Failsight

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  1. Quote:
    Originally Posted by Psiphon View Post
    It's not clear at all!!
    When it comes to taking down mobs fast:
    Ill/Cold or Ill//Rad will take down a single hard target (AV/GM)faster than any Dominator.
    A team of Fire/Rad Controllers with stacked AM will beat any team of Dominators.
    A single Fire/Kin compares favourably with any Dominator in farming - not sure who would win this but doubt there would be much in it either way.

    Controllers can be very potent both solo or in a team, it depends very much on the Primary/Secondary combination. Also you don't have to be a buff bot, some Secondaries have little or no buffs to push out - Rad/Storm/TA.
    You chose a low damage, team orientated combination - that doesn't mean all controllers are the same.

    Both can be fun and very potent.
    Agreed that combination is what is important. My Ill/Storm/Psi is a crazy monster of chaos. Unfortunately, she's the only Controller that I'll bother to play because in general, Controllers have relatively weak damage. Her heal is also just slightly more useful than what a Dom could do picking up Aid Other.

    When it comes to actually controlling, well the fact is that a Dom can do it better...if in Domination. A permadom is a better controller than a Controller in most cases.

    So beyond my wonderful Ill/Storm (and other people's Ill/* and Fire/Kins), I'll take a Dom any day, too. Grab some Kins and you'll be rolling along.
  2. Next book title: Dead or Alive: Xtreme Beach Volleyball: A Tom Clancy Novel.

    Would be about as well written and far more entertaining.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    No. Not even close to a good idea, and would take way too much effort on the devs part. Just give them a Cloak of Darkness clone. Stealthy, little defense, but not a hide.

    The real problem with porting the set is Caltrops, since the power is duplicated in weapon mastery.
    Come on, you don't want to double (or triple or quadruple) stack Caltrops?
  4. Quote:
    Originally Posted by Obscure Blade View Post
    No, it doesn't. It can't affect a power if you can't slot that kind of enhancement into it; and you can't slot Domination at all.
    it doesn't affect Domination, but it does affect Hasten, which is a bit harder to get perma, and is important to reduce when aiming for perma. Thus, it is still good to slot for.
  5. I actually surprised myself by actually enjoying the Mass Effect series of novels. Well, the first one so far, anyway. Well written for a game tie-in.

    So many people have mentioned a great number of excellent series so far. One series I intend to re-read someday is the Ender series. I used to read Ender's Game almost every year as a teenager, but my (paperback) copy is now so beat up I dare not use it for actual reading anymore.
  6. Quote:
    Originally Posted by Angelofvalor View Post
    Hmmm still unclear rather if its to tight or not.
    It's not. Even aiming with softcap with Fighting pool, you get 3-4 picks still open while taking every major attack power (no confront), as well as Elude. It also doesn't suffer much from the more-powers-same-slots "issue" since it usually had an abundance of slots anyway (if aiming for 5-slotted attacks using sets) due to all the passives and Elude only needing 2-3 slots total.

    Planning on making one sometime. Alongside all my other new alts.
  7. Quote:
    Originally Posted by sleestack View Post
    Okay, so Mr. Fett did hunt down the vile fugitive who had so viciously abused Mr. Tiure's generous nature. And the wall hangers are a nice personal touch. But a "Service Fee"? Really? Why not call it a "Just Because I Want More Money Fee"? The Listed Bounty is the "Service Fee", Mr. Fett!
    No, the bounty is only the service fee for capture. For packaging and mounting, there's a separate service fee.
  8. Quote:
    Originally Posted by GetBackJack View Post
    I foresaw this response, and I should've headed it off in the original post.

    Make sense? In a game in which people fly and summon demons, etc.
    Did you foresee that this would be a pretty terrible justification?

    I would like to see less visible effects on elemental aura powers as well, but I'd stay away from the Minimal FX™ moniker, as that just implies "no visible effects in PvE," and not, "as minimal as the design team can reasonably make it."

    Less an argument here about what you're presenting, just the way you're presenting it.

    What I'd really want to see, however, are elemental aura powers that only activate in combat a la the relatively new combat auras. Imagine your Fiery Armor character strutting around looking all normal, but the second he spots an enemy and gets ready to attack, bursts into an amazing show of flames?

    Obviously, some powers would have to be exempt from even that. Like...Granite Armor (and other powers that do more than just boost def/res numbers, actually affecting things like movement speed, etc.).
  9. Quote:
    Originally Posted by StratoNexus View Post
    Dual Pistols Piercing Rounds has a resistance debuff in the standard rounds.

    Also of note for the OP, if you have any attack that accepts defense debuff sets, you can slot the Achilles Heel Proc, which gives a chance for -Resistance.
    Yes, my Kat/Regen Scrapper uses this a lot. In a long fight, she can usually string together enough strikes with the Achilles Heel proc to keep a pretty permanent -res debuff on an enemy*. Making those fights somewhat...less long.

    *note: the Achilles Heel proc will not stack from the same entity (player or pet). It will, however, extend the duration. It should work from multiple entities still (unless it has been changed at some point), which was basically the only thing that makes the Mercs MM set worthwhile.
  10. Quote:
    Originally Posted by StratoNexus View Post
    Yeah, I often want to ask for a 10 ft. radius on Burst, but my Whirling Mace is the same 8 ft., so I am used to it.

    That being said, ever since they increased the range on melee attacks to 7 ft., it is actually possible to hit something with a single target melee attack and yet miss it with an 8 ft. PBAoE. I presume this is because the PBAoE range starts at the center of your character, whereas the single target attack range starts at the edge of your character. That makes 7 ft. longer than 8 ft.
    Maybe this would be a good place to ask for a universal range increase for low level PbAoEs?
  11. Quote:
    Originally Posted by Jonny_B View Post
    I've been happily playing my KM/Elec Armor Scrapper, which is now 39, and I have some thoughts/idea/questions about Burst and Power Siphon.

    Small changes to Burst:
    • An increase of the PBAoE from 8ft to 10ft.

    Burst with Power Siphon:
    • Add an additional 5ft Energy splash damage radius. (Total radius to 15ft)
      or
    • Increase the Energy damage 15%.

    Power Siphon + Burst + 3 Enemies = 1 Damage bonus?

    Hypothetically speaking, If you are in the middle of 3 enemies and you hit Power Siphon + Burst and you hit 3 enemies, shouldn't you receive 1 damage bonus from each target hit, for a total of 3 Damage bonus? Additionally, if you already have 3 bonuses, and you hit 3 enemies, then you only receive 2 additional Damage bonuses, you would still be capped at 5...

    just throwing this out there.
    For an attack with its recharge, Burst simply doesn't warrant the extra range. All PbAoE attacks that get larger than 8ft radius have longer timers and/or some other kind of non-damage oriented functionality or penalty (or simply comes very late in the set).

    Also, balancing-wise, there would have to be a penalty for Burst if it's going to be, activation-wise, the equal of potentially 3 attacks-worth of buff in one.

    The Power Siphon model isn't actually modelled around a per hit basis, but as an average buff over time basis for balancing reasons. Allowing Power Siphon to allow more than one buff to apply breaks that buff over time formula completely.

    Sorry to dash your suggestion, but the set was built the way it was with very good reason.
  12. Outside of PvP, which now works totally differently compared to PvE anyway, why would the devs want to punish players who have min/maxed themselves to incredibleness if they've earned it through playing content?

    It shouldn't matter whether or not we can eventually create characters that rival the power of those back in those long past dumpster diving days as long as:

    a) it's not specifically only one AT or combination that can do it

    b) it doesn't make PL'ing easier to do than now

    c) it doesn't affect the aforementioned PvP significantly

    As long as powerful builds are being made in this game with enhancements and other rewards (Accolades, temp powers, etc.) earned via the game, it shouldn't matter. In fact, it can help retain some players, as it continues to give them something to do with their old characters, at least for a while longer.

    As long as sets and ATs perform well enough at a baseline, and as long as particular sets and ATs don't have an unfair advantage over others, being able to make characters more powerful is, ultimately, part of the game. A universal buff like inherent Fitness shouldn't be a philosophical problem, as it helps all ATs and sets across the board the same way.

    A universal buff to keep players interested in playing is a straight win, and there really shouldn't be any reason to nerf solely because of this change. Any incoming nerfs would be for their own reasons and unlikely to be global, given this dev team's track record. They seem far more interested in giving universal buffs and nerfing very specific things that crop up as unbalanced between sets, ATs, and items.
  13. [Aimed at no one in particular] I really don't think the Devs are really worried about this change alone. I19 is going to allow many highly specced out characters (almost all of which perform at that high level only in the 40s or at level 50 itself) to easily outperform what "normal" (SO only) characters can now--they do so already. The Fitness change in itself does not make a huge difference in the effective power difference between an SO'd character and a heavily IO'd character--that chasm already exists--but it will help casual players stay interested in their characters, allowing them to get further without abandoning them, so hopefully a lot more people will enjoy their climb to 50 so that they can spec out a character or two without having to farm and PL endlessly.

    What will cause more of a chasm between casual players and power players is the Incarnate system: from how it sounds, it will demand more time and perhaps significantly more skill to make good use of it than what many casual players will sensibly be able to invest. The Incarnate system alone will let many characters solo content meant for teams when combined with IOs. The Fitness change is, at a whole, at least as much of a boon to casual players compared to power players. Thus, I don't think the devs are worried much about the Fitness change making content easier: I believe they want to make players--especially casual players--feel much more capable, able to crank up that difficulty a bit on even non-efficient builds. What the Devs may want to do, however, is allow for even higher difficulty settings at some point for the power player builds that will benefit from not only the Fitness change, but especially the Incarnate addition.

    Mind you, I haven't been keeping up with announcements lately, so I really have no idea what's going on. This is simply an initial judgement based solely on hearing about the Fitness change and the little I know about Incarnate abilities.
  14. Failsight

    Hand Clap

    Jumping on to the end of this: EM isn't particularly awful itself, simply that it is beaten by SS, which by the numbers is just an overpowered set. I love SS to bits, but it's definitely on the overpowered side of the scale.

    Next, the reason why powers like Hand Clap are the way they are is due to the game's initial design. They were made in what can pretty much now be called the infancy of MMORPG gaming as we know it. However, now sets are balanced with the powers they have in mind, and SS needs to be re-balanced in the other direction if anything.

    Also, AVs were given a damaging Hand Clap for two reasons: first, to make them special and fearsome; second, because the AI is rather dumb, and can't make good use of it as a control power.

    Trying to justify giving player Hand Clap damage because an AV has it can be easily refuted, and it's numerically obvious that SS as a set doesn't really need the help in the damage department.

    And to whomever said KM sucks...check your numbers. It's at least an above average set, though perhaps not as good as SS, though I think we've already managed to show that SS is not a proper measuring stick in terms of game balance.
  15. Just to add, looking at KM's final attack, it has a very suitable amount of damage for its animation. I don't think there's a Scrapper attack that does more damage without having at least twice the recharge. It's one of the best ST attack in any set, being balanced pretty much only by its longer animation time. Again, Scrappers especially benefit from its chance to "crit" and immediately recharge Power Siphon, which gives an overall large boost to the rest of the set's damage.

    Overall, the set is a bit above average, with a variety of good tools. It's balanced. There are other sets that aren't quite so balanced. Most new sets without obvious I win buttons (design flaws that get innocuously [or not] exploited) require some feeling out, otherwise they always feel sub-par. KM is actually a rather solid set. Scrappers and Tankers have obvious benefits (Power Siphon reset and better secondary effect numbers respectively), I'm not sure about Brutes and Stalkers yet.
  16. Quote:
    Originally Posted by Hippaforalkus View Post
    Spoken like a true brawler AKA someone who hasn't the faintest idea how to fight. There's much more to fighting then simply throwing punches. Try to watch an old Seagal movie, they show it adequatly. Weaving your hands in the correct postions will make it hard for an opponent to successfully hit you. Also it tends to confuse the hell out of people, unless they are trained. The only "unrealistic" part is that the animations are too slow, but I suppose that's for our benefit, so we can watch and be awestruck
    Again, looking at actual animation times, KM falls squarely into the average category. They're not slow--but they are pretty backloaded. All the damage happens at the end of the animation. The animations also have a lot of broad hand waving, which makes it feel slower than it actually is. In combination, it makes KM feel like a very slow, low damaging set, but if you queue up your powers like you do for any other set without looking at your character's fancy magic tricks and instead time the actual attacks or read the combat log, KM falls squarely between average to near Super Strength.
  17. I suspect that KM can actually do a decent job of holding aggro with WP if used correctly. As Arcana states, Focused Burst has gauntlet, and if positioned well, both Burst and Repulsing Torrent can be used as solid AoE (mostly PbAoE if jumping to make Torrent spread enemies less) taunts.

    What makes things a bit more difficult is adding Taunt to the equation while keeping up Power Siphon fuelled well. Not an issue at all solo, where a WP/KM build would probably do rather well, but with large and disorganised teams, a standard Build Up may actually work out to be more convenient and less stressful.

    Then again, on such a team, a Tanker may just be happy keeping aggro at all, and not worried about doing solid damage alongside being an aggro magnet.
  18. Quote:
    Originally Posted by Eisregen_NA View Post
    Only idiots do. Anyone who's finished high school should be aware that the purpose of art is to show truth, not perception. This even goes for Naturalists who claim to only portray what is there, though it's obviously more clearly seen with more abstract art styles, Cubism probably being the most direct example.
    Pff...art doesn't show truth. Its goal is to present a myriad of perceptions in order to expose the limitations of our own perceptions. Art never shows truth, just exposes how frail or untrue our own beliefs can be. By default, art must be interpreted by not simply being of the object itself. Only rare instances of art can be considered of itself (found art), and only then to destabilise set definitions of what is art (i.e. to make a point about the fluidity of art) by engendering artistic context into an object that really shouldn't have any.
  19. Failsight

    Ugh!

    This whole subject is why I love my Rad Defenders so much: yes, it has a "heal," but really it's just a Trojan Horse. I do more blasting on those Defenders now than I do on Blasters. People often forget that with just one power, a Rad Defender can floor an enemy's ToHit, and, with an IO, probably lower resistance.
  20. Quote:
    Originally Posted by Mega_Jamie View Post
    I wonder if perhaps some enemies to-hits have been altered.

    My Elec/Shields scrapper has done is fair share of ITFs, with / without a tank on the team, with/without Cold Defenders and has never took a hit from Rom that could kill him in one.

    Then just after the patch that preced i17 I did a run, we had 2 tanks and a Cold Defender, I was well above the softcap without all my toggles on, but I had them on for kicks anyway. I waited for the main tank to gain agro, a good player i've done a few runs with, and followed in with LR>SC and then... oh wait, i'm dead?

    the defender had rebuffed, I had the shield which gave the +HP boost. and I got took out for over 2000 HP in 1 hit. K Catastrophic defence failure (and resitance by the looks of it) Pick myself up again, get buffed, walk back in. And down again and that time i'd turned off th agro aura too. happened another few times.

    And i just cant figure it out, why was Rommy one shotting me through 80%+ defence some good resistances and 2000+ Hp. Since i17 went live the next day, I haven't done another ITF to see if it was a fluke, or if his scrapper hate and ToHit have gone up naturally. though it wouldn't suprse me if my favourite non-troller character was now pants!

    On a side note, did a MS Raid that night after Nursing my wounds and strolled around surviving everything.
    Rommie'll do that sometimes. He should go play craps in St. M's for a bit or bet on a Rikti Monkey fight the way he lucks out with the RNG sometimes. It's also not a 1-shot if you've got full health, as there's anti-1-shot code to prevent that, assuming you have full health. He just picked on you that night.
  21. Well, wall-walking "simply" (and by simply, I mean not happening to this game any time soon) requires an engine that's flexible with its gravity. As gravity is completely engine based, that's probably not too hard (if designed for from the beginning).

    The hard part, however, is level design in a free-gravity space. It's a lot more complex than it would first seem, and simply wouldn't make sense in this game.

    In short: it's easy to design an engine that supports wall-running and such if all you're going to run around is an empty box. Trying to design levels that make sense both with and without said feature and is fair for all and is bug-free? Not easy at all. Especially in terms of the amount of content an MMO needs to stay viable.
  22. They may go by the same order that they use for the Kheldian teaming bonus inherent. Though that doesn't give a straight 1 to 1 match up for each AT, it gives you an idea.
  23. Quote:
    Originally Posted by Galaxia View Post
    What role do VEATs fulfil in the grand scheme of things? The other ATs have defined roles like tank, melee damage, ranged damage or support. Which roles do VEATs fill and how do they compare in general to a normal AT?
    All VEATs have the ability to contribute greatly to team defence and damage via their Tactical Training powers (Widows more so via Mind Link on top). However, if you're looking for "roles," I'd say:

    Night Widows are primarily ST damage--some of the best DPS in the game can be found here.

    Fortunatas provide a control-based pseudo-AT that has solid survivability and decent ranged damage.

    Crab Spiders are excellent AoE damage vehicles with a mix of debuffs, a quick recharging, solid cone, and one less pet (by default, not including Patron pet, and non-controllable) than an MM, and again, have solid survivability.

    Bane Spiders may have less survivability in comparison to the other VEATs, but if they are not taking the brunt of the damage, can lay down better burst damage (I believe) than a Night Widow.

    However, as any VEAT player will tell you, the story does not end there at all: by finding a mix of powers between the base Widow and Soldier sets and the branching sets that suits your gameplay, some excellent hybrids are available. There are Widows who have AoE control and the ability to crit out of Hide and there are Soldiers who can lay down some very solid -res and cone damage before jumping in and doing some devastating attacks with a Bane Mace. All with built-in ability to buff a team.

    In short, the VEAT is a playground for customizable gameplay, and can really bloom with some smart IOing. There's probably gameplay for any type of player to enjoy, and there's probably nothing more fearsome than a team of 8 VEATs built for buffs and varying damage specialties.
  24. Quote:
    Originally Posted by kendo View Post
    looking for some assistance from the electric armor tanks. trying to plan out a new elec/elec and intend to layer a reasonable amount of defense on top of the resists. which works out better for an electric tank - building for S/L or Melee defenses? with the variety of attack types, resist powers, defense powers available in these power sets, I can go either way pretty easily.

    if I went melee, not looking to go crazy trying to pump up ranged and AOE defense which leads me to consider going S/L instead.

    thoughts, suggestions would be appreciated
    Considering Elec's S/L resists are mediocre at best, stacking as much S/L defence as possible is probably your best bet. At that point, the only thing you might actually fear are heavy Fire attacks, as a number of them don't have an S/L component and your resists for them aren't particularly good.

    Lastly, building up S/L defence will probably build up your Melee defence decently anyway, as those IOs tie together.
  25. Failsight

    Dirty Traitors

    Quote:
    Originally Posted by Gromar View Post
    Last night I did the "prove yourself to Marcus Valerius" mission with my DA/Ice. Settings were 0/3/boss/no av.

    It was veeerryyy painful. I felt like a regen scrapper on a bad day. I didn't think I would have too much trouble because his armor is mostly res. I now know how much I have been relying on the control powers of Ice melee and they don't usually work on Cimerorans.

    So after a faceplant or two plus some humble pie i stealthed to the target and called out a wolf and a snowman and wiped him and his cronies out. I then hunted Romans until my pets died than i said adios to Cimerora.

    I'll fight them again sometime when my shields are slotted up more and I need something challenging.
    Well, Cimmies will tear through defence without defence debuff resistance, so the usual very mediocre-to-slight defence in DA isn't going to help, so it's going to come down to making sure you have a lot of Lethal resistance, as they tend to be pretty much Broadword Scrappers. Without Tough, DA will have problems against a good number of the harder hitting Cimmies.

    Regardless of the build, Tankers are better off trying to get through spawns of Cimmies quickly. I know I haven't had much issue with either my Inv/SS or my SD/SS Tankers, but that's because one has very good Lethal resists and the other is softcapped, and can usually maintain it against a Cimmie onslaught (plus can Shield Charge/Footstomp nuke most of them), but without such, Cimmies can be tough.

    But they're meant to be tough. They're not just a bunch of Romans, they're of the status of legendary warriors, slightly minor compared to the great heroes of Homer and Greek legend, as the Romans themselves often liked to believe themselves. It's fun that they can be that tough.