EricHough

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  1. In no particular order:

    plant or mind/poison controller
    bots/time manipulation MM
    dark blast/time manipulation corruptor
    KM/EA scrapper

    I might also create a dark blast/ice manipulation blaster - but I keep swearing off blasters and then thinking I want to play them again.

    I will probably end up creating more - I have a bad habit of creating half a dozen alts for each new powerset each time proliferation/new powersets come out before I settle on the ones I want to play, but I have names, costumes and themes already prepared for the 4 in the list, so I am ready to go with those.
  2. My impression in the beta was that the first mission you do (up to the shivan monster) is not the entire tutorial - its just the start. After that the tutorial continues with the first contact on each side and the hero/villain group contacts (dr graves for villains and I forget the heroes name - quickshot or something like that?) and really continues to teach you about the game all the way through L15.

    So really, what they did was shorten the part of the tutorial that was required to a single, very fast mission so that experienced players could get to L2 fast and then go PL in AE or run the new sewer trial or do whatever floats their boat, including continuing the tutorial with the intro contacts in atlas/mercy.

    As for me, personally, I thought breakout was tolerable, if a little boring, because it was short enough to get through quickly. Outbreak on the other hand was a massive pain - you had to run all over the place with no movement powers and for some reason ever since the last issue or so the door mission at the end has featured a bunch of level 2 mobs that are a pain to take on even with all the veteran powers, I can't imagine what it would be like for a new character. So I am quite pleased with the new, extremely short intro mission that leaves you the choice of playing however you want after that.
  3. Synapse added special coding to entropic aura to keep it from detoggling when an EA character was mezzed. The -recharge is supposed to supress when mezzed, but the rest should stay up. I know at least a couple folks in beta tested it against stacking holds and stuns (massed rikti mentalists and massed green ink men in AE) and confirmed that it did not drop, although I don't remember if they where able to test if the -recharge suppressed.

    Otherwise you would be correct Seebs - RttC and AOO are example of offensive toggles that drop when held, I have had that happen with my WP and Shield characters when they get caught in sequestration in a BAF.

    I bugged the real numbers display issue in beta a couple of days ago - if i21 goes live without a fix I will probably bug it again, but in the feedback thread on the beta forums Synapse confirmed that scrappers as well as brutes have the taunt in entropic aura.

    Some links to Synapses posts on EA:
    http://boards.cityofheroes.com/showp...&postcount=794
    http://boards.cityofheroes.com/showp...&postcount=806
    http://boards.cityofheroes.com/showp...&postcount=808
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Booo, no Numina. I hate the early game, 30 mission long, ancient TF's.

    *chants* Apex! Apex! Apex!
    Numina is one of the easiest to speed run though - very few missions and only 1 of them a kill all. If you can coordinate the hunt missions well, it can go pretty fast.

    Mind you, I hope they eventually re-work all the signature TF's so that it isn't as much of a pain to get the TFC badge but Numina is probably the last one they need to do.
  5. Willpower has pretty much the same stun protection as every melee defense set out there, so what you experienced is not unique to WP. All brutes and scrappers start out at 5.58 points of protection from most mezzes at L10 (the earliest most sets get thier mez protection) and end up with 10.38 points at L50. All the sets have the same level of protection the only real differences are what level you get your protection and which mez effects you are protected against. Tanks are on a different scale that starts higher and ends higher, but they work the same way. (KB protection is an odd exception to this, but thats a different topic).

    All mez effects stack since what they actually do is subtract their magnitude from your current mez level - and once you are at a certain value (-1 or below I believe) then you are held, stunned, slept, confused etc. You start at 0 on everything and mez protection toggles just add to your status effect level and makes it harder to mezz you, but not impossible. Since green inkmen do stun in all their attacks, if you are hit by a lot of them its one of the few ways to get stunned through your mezz protection toggle. I have had large groups if high level longbow stun me as well as they have a lot of stunning attacks and a lot of malta can also be dangerous - while they don't have as many stun attacks as LB or Ink men they have some very long lasting ones (like - 1 minute) so they can stck up over multiple groups of malta.
  6. Oddly enough my fire/traps corruptor doesn't use trip mine as often as my archery/devices blaster - but he groups a lot more and in most groups you just don't have the time.

    When I am soloing my preffered use on the blaster is to stealth in range of mobs, drop it at my feet along with a caltrop patch and then open up with RoA and my other AoE attacks. The result is that any mobs on killed in my initial attacks run toward me, hit the caltrops and slow down, then hit the trip mine and get blowed up.

    That strategy doesn't work as well with my traps corruptor if only because I am at the S/L softcap and I am a lot more offensive on him - he jumps into the middle of the mobs, drops acid mortar + PGT and then unleashes RoF, fireball and firebreath (bouncing back out to aim that). I don't really have time for trip mine - usually I only use it when I am facing a couple of bosses or an EB and then I do a mine and pull strategy - dropping a couple of trip mines, PGT and caltrops then pull with fire blast.

    On a traps/sonic defender you will probably get a lot more use out of trip mine than my fire/traps corruptor did if only because you don't have as much Aoe on sonic blast. Plus, you have the sleep in sonic which will give you more time to drop traps - just make sure you do them in the right order so you don't wake things up to soon. Stealth up to siren's song's range, sleep things, go in and plant PGT, Acid Mortar then trip mine and watch the fun. Alternatively you can do a trap and pull like my blaster did - stealth into sonic cone range, drop trip mine + acid and the open up.
  7. Quote:
    Originally Posted by Nox__Fatalis View Post
    I'm not a noob you guys, and I wasn't asking about the cap to hit, which is rudimentary knowledge.

    I'm asking how much def debuff is more than is ever useful, as there are enemies that even with 60% def debuff I did not have a greater than 8x chance to hit.

    Thanks again.
    Well, if your powers are slotted for the accuracy cap at all time then NO defense debuff is every going to improve anything - that is kind of the point of the info on the webpage stargeek pointed you to. All def buff and debuffs on your target, to hit buffs and debuffs on you are included in the same calculation that is capped at 95%.

    However, if you are facing opponents that debuff YOUR to hit, like CoT spectral daemons/deamon lords, then that def debuff will come in handy as it will exactly counter the to hit debuffs. I find the def debuffs in earth control are also very useful when you are sk'ed down for a lower level TF - depending on how far you sk down you can lose a lot of accuracy and the def debuffs make up for that big time.
  8. Been seeing this problem all week now but has been tolerable until this morning when I was constantly rubberbanding during a renault SF, even died once due to command lag (hit my heal and was dead before it went off).

    I didn't catch any screenshots with netgraph then, will try later today if I am still seeing the problem. I am in western washington state on Comcast cable just as an FYI. My ping, download and upload speed are all insanely good as far as speedtest is concerned (63 ms ping, 3.24 Mbps download, 1.27 Mbps upload when testing between my machine and a server in fort worth, texas).

    EDIT: Here is a screencapture of the netgraph 2 output I was getting just after zoning into Oro. I was not in a group or a TF, just standing around:

  9. Quote:
    Originally Posted by AIB View Post
    So, who is showing up for tonight's all Kheld action and what are we going to roll?
    I will be there - but won't be there long if you are doing incarnate content as Midnight Astral is still only L41.

    I understand folks wish to run high level content with their fully incarnated out khelds - but a general event like this really needs to cater to a wider level range. If we get enough to run multiple teams, 1 high level and 1 or more mixed then that would be cool and fine by me, that is what the tanker tuesday folks do and it works well.

    Alternately, if there is a general desire for an all kheld apex or tin mage I would suggest scheduling a 1 time event seperate from Kheldian fridays.

    As for a suggested event - an Admiral Sutter would be fun, it has a wide level range, is a fun TF and is great for XP. I personally prefer the villainside version (Mortimer Kal) but it appears a lot of our kheldian population are boring old heroes, so blueside events seem to be the best choice.
  10. If you want good AoE damage on a mind/fire I would suggest going with fire mastery for fireball + rain of fire. Fireball will give you a fast firing, good damage targetted AoE attack that is a lot easier to use than fire breath and RoF will give you a huge area damage power that will be great to drop on a mob you have locked down with total domination or mass confusion. Both powers will be boosted by embrace of fire as they do fire damage.

    While sleet + ice storm will probably work better for boosting group damage, due to the debuff in sleet boosting everyone's damage, the combo of embrace of fire + fireball + RoF will likely give you more personal damage.
  11. The biggest problem with a list like this, whether done by an aggregate vote or done by an individual, is it is almost always going to be weighted towards actors with whom the list author has experience and that means weighted towards those that have done more recent work. For example, I would always put Cary Grant in a top 100 and probably in a top 20, just like Acemace did - but I don't see him on the Times list. Alternately, while I do like Joe Pesci, he does NOT belong at #6. Mind you, they did get some very old school actors - Spencer Tracy for example.

    One amusing thing I noticed - the IMDB list has a weird bias towards gangster movies.
  12. Quote:
    Originally Posted by Muon_Neutrino View Post
    To initially unlock the patron pools, you need to be full villain. You won't be offered the first patron arc that you need to complete to unlock them if you're a rogue. However, once you've completed the arc and unlocked the pools, it doesn't matter what alignment you become. You could even go full hero, do a respec, and still have the patron pools available.
    No you don't. A rogue has access to all the contacts and story arcs that a full villain does. The only thing a rogue cannot do is enter the crucible and gain/spend villain merits.
  13. Quote:
    Originally Posted by Lord_Saigon View Post
    What makes me ever more puzzled is I thought damage auras were supposed to be the taunt auras, because on my KM/Elec brute nothing runs, And when I watch SS/Fire brutes, nothing runs (maybe they die before they get a chance too). I'm thinking it's the AT mixed with the things you've said. I long for the days of fury+quills+Blazing aura :-(
    Its a case of the brute version specifically having a taunt effect and the scrapper version not having it. If you look at the in game effects for blazing aura on both AT's you can see that the brute version has a 13.6s mag 4 taunt effect, the scrapper version does not. Pretty much all the damage aura's are like this as is the brute version of evasion, which was given a taunt aura when it was ported to brutes. Some scrapper secondaries do have the a similar taunt as brutes though - AOO in shield defense, Invincibility in Invulnerability and RttC in WP all have taunt effects although they tend to be mag 3 vs the brutes mag 4.
  14. Quote:
    Originally Posted by Amy_Amp View Post
    They do run, but most times they start to run and then the taunt aura and you attacking bring them back so they don't go far. Brutes do get taunts through merely attacking as well, IIRC. Some will flat out run away and then come back, but it's not nearly as bad as what it is on scrappers.
    There are some mobs whose AI specifically causes them to run even with standard taunt effects on them - the stupid flying longbow are a good example of this, they actually have a power that forces them to move when they are near a PC, I believe it is supposed to make them into a ranged sniper type of character. So even with taunt they will close with you, attack once maybe, then fly way, then close with you, etc.

    There are other npc's that have similar AI that can only be partially countered with taunt effects. Tsoo sorcerers and their 'TP away on initial aggro' code and Council/5th column marksmen/galaxies who won't close with you no matter how much you taunt unless you LOS pull them are examples that spring to mind.
  15. Quote:
    Originally Posted by Jagged View Post
    It was exactly the second kind of situation I was talking about. As a tank, moving away or attacking something else, ONLY works if someone else takes the aggro. If you have another tank on your team that happens automatically. If you only have Brutes they need to actively taunt to pull Siege or Nightstar away. If you don't lose aggro you WILL get that 3rd ring
    Brutes should not have to actively taunt to get aggro any more than another tank should. While they don't have the full, AoE punch-voke that a tank has, they DO have the same level of taunt in all their attacks, it just affects only a single target, and they also have taunt aura's in all their secondaries. In fact, since taunt does not produce aggro - it actually multiplies existing aggro produced by damage/debuffs/etc, a brute should easily be able to out taunt a tank on a single target if both are using the same taunt tools.

    Now, if the tank is spamming taunt and the brute is not, then I can see brute not being able to steal aggro - however, on the BAF AV's you really should not be spamming taunt - use it just enough to get the AV focused on you, then STOP. Hopefully that should be enough for another brute/tank in the group to get aggro back from you by the time you get hit with the second seq. warning. There are also some bad combinations you can get - a shield/* or inv/* tank with a WP brute - the brute WILL have to taunt as shield and invulnerability have the best taunt auras in the game and WP has the worst.

    You might also have to <gasp> talk about a strategy ahead of time with the other brutes/tanks in the group instead of just assuming that it will be all right. Now, I know I don't do this, so I am no saint when it comes to pre-planning; but if you ARE getting sequestered a lot then you need to speak up, find out who else you can trade aggro with or make some other plan with the group. Even so much as warning folks head of time that you can't shake aggro, so give you lots of space on one side of the AV or risk being sequestered can help a lot.
  16. So far I have a L44 claws/sr, L37 claws/electric and L27 claws/fire brute. I have taken follow up on the first two and will eventually take it on the claws/fire brute. Yes, the damage bonus is smaller than a scrappers and can get lost in a brutes fury, but its still 30% and in even a moderate recharge build its not hard to double stack (thats 60% - nearly as much as rage but without the crash).

    However, the real benefit is the 10% to hit buff - that tends to be really nice when facing anything with to hit debuffs (or def). There are not a lot of other way to get to hit buffs without taking high end cost powers that don't give you nearly as much in return. You can take tactics at 0.39 end/sec for 7% to hit or focused accuracy for a whole 5% to hit at a whopping 0.78 end/sec and neither of those can be stacked with itself like follow up.

    Its not as must have as it is on a scrapper but neither is it totally worthless. I just wait longer on it until I have enough recharge in my build so that it fits into the attack chain easily, usually picking it up around L30-35 depending on what else I need to take there.
  17. I agree with Bill that not playing EA now because you are waiting for the buffs is a bad reason - however, there are a number of good reasons to put off starting new characters for a bit:

    1) You will be able to start any character but EAT's on any side you want - so you don't have to play a brute to L20 and then spend 4 days running rogue/hero tips to get to blueside if thats what you want, or start in preatoria and work your way to 20.
    2) The new sewer trial (Death from Below) gives some sweet bonuses that make the low level experience much more pleasant - you can get a bonus to hit, damage, end recovery and def (which is not huge - but for a def based character like EA, helps a lot). The bonuses don't last past L20/21, so are no good if you are already leveled up.
    3) Whatever your level of Vet rewards now, you will be at least slightly ahead with freedom, if not a lot. I find most of the vet rewards pay off in the lower levels, so this can be a big thing or nothing at all.

    The new low level experience is a lot smoother with a lot better choices, so if you are in no hurry to start a new character, waiting might not hurt. If you are looking for a new alt right now though, by all means roll an EA brute - it will be a fun ride that will get even better with i21.
  18. I have two accounts and a kin defender on each account I used to use for semi-PL'ing lower level characters: following them in missions, SB'ing and healing them, etc. I preffered this to outright PL'ing in AE because I still played them, just didn't have to put up with low end prior to stamina at L20 (obviously, this was prior to the inherent stamina change).

    I found I had the easiest time with melee types that had enough taunt to keep mobs off the defender or controllers that could lock down things and keep them from attacking either. Blasters and other defender types where not as easy to duo with the kin because they had no way to keep focus and its hard to play 2 very active toons while dual boxing.

    So, if you go with a melee type make sure you can take an AoE taunt effect very early on. Brutes and tanks tend to get taunt auras very early, although shield and willpower scrappers also get one by L16. Shield scrappers are just about as good a taunter as brutes/tanks, just more passive than active.

    Any controller that got a good AoE control fairly early would work (by good I mean something that prevents return fire - not just an AoE immoblize). Plant, fire, and earth are all good in this as they get a complete control by L8 for plant, L12 for the others. You can pick up a nice debuff set to go with it as well.

    I would recommend that you play with the kin on the secondary account and use the other character in the duo as the primary. Its easy to set up binds/hotkeys for speed boost, siphon speed and the heal and use the kin as mostly a buff bot who may throw out an occasional attack - let the brute/scrapper maintain aggro and do the primary damage.

    EDIT: While deacon has a point - a Kin is a little more click heavy than something like an empath, it isn't THAT much heavier. All its powers that require targets can be made to work by targetting through the other player and as a buff bot you only really need to fire off SB every now and then, siphon power when you are in the mood and the heal when you need it (and fulcrum shift later on). An empathy will be at least as busy healing. Mind you, fortitude is an awesome buff and the recovery boosting abilities of speed boost aren't as important these days with inherent stamina, but its not really all that hard.
  19. Quote:
    Originally Posted by Swifty_NA View Post
    Rad would be a good option, But i think I would prefer a corr to def. I worry about the use of anchors tho, most of my teams will prob be SG/glonal friends based, but there will be PUGS to I would have thought.

    Any thoughts on Rad Vs Dark on a corr?
    Rad is a somewhat better debuffer at a lower level, even on a corruptor (RI by L2 and EF by L10) but since they are reliant on toggles so much they can be completely messed up by a single mez, even a short duration sleep, as that will drop all their toggles. The only debuff that rad's don't get very early is their slow which they get in LR at L20. Rad also gets AM nice and early - which is a really sweet buff, even solo, but it is only going to be up about 1/4-1/3 of the time at lower levels.

    Dark does almost as well, picking up tar patch and darkest night by L4, but that is really only 2/3 of their every mob debuffs - you aren't really complete until L20 when you get fearsome stare. Dark Miasma does get some nice things in between as compensation though - shadow fall is a nice stealth with some rare resistance bonuses and howling twilight is a sweet AE stun and debuff. While HT is not up every fight, its a nice emergency button. I find the real advantage to dark is much of its debuff is fire and forget - the only toggle is darkest night so if it drops you still have the slow in tar patch and the -to hit and fear in fearsome stare, plus howling twilight. (Important note that many people miss - howling twilight is not really a rez power, its auto hit AoE stun and debuff that happens to rez folks as a side effect).

    If you solo a lot dark miasma will probably be a better choice - more solo utility, less dependance on toggles. If you group more you would probably do better with radiation as having your toggles drop won't be as disastrous and you get a lot more out of AM in a group.

    EDIT: Something that just occured to me after I posted - one other advantage of a dark miasma corruptor over a rad is that the -resistance in tar patch is the same as the defender version (30%) where the -resistance in enervating field uses the controller numbers (22.5%).
  20. Magma Imp, my earth/thermal controller went from 39-45, mostly due to Zaloopa's Dr Q.

    Mielikki Greencloak, my plant/empathy controller went from 26ish to 31

    Midnight Astral, my warshade, went from 26 to 32

    Various other lowbies picked up some xp here and there, but those 3 where my main focus.
  21. Was on mission 2 of a posi run - mind you, between the base bugs, the power recharge bug and having a cyst pop-up in a group of L15's, quitting wasn't that big a deal - but 15 minutes warning is pretty sad.
  22. Quote:
    Originally Posted by Crysys View Post
    Just don't make the mistake of slotting and playing like a Controller. You are MUCH more destructive than a controller, so slot your holds/immbos for damage post 35.
    You are right on with everything but this part and you have it completely reversed - controllers are the ones that need to slot their controls for damage as they don't have any other attack powers. Dominators do plenty of damage with the attacks in their secondary, they don't NEED to slot primary powers for damage. Single target immobs are extremely inefficient damage powers as they take 9s to do all thier damage in most cases. Holds only do as much damage as a tier 1 blast with a much longer recharge and higher end cost. You don't want to be cycling your holds or immoblizes for damage, use them just enough to lock things down and kill them with your secondary.

    Holds should be slotted for hold - just enough slots for a gaze of the basilisk set or however much you need to get decent acc, rech and hold duration prior to slotting that. If you do take your single target immobilize I would recommend not adding to it beyond the base slot. AoE immoblizes are usually a bad thing for dom's to take - they garner way to much aggro in a group and where a controller would have buffs/debuffs or heals to mitigate the aggro from the AE immoblize a dom does not.

    Roots is a possible exception - once you get everything under control with seeds of confustion you can let the confused mobs gather up, lock them in place with roots then unload with your other area attacks. However, roots still does very low damage for an AE attack and the only damage set it takes that provides global recharge is positron's blast - which doesn't have enough accuracy for a 0.8 acc power like roots. If you are striving for perma-dom you generally can't afford to waste slots on roots unless you can get a good global recharge bonus out of it. When I do take roots, I put 2 acc enhancements in it and nothing else or I put an enfeebled operation set - it only gives you 3.75% global recharge but its something.

    On a plant/fire/fire you will find flares + fire blast + blaze gives you plenty of single target damage and fireball + RoF or fire breath gives you plenty of AoE damage - any damage slotted in your controls is going to be mostly wasted. Pets and psuedo pet powers are the exception to this and carrion creepers is worth slotting for damage and if you take the pet, it is probably worth it as well.
  23. I don't really see any more synergy between gravity control and time manipulation than there would be between any control set and time manipulation. The holds in TM will stack with the holds in any control set, so that doesn't make grav/time anymore special than anything/time. The movement debuff in gravities powers could be considered synergistic - but time manipulation has SO much movement debuff that using it alone you are likely to hit the movement speed debuff cap.

    I actually see more effective synergy between ice control and time manipulation, as they both possess recharge debuffs and stacking them up IS a good thing, far more than movement slows. Even earth control's quicksand is likely to better combine with time manipulation than gravity - stacking it with the slow field in TM will make sure nobody moves at all or at least give you the ability to drop slows on two groups at once. Volcanic gasses will also go well with time manipulations slow field, since it has a pulsing chance to hold that would stack nicely with VG and both have a fairly long duration.

    Now, thematically speaking the two seem to be a natural combo - but mechanically I don't really see any advantage.
  24. Quote:
    Originally Posted by Arcanaville View Post
    Cassandra.
    It is definitely a strong competitor to Kinetics and Rad, but its primary advantage is that it seems a better solo and leveling set for most skill level players. It actually feels like the mutant love child of trick arrow, radiation, and pain.
    This is pretty sig-worthy - maybe it should be added to the in game set description for time manipulation :-).

    After having a small chance to play with TM in beta I have to agree with Arcanaville - its an amazing soloing support set that might actually get me to seriously play a defender for the first time in, like, 6 years. The combo of enemy targetted debuffs, placeable debuff field and pbaoe debuff toggle means all your eggs are not in one basket like radiation, where a single mez basically leaves you defenseless until your incredibly long recharging toggles come back up (yes - its only 8 seconds, but even 4-5 seconds with no defenses is a death sentence in a solo fight for a squishy).
  25. I am willing to give it a try although not sure what I can bring - my 48 fire/mental blaster and my 43 km/ninjitsu stalker are the only toons currently in the right level range that can still benefit from the XP. However, my stone/thermal controller is 38 and might hit 40 by then - if so, will bring her.

    So tentatively sign me up.