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If you call upon some of the temps available you make yourself more powerful than many 3 many teams, maybe more. So ya you are solo'ing in the sense that no other PC is on the map with you, but...
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Just you and your power pools is the way it's done. I shy away from aidself too, just because AV specc'd builds tend to have very high defense and aidself is stupid broken on high def toons. I won't bag on someone using it though. I won't bag on someone that decides to pop insp or call upon temps, or even click some of those tasty accolades, but there is a pretty large difference between using things like that and not using things like that.
Whether it is derived through skill or build quality, a toon that is frequently solo'ing AV's without temps/insp/click acco's is in a different league than one that uses those additional performance enhancing...drugs.
No temps/insp/clicks/aidself killing GM's is a bit of a challenge. I've only gotten 5 on my corr so far. There are a few I haven't tried yet of course as I'm currently stuck on Caleb. He's not threatening, but his long lasting fear ruins all my hard work. -
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Quote:I sure won't be posting an analysis. It makes the one I did for Shield vs Fire look an ant hill next to Everest the differences are so large.Since we're talking about broken mechanics though--and this is not likely to make me a more popular person--I might as well throw out there some of my broken issues. Namely, the madness of having a power that maxes out +Damage on a base 60 second Recharge (Fulcrum Shift) or deciding to give the supposedly lowest-damage AT more AoE damage than sets that actually have the word "Blast" or "Melee" as their purpose. Yes, I'm talking about Controllers. My favorite AT, but how long before someone does a damage multiplier analysis on Containment and/or Fulcrum Shift that netted us the scheduled downtweak to Shield Charge?
The issue with kinetics is that it is more or less fine. It provides a lot of benefit, but provides very low protection (relative to the other sets and given it requires near constant melee range to perform well). It ends up being a solid, but not overshadowing set for defs and corrs.
However, imo the problem it presents for controllers isn't necessarily their damage output as that is more a function of them having vastly superior epic sets (even my ill/cold/stone kills things at an alarming rate, so it isn't just x/kin/x's). It is a problem because x/kin controllers can still maximize their controls and do high damage. Other controllers wanting to maximize damage have to make the choice to focus on that at the cost of control (go the way of a fortunata if you will, damage with good control), but kin controllers don't they have high control and high damage.
That is significant. You could say that corr/defs can skimp on damage enhancing too, but they gain almost no benefit from it like controllers do. Case in point, my plant/kin/stone is fully slotted for control in every power and yet is at damage cap most of the time. By allowing me to slot for control I make it even easier on myself to use kinetics powers.
I certainly don't have an easy solution for kin trollers because there is not really anything wrong with kinetics on any of the AT's, or anything wrong with control sets. It is just a synergy between high mitigation eliminating the risks that kinetics is supposed to be exposed to. -
Quote:I strongly suggest you increase your knowledge base before making such assertions.Sure I do. I played one back in 2006-07 to 41 but gave up on it. Despite the damage increase I believe occured in my absense I doubt nothing has changed and I rather an AT that does not rely on its inherent so much the player wants to devote time and energy to reach the great perma inherent. With Hero ATs their inherent is always on from the start so I will stick with them.
By the way , can a player reach Perma Dom without IOs? I am not interested in building a house on Corrupt foundations. The genetics of the archetype has always been and will always be ...defective. And lets not forget the Purple triangles. Do they still exist ? Lol probably. If so how do you do with them on your target ? Does that new damage help you any ? I doubt it cause the AT is so fragile and helpless without controls.
To answer your questions though:
People chase perma dom because it is amazing. They are strong without it, but god like with it. Sort of like if you could perma crit on a scrapper with enough investment. People would seek it.
It seems you don't know how many of the hero inherents work.
Yes you can reach perma dom without IO's. It's called teaming, which AV's are designed for, which doms contribute just fine toward when on a team. There are a few dom builds that can solo some AV's, but who cares? I can easily disqualify almost every AV solo'er because they have to pick and choose the Av's they face. There are very few true AV solo'ing builds in this game. So dom's don't fit that description, neither do 99.9% of builds. -
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Quote:You know absolutely nothing about dominators. They are pretty solid without domination and are one of the top dogs in the game with it up. If you want to make something easy invite a perma dom.You dont see the bigger picture I think or are not thinking outside the box. Domination is not a inherent that makes Dominators rise above all other ATs, it is an inherent that brings them even with all other ATs. No amount of buff or IOs slotting can hide the design defect of Doctor Jekyll/Mr Hyde despite all the changes. The AT is certainly more of an avid drug user than me but its drug is Domination.
In terms of inherent powers domination is so far above any other inherent it isn't even funny.
If domination scored 100, the next closest inherent would score 10. -
Quote:Pretty beastly. No defense, but impressive capping all damage types.If we're including T9-style shields like FoN, I submit a Dark/Elec brute with res cap to all, including Psi, when Power Surge is active. Energy and Psi are capped without PS (since Elec is good with Energy resistance, and PS doesn't grant any Psi resistance). The build was made a long time ago as an exercise in reach resistance caps (psi cap in particular), so doesn't quite meet the Res/Def combo we're talking about*, but I've already got it on hand:
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People as a collective strive to do things faster and better than their predecessors. I for one am glad of that.
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Quote:I'm glad you learned that AV's have an immob hole in 2007 and that Entangle provides -flight. Those are big realizations. As for the rest of your super secrets they sure sound amazing. If they are as impressive as your TA ones I'll pass because they aren't secret, or super, or amazing.I know of what other defenders can do, I probably knew this before you. I've kept secrets from 2007 that still haven't come to light on these forums. You can tell from all the limitations people put on others from saying what can't be done.
There is more ingame yet to be discovered by most people which is a good thing. If someone can discover something in 2 weeks that took me two years to work out then good on them. If you tell people how to complete the game then shame on you because you've basically taken away a persons chance to discover things for themselves.
The point I am only making really is that TA is a good defender set from which even the STF can be done well to a high degree with.
I have said that the set does require tweaks but when there is so much comparing that puts TA in a bad light without discussing its goodpoints someone has to mention a couple of good points.
TA gets a bad rep from people who can't work it out, whether to play with or to team with. Then even with people who can work it out to a good extent they look at each power separately and compare figures showing TA to look bad and leave it with a bad rep. Nevermind things like the fact that you don't need an anchor.
In the end you end up with someone who loves TA somewhere who can't get in a team from it from all the painful posts people make about it. Which is BS. The truth of the matter is TA qualifies as a defender set. You can get plenty of the game content done with it providing you and the team can offer eachother the flexibilities required. If you can't offer eachother the flexibilities required then whose fault is that? TA is there, people play it, some better than others.
Most of the time with my TA I am doing normal content and teams don't struggle with normal content. So what is the problem with TA in such circumstances?
If it makes you feel any better your argument that TA is fine can be matched by a single temp power from sirens call.
It's great that you've found a unique niche for TA that comprised a fraction of a percentage of the game. Unfortunately it isn't even the best at that. I'd take a x/x/mace corruptor over any TA for that niche. Not only could it fill the role the TA is doing better than the TA it could also have a secondary that actually brings much more value to the situation. Conversely, any controller st immob provides -fly and is higher mag than Entangle (one shot immobs AV's). Again the controller can have a much more potent secondary and still do what TA is doing. -
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Quote:I can assure you this 'unique role' that you believe TA does is done by traps to about 1000% the effect. And that is being conservative.It's what a TA can do with other people that matters. People can draw short straws for themselves and fail at making a TA potentially good for a teams needs or a team can fail at playing in a way that is to a TAs strengths. Same with any type of defender.
I don't know why you are being elusive in your responses. Everyone knows you are talking about grounding/immobing AV's and taunting them from range allowing you to complete content with suboptimal toons if they were to try and 'tank and spank' the instance.
Great, that takes care of 0.00001% of situations in the game where TA is almost as good as another defender that brings way more to every single other scenario. In fact traps is so strong you'd never need to resort to gimmick approaches like that. That is verified by my traps corr solo'ing ghost widow AV...love to see a TA do that. -
I can automatically set it up to direct deposit my rent/mortgage payment to the landlord/bank, I would suggest the ability to automatically pay base rent so I never have to see the pointless notice warning pop up.
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Provoke is neccessary for GM's. I'd use it for AV's on a MM too, but you could get away without it if your pets are softcapped.
Looking at the build posted in the OP it looks like you are well shy of softcap. You only get a single bubble from your bots.
1 bubble for you and each protector
2 bubbles for drones and assault bot.
Unless you are really set on fly I'd take cj+sj for travel. you can't deploy several of the traps unless you are on the ground (maybe it will let you if you are just above it, but I dunno, I never use fly).
Here's a robo/traps softcapped to m/r/aoe w/ hasten, provoke. Sub out expensive IO's if you are on the cheapy cheap side of things.
edit: it's a ninja jumper. If you don't like that and want a true travel, drop elec shackles, change slotting of acid mortar to include 3 thunderstrikes (ones with recharge) and pick up superspeed.
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This thread talks about binding a power to foward, or w/e you want so that it is closer to two auto powers.
http://boards.cityofheroes.com/showt...34#post2718234
Also I typically find 80% to be about good for perma dom. You can dip a bit lower and still do it, but 80% gives you a tiny wiggle room. More is always better though. If you can cheaply hit 90% by adding 2 sets of crushing impact I'd do it. -
That would be too cool if PA could look like me. I like them now, but that would be really cool.
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Being able to take advantage of the immobilize hole in AV protection and restricting mob flight doesn't make TA anything other than able to take advantage of the hole in immobilize protection and prevent flight.
It still falls behind the other defender primaries that focus on debuffing and they also have buffs. -
You're right, just tested PB with poison trap, no hold duration increase.
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Indeed. If you throw in the -53% damage from seekers things get really crazy.
I will say this about well built trappers. Make sure you bind FFgen to a easily fired key because when you put the toon in the situations it can easily handle your FFgen will take splash damage and die frequently. Usually it doesn't die immediately, so you have time to see it failing and recast, but it does die often. -
Quote:I don't personally see Fire as a contradiction to your statement Billz, but was just tossing a bone to the other side of the argument.Perhaps you can explain to me why this is a valid contradiction of the base statement.
You state yourself that it "wouldn't have been unbalanced if directly ported using the tanker model, it just wouldn't have been 'fun' given the way brutes and scrappers are envisioned to play." So there was no balance issue present there. The change was put in place for no more reason but developer whim, just like the changes made to claws when ported to brutes.
That leaves only the single discrepancy of the .2 base damage subtraction on scrapper GFS, which to be perfectly honest, I can't wrap my mind around as being enough of a change to warrant granting it the "see?!?! the whole set was changed before proliferation!!" badge.
I saw it safer and more fair to note it as a set that was changed a fair amount during porting, but then offer reasons as to why it was changed that supercede numerical balance. I agree it was changed for much the same reason as claws albeit it to a greater extent.
As for GFS the only reason I can come up with as mentioned earlier is for BS scrappers to retain their throne as the "hardest" hitters. I very much suspect that was the reason and if that is the case then it makes a port of SM, SS, EM even more difficult as it will devalue the theoretical dps evaluations even further.
It's worth noting that of the 4 sets shared between all 3 AT's TWO of them have persistent (or high up time) damage buffs that are closer to the Rage family of buffs than the Buildup family. The AT modifiers, as Billz states, already account for the fact that blinding feint and soul drain are considerably more potent on scrappers. While Rage is certainly more powerful that Feint and more powerful than Soul drain over time, it is worth noting that while soul drain is up it is considerably more powerful than Rage.
If the AT modifiers (and by this I mean modifier+inherents) can handle saturated Souldrain while it is up then they should be able to handle the similar contrasting increase of Rage between the AT's. For those that don't know: SD saturated is a 150% damage buff for scraps, and a 120% buff for tanks/brutes Vs. 100% to 80% on rage (200% to 160% while double stacked). -
Ouch. Slot stamina asap. They also really really really like if you take quick recovery. Makes them feel like you are as in to them as when you first started dating and could give encore presentations in one night. Sadly, quick recovery is an uber rare temp power these days for me.