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Quote:There are two kinds of feedback.And I still say if you disagree with feedback, be it constructive or destructive, unless you're deliberately trying to hit mainstream popularity... write what you want. It's your hobby, your game, have fun with it.
The first is feedback from players who play your arc and tell you what they think of it, because your arc is offered for public consumption and there will be people who have opinions of it. You cannot criticise the player for having his opinion because you're offering the arc to be played. The opinion you can disagree with, and it's also subjected to all kinds of factors including personal likes/dislikes, toon they are using, how their day at work was, etc.
The second feedback is from someone who styles themselves as a critic, and is offering to review your arc. As far as I know the people who do these kind of "review threads" do not review arcs unless you ask them to. And if anyone gives an arc to someone to be reviewed, then they have no business feeling offended if the reviewer does not like their arc.
Basically, why do you need to object to the way these people carry themselves, because the authors seeking them out are seeking them out for that reason, and it whatever they do to each other doesn't affect you?
At least, we should give them credit for the effort they put into playing what randomguy gives them and maintaining their review thread, no matter what you think of their behaviour. -
Quote:I have no problems with whatever downtimes.We wanted to go ahead and share this information so that you all really understood what was going on during downtimes and didn’t think that we did them simply to annoy you.
The downtime used to be smacked right across 9pm onwards for me...for the last 3 years. It was annoying but never a big deal, because I knew there had to be downtimes, and it had to be when least people were affected. The downtime changed to was actually much better for me, but apparently for some people the world is ending and the devs are screwing them over, yadda yadda.
*shrug* Doesn't matter to me what the downtimes are changing to, because the worst that can happen is it is goes back to the way it was before. -
I want someone with Lingering Radiation and Fallout.
"I strike you down even in death! REVENGE IS MINE!!!"
I don't care much for rez powers. I can make myself an awaken easily enough. -
Until Going Rogue where side-switching will be enabled, you will only find controllers and defenders on the blue (hero) side, and dominators on the red (villain) side.
Let's talk about the blue side first:
Many people coming from other MMOs think of the defender as the "healer", but the actual "support" class blue-side is the controller. Unlike in other MMOs where "crowd control" is limited to stunning on guy, rooting another and sleeping the third, in City of Heroes we generally fight up to 10-20 mobs at once, and crowd control powers are literally "AoE" in scope. The controller has an entire primary devoted to crowd controlling the massive number of mobs, and a secondary with buffing, debuffing and healing powers.
However, unlike other MMOs where the "support class" is rather hapless without a team, controllers are powerful in their own right and by picking different combinations of primary and secondary, can produce very good damage and soloing ability. (see below for more on the secondary) For example, Fire/Kin is famous for farming mobs, Ill/Rad is famous for soloing AVs (and just about anything).
The defender is more of a hybrid support/offense class, with a buffing/debuffing/healing primary, and a secondary that deals damage. However, they are kings of (de)buffing. Their primary set is stronger than the controller's secondary, and their offensive blasts are linked to various secondary effects that are stronger than any other AT. For example, defender radiation blast debuffs mob defense, and debuffs more than the radiation blast blasters have.
So there is a difference between the two blueside classes. The controller controls and (de)buffs to achieve safety, and deals double damage on the mobs that are controlled (called "Containment). The defender achieves safety by primarily (de)buffs, and deals damage. This is not set in stone because there are controller sets that have a more "blastery" flavour (e.g. Mind, Gravity control), and defender sets that have a more "controllery" flavour (e.g. Storm summoning, Dark Miasma, Trick Arrow).
Red side now:
Dominators perform crowd control and deal damage. Their crowd control at baseline is weaker than a controllers, being of shorter duration, until they reach the state call "Domination", which is when their control exceeds a controller's. This happens when their "Domination bar" builds up through attacking, at which point they can fire off a button that lets them enter Domination. It is possible to build a Dominator such that they are permanently in Domination, a state call "perma-dom".
Assault sets are a mixture of melee, ranged, single target and AoE damage. Different assault sets have different focus although most of them favour going into melee. The melee damage is higher to reward the dominator (low hitpoints and squishy) for going into melee range. The only exception I can think of to this is fire assault.
If you like support classes redside you might look into the Mastermind, with pet control and (de)buffs. -
That's a model reaction from an arc author.
All reviews are subjective. Different people appreciate different things. -
All I read is: "I pick/set up my solo content so my IO'd AoE toon can solo with max efficiency. Having a defender along slows it down."
I hardly count missions as "team content". That's why there's the new difficulty slider? So people can SOLO their missions at whatever type of spawn they choose. Including turning AVs into EBs, and bosses into Lts. And all without having to pester people to pad so they can solo to their hearts content nice large mobs. No big deal, and not noteworthy news.
I don't know what people think of when the word "teaming" comes up. Team content. For me, I think of a TF, or a trial.
And I've yet seen IOs give the type of bonuses and debuffs that can turn an AoE toon into an AV/GM speed-mowing machine that renders the rest of his teammates and defenders efficiency reducing baggage. The demise of teammates is greatly exaggerated. -
Quote:I have a tank call "Angry Healer"...I've long considered making a tanker named "empathy defender," but alas - the name is no longer available.
There were times in teams when people got mad at me and told me that I needed to start healing (them), until someone pointed out to them that my icon was a grey shield. -
Quote:Mine is only 32. I got distracted by my claws brute.Bump.
How is everyone's Traps defender coming along and what your play styles/experiences?
I've been having a lot of fun with it. Mostly solo sweeping Dark Astoria or Crey's Folly. My perverse notion of solo fun anyway.
As usual, to many powers I want, too few picks to fit them all in. I have two builds, one a solo build with stamina, the other a team build with no stamina (use vigilance) and a few IOs to increase AoE defense.
Playstyle... I tend to just charge in, seeker drones + poison bomb. If there is a tank who is tough enough he won't need poison bomb, I will just seeker drone (just as he is charging in), howl (when he taunts or drops his first AoE), drop acid mortar, then start blasting away. If I'm naughty I trip mine after I poison bomb
I've played with a few other traps defenders and I find it kind of strange that I only see a few who rush in and toebomb. I just can't conceive of playing traps any other way. How many of you do this? -
Quote:I am not against Absorb Pain. It has its uses. I only found it useful in certain times of my toon's career compared to the other powers that could be picked.Why is everyone against Absorb Pain? I have it on my empath and love it! Yeah you can't heal yourself while you throw it off but it saves people's lives. In my opinion I think that is one of the major key powers of an Empathy.
I had it up to around level 20. Then I specced it out. Specced it back in at level 50 to pump hitpoints into the tanker if Recluse was ripping holes in him or something.
If I have to use AP repeatedly (which I have done before) then the team is better off recruiting another controller or defender, or they need to lower their difficulty.
Quote:For EX: When someone runs in without the team being ready absorb pain can really help you keep that person alive while the tank runs in and grabs the aggro off the dude.
The person who runs in may be perfectly capable of handling themselves, and don't need saving.
If the person needs saving, I am not under obligation to save them. I may be an /Emp controller, but I'm not Jesus Christ.
Anyway. If I am a Grav controller and want to save the person, that is when I throw Gravity Distortion Field, or summon Singularity in the middle of all the mobs, bouncing them off the person.
Quote:I'm just saying that people shouldn't be so against Absorb Pain, it can become a very useful power if used right. I mean you would take unstoppable on your invul. scrapper correct? well when that power runs out you have NO end. or hp. That is much worse than Absorb pain if you ask me lol.
A more comparable power would be the old Moment of Glory. How many Regen scrappers use the old Moment of Glory with any regularity?
I'd say "take (old) Moment of Glory if you have space in your build, use it with care and in the right situations, but it's not a Key Power". -
You can try this build. It is team-oriented but capable of soloing.
Up to level 20, you will mainly heal and single target control. You need to figure out what to hold selectively in teams.
(NB Can slot gravity distortion 1acc 2hold 2rech until you get the last slot in, because single target holds have good enough acc already. I'm too lazy to remake)
In the 20s we slot up your AOE cc powers. Put up fortitude on as many people as possible and use your AOE ccs to cut down on damage. You should need to do less and less healing.
In the 30s we round off your controller by putting more slots in your AoE ccs and buffs.
By 41, you are ready to pick up epics and/or fill in on the leadership pool.
You can move the slots around and slot for more damage if you want to be more offense oriented. -
Quote:Doh! Scratch the above post. You are absolutely correct...I must have been on drugs...I think you're calculating the -Res and the procs and such incorrectly, in that you're looking at the beginning instance of a chain and not the second instance
Will redo everything.
Quote:Chain 2 still edges out ahead of Chain 1, but we need to remember that this doesn't count damage enhancements. If we did that with 95% damage in all attacks, we'd get:
Nice catch. Procs firing off will not be affected by enhancements, so we cannot take the unenhanced values! -
My friend got me into CoX and she (on a male tanker) exempted down and was showing my (female spines/SR) scrapper around. We picked up a 3rd person and was doing missions. At the end of the mission my teammates mysteriously just "disappeared" and I ran around lost, completely disoriented, and trying to find the exit again.
My teammates told me that I could just click "exit" on the navigation bar, and AHA! There it was. I didn't know that, I said.
This results in huge hilarity where the 3rd party pointed out that getting lost and having no sense of direction was a girl thing, and my "male" friend would have to take care I don't get lost. -
If you want to pretend to be a Dark/Elec controller, pick elec epic.
Short Circuit + Power sink = AoE hold (and gives endurance)
Electric Fence = ST immob (and gives you a third attack)
Shocking bolt = 3rd hold...and it's better Putrefying Gaze, don't even get me started.
Thunderstrike is kind of pukey but nice for knocking mobs back onto your tar patch...some kind of kb control power
Doesn't that look like a controller? -
Quote:That graph looks awesome. When I was doing the below calculations I kept going back to refer to the graph.I created a graph. The following are the (incorrect) assumptions I made that will skew the results, but that I had to do for lack of data and for my own sanity.
So looking through all the above posts, these are the conclusions I will draw. Correct me if I have the wrong idea:
1) Best DPS chain, but with the disadvantage of shorter range:
shriek-scream-shriek-shout (total time: 7.128s)
Power.....Recharge time....+recharge %
Shriek....1.848.............66 (hasten or 2SO)
Scream....5.280.............14 (hasten or global)
Shout.....4.224............160 (3SO+hasten)
Assuming we have high recharge so we can have hasten on most of the time.
Use 3 slots to achieve 1acc 3dam.
You can put an apocalypse proc in shriek. This has a 33% chance of procing, is used twice in the chain. Each procing causes 107.1 base damage.
If it procs the first time, from Garent's table it is buffed by -20% resist
If it procs the 2nd time, it is buffed by -60% resist
So on the average we have an additional
(0.33*107.1*1.20 + 0.33*107.1*1.60) / 7.128s = 13.88/s
For total 43.74+13.88 = 58/s
2) 2nd-best, slightly lower DPS chain, but with longer range and immobing:
shriek-scream-shriek-efence (total time: 5.412)
Efence arcanatime: 1.188
Power.....Recharge time....+recharge %
Shriek....1.848.............66 (hasten or 2SO)
Scream....3.564.............68 (hasten or 2SO+global)
Efence....4.224.............0
You can still stick the apocalypse proc in Shriek. And a trap of the hunter into electric fence.
Average DPS buff from proc in shriek:
(0.33*107.1*1.20 + 0.33*107.1*1.60) / 5.412 = 18.29
Additional DPS buff from proc in efence:
(0.20*71.8*1.60) / 5.412 = 4.25
Total DPS:
Only Apocalypse proc: 41.19 + 18.29 = 59/s
Only TOTH proc: 41.19 + 4.25 = 45/s
With both procs: 41.19 + 18.29 + 4.25 = 64/s
Without procs, the two chains are effectively the same. However, once you add in procs, the second chain benefits from activating proced powers more often, and having the procing damage buffed by -res. This makes the second chain come out ahead.
3) Best res-debuffing chain:
screech-shriek-scream-shriek-shout (total time 8.844s)
Debuffed values
Screech: 180% * 7.24 = 13.02
Shriek: 160% * 30.4 = 48.64
Scream (tick 1): 160% * 9.54 = 15.264
Scream (tick 2,3,4, 5): 180% * 4*9.54 = 68.688
Shriek: 180% * 30.4 = 54.72
Shout: 180% * 76.6 = 137.88
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Total: 338.21
DPS: 38/s
Which isn't really all that different from unproced 44/s and 41/s. However, most of the time you have a 80% debuff instead of a 60% debuff, which can be quite beneficial if you have teammates hitting the mob.
So if I have no procs and I am soloing, I will go with chain 1... which is very useful because anyone with just SOs and hasten can do it. Once I get epics and procs, I will switch to chain 2. If I am teamed I will switch to chain 3 (on boss or AV) and howl everytime it recharges (spawn)
Burst damage I don't care about because of I don't see myself PVPing anymore with my abyssal 500+ms ping. (Now you know why I put in the .5s between powers)
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If you don't mind being slow and passive-aggressive
You can pick the Leviathan epic, immob the EB around a corner and let carrion creepers, water spout and your pets DoT it down.
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[QUOTE=Oedipus_Tex;2327251]
- rarely drew aggro
[QUOTE]
Arctic Air draws a lot of aggro, at least in my experience... -
Quote:I really don't understand all the Jesus jokes, and healing in this game doesn't gather you aggro.Hey there, I have a level 30 or so Gravity/Empathy healer aptly modeled after Jesus XD and of course, I want him to be a healer. (No, he can't cure your blindness.)
A question I had was how effective a Grav/Emp build could even possibly be for team healing, as I want to make him more of an AoE healer as opposed to a single target healer. Also, what are some good builds for this kind of thing, if any.
I think Grav/Emp is a viable build. As with many Grav builds, in a team situation you might have to lean heavily on your secondary.
If you want to focus on your secondary, you can take the single target and AoE hold, wormhole, and singularity. The immobs are useful, but optional.
Controller /Emp and defender /Emp are comparable, although the defense values on fortitude are smaller for a controller. You will find this difference noticeable if you fight higher cons.
You should slot both your AoE heal and your single target heal. Your AoE heal is for yourself, for low hp toons that may be around you in aura range, and if your single target heal is not enough. Your single target heal is mostly for high hp toons (tankers, scrappers), squishies taking too much damage, squishies you cannot reach in time. You will not be able to keep up with a tanker taking heavy damage with only the aura, and if AoEs are raining down on him, you should not run in with your aura either. It'd only kill you.
Absorb pain is mostly useful in the low levels, and in the very high levels. It is not mandatory. You can use it with impunity if you have regen aura on you, otherwise be careful because you can't heal yourself when you use it.
Fortitude is a must-have. Slot it with recharge and defense, and try to keep it on as many people as possible. In general, if I see a tank is sturdy enough to not need it, I put Fort someone else. If the tank is not sturdy enough, one fort is usually enough to bring him up to general self-sufficiency. If someone is getting aggro and damaged, put it on them, as a pre-emptive. If you see someone has a particularly aggressive playstyle, same.
The two auras are good too. Regen aura actually does the job of healing aura. Personally I don't see the point of telling everyone to gather for RA. I just fire them off to catch as many people as possible. It can turn the tide of a difficult battle.
AB is a "Godmode" power. In normal team situations I'll usually put it on the AoE blaster (or AoE scrapper). Unless the tanker needs it to survive, in which case it goes on the tank. But from what I see fortitude on the tanker is more important, because most tankers already have some defenses to stack on. -
Lots of responses overnight. My first calculation was just a kind of demonstration. I'm hoping to do the calculations properly (when I have time).
I did some testing on screech-howl-scream-shriek-shout in game. I find that with only rech red SO, I could not get it to recharge in time, but even with one siphon speed (+20%), everything ran smoothly.
The other issue was chain breaking, which was when your target dies so the debuff doesn't carry on. This is actually a big issue...so I suspect actual DPS over a mission time will depend a lot of actual play situation.
PHIRE:
The purpose of doing these calculations is do provide a kind of "best case" scenario. It's mostly a for fun thing...because sonics DPS is interesting in that it is not a straightforward addding up.
Practically, I only consider there to be a meaningful difference in DPS if there is a difference in the first significant figure anyway. And I only consider the calculations to be meaningful against what it's calculated for (one big target).
Garent:
The idea of debuff per second is interesting. The choice of debuff per second when teamed a good way on selecting the attack chain. However this means we would have to multiple the debuff of Howl by the number of targets it hits, in a team situation. I.e. Howl will become top priority as long as it hits 4 or more targets. I think this pretty much settles debuffing attacks in a team situation.
So using the debuff order, I think it would be more along the line of
1) Howl on the entire mob
2) Screech on the boss
3) As follows in your description, except always use Howl when it is up, until there you are unable to catch more than 3 mobs in your cone.
Frosticus: you raise very good points on what to take into account.
1) I will switch to Arcanatime.
2) I will change calculations on scream
3) Intention:
The main intention is to see what to do to gain the highest DPS solo. But to do that I want to settle the question of an optimal single target attack chain first.
=>a) Pure sonics chain against single target for a character with no recharge except SOs.
=>b) Pure sonics chain against single target with SO recharge and some recharge buff
=>c) Sonics + epic attack chain against single target, with high recharge
=>d) Consideration of chain breaking
It shouldn't be hard to include multi-target considerations if we have the single target down. It's just a matter of adding damage from Howl on undebuffed targets linearly. -
I have done some attack chain calculations. Please correct me if I made a mistake in the calculations.
Assumptions:
1) Stacking all on one enemy (consider a high con, or boss)
2) 0.5s "button press reaction time", because I don't expect a player to seamlessly chain attacks non-stop like a computer.
3) Time spent using primary powers not taken into account. This can make a huge difference in more click intensive primaries.
Chain 1: Shriek-0.5s-Scream-0.5s-Shriek-0.5s-Shout-0.5s (total time 8.34s)
A# stands for the attack number in the chain
Stacks on:
A1: A2, A3
A2: A3, A4
A3: A4, A5
A5: A1, A2, A3, A4, A5
Giving (in the form of damage scalar * chained-buff)
A1: 0.84 * 1.6
A2: 1.32 * 1.4
A3: 0.84 * 1.6
A4: 2.12 * 1.6
Total scalar damage = 7.928
scalar damage per second = 0.95 (2sf)
+Recharge needed:
Shriek: 12%, Scream: 0%, Shout: 76%
Suggested slotting would be to give Shriek 1 SO, and Shout 2 SOs or recharge reduction.
This would give Shout 66% recharge, so we would actually end up having to wait 0.85s before using Shout instead of 0.5s. This does not change the stacking, only increase the chain time slightly, giving scalar damage per second = 0.91 (2sf)
Conclusion:
If you can get +10% recharge from other sources, you get 0.95/s
Otherwise, you get 0.91/s.
Chain 1: Shriek-0.5s-Howl-0.5s-Scream-0.5s-Shriek-0.5s-Shout-0.5s (total time 11.17s)
Reason for this is I want Howl's debuff to stick on the higher damage attacks.
Again,
Stacks on:
A1: A2 (, A3 exactly at 5s)
A2: A3, A4, A5
A3: A4, A5
A4: A5, A1, A2, A3, A4
Repeating the process in the previous part (I'll skip the working)
Fast shooter (A1 stacks on A3): 0.87/s
Slow shooter (A1 does not stack on A3): 0.85/s
+Recharge needed:
Shriek: 0%
Scream: 0%
Shout: 18%
Howl: 13%
This attack chain needs only 1SO in Shout and Howl.
Conclusion:
Practically, I think the slow shooter is the case. So you will get 0.85/s by incorporating Howl into your attack chain. So, if you are fighting a single enemy, it lowers your DPS to use Howl.
The next question is: how many enemies does it take to make using Howl worthwhile?
Adding enemies that are not debuffed with -res but taking damage from Howl,
2 enemies total, attacking 1: 0.92/s
3 enemies total, attacking 1: 1.00/s
So, it is worthwhile to use Howl when faced with 3 or more enemies, about the same when fighting 2 enemies, and not worth it when fighting 1 enemy only.
It's also worthwhile to use the second attack chain when one does not have enough slots in one's attacks because the second attack chain only needs 1SO rech red in Shout and Howl.
For soloing, I'd suggest starting off with Howl in the attack chain, until the number of enemies drop to 2, then finishing off the last 2 mobs with single target attacks. If your mission settings are such that you do not get 3 or more mobs per spawn, then stick to the single target chain. When fighting single AVs and bosses, also stick to the single target attack chain.
Practically,
1) This tends to be limited by how much you can stack those debuffs on a single enemy before it is defeated. So this is more applicable for big targets. How much this applies to spawns of differing cons, needs further calculation and maybe even some coding.
2) In the other thread there are suggestions to use epic attacks such as electric fence or dominate. This would add an extra attack. The idea of electric fence is quite interesting because it does its damage in ticks, which I think means the damage dealt in each tick time differs depending on the debuff state of the subject? -
Quote:1) Why not, *if* this provides the best single target damage, and you have enough endurance?It's not. You should never be using howl in a single target attack chain.
2) What is the best single target attack chain you propose?
In a teaming situation it would make sense to use Howl as often as possible because even though you are attacking one mob, you are debuffing even more mobs. When soloing, I use shriek, scream, shriek, shout. But if using Howl and screech provide better results I need a better reason not to use them than "you should never use AoEs in a single target attack chain".
NB I am not IOed out to have ridiculous recharge. -
I always believed it arises from having their country stuffed into the lower left/right corner of world maps, or even chopped into half.
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I'd rather have gun drone too... make that the blaster version of gun drone.
I wish defender epics have a defense-based shield though. And a web envelope. Ahhh well, nothing's perfect... -
Thank you. Useful information.
One part I am not certain about. Please correct me if my calculations are wrong. From the pure sonics attack chain you posted:
Screech, Howl, Shriek, Scream, Shriek, Shout
(From Mids, activation time)
1.5 + 2.33 + 1 + 1.67 + 1 + 2.67 = 10.17s
So in order for Screech to recharge in time we need its recharge down to (2.33 + 1 + 1.67 + 1 + 2.67) = 8.67s we need (20/8.67 -1) +1.30 recharge?
So even with 3 SO recharge in Screech this chain would only work if Hasten is up, or did you factor in AM since this is for rad/sonic?
If we cannot get Screech down to this recharge, what about
Screech, Howl, Shriek, Scream, Shriek, Shout
Howl, Shriek, Scream, Shriek, Shout
Screech again...
This would require Howl (Shout) to recharge in 6.34s (6s), which would only require only 2SO recharge to repeat indefinitely.
But in this case, it this really the best attack chain?