had an old regular return (and I hope you keep coming back!),
If you meant me, I will certainly try to remember to make it in the future - been defending the galaxy against the evil Sith empire the last couple of months but I am finally getting burned out a bit. Plus, i22 with its darkitty dark dark and staff action is probably going to send me into another alt frenzy, so I will at least be around even if its not on Midnight Astral. -
The only way I can see a live action bleach movie actually working is if they keep it short, sweet and to the point - and NOT give in to the urge to cover any one of the major story arcs. There is just to much detail in pretty much all the main story arcs to do that.
Although the earlier suggestion that they run up to the point where Byakuya and Renji retrieve Rukia and return her to the soul society would work if they could be sure of doing a second movie, I think it would leave to much of a cliff hanger at the end of the movie. While bleach fans would understand anyone NOT familiar with it would be left way hanging.
What they really need to do is the bare minimum to introduce the characters and have some story. Start out with Ichigo first picking up his soul reaper powers, have him get used to slaying hollows then go to the contest between Ichigo and Ishida which ends in him fending off the Gillain. Then end the movie with the big fight between him and the hollow that killed his mother - the fisher. If you put in some reasonable spaced flashbacks to his mothers death you could really get folks into the characters and give the movie as much of a plot as any shonen anime is going to have, at least in anything less than 100+ episodes :-).
The only other possibility would be to dive almost straight into the soul society arc. Introduce all the main characters in the hero group as quickly as possible (Rukia, Ichigo, Ishida, Chad and Orihime), then cut to Rukia being retrieved by Byakuya and Renji, then go straight into an abbreviated version of the rescue. You would have to leave out a LOT of stuff, but so much of early bleach is a lot of flashbacks in the middle of fights that give you background on the characters you could leave a lot of that out - plus all the filler stuff that really doesn't add to the plot (Don Kanonji, various random hollow fights, etc).