Garent

Legend
  • Posts

    1564
  • Joined

  1. Garent

    Ode to Archery

    It's a joke thread, folks. Don't take it so seriously.
  2. Quote:
    Originally Posted by Hyperstrike View Post
    With a recharge of 37-38 seconds, Burnout almost isn't necessary.
    The only reason the new nukes won't be getting used every spawn is because they'll be too good at increasing kill time. I'm sensing the return of the all blaster super team that staggers its nukes to wipe groups one after the other.
  3. Resistance debuffs don't work that way though. A 30% resistance debuff will always result in you doing 30% more damage than you were doing before, regardless of the enemy's initial resistance. This is why tier nine-ing enemies that take only 5% damage from attacks only end up taking 9% damage after you debuff them.
  4. Quote:
    Originally Posted by Shockwave007 View Post
    For my secondary build, I'm really wondering what the last concealment power will be as well.
    Personally, I've been wanting a power with the concept of you phasing in and out to dodge attacks. I have no idea how to model that mechanically in an interesting way though. Pulsing intangible would have a bunch of edge cases where it would break the game, and a straight defense buff is very uninteresting.
  5. In the upcoming issue, snipes will have their interruptible period removed if you're over 22% tohit buffing.

    Basically, if you're on a team with some tactics being thrown around, then you have access to a 1 second animating attack that does crazy damage.
  6. It's equivalent to rain of fire and ice storm, so it's pretty good. The set has enough area attacks that you can easily skip one though.
  7. Agreed. Thunderous blast has long been one of the best crashing nukes. Gotta love it when buffs in one area give an extra boost to an underperformer.
  8. We've been spoiled by secondaries with 3-4 useful powers that let us take all the primary and pool powers we want. Now we actually have to make decisions.
  9. You want it in aqua bolt. The proc has the most effect against single hard targets, so it makes sense to put the proc in the power that you will be using most often against that type of enemy.
  10. Quote:
    Originally Posted by Reppu View Post
    I was almost positive we had it changed to 8 seconds on beta. Did it stay in at 15 seconds despite the beta version being 8? >_>
    Yes, it's supposed to be 8 seconds. If it's 15 seconds, it should be reported.
  11. It is, but the amount of recharge you need in order for that to surpass shriek-scream-shriek-shout is probably outside of realistic ranges. As good as shriek and scream are, it's really hard to overcome the loss that comes with the gap after shriek and before scream.
  12. Water has four different area attacks, and all of them are strong, so I wouldn't be surprised if they could pull this off.
  13. But I thought you- ooohhh. I misunderstood. Sounds like you're already doing what's best then.
  14. Garent

    Best

    Quote:
    Originally Posted by Madadh View Post
    Thermal and Sonic are awesome in the iTrials when there is a lot of folks at the def cap, but not so much at the Res cap.
    This is pretty noteworthy, in my opinion. The way the metagame has gone with defense being so easy to get, resistance buffs are very desirable.
  15. What you want to do is replace howl with shout when you're against a single target. So shriek, scream, shriek, shout.
  16. Quote:
    Originally Posted by Fulmens View Post
    Doms seem a little short on mass damage, but that's entirely theorycraft on my side. What are the key aspects I'm overlooking?
    The ancillary pools. Doms ARE short on area damage at first. They tend to get cones and PBAoEs in their attack set. The ancillary pool allows them to gain targeted area attacks and area drop powers.

    As for the topic of soloing AVs/GMs, I think it's all valid as long as you make it clear what constraints you're using. I'm not going to look down on people who have beaten final fantasy 6 just because I've done a Celes/Edgar/Setzer only game in it. Beating a GM with temp powers is still pretty tough, and no one expects GM soloing to happen with no enhancements, inspirations, incarnate enhancements, or ancillary pool powers. Personally, I don't care for allowing temp powers because there's no limitation on them. There is no using the temp power system more intelligently.
  17. All of those are very viable in their own specialties, but cold and thermal have the disadvantage of basically being buffbots until they get their great debuffs later on (sleet and heat exhaustion). You plan on being a defender though, since this isn't as big of an issue as it is for a corruptor.
  18. Bonfire is an extremely potent control, especially if you use the new knockback to knockdown enhancement to keep them inside it. Fire mastery also contains rise of the phoenix, which is extremely useful on characters that can die immediately if things go bad like blasters.
  19. Quote:
    Originally Posted by Nethergoat View Post
    Playing a dom is vastly different than extrapolating what it would be like from 'looking at the numbers'.
    Mild aside here which people may or may not care about: CoH is a game of numbers, and thus it's very easy to just look at the numbers and see how something will perform in a given circumstance. Numbers will tell you what will happen in an ideal circumstance, but experience will tell you how common that circumstance is and what happens when that circumstance doesn't occur.

    Tying this back to Dominators, there is a gigantic difference between how things go when a dominator is in control and when they aren't. Completely negating an entire group's ability to attack and then dealing absurd amounts of damage to them is about as conceptually powerful as something can possibly be. Conversely, dropping dead at the start of the fight is about as useless as something can be (I take that back. Vengeance is pretty darn good). Both of these situations are very common for dominators, and are very capable of happening right after eachother. More than any other archetype, dominators benefit greatly from the invention system, in my opinion. Increased mez durations, accuracy, and mez protection make the first situation increasingly more common, and the second one less so.

    Okay, done randomly talking to myself now.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    However my point was that I was surprised at how easy it was to build high regen into a Blaster using IOs. The I24 changes were the catalyst that got me thinking in that direction, not the sole reason for it .
    Aaahh, I get you now. Nevermind me. CARRY ON.
  21. Regeneration doesn't get more powerful the more of it you have though, unlike defense and resistance, so there's not going to be a greater benefit in building for it in the future than there is now.
  22. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I definitely don't want to make your City of Higgs Collider explode.
    I have a copy of that spreadsheet. You are not exaggerating as much as you may think you are. More than one spreadsheet program has crashed under the weight of it.
  23. One of the defender's advantages is getting their buff powers earlier, and the tier 8/9 powers are usually much better in buff/debuff sets than they are in blast sets. It makes perfect sense to me that defenders would do well in a level 30 event.
  24. Quote:
    Originally Posted by dugfromthearth View Post
    I base this on teaming and seeing people's difficulty settings when you look at available missions.
    I have no facts to back this up, but I would guess that this is because most people rarely lead a team and rarely solo, so the difficulty settings are useless to them.
  25. Quote:
    Originally Posted by Rigel_Kent View Post
    This means electric blasters/corruptors/defenders could easily be running around with two or three voltaic sentinels at all times. Would that fix the electric blast set as a whole? Probably not.
    I've actually run the numbers on this specific case and I can say that it doesn't fix things. Even though its DPA is so high, being on a 60 second recharge means that even at the recharge cap it's being used too infrequently in an attack chain to significantly boost its damage. Its recharge would have to be reduced as well.