Frosticus

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  1. Quote:
    Originally Posted by Umbral View Post
    What sets are you comparing? The only sets with better than standard accuracy (a 1.0 accmod, which SS has) are War Mace and Battle Axe (which have a 1.05 accmod to account for their redraw). SS has exactly the same accuracy as almost every other set out there. The only attack in SS that has substandard accuracy is Hand Clap (.8 accmod) and that's because it's a guaranteed AoE hard mez and all non-chance AoE hard mezzes have lower accmods (even the controller ones).

    I'm curious how you "checked the sets" if you didn't see that.
    Probably in reference to the huge tohit buff of rage allowing a person to skimp on acc. Which seemed pretty clear that New Dawn was talking about to me. This is really true if you start adding in some set bonuses that provide acc. It allows you to go proc crazy or end red crazy compared to most other sets.

    KO blow also has a 1.2x acc modifier.
  2. Quote:
    Originally Posted by Robert_B View Post
    Hey All,

    My Rad/Archer is starting to get up there and I was wondering if some of you could provide the best ST and AoE attack chains for an Archer?

    I haven't picked my Epic pool yet so you have the opportunity to mold the end of my character, he's strictly PvE. I have aim naturally and also have Assault running at all times, actually my blue bar is not an issue at all.

    Thanks folks.

    -Rb
    Get a lot of recharge so you have soul drain up as often as possible.

    If you have enough recharge to run:
    aimed>fistful>blazing then you should do so

    For aoe use whatever one is up with priority given to RoA and Fistful.
  3. Quote:
    Originally Posted by magicj View Post
    And yet giving fire imps those same powers isn't overpowered at all. To the point where if anyone sees a Fire/Emp they wonder why they didn't role a kin. Fire/Emp isn't even the 2nd most popular secondary for fire. In fact, I don't think I've ever seen a high level fire/emp other than mine.

    Why is this so if empaths using they're own powers to solo is so broken? Why do we not see threads about empath trollers soloing AVs and 8-man missions? They're SR/Regen scrappers, after all.

    The reason is is because it's not overpowered. It's not even in the top tier of what trollers can do.
    Do you really need this explained to you? You always struck me as someone with fairly sizable game knowledge. What happened to it?
  4. Quote:
    Originally Posted by Seldom View Post
    The reason I asked about the non-rechargable PA is simply this: I get the feeling a lot of those hoping for illusion/ doms are doing so from the set assumption of crazy +recharge permadom IO builds. (Same as their crazy +recharge perma-PA controllers.)
    PA is a large part of the control matrix of Illusion. Would you still play fire control if Flashfire had a locked recharge?

    It's an irrelevant question because even though I think Castle makes some nonsensical decisions he wouldn't make that decision.

    Quote:
    While crazy powerful, I'm trying to look at this from a more common standpoint: what does it work like outside of said setups? "I want perma-PA, oh yeah, and maybe that set that comes with it!" seems like a narrow a focus. Outside of that setup, does it still hold up for doms, or would it need changes? Because I assure you that in their considerations, the devs aren't starting there.
    Illusion is designed and balanced around SO's. Not every controller has a secondary that has ways of "softening up mobs". I can assure you that Illusion is a strong enough primary to solo most content on its own. It will be no different for a dominator in that regard.
    Quote:
    As to the group invis/spirit tree: what if plant had a personal +regen, AND spirit tree, but they did not stack? Oh, and the personal +regen was a lot more potent...this is where illusion/ stands. Spirit tree is useful solo. Group invis+superior invis solo? Not worth it in almost any circumstance.
    I'm sure you are trying to make a point here, but it just isn't coming across. Not every power in every set has to work harmoniously. How well do grav powers work with dimension shift? How's the knockdown of earthquake work when I cast stone cages on top? Redundancy and/or conflict of powers certainly isn't unique to Illusion and it isn't even much of an issue for the set compared some others.
    Quote:
    Spectral terror is handy, and is the standby use-every spawn power, but I'd just like something besides that would reliably stop groups of stuff from attacking the dom. Controllers benefit from secondaries that dull enemy offense, deflect/reduce damage, and/or heal it away. Doms not so much.
    You DO have other things that will stop groups from attacking the dom. Confuse, PA, Phantasm+decoy, reduced threat modifier, flash and mitigation through foe defeat.

    I get that you want more but it is unwarranted. Though if your premise is to nerf PA then ya I could see wanting and even needing more.
    Anyway, Spec Terror is very good. It blows terrify out of the water and most people admit that terrify is the go to control for mind vs most spawns. Not only is spec terror capable of mezzing bosses (thus no need to be affected by domination really) it can also floor the tohit chance of a single tough entity and/or greatly reduce the tohit chance of an entire spawn.

    You really don't need more control than spec terror offers in most team situations and when you do you still have confuse, PA, Phantasm+decoy, blind and flash to supplement as needed. It's not earth control in its ability to lock down 4 full spawns at once, but it doesn't need to be.
    Quote:
    As to comparing illusion/ to gravity, not quite there. My point was that illusion offered uneven (and sometimes thin) protection in theory to doms. Your response was to compare it to....gravity? It's an oddball, but it still can sling out 3 AoE controls, two faster recharging, and has the highest mitigation, toughest permsnent pet in-game for controls.
    Gravity heavily relies on one aoe mez for the majority of its team mitigation. Wormhole in all its greatness is not any better than spec terror. Also last time I talked to singularity it told me it has wet dreams about phantasm+decoy and PA and what they do.

    Quote:
    Illusion/ and Mind/ are so vastly different I'm kinda left scratching my head. It's about as different as you can get. It's like comparing trick arrow to empathy.
    Mind also relies heavily on one aoe control: terrify. Or at least it does if we are sticking by your "non-uber recharge" parameters. Mass hyp tends to be verging on useless in most team scenarios and spec terror is considerably better than terrify in every way. If a low recharge mind dom provides enough control for a team than a low recharge illusion dom will similarly have no issues.

    A great counter to bring up would be that mass hyp is awesome at preventing over agro of nearby spawns. Yep it is. You want to know what is even better at it? Group Invis. I kid you not.

    I'm not sure if you are expecting doms to be the be-all-to-end-all in terms of control, but almost all non-perma doms let significant amounts of damage/agro slip through onto the team. They are designed to.


    Quote:
    *edit* and oh yeah...superior invisibility has to stay. Illusion/ is all about misdirection, which doesn't work if you're obvious and revealed. Spectral wounds would be so brutal on dominator modifiers that I'm guessing they'd tone it down...all the same, it should stay as it's the "control through making them believe they're dying" power.
    Spec Wounds will do:
    86.6 damage
    -33.8 damage after 10 sec delay

    Comparatively:
    lift/levitate
    =69.7 damage
    propel
    =103.5 damage

    It would certainly be decent provided you kill the target quickly (just like it is for trollers), but I wouldn't use the descriptor "brutal" myself and I see no reason for it requiring an sort of reduction.

    Anyway, you shouldn't be so worried about how a low recharge Illusion dom will fair because they will be fine. You should be worried that a high recharge Illusion dom won't hold a candle to most other doms in terms of team control. It will however make up for that shortcoming with other strengths.
  5. Quote:
    Originally Posted by SPiNE View Post
    Definitely go with Corruptor. Why bother with a Defender? They're obsolete :P
    My obsolete defender archer deals more damage than your non-obsolete corruptor archer while also being a much stronger force multiplier. That is a fairly good reason to bother.
  6. Quote:
    Originally Posted by DrMike2000 View Post
    Your guess is no. My 40-odd levels of actual in-game experience says yes.

    Giving a support powerset the solo equivalent power of SO-slotted Super Reflexes AND Regeneration is too powerful.
    AND more recharge than a solo Kin AND more endurance than a solo Cold AND more healing than anything in the game.

    If we accept that Fortunatas give some precedence to a self buffing, force-multiplying, ranged damage dealer then self buffing defenders would absolutely eclipse that established benchmark.
  7. Sonic, dark, and ice in that order. IMO.
  8. Frosticus

    Dark vs. Thermal

    Quote:
    Originally Posted by BlackAdam View Post
    Why is it so easy to cap defenses with traps?
    Cause FFGen gets you to 15%
  9. Quote:
    Originally Posted by Forbin_Project View Post
    Then our experiences are different. When I run into these situations I give the new players as much information as possible. One question leads to another when the new player realizes he found someone willing to stop and explain things, rather than get blown off with the shortest reply possible.
    Ya I guess so. If I ask someone how to get to the supermarket it is unlikely I require an explanation of how to operate my car and very unlikely I require the complete history of the automobile.

    Granted maybe you run in to people that don't know how to drive and it is necessary. Is good that you have that information to share.

    I don't personally see answering a simple question with a simple answer as "blowing someone off". I just see it as mirroring their personality style, which most people prefer. Of course if they want more information they are free to ask and it will be answered. I've just never seen anyone continue seeking that information in the specific scenario that they are trying to avoid a single person that is sending them "rude tells".

    The great thing about life is that we all have different experiences. I can accept that your experiences have led you to believe that non-forum goers have the same understanding of the /hide mechanic as forum goers. I don't have to agree with it, but I can accept that you believe it.

    I wasn't necessarily trying to get you to change that belief, but was more trying to understand the logical pathway you were taking to reach that conclusion.
  10. Frosticus

    Dark vs. Thermal

    Quote:
    Originally Posted by BlackAdam View Post
    And not to just randomly throw something else in, but to randomly throw something else in, how does traps stack up to Dark and Thermal?
    Traps is the best set in the game at taking out big game.

    Just to clarify:
    PT lasts 40 seconds provided the target stays within the area. So it is pretty easy to perma and even stack a bit (though I can only think of one (even con) enemy that stacking the -regen is of value).
    Acid mortar is also stackable and is reasonable easy to have 2 out most of the time. It also makes great use of the achilies proc as it rolls it every 5 seconds. If you have two out each rolling it every 5 seconds it will be on the target a lot.

    Traps is fairly "set it and forget it" and as such gives you quite a bit of time to use other powers in between laying of traps. If you are a classic taunting MM this puts you in a pretty good position because you don't need to worry about your pets much and because it is so easy to have softcapped def with traps you don't need to worry about yourself much. This is different than therm or dark in most regards.

    That means you can use personal attacks or lay trip mines to contribute direct damage to help take the target out faster.

    So traps has:
    - the best -regen by a considerable margin
    - the highest persistent -res (or at least until freezing rain is fixed)
    - lots of time to use personal attacks

    The result is that many trap MM's view AVs like many other toons view bosses in terms of difficulty.
  11. Quote:
    Originally Posted by Bloodspeaker View Post
    Yeah, someone at IGN wasn't paying attention. Either that, or the Necromancer (MM) I've been playing for the past 43+ months was just a figment of my imagination.
    Well in all fairness the pets are ripped from the earth and look pretty dead including actual skulls. While not your typical "zombie" style of necromancy it could easily fall within it the classification.

    Though the article is all over the map so likely just poor journalism at work heh.
  12. Gratz. Infernal is a handful from range or melee if you rely largely on defense because he has several attacks with higher base acc. And he hits like a mack truck.

    Regarding the fact that our melee attacks outrange npc melee attacks: well it is what it is...for now. It's this way for every mob type, but it likely won't be addressed until someone shows how they can exploit it in a significant enough way to warrant attention. Assuming the devs are even aware of the disparity...Demonstrating the problem is actually fairly trivial if one was so inclined, but I personally don't care enough to try and make such a change happen.

    But if anyone is interested in bringing about change I'd recommend an /elec blaster. Immobing things and then punching them in the face with the massive melee attacks in that set with none of the risk that is supposed to be attached to blapping is probably the best way to show that a problem exists.

    Gl on Nightstar, she has a lot of resistance, but if you can overcome it she is fairly non-threatening.
  13. Quote:
    Originally Posted by Forbin_Project View Post
    Why do you keep assuming people are skipping over the other stuff and only going to /hide. We explain all their options to them when asked.
    Because I've never once seen anyone have that half hour conversation.

    I have however seen people ask (someone frequently) in broadcast how to get rid of a spammer/annoyance and the single line response is:
    /ignore

    followed by:
    thx

    Considering that likely resolves the issue 9 times out of 10 the progression to inquiring about the /hide function as a result of receiving a "rude tell" is unlikely.

    The only thing I'm assuming is that people generally won't drop an atomic bomb when a firecracker will suffice. If your typical response to a simple question is to submit an essay then that is fine. I just don't think what you consider typical is necessarily common. I could well be incorrect though and this could be a specific scenario that defies human nature.

    My point is (and has been since this tangent came up) that /hide is not a special case. It is just like binds, IO's, Mid's, AE, SG's, Player events and everything else that forum goers are more likely to have a stronger working knowledge of than a non-forum goer.

    My second point is that it is also largely irrelevant. The numbers for this game are low enough that even if 15% of players were actually hidden and you selected 30% for that aspect it won't really skew the results that much. It is however something to be aware of if it ever did become relevant.
  14. Frosticus

    Dark vs. Thermal

    Thermal is the better AV killer.

    Dark is better at pretty much everything else.
  15. Quote:
    Originally Posted by Catwhoorg View Post
    Hiding from searches is not the same as hiding from everyone.
    Granted, but I'm still not seeing the logical path that would cause someone who is in an argument, or being harassed by someone (ie Rude Tells), to skip right to learning about hide without first learning about the options that actually directly address the problem.

    I'm not saying it never happens, but rather if that is the evidence indicating casual players would know as much about hide as a forum regulars (which was the cause of this tangent) then that evidence isn't very strong.

    If that is acceptable I could use similarly weak correlations to prove that casual players know as much about IO's and Mids as forum regulars. I sincerely doubt that is the case though.
  16. Quote:
    Originally Posted by kybarsfang View Post
    Can you direct me toward a build or a thread that helps explain Ill/Cold's super-awesomeness in more detail, please?
    It would take an entire guide to fully explain it. Which I do plan on posting one of these days...

    In the mean time here's a couple places I've talked about the toon:
    http://boards.cityofheroes.com/showthread.php?t=226677
    http://boards.cityofheroes.com/showt...ld#post2955641
    Post with a couple of older builds. New build I'm using has 40% ranged def and perma Indom Will. Lost a bit of damage though.
    http://boards.cityofheroes.com/showt...ld#post2951309
  17. Sorry didn't realize this thread had a bunch of info added at the end.

    For the record, what I said about PA's recharge is correct as I proved in this thread using actual math and testing rather than made up stuff:
    http://boards.cityofheroes.com/showthread.php?t=228436
  18. Quote:
    Originally Posted by Seldom View Post
    The question I'd pose is this...if phantom army's recharge were halved, but rendered immune to recharge buffs, would those wishing for the set still want it?
    Is your question: would you still play a set if one or more of the powers was randomly and arbitrarily changed for no reason? The only answer is - maybe.

    Would I specifically still play Illusion if you massively nerfed PA so it was only as good as it currently is with SO's?...probably not unless other stuff was improved considerably.

    Quote:
    Group invisibility is left out, as with superior invis it's only worth is as an ally buff...which seems very out of place on a dom.
    Group invis easily fits into the same family as spirit tree. Spirit Tree was specifically designed for use on doms as plant was originally designed for them.
    Quote:
    I enjoy illusion, but It would be a very uneven SO dom control build. Still good? Yes. But its 'every mob' control powers are rather limited, and only three powers from the entire set could be influenced by the archetype inherent ability. I really don't see why on an SO presumption some are slavering over it for doms.

    Now if they gave a reliable AoE group sleep/stun/confuse in the place of group invis, I could get behind it. (Sleep seems the most obvious pick here.) But as it stands, the set just seems really low on "stop attacking me!" oomph.
    Spectral Terror.

    If gravity and mind are acceptable team dominators from a control perspective then illusion will be fine.

    Quote:
    Originally Posted by Angelwing View Post
    I'd think they'd swap out Spectral Wounds and Group Invis(and maybe Superior Invis too) for something that would be more beneficial to the AT. Doms already have plenty of attacks, so they don't need another in their primary.
    Well mind and grav retained their direct attacks. Spec wounds is a better attack than any of theirs.

    Group invis is a great power and fits into the spirit tree family of group buffs. While rare for dominators to have there is precedent.

    Sup invis is the only odd duck, but it is actually just as redundant on illusion controllers as well. It is however a signature power of illusion, so likely isn't going anywhere.
    Quote:
    As long as PA isn't the only control that's reliable in the set, I wouldn't have a problem with making it unaffected by recharge bonuses. Maybe they could make Spectral Terror effected by Domination also? Maybe give it the same tech that they gave the Warshade fluffies, and have all the buffs transfer over to it when it's summoned?

    Though, problem is, I can't think of any other controls that would fit the Illusion concept.
    There is no compelling reason to alter PA. Even if there is, it wasn't presented. Just stating "would you still play x" is not a compelling reason.
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    I think we're entering a grasping at straws phase of the conversation.

    The fact is that there's a thread showing 1/3 of the *responding* player population utilizing /hide regularly. While it's easy to throw out the "well forum readers are different" argument, it's just as easy to counter with "people find the information they seek cuz the internet has answers."

    Because of that, I'll go with the information gathered and consider it good to go rather that dismissing it based on the highly dubious claim that forumites are some completely altered creatures that don't play like other people do.
    I agree it is probably a nit not worth picking. If our numbers were higher then it would matter more, but I believe the numbers are low enough that a variance of ~20% attributed to hidden players won't make much of a difference in the final numbers.

    20% of a million is a lot of players. 20% of nothing isn't. We are on the lower end of the scale.
  20. Quote:
    Originally Posted by Forbin_Project View Post
    Why do dismiss the notion that no problem exists? All you have to do is go up to player questions and read the "Rude Tells" thread to see that there are quite a few people out there that behave in a manner that encourages players to seek out information on being able to /hide from them.
    I'm not seeing the correlation between getting (likely rare) rude tells and wanting to hide from everyone.

    Getting rude tells would lead to /ignore, /gignore, and /petition well before it would lead to learning about /hide. I

    That said, I'm not dismissing that some people can and do ask about how to hide. People eventually ask about everything. I've never actually seen anyone ask about it in almost 5 years of playing and answering BC questions and I've seen a lot of weird questions asked. That of course is not indicative of people not asking about it, but rather just that I haven't seen anyone ask about the function.
  21. My ill/cold is very sneaky. It also breaks the rule of three types of stealth talked about early because you can stack:
    arc fog
    group invis
    super speed
    stealth IO

    Not necessary mind you, but neat.

    One really nice thing though is that the threat reduction offered by group invis doesn't suppress like the one found in superior invis when you are attacked.

    Additionally the stealth of group invis and the stealth of arc fog don't suppress during combat so you are very sneaky even when fighting.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    Scenario: Player is playing and finds that he keeps getting invites he does not want.

    Question: What does player do about it?

    Probably response: "I wonder if there's some way I can stop these invites from happening."

    Player action: "Hey, does anyone know if I can block invites?"

    Another player answers: "Team tab, top pulldown, change to Not Accepting Invites."

    Player response: "Oh, sweet, thanks!"

    Player starts getting tells asking if he wants to join a team.

    Player response: "Ok, that kind of worked, but I'm still being pelted with tells."

    Another player responds: "Type in /hide and choose your poison."

    Player: "Sweeeeet."
    Of course, but that assumes a problem that requires a solution where no problem necessarily exists.

    For instance I have to get fricken spammed by tells/invites/request etc before I get the urge to disappear. Since that rarely happens I seldom feel the need to hide. So in my case I'd never identify the problem to the point where I'd feel inclined to ask 1. how do I stop invites and 2. How do I hide.

    I play fallout 3 when I don't want to be around people. When I play an MMO I expect and even want fairly high levels of communication. But I'm just one person, same as the person in the example you cited.
  23. Quote:
    Originally Posted by Schismatrix View Post
    Honestly that's why i think making definite assertions about subscriber numbers one way or the other is a bit silly. It would take quite a bit more effort with the tools players have available to make a slightly accurate guess at what the active player and subscriber numbers are currently. At the very least i would say taking a headcount on each server every four hours or so for a week just to get a handle on the non-hidden numbers of active characters on the servers. Which still wouldn't tell us much about subscriber numbers.

    Of course there are people out there who not only know the number of active accounts, but even the exact percentages of players on hide, average number of hours logged in per account per week, etcetera, etcetera. However they work for Paragon Studios and NCsoft and aren't allowed to tell us.

    So far the game is doing well enough that NCsoft thought investing in it is a good idea. Beyond that it's hard to say. i fully support any efforts Billz and others want to make at trying to nail down active player numbers in any event.
    I imagine if/when the time comes that he decides to make any definitive statements they will include reasonable variance.

    I don't see him simply stating: ok exactly 23% of people use hide and exactly 9.6% of people are online during peak times. I'd much more expect a reasonable range.

    The thing is that if the population numbers are low enough, even giving generous ranges for the values won't have a huge impact on the results.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    I counter by stating that anyone who wishes to be hidden would ask in broadcast and gain the knowledge to do so.
    True enough. Assuming you knew the question was available to ask in the first place...