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Quote:Oooooh! Now I get where your confusion was coming from and where you were headed. Huntsman actually never draw a mace. They just hit you with the rifle like this:Well, a true 'huntsman' build would have a mace at some point. Why? Cause when you fight npc Huntsmen they whip out a mace and smack you with it in melee. Thus for theme reasons alone you'd need a mace to be complete.
And that mace they use, it hurts.
Maybe you're thinking of tac ops, though I don't think they use the assault rifle. http://paragonwiki.com/wiki/Arachnos...Spider_Tac_Ops They are the only ones who have a mace and not the word "bane" in their name, though.
These are Lieutenants cause of my difficulty settings, but normally they only come in boss form. -
Quote:That is true. A well IO'd teammate can make a slow, tactical SO build look obsolete. At the same time, lots of power sets benefit more from IOs than others. Similiarly, a team that is strong on AoE's steam rolling isn't going to much notice if their ST scrapper, blaster, or stalker disconnects. Some builds work better for some situations, and some people have IO builds. If you look at that and decide the standard is going to be steamrolling +4 teams, then yeah... AR/Dev is left wanting. It isn't the only combination that will be left behind though.Today IO's have Added Accuracy bonues, Higher recharge rates and higher defense rates. ETC
That has made MANY players equivalent to a level 10 Paladin carrying a Vorpal Sword ( D&D Pen and Paper reference )
Who cares if you can make them run off if the other guy can kill them with one fell swoop.
When a Electric Shield Fire Scrapper can get the Defense cap and spam Shield Slam, Melt Armor, Lighting Rod, and Fireball ( or whatever order is correct for maximum efficiency ) all because of IO's, does it really matter that you dropped smoke grenade on them ? They are dead in seconds.
Quote:Maybe IF they gave Targeting Drone a DPS boost it would make a difference, Oh wait they tried to do that but then dropped it years ago and never readdressed it.
Okay then they should give Cloaking Device some sort of first strike Damage boost to compensate for the changes. Oh wait they tried that too years ago then dropped the idea and never readdressed it.
I guess the Devs seen some sort of issues as well.
Quote:I think its foolish that you need to have super speed, Cloaking Device, and Stealth IO and smoke bomb so you can run in and toe bomb a group. Then you need Combat Jump so you can help you Jump better, so you can then as your jumping use Full auto in mid air on the target you picked in the back of your spawn group. So your in mid air still and not planted in place when you start your attack.
Yeah, being able to move quickly even while travels are suppressed is what it takes for a cone & pbaoe reliant setup to be as effective as possible. What about Radiation/MM though? Back to the situation though, I would probably follow Trip mine with M30 if I were toe bombing. THEN hop out and use my cones. Depending on the difficulty, FA might be a waste though.
Quote:Doesn't anyone else see how retarded that sounds ? Don't you just see your so ingrained with it's just the way it is that you accept it as the way the toon needs to be played.
Quote:And please lets not start saying its not, because everyone who felt they needed to give AR Device instructions pretty much kept saying the same thing about toe bombing.
Quote:For the Third time. I repeat what DrMike2000 said. IF AR Device isn't the worst then what spec is ?
Quote:Give it a few months and all the "OMG! AR/Devices sux!" threads will be replaced with "DP/Devices is teh suxxorz!" threads.
I don't know, AR/Dev has awesome AoEs and can be played with extreme survivability pre-IOs. It's rounded nicely enough that I'd put it at average for most combinations. Again, if you start talking IOs where others are more survivable and do more damage that's different.
I would like to commend you on being specific in your concerns and not seeing a disagreement as a prompt to resort to personal attacks. Perhaps there is a forum in which this could be discussed in a helpful, unbiased, and respectful way that could catch the eyes of developers, and they could give it another look over. -
Quote:Just to clarify, I have played Fire/Ice, too. That's why I knew the examples was such a poor one. Like, of what I've played it may have been the worst example of a chain to compare that you could have come up with.Seriously, I can only guess that both you and Gilia have never played any other blaster but an AR/Dev at this point. You both keep saying things that indicate a horrible ignorance of how anything but AR/Dev works.
I have also done Archery/Energy, Archery/Devices, and Energy/Energy. I spent a while with Ice/MM, too. I like blasters, but I'm particular about the sets. I guess I've done a few others, but the first 4 there are the only 50's, and the last the only 40's. Only a few of them are IO'd out.
But, yeah, it's senseless trying to explain this. You consistently only respond to about 10% of what we've said even while we debunk everything you've said. It's clearly subjective to a point, but to say AR/Dev is somehow inviable or a non-option defies all sense, logic, and observation. I don't know how it could be spelled out any simpler than Warkupo already has. -
Quote:When what they are cast on is already dead, they certainly do.
You do recall we were talking about putting flame thrower a very long casting, very slow damage over time attack at the back of the chain.Quote:In fact, the major problem with Fire Blast is that a good portion of its' damage is applied later than other Blasters. It's often the case that the Fire Blasters' target will be finished off by either another ally, or that it would be quicker for the Fire Blaster to apply another attack, which sort of trivializes the Fire Blasters 'bonus'.
However, I thought juxtaposing these two comments might illuminate why "you must put flamethrower first" was a silly comment. EVERYTHING in fire is a waste when put at the end of an attack chain if this is the case. I'd still put FT third cause I know how to (and love to) use knockback as mitigation. I'd still rather be the living Blaster than the one who kills almost everything fast then dies.
Nice analysis, Warkupo, even if it was slightly snarky. 8P -
Quote:Wow. I wasn't aware attacks did less damage if they were later in the chain rather than earlier.If you put the flamethrower at the end of chain you are even slower at killing things and contributing less damage than the fire/blaster.
Quote:You need the AR/Dev to start first, have particular arrangements of enemies, need the team to follow you to clean up your aggro, need the setup time not to count for AR/DEV,
and you are accusing me of being biased ?
Actually you are again comparing apples to illusionary oranges. Please consider real world attack chains. You may want to give AR/Dev a try, cause I know you could build a better case against them if you had an idea of how to play them. -
Quote:I don't know what the it is. I think based on the second paragraph that I may have not made this clear: a huntsman does not have mace attacks. Just like a huntsman does not have a crab backpack. Again, I get why you may-as-well take Fortification, rather than Cloaking device or some other Bane secondary. I'm sorry if that isn't clear enough. I guess I'll try one last time in another way: a Huntsman takes the training primaries, but not the Bane primaries, then the Huntsman can take training or Bane secondaries. The patron power pools are not part of the discussion, I don't know why you brought that up.You might be confusing a huntsmen I think. By taking all the wolf spider attacks without any attacks from the other trees, your basically a wolf spider. To complete it, the mace master patron pool is all that's needed. Huntsmen are simply the boss versions of wolf spiders, and thus have all the various attacks.
And honestly, the wolf spider tree has plenty of attacks. Don't really need any mace attacks, I already have my attack tray pretty much filled.
I think that will exhaust my ability to explain it, so I'm sorry if you're still confused. -
Quote:I get the rationale. You have the backpack anyway, might as well take some crab powers, because it won't change the appearance your Huntsman build would have. But, there's just as many Bane secondary powers as there are Crab. If you did Bane, you could take those powers instead and not be forced into unwanted power pools. So it's not really a matter of being fair.Well, to be fair by 40 even with stamina, there aren't enough Wolf Spider powers to cover everything. It's either dip into one of the other two trees, or get more power pools. And if you already have the crab legs, may as well replace the typical bane spider secondary powers with crab spider powers. Then get your mace via patron powers.
But I'm feeling rather meh about taking patron powers. Really, 4 powers is dipping into the tree. Might not get the pets though. Just don't know yet. Took the passive armor upgrade for more mez protection, and fortification for the damage resistance. Might get serum for a self heal. Or might get more leadership toggles instead. Haven't decided yet.
Quote:Huntsman or Widow comes first. You can't go into crab spider, bane spider, or night widow/fortuneta until 24. -
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Quote:Okay, this is the only response that actually addressed what I had said, so I'll speak to it.First lets fix your chain, Flamethrower has to go at the front if you want to optimize the Damage over time, if you put it at the back you are completely screwed
This is just more evidence that you've not played AR/... I'm guessing not Energy/ either. M30 and Buckshot have what's called knockback. People who are knocked back cannot attack back for a few seconds. My point before about lining up your shots is you get set up so they are between you and a wall. Now, if you're that close to them and Flame thrower, you die! How does having them on the ground before you torch them make you *less* safe?
Your bias is overwhelming your responses to where they don't address the point in the first place. I mean, you commented before that Fire is safely firing all of its attacks from 40' away. But from 40' Fire Breath only hits the front line of a mob, and you're completely within range of ALL their ranged attacks. -
Quote:That's cool. I was just clarifying what a huntsman technically is because the OP sounded new to VEATS. We really should have a name for crabs who use the assault rifle anyway. I mean, you're talking about taking every single crab secondary to dip into it. Fortified Huntsman maybe? Or someone-broke-my-cloaking-device-man! Haha! I really have no good ideas for it.My 'huntsman' build is only dipping into the crab secondary tree because my primary build is Crab, thus I am forced into the pack anyway. Other then the defensive stuff and maybe pet power, everything else is pools and wolf spider. Sure, I could have gone bane/wolf for the build but I'd still have the backpack. As such, may as well get the added survivability.
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Quote:VEATs were created entirely after the redraw penalty was compensated for. If the weapon is already out, there will be a slight pause after the attack. It does not have lingering redraw issues some people say that some sets do (most often Trick Arrow).Do Crabs put away the Wolf spider gun when they do Crab powers?
If so, is there a draw time on Crab powers as well?
If you, for example, Web Envelope from Mace Mastery then Wide Area Web Grenade from the assault rifle, they will fire almost simultaneously. One, then the other. The rifle won't even finish its drawing animation.
Some chains are not as smooth. However, you're not losing out if you throw Heavy Burst into an otherwise all-crab attack setup. I wouldn't suggest alternating every other attack but that's more because it'd LOOK silly.
Redraw's still a concern for some sets, but these aren't those sets. -
Quote:I'm pretty sure a "Huntsman Build" is a Bane career that uses the assault rifle instead of the mace. The build gets that name because the Huntsman NPCs use the AR and have no Crab Backpack.For my Huntsman build, I'm taking Fortification, Serum, Crab Spider Upgrade, and the pets. Maybe the leadership pool too for more +def granting. But then, my main build is a crab spider anyway. Already got the backpack, may as well get the resistance too.
http://paragonwiki.com/wiki/File:Ohanko1.jpg
Those powers you mentioned are Crab, of course.
For the OP I'd actually suggest you look at Fortunata if your partner is going /poison mastermind. You could play her stalker-ish and splash confuse, dominate, or disrupt thoughts. Or you could play her straight Mind-Dom style, just with team buffs to boot.
All the VEAT careers would work nicely with an MM though, I would imagine. -
Quote:Electric or Psychic?Just about any primary works in that example. With the possible exception of Ice.
Quote:What you have aggroed will be sure to join you. Just what is the damage potential of a dead blaster ?
Quote:Well mostly because if you want to toe bomb and use full auto you can't be at the same place and have any hope to get the whole spawn. (Possible exception Cimerorans on the wall). Full auto is a very narrow cone 20 degrees I believe. The fire blaster can cover the entire spawn with his attacks from 40 feet away.
Quote:If you actually read the second example it used nothing but attacks that didn't require the AR/Dev to reposition. If you want to use any of the AOEs except M30 as a follow up for you would need to reposition or wait, and that makes things worse for the AR/Dev
The problem with pointing to Full Auto is AR was on par for AoE attacks with Fire/ BEFORE Full Auto.
Really the attack chain comparison was just silly. It is very plain to see that it was stilted and the times were biased, and if that weren't enough the AR/Dev chain was not the best nor most realistic.
Compare it to something like this:
Fire/:
Fireball 2s
Inferno 5s
Rest Until Endurance is Back 35s
Fireball 37s
AR/:
Cycle between Buckshot, M30 Grenade, and Flamethrower with them between you and a wall until they die. Way less than 37s.
Oh and Full Auto if it's a good set up for it.
I'm being facetious of course, but that's the sort of strawman argument that was put up before. -
Quote:Nope.I will answer my own questions. Targeting Drone at one time intended on giving a bonus to all AR attacks in attempt to bring up its lacking DPS. But when they could not fix an issue on test they scrapped the whole thing until they could figure out how to get it working properly. Instead they just gave the bonus to Sniper Rifle because of the damage type AR offers.
Snipe's are entirely situational, and most effective when used to drop a minion who might cause trouble. Communications officers, engineers, that sort of thing. Without Aim or Build up that's too hard to pull off. You do *not* put extra damage in the most situational damage power to increase DPS. That makes no sense. They got a bonus to help with that single situation.
AR/Dev is viable. There's already been a dozen reasons given here, but I would just add that it's more strategy. Yeah, as Fire/Ice you can BU+Aim and go nuts. Hopefully you don't die. AR/Dev you cloak, smoke grenade, get into place, drop a trip mine then use your AoEs knocking entire mobs against the wall repeatedly. Anyone who gets close is blasted away. Caltrops to follow trip mine if the group lasts that long.
Not team friendly? Do what I see tons of scrappers doing. Skip to the next mob and set up when there's only a few targets left in the previous mob.
Even if you could squander up an argument that these sets don't synergize, or not well enough, the counter argument would be "use a different combination if you don't want the challenge." Honestly though? The other thematic obvious pair ups don't appeal to me as much. Ice/ has enough slows and holds that pairing with /Ice makes you more survivable, sure, but you were going to survive anyway. I'd rather /Mental or /Fire to throw some AoE oomf in there. AR/Dev doesn't give you way-more-than-enough in one department then not enough in another. Like others have said, DP/Devices would be worse. I am probably going to roll one soon anyway cause I just can't resist. -
I have a Necro/Pain MM at level 48. I have mulled over the same question. The way I answered it was take Soothe off the power tray for a session. The next time take Share Pain off the tray. See which one I missed more!
I dropped Sooth for a few reasons. I don't pretend to be built for tankerminding, at least not 95% of the time, so my zombies typically have the aggro. If someone comes after me, I sick the zombies on them and their -tohit and Lich's fear and hold make it all okay.
Share Pain has a damage buff and an inconsequential endurance cost. So even if you're not using all of the twice-as-much healing that it provides over Sooth, you're not completely out.
That is of course assuming you don't die. I BELIEVE the Regen in Suppress Pain is more than Share Pain will take away, so as a Mastermind you're not totally put out. The Corruptor version heals, so they are out of luck.
The last thing to consider I suppose is how much time you spend spot healing. Soothe's recharge is considerably less, so if you're content to spend a good chunk of your animation time and endurance on healing, it would become more effective. For occasionally taking a Brute from red to near full while you blast away and the people she's distracting, SP wins.
I would try just dropping each of them for yourself though. Your play style or typical team layout could be vastly different than mine. -
Quote:Ghost Slaying Axe is amazing. Take it on ATs that already have a lot off attacks, and take Mu on the ones that don't. Then when ghosts come out, you fire this off instead of your regular attacks. For most of one of my stalker's careers this did damage on par with an assassin strike.Ghost Slaying Axe - wtf, isn't this kinda overly specific, especially when the other choice is the multi-purpose sands of mu? Change the name to axe of badassedry, improve it's stats, and actually give people a choosable alternative to sands of mu.
Plus its recharge and endurance cost are closer to a regular attack so it fits better into an early level chain than Mu does.
It's not the best, but it's no where near the worst. -
Quote:It most certainly is! If I recall correctly most bosses and high-perception mobs have a perception of 45'. Smoke Grenade will send that way below Cloaking Device's 35 feet. In fact, the only things you won't be able to stealth aren't going to be helped by more stealth anyway.Alrighty, thanks much.
So, is smoke grenade and cloaking device enough to stack to make you, briefly at least, invisible to the mob you smoked?
Thinking of a concept char, and wondering if it's feasible or not worth bothering with.
Smoke Grenade takes Advanced Drones down to like 5.5' I think. Something within melee range. With that in mind, I just keep out of melee range of anything that'll see through stealth once I've smoked them. -
If you intend to shapeshift, I highly recommend Peace Bringer. This is for two reasons, really.
First is the inherent. Blasters and Scrappers increase a PB's resists, while they increase a WS's damage. Defenders and Tankers do the opposite. In other words, PB's are good at the opposite of what their team does.
So, with 4 blasters/scrappers you go into Dwarf and have maxed out resists and a decent taunt. Yeah yeah they aren't the best tanks, but there's so much damage behind you it won't matter.
Then with 4-7 defenders/tankers you go into Nova and blast away.
With a team that's healthfully mixed you can switch around and put heals and leadership, maybe grant invisibility and play mild support as well as a human.
Second, I prefer the foot stomp on White Dwarf to the Mire thing on the the Black Dwarf. The self-heal requires no to hit and does more as well. If you were a dwarf on the above mentioned team, as a Warshade you'd do way more damage than the PB would. I just don't think you'd survive as well, and the team has plenty of damage anyway.
I think the other differences have been explained better than I could hope to already. -
That's fantastic that they fixed it! I did actually follow up and test it out, I just forgot to post it. I was saying that before Issue 16 it didn't work though. That was pretty well known. I mean, I was inclined to believe the guides (both official and unofficial) until someone showed me step by step that it wasn't the case. The last time I had checked was Issue 15, and I don't see any patch notes in between 15 and 16. Interestingly enough, there's a note that says a level capped person has to have the option enabled to get double influence, but that doesn't seem to affect it. The literature on the matter is rarely right from the looks of it.
So to answer your question, it was a myth because it used to not work. I apologize for not making that clear enough in my first mention of it. Just to explain, by pre-supersidekick I meant until Issue 16, because it did not work properly before that.
I am guessing that someone merely copied the Wiki information from the pre-Issue 16 explanation of exemplaring, or was consulting player guides on here from before Issue 16. I was foolish enough to believe the "updated" info even though it was not updated.
So, thank you for your time. In the future if you cite screenshots though you may want to either (a) use screenshots from the time in question (pre-Issue 16) and (b) not use AE. The influence in your third screenshot (38) is not half of what is in the second (122). (B) is no matter, I trust that you have experienced this shift outside of AE with appropriate amounts. -
Forts actually don't lose access to any of the training powers, not even the melee attacks.
One difference that I'd keep in mind looking at the scope of all the career paths is that Crabs are the only ones who do not get a stealth power, and the ability to critical from "hidden" status. In other words, the other three have an element of stalker in them. Crabs have Fortification and get some extra resistance.
I like Crabs because they can get Brute like survivability with straight ranged attacks. All that AND mez protection makes them pretty unique.
Both classes of Widow are fun, but if you don't splash some melee into a Fortunada they play kind of like a Mind/Psy Dom. I rarely see that comparison, and I honestly think it's the closes. -
Quote:You could solve this problem the easiest; just use binds instead of macros.EDIT: forgot one of the other problems, the buttons don't recharge like the power buttons so I'll have to move the power buttons somewhere else on screen so I can see what's actually recharged and what isn't. This is mainly just a problem with bullet rain and Hail of Bullets since they're longer recharge
/bind 1 "powexecslot 1 $$ Powexec_toggleon cryo ammunition"
Etc...
Quote:There are some problems. You gotta hit the button twice everytime (once to toggle on the ammo and once to fire off the power). I've been noticing that if the ammo you're switching to isn't already recharged then the power won't fire.
If you're a blaster you could also reassign your shift+# to the ammo you'd like to use in that slot. So like /bind lshift+1 powexectoggleon cryo ammunition" then whenever you're interested, you do shift+1 then 1 instead of 1 then 1. That way if it's not recharged, you just don't swap ammo for this round. This might also work better for close fights against a single target, when you wouldn't want to be swapping ammo every attack. Then you could put whatever you want of Cryo ammo into 1, alt+1, ctrl+1, and then repeat with another ammo for #2.
Shift+# right now selects the teammate of that number, so depending on the primary/secondary I wouldn't give them up so readily on a defender/corruptor. -
Quote:Because all of Energy Melee's attacks have a stun component, Dark Armor might be the best "synergy." With Oppressive Gloom you could have everything around you disoriented all the time. Disorient can be annoying though.Which secondary has good synergy with energy melee? I was thinking about WP, but is there anything that's more effective?
Other than that, I would base it on what direction you're going.
If you plan to solo and not dump much (or any) infamy into IOs, my first choice would honestly be Energy Aura. I'm sure that's not the popular pick, but it's good defense combined with a stealth and endurance-managing utilities make it a good candidate for SO solo builds.
If you want to play more tanky /Electric /WP and /Invul are your best bests, I think. The first is IMO the most SO friendly, while the later are probably better when IO'd.
/Fire /Electric and /Dark have damage auras, /Shield has charge, so any of those could help make up the lack of AoE in Energy if you're interested in that.
So yeah, I guess it depends. /WP is almost always a good choice though. -
Quote:Wow. This is the first time I have seen a forum user actually believe this myth in a very long time, so I don't have screenshots on hand at the moment. I suppose if they fixed it now, it really wouldn't matter.Actually, getting double inf when exemplered isn't a myth, and never was. Now by default you get xp (which you didn't use to). You can change it in options to "no xp, double inf" though.
Quote:Originally Posted by http://paragonwiki.com/wiki/Exemplar#Exemplar.2FMalefactorNote! It is widely believed that an exemplared character gains full normal influence rewards in addition to any extra influence he gets from converted experience. In fact, it's even stated in several player guides, both official and unofficial. This is not true. Playing while exemplared and debt-free will not result in roughly double the usual amount of influence. -
I duoed over the past 5 months or so with a Sonic/ corruptor. We only saw one other Sonic/ corrupter the entire time. This was on Virtue. We teamed with corruptors almost constantly.
I didn't pay nearly as much attention to the others, but I would guess Energy/ is the only other we saw so rarely. I'm a advocate of Energy Blast for Blasters, but even with that in mind, I don't think it'd work well for a Corr.
Archery, Dark, Fire, Radiation, and now DP are so commonplace, those are the five I'd avoid if you're trying to stand out. The rest are rare enough. YMMV of course. -
Quote:You don't even have to look at CO. Tabula Rasa, Auto Assault, and that soccer noise were all major flops by PlayNC in the last couple years. TR followed the MMO formula to a T and it lasted, what? 5 months? Lineage 2 to my knowledge still has never had more subscribers at any time than Lineage. Oh and how about Everquest 2?Your advanced level argument has merit, but the idea that every mmo needs to follow what every other mmo had done doesn't. If your old game is successful and still has loyal customers in it, it's definitely not a good idea to 'leave the baggage of the past behind'. I'd say it would be a better idea to bring your loyal customers with you by offering an opportunity to transfer their toons in some manner, even if no other mmo has done it before. CO followed mmo convention and look how well that turned out, lol.
There is no argument from what other MMOs have done, because the model right now is like shooting in the dark. The games that have started and stayed strong mostly share one thing in common: low hardware specifications. Not being a sequel certainly helps though.
The idea that new content with transferable characters (or any such in game resource) must be in the form of an expansion and not a new game is silly. The idea of transferable characters has crept, with varying levels of success, into most platforms and genres of games. Game creators aren't bound to some code of conduct that dictates how they spend their production money and what the final product will look like. All having players start with a blank slate is reduce the disparity between new and old players. City of Heroes has doused the problem of this disparity so well though, that any similar line up wouldn't suffer for it. At WORST it would suffer something similar to what was lovingly called AE babies in this game, where players have the levels and in game resources that do not accurately reflect their knowledge of the game (or ability to play it). However, people moving directly from one MMO to the next would likely adapt and know well enough to start over if they were disoriented.