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Quote:okBoth would be the inherent, the idea is that the tanker becomes not only a power house tank, but brings good debuffs and buffs to the team. Basically they can choose a stance (Which dictates what their attacks do from controls, to -res, to -regen, -whatever) and then they can do the battleshouts which buff themselves and teammates.
I was thinking something like a rule of 5 meaning that you could only stack something 5 times. IE, if you had 6 tankers on a team every single one could not use Battleshout damage only the first 5 would apply after that the new tanker would have to use a different shout.
The point of the controls in the attacks gives a nifty secondary effect and better allows the tanker to "control" combat to what their team needs.
I plan to do a full write up and really flesh out the details, especially for the Kheldians which I have ideas for.
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The ultimate goal is to create 3 unique tanking classes all with the same defensive caps but with different playstyles and ways of obtaining the caps. -
Quote:stances hmmm interesting idea. Battlecries looks good too but which one would be the inherent?I've posted this several times in the past but here's my fix:
Increase Brute max hp to Tanker level
Increase Kheldian max hp to tanker level, increase resistances to 90%
No changes to Brutes besides the HP buff
Tankers now have different "stances" and forms that give buffs and debuffs to their attacks. Things like Mez/Holds, Stuns, -Regen, -Resistance (Like Bruising), etc. The idea behind Tankers is that they are a debuff melee -- Being a "good" AT they hold back their brute power (To not cause a ton of damage) but they focus it with such control that they smash an opponent's defenses. (Defenses being resistance, defense, toggles, regen, etc)
Tankers also bring battlecries. These are the buff sides of things. These are AOE cries that do things like, +4 MEZ protection all, 1 min duration, 1 min CD, only one shout can be up at a time. +25% more damage, +10% to hit buff, +20% Recharge, etc. -- This is a new tanker inherent when one is clicked they all go on cooldown.
So basically Tankers can bring a lot of debuffs and buffs to the team.
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Kheldians I am still working on the revamp but I would want to give them a more interesting flexibility. -
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Quote:I liked the first one and this preview looks good. Just hope they dont do too much of them quick flash cut paranormal activity shaky cant even see what's going on. It ruins the mood and not very scary more like, "hm what the hell was that oh well next." And lastly I hop good old Pyramid Head have more screen time.http://www.youtube.com/watch?annotat...&v=9b4iOhWswYM
Wasn't really very fond of the first one, but this looks interesting.
If they keep the concept and or atmosphere similar to the first it will be good. -
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The SoA, or Arachnos Soldier.
In the end it's a solid build that can solo and is good on teams but being me I mostly soloed and only teamed with one exactly 5 times. Once to help out someone with a mish they was having and 4 times for SFs for the Servant of Recluse badge (LRSF), Binders of Beast (Cap SF), Leviathan, and Crystal Keeper.
1-23-This set I found was a late bloomer. Level 1-24 was the pits. Basically was basic powers, kind of felt like a AR blaster, and a little resistance and not much hp. From level 1-14 kind of made me question about building this toon. A few times I wanted to put it on ice but I kept at it. Level 20-23 wasnt so bad as the early levels but still couldnt wait until I reached the magic 24.
24- This is the level that is like a mini respec. The choices was going down the bane spider path-to me felt like a souped up mace stalker. It was ok but by 26 I stopped playing it. The melee powers was very powerful. Then there is the crab spider path. Now I did build one of each in the build slots but after 26, forgot about the bane version and went crab spider from then on.
24-50-Crab spider- good aoes, good damge, useful pets, good resistance and good range and melee damage. Only power that carried over from the wolf spider primary was the bayonet. One the crab spider side, frag grenade was skipped. Favorite chain of attack-venom grenade, suppressio and get into melee range and hit frenzy and the mob is usually dead. Or something venom grenade and Omega manuever and then clean up anything that survived if anything at all. While the pets could not be controlled as closely as the MM pets, they seemed smart enough to me to be very useful in adding the damage. Only down side to this toon was the fairly low hp, only about 1000 and few hp from base. But in most cases this was not a problem as the mob was usually dead before they could too much anyways and the resistance wasa nice buffer to strong attacks. Although I havent built another spider since because I cant think of an as good or better conept than the one already made or another approach to the build yet.
This toon been on ice also since i-18. So no incarnate. In fact I didnt even bother to level up the last few slots. No IOs, either but this one spider storyline is done so probably wont be any investment in it. It was a fun ride that was fun while it lasted except prior to 24. -
Quote:I'd pick number 2.Supposing a new AT was added pairing (existing) ranged Blast/Assault* sets and armour sets, would you prefer:
1) Near blaster level damage, weaker-than-scrapper defense and resistance values, low max hp?
2) Tanker level damage, between brute and tanker levels of def/res and max hp, taunt on attacks?
3) Switch inherent: Tanker level damage, scrapper level defences, inherent granting assault mode (+Dmg) and defense mode (+Max HP, adds taunt to attacks)?
*I'm thinking Assault sets are more likely than Blast sets, since they give less access to AoE and should alleviate some balance concerns. But it doesn't matter for the sake of the descussion. -
hmm never had a problem with that mission nor arc either and I done it plenty of times. Once I didnt bother going up the hill to the friendly NPCs. It was a challenege but did it pretty easy. The second time and the rest of the time after that I pulled them to the friendly NPCs and I found it no harder than any other arc.
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Quote:Regen goes very well with it. It's light if not the lightest on endurance (only one toggle in the powerset) when paired with TW. And you dont need much IOs to survive. 500 Million is plenty.Hey guys, I'm looking for a secondary to pair with TW. I know some people have paired it with Elec, Fire, and WP. I have a Staff/Elec, a SS/Fire, and a SS/WP so I'm not looking to re-roll those secondaries. I'm looking for something that can handle a lot of aggro since TW has many AoE powers. I'm going to be doing a lot of herding. I'm not looking to farm with this toon but I will run countless iTrials. I've that TW is end heavy so I'm going to need a secondary that's light on endurance. I'm not a big spender so 500 mil is about the highest i will spend to IO this toon with.
Thanks for your answers and suggestions -
Quote:sounds like good stuff. although i hope it's bigger than 2% but probably womt as i think most bonuses that is in that class is about 2% give or take a 0.5% or so.http://boards.cityofheroes.com/showt...61#post4333761
Well, it seems that the dev's are FINALLY ditching the amazingly useful '2 percent debt protection' and '3 percent mez' bonuses for.....
Bonus Resistance! (and some status resist)
We do not have percentages yet, but this is likely to alter heavily the calculus of build tradeoffs. If the resistance percentages are tiny(.1 percent or similar idiocy) then little changes.
But if they are substantial (2 percent, 5 percent) then this suddenly becomes a BIG DEAL.
Thoughts? Any information on bonus sizes?
Bueller? -
Quote:I always thought their roles was pretty well defined overall. In the past it was pretty concrete when COH/COV had thier respective exclusive ATs. Now that they are all mixed u more commonly, the roles have becoming closer to each other but still defined not to mention the style of play seems to be different enough. Scrappers, high burst damage attacks can take down enemies swiftly but may get overwhelmed in too much aggro. Most scraps I come across rather kill as many as they can while the brute and or tank asborb the aggro. The roles between the tank and brute seems a little blurred when IOs come into play but then again I thought the game was balanced around SOs with IOs being extra toppings on the cake. As far as roles, the brute seems to fall somewhere between the scapper and tank on the spectrum. Not quite a scrapper, but good damage and higher hp, but not quite tank level on hp and armor traits but tank have overall lower damage (at least once the fury bar gets going.)Ironically, the same zeal I see being applied to Blaster changes implies that any changes to the melee archetypes would not likely be conservative ones. That's of some concern because Blasters were so far out of whack it was practically impossible to overbuff them, or cottage rule slam them. But that's not remotely the case for the melee archetypes, for which making a dramatic change to one could easily start a holy war across all of them.
The stalker changes were pretty deft not just because of their numerical benefits, but also because complaints about them across the melee archetypes was minimal - at least as minimal as such things ever get on the forums. But changes that homogenize brutes and scrappers, or radically shift the roles of brutes, scrappers, and tankers, are inherently dangerous in that regard. -
Quote:TW/fire brute is very good at offing the enemy mobs in a quick and efficient manner.Leveling a TW/Fire Brute, because I'm original like that. With fire being as clicky as it is, and with none of the powers being skippable (since I love self-rezzes), is there any attacks in TW that are generally felt to be not worth it or just not necessary to achieve a full rotation?
Defensive sweep you can skip, especially if you have crushing blow. Or if you want that bonus in it and have to have it, then crushing blow wont be missed much. -
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true but there are threads that was created in 2007 that seems to be still going. One named Repeat Offender Network, First Thing That comes to mind, and Union: Last Night In Pocket D Thread to name a few and there are probably more that was active within the last couple of days. While old persay, it aint a records yet nor unheard of.
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Quote:Illusion/storm is very good with SOs even solo. I've seen some people do some amazing things with them IOed out and a few with permaPA. A permanent pet that can be attacked but not damaged makes it awesome.I recently returned to the game and have slowly been transfering my old toons to a busier server. My most recent transfer is my old Illusion/Storm. I used to love this character, but that was before the invention system and incarnates. Now I find myself looking at him and being totally lost on how to set up his build with all the new goodies and a hope of getting permaPA back, since IOs make it possible post ED.
I have had decent success with making other builds on my own, but this one is a little beyond my limited IO knowledge. Currently, he is ill/storm/ice with the fitness pool and a nice amount of HOs. I have thought about going rogue to get /mu mastery but would love any assistance on choices and a decent permaPA build. The only stuff I have found in the forums so far seems to be as dated as I am -
Quote:Claws for dom huh? hm never thought about it but it could work. Already have a spine like version (thorns). Maybe in a few issues or so when they can get around to it?Claws is a melee set that's already somewhat ranged. Why not tune it up a bit and proliferate it over to dominators as a secondary?
Here's a version that keeps the melee focus, but with a Dominator-appropriate twist. The concept is a mobile character that uses KD and similar combat-interrupting effects to close into and escape melee combat while building up Domination, which lets them unleash their ultimate attack.
Feral Assault
1) Focus
2) Slash
3) Spin (Additional effect: chance to knockdown)
4) Feral Lunge (Shield Charge/Spring Attack type-power. PBAoE KD on landing. This power frees the character of immobilizes when used and renders them highly protected against further immobilization for a time.)
5) Follow Up
6) Shockwave
7) Deadly Allure (This click power has a chance to affect each enemy near you. Weaker enemies may be Confused, while even powerful enemies may be briefly Placated.)
8) Eviscerate (Additional effects: Chance to knockdown, Damage over Time)
9) Frenzy (This is a long cast time, moderate-to-long cooldown multi-hit type melee attack; a very pumped-up Flurry or Shadow Maul. It additionally debuffs Resistance and Defense at the end of the cast.) -
i think it is worth slotting up for the regen. it has a pretty good regenbuff baseline and even better with three healths in it.
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Quote:thermal is a good secondary for demons in pvp and pve.So I'm new to the whole PvP thing. However, one thing that always had my interest was masterminds. Demons especially. Which, lucky for me, I heard that demons can be viable in PvP. No idea if that's true or not, but if it is, anyone have any idea what secondary would be best to pair with it?
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actual giant monster attack, especially with the attack different body parts is good idea concept. Maybe they knock down some building to squash stuff while they are rampaging through a zone.
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a can of worms in the time contin. has been opened with removal of those two. But yea, most people heard of or about the actual believed and or true reason behind it.
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Mu mastery is good too. I tried it on the second build slot of my stalker.