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It's a joke thread, folks. Don't take it so seriously.
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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.
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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.
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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.
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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. -
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.
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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.
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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.
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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.
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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.
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Water has four different area attacks, and all of them are strong, so I wouldn't be surprised if they could pull this off.
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But I thought you- ooohhh. I misunderstood. Sounds like you're already doing what's best then.
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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.
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What you want to do is replace howl with shout when you're against a single target. So shriek, scream, shriek, shout.
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Quote: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.Doms seem a little short on mass damage, but that's entirely theorycraft on my side. What are the key aspects I'm overlooking?
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. -
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.
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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.
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Quote: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.Playing a dom is vastly different than extrapolating what it would be like from 'looking at the numbers'.
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. -
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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.
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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.
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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.
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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.