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Posts
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This is important. It also can help to slot the best attacks early on, and leave the others at the default slot for a while. Especially if you have a damage aura, which is more efficient vs many targets than single target attacks tend to be. Then, depending on how your endurance is at the moment, use every power available, or lay off the unslotted ones and just use the slotted ones. This way, every time you expend endurance to use an attack, it's doing max damage and costing less endurance.
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Is there an easy way to tell whether a character has done a morality mission, other than seeing if they've got any alignment merits, which they might have spent, or gotten from the SSA before this patch?
Running the SSA and finding out the hard way doesn't count as "easy". -
DA is a strong set that can work well with probably most anything, but if you want to get hooked, try it with Dark Melee. It's also the best choice, I think, if you want to use Cloak of Fear. I'll take CoF and OG with DM, and just OG with any other set. Being able to stack the fear makes all the difference, and helps make the slot investment CoF requires pay off.
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I use Cloak of Fear all the time, but without any fear duration slotted in so they will follow me quickly, and use OG as said above: only when I need it to stay alive. It's still a good power to have though, and you can keep a lot of mobs busy if the near ones are stunned and you taunt the farther ones. But CoF alone will let you pack them in better.
Also, what Dechs said about mobile tanks. All of it.
If you happen to be DA/DM, I have found that slotting Siphon Life like a heal and using it whenever it is up adds so much survivability that it should let you run without OG more often. -
People have been asking for the CoT robes since I first started reading forums, but I suspect that many of them, like me, wanted the robes and such because they were cool, not because we specifically wanted to look exactly like CoT.
Imagine how complete and amazing the Barbarian pack could have been if all that art effort with the revamp and the costume pack had gone into it, instead. With the superior costume editor, we probably could have made Age of Conan look bad.
Which is not to say I don't like and use bits of the Barbarian pack. Just wish there was more of it.
As far as the CoT pack goes, they've always been my favorite villain group, but I'm not really fond of the revamp, and of the pieces available, I kind of like the hood and the shoulders. Probably not going to buy it. -
Quote:Aww, c'mon. That would be fun! Just have East Coast and West Coast server forums. Far fewer forums to scroll through, and the added entertainment of digging through a bunch of posts about servers you don't care about to get to the relevant stuff. Which is kind of how I feel about the prospect of dealing with Brute or Stalker posts when I'm looking for Tanker or Scrapper information....the very last thing that should be considered would be the individual server forums.
The general ATs and Powers forum works just fine for discussion about powers that isn't specific to one AT. In fact, if I only were to read one forum, that would probably be the one. But I check most of the blueside AT forums as well, just less frequently, and a couple of the redside ones. -
Please don't merge the AT forums. Instead of scrolling through a list of forums to get to the discussion about a particular AT, which is done once and then you're right at the relevant information, instead one will have to sift through two or three times as many threads and skip past the ones that are for other ATs. The system has worked well for years: if you want to talk about something as it relates to a specific AT, you go to that AT's forum. If you want a more AT-agnostic discussion, it probably goes in the general ATs & Powers forum.
Character Copy Tool probably could be a link somewhere in the Test Server forum rather than showing up as its own pseudo-forum.
Announcements and Announcements Discussion seem like they could be consolidated. Maybe instead of having 20+ stickied threads, Announcements would benefit from having subforums: Updates (patch notes, etc), Server Status (downtime, etc), Paragon Market, and some place for things like Intrepid Informer, announcements of coming content, etc. I've had more trouble trying to figure out what's going on with the state of the game wading through the sticky announcement threads than any other part of the forums. I'd love to be able to go to a forum consisting of nothing but patch notes.
Also, some space could be saved by getting rid of the forum descriptions. In many cases, these are just extra words: "This section is for discussions relating to $forum_title." Others could probably be eliminated by having the relevant text appear once you were on the page for the forum; the title should be enough to tell you what the forum is for.
In the case of some of the bigger groups of forums, like AT and Server, dropping the description, post and thread counts would leave the forum name and most recent post name/poster/timestamp. Probably could downsize the star graphic as well, and then it might be possible to put two or three AT or Server subforums in a (multi-line, possibly) row.
Even leaving the layout as it is, ditching most of the redundant descriptions would clean up the page quite a bit. -
Quote:Yeah, I don't know where the "first three attacks" idea came from, it's really only Bash and Pulverize that are significantly inferior in damage mitigation to the Axe equivalents. The T3 WM attack is Jawbreaker, which has very reliable KU, like Swoop.Quote:However, you can't really compare powersets based on the last two powers alone; Axe has 40-50% chance of kd in the first three powers, Mace's first three don't compare evenly because the powers were rearranged and Mace isn't built quite the same. Both sets have a 70-75% chance knockup power, and Axe has three of these 50-50 knockdown single-target attacks where Mace gets two with a small (10-20%) chance of mag 2 stun and a 100% chance mag 3 stun (since the recent changes to Clobber). Otherwise they're roughly similar in that they have taunt, build up, and the three previously discussed AoEs. Whirling Mace has a 30% chance for mag 2 stun, and Whirling Axe has a 50% chance for knockdown.
Quote:And as you note, many players don't take one of those attacks anyway, (since Brutes have the option of skipping Bash) so having one attack with more reliable secondary effects seems like a very, very minor advantage.
Quote:Agreed, Pendulum doesn't need more radius, it needs more targets. Cleave, however could definitely use a wider cone, in practice how often do you hit more than one target with its 20 degree cone?
Completely agree about Cleave; I'm happy to hit two things with it. My guess is that attacks like this were meant to be considered single target with the occasional happy accident of hitting another target as well, rather than thought of as actual AoEs.
All I'm trying to do here is not lose the things I like about Axe in exchange for more damage. I do think it's odd that Mace has better chance of knockdown in its last two powers, but my point is that Mace seems to be a set with more extreme variance in the utility of its powers, and Axe is more consistent, which can be a strength. -
Quote:Exactly. Given the choice between losing the ranged defense bonus from that sixth slot or not being able to keep driving mobs back with my attacks, I'd probably just quit playing my main.I'd like a solution that allows me to keep my Knockback and 6-slot Thunderstrikes, thank you.
Having to spend a slot on keeping knockback would have consequences for an Invention build.
Honestly, I'd rather be stuck with a flashing pink sign that said HORRIBLE KNOCKBACK BEWARE DO NOT TEAM SHUN SHUN EVIL EVIL than have energy blast "fixed" in some way that breaks my build.*
You could make a lot of these same arguments about Storm, which requires judicious use of certain powers in normal situations, but has a lot of power on tap if needed.
People being bad at managing energy blast isn't a reason to change the set.
* Now my search comment. -
I can't offer a build, as I don't use Mid's and mine's a dark/sonic. But I can tell you hitting the ranged defense cap should be reachable, and it makes a lot of difference. I didn't worry about smashing/lethal at all, and went for recharge after that. Slotting Shadow Fall and Maneuvers with Red Fortune and putting Thunderstrikes in the single-target attacks, plus Lockdown in Petrifying Gaze will get you a long way. Plus, Stupefy in Dark Pit, maybe. And a set of Gaussian's in Tactics, as dark really falls over if it can't hit.
Being at the ranged cap keeps my defender alive, and all the to-hit debuffs I consider gravy. I prefer to be difficult to hit before I've launched attacks or debuffs, and even harder to hit afterwards, but you could easily make a case for moderate defense and letting the debuffs handle the rest. Not sure how well that stands up in incarnate content, however. -
Quote:Axe offers plenty of mitigation via knockdown. On my inv/axe tank, I'll start taking a lot more damage if I stop attacking. I am at least one axe user who would not give up reliable kd for more damage. (I know, I know, "death is the ultimate debuff", but on a tank, death takes quite a few swings to achieve, and I'd not give up my mitigation to make it take a few less.)i like the idea of axe doing some DoT (and would actually prefer that over KD/KB)
that alone would put it on par with mace, then the sets would be equal in different ways, one offers more dmg, one offers mitigation in the form of stuns
Looking at the character creation screen, the last two powers in War Mace do less damage, cost less endurance, and recharge faster. They also have an 8 ft radius, whereas Cleave has 7 ft (!) and Pendulum has 10 ft. I suspect this is just so the powers aren't exact duplicates. If nothing else, it probably makes sense that the mace would be a bit quicker to swing about. However, it's true that those powers each have a 100% chance of .67 mag kb (knockdown unless you're fighting greens or greys), where the Axe powers do not. That *is* kind of strange.
However, you can't really compare powersets based on the last two powers alone; Axe has 40-50% chance of kd in the first three powers, Mace's first three don't compare evenly because the powers were rearranged and Mace isn't built quite the same. Both sets have a 70-75% chance knockup power, and Axe has three of these 50-50 knockdown single-target attacks where Mace gets two with a small (10-20%) chance of mag 2 stun and a 100% chance mag 3 stun (since the recent changes to Clobber). Otherwise they're roughly similar in that they have taunt, build up, and the three previously discussed AoEs. Whirling Mace has a 30% chance for mag 2 stun, and Whirling Axe has a 50% chance for knockdown.
To me, this means Axe is built around, more or less, the idea that 50% of things you hit with it fall down. That's pretty good mitigation. Contrast Mace, with its one reliable stun and three powers with stuns that range from occasional to sometimes. Also, these are 6 second stuns, which means less on anything other than an even-con minion, and only Clobber is reliable enough to be worth slotting for. The other attacks really aren't good for much more than shutting down a mob's offensive toggles before the stun wears off.
Mace might look better in its last two powers, but Axe is pretty good as it is. It may never be the DPS king, but the mitigation is effective. I agree that it looks like Cleave and Pendulum have their max targets swapped, as I have no idea how you'd ever hit 10 of anything with Cleave. I kind of like the bigger radius on Pendulum, though, and am not sure I'd prefer to have it hit more targets if the radius was shortened.
(Note: all these numbers were taken from the character creation screen, set to create a tank. Other ATs may vary.) -
I would happily start from scratch, so long as I didn't lose what's in storage.
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Quote:I agree. While it's probably rare for an MMO to have a fleshed-out alternate universe to go to, all I really wanted out of GR was the side-switching, and would have preferred that the art and story resources had gone into existing zones, or if new zones were necessary, another kind of non-pvp co-op zone that is part of the universe we're already in. I did like the sort of art deco feel of the bits of Praetoria I saw, though.The GR concept is great.
It was kicked about for years, with players indicating that they wanted it.
What they wanted was to be able to take a hero and turn it into a villain - and the reverse with villain to hero.
We go that - but they tacked on a load of baggage with Praetoria as well.
IMHO the devs should have just kept Praetoria out of it. -
Yeah, usually I have this problem on a stormie, and I can sort it out with Tornado or something. This time it was an energy blaster, so the only way to fix it was waiting for Bonfire to recharge or using Nova on one or the other target. I simply exited the mission and they unstuck themselves after I reentered, but still. This has been going on for *ages*, and I hope someday it gets addressed.
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Sure, I've seen it before. It's nothing new. What makes it particularly special in this case is an AE mission, so the mobs are custom. I got a necro/dark MM stuck on one side of the cave wall, spamming holds on me while I fight his pets. There's an empath stuck in the wall on the other side, healing the pets. I can't target either of them, of course, but they can target me.
Is this *ever* going to get fixed? Mobs getting stuck in the wall has been around since I started playing, around Issue 4. We've had umpty-twiddly new powersets, TFs, zones, etc. Meanwhile, the enemies are still casting Meld With Terrain And Be Unflappable. (Yes, I know, art resources vs story resources vs coding, etc. Still, can't there be a Fix Egregious Seven Year Old Bugs department?) -
Quote:Her blaster buddy just got back from redside to pick up Soul Mastery and was using Howl->Night Fall->single target attacks after that until the cones recharged. The scrapper was fire/fire. Every spawn, the controller would get half the kills and the scrapper would get the other half, and I'd get one. I realize it's not a competition and starting with Howl made the other two's AoEs more effective too, but I really felt like I was on defender-scale damage around those two. I was also the only one still on common IOs. But my tactics probably sucked, too; I was mostly hanging back and not using either of the six-slotted melee attacks much, because targets kept dying before the animations finished.Your blaster buddy probably needs to change his tactics; sonic is pretty single target focused so he needs to be working on the harder targets and nailing the spawn with Howl as it comes up. You didn't mention what the scrapper's primary/secondary was (Fire armor? Fire Melee?) but lots of them are AOE heavy... that would tilt the kill speed away from the ST heavy blaster.
I could see how you could build Earth/Rad for the OP's goal, since Earth has the sleep, the knockdown, and a mass stun I think, which don't do damage. Mind Control has lots of useful damageless powers too: two confuses, a sleep, and TK. Terrify does minor damage, so it might be disqualified.
If you're willing to skip most of your secondary, Dark Miasma has 7 powers that do no damage, a pet that does really minimal damage, and Howling Twilight does minor damage. Dark Blast has Dark Pit which does stun and no damage, so you could go with that, and if you couldn't accept the minor damage in HT, take Medicine for Stimulant and the rez (plus a prereq you'll never use). If there was DM for controllers, Mind/Dark would be a viable alternative to Mind/Emp or Mind/ally-shield-set.
Interesting idea. Would like to hear how it goes, if you decide to do this. -
33 often takes me very, very little time, because I've got this shiny new tier 9 power that I can go use, and it'll be that much better when I can put three more slots in it. Time probably passes normally for others, but for me it's Nova Time.
A lot of my characters get stalled in mid-30s when I find out I've seen all of the primary there is to see, and I'm just not into it. My oldest character, a fire/fire blaster, is stuck there. If I could just get a couple more copies of Fire Ball and Fire Sword Circle, I'd push on for more levels. Hot Feet? Eh. -
This would probably be easier to deal with if the maps weren't so easy to get hung up on. It's almost like someone went out of their way to add little bits that stick out and catch anyone trying to get through. CoT maps are a good example of this.
One thing I noticed last time I was on: if the NPC is afraid of combat, you actually have to defeat any mobs it notices rather than disable them. It looks funny for the hostage to stand there staring at the scary mobs and refuse to get the hell out when they're all asleep. -
This thread has been an interesting read.
For myself, I did change my global at one point. I don't remember why, exactly, but the old one was a lot longer (Guardian Lion), so people who send tells to my global are probably a lot happier.
Funny thing is, both names have characters associated with them, but neither one is or has ever been my main. In fact, they're both failed tanks that rerolled as scrappers. New people I meet and exchange globals with are probably surprised to find that Gorgar the character is a mid-level non-IOed scrapper with nothing particularly special about him.
My inner circle of mains and near-mains have long, pretentious names, so I'm reluctant to change to one of them. -
Sorry, but I'm not a fan. I'm really fond of the old CoT, and these look like they come from The Pointy Universe. Overall, the direction of CoH seems to be going away from the classic and towards a more ornate feel.
The one I do rather like is the minion. He looks like a boss to me, and would stand out and look great in the current CoT spawns. Having that as the entry level wizard apprentice instead, and everything else being far more baroque, is an example of what I mean by the shift in direction. If everything is very attention-grabbing, eventually nothing grabs the eye at all. -
Short Circuit actually stops end recovery for a little while. If you can drain them completely and keep hitting them with it, they'll never have endurance again. Having Lightning Field and Ball Lightning slotted for end mod will help you get there when Power Sink is not up, but Short Circuit is the key.
The big problem with sapping vs other mass hard controls is that the control is completely back-loaded, as opposed to stacking aoe stuns, confuse, holds, or sleeps. The other types will at least affect minions and maybe LTs right off, but the sapper faces damage without protection until complete drain and recovery lock is achieved. However, once this is achieved, it can be maintained relatively easily as long as the mobs are in Short Circuit range. -
Blapping can be safer if you only hit things that are busy getting up. Power Push is good for that, because the kb is fixed, not a chance for kb like most of the other powers. So you can hit them with Power Push as you're approaching, then close and use another attack. Then hit them with Power Thrust as they're getting up and immediately hit another melee attack, which will go off as they are flying away.
I don't blap at all with my en/en any more, but I do use Total Focus on my storm/en. Same principle really. Since I have Power Push on my blaster anyway to hold a Thunderstrike set, I'm now kind of tempted to grab and slot one melee attack with Mako's just for that sort of Power Push/dive bomb maneuver, which sounds fun. -
I have lots of support characters which I often play, but none are affected because they're all dark, storm or empathy. I thought about finally doing a kin, but when they clarified that ID is still single-target, that was the end of that.
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Well, here's irony. I have images turned off in sigs because, well, I'm grumpy like that about images in forums. So I just see urls instead. VG's many long urls in her sig make her posts twice as wide as anyone else's. Purpose: handily defeated.
Note: I am posting this just because it amused me. I'm not asking anyone to change anything. I just think it's funny. -
I'd just go for ranged defense and six-slot Thunderstrikes in all the single-target attacks. Mine is only at about 30% ranged defense, but it's pretty survivable. I went energy/energy/fire so that I could put Bonfire between me and the mobs, which on top of the knockback in the powerset works pretty well. My theory is: Everything On Its *** All The Time, Over There. Mobs waste a *lot* of time getting up and running to try to get in range to hit me.
I could have higher ranged defense, but I put six slots into Aid Self, three each into Power Boost and Boost Range, and I think I put a purple set into Rise of the Phoenix. Not really a powergamer's build, but pretty hard to kill: just duck back behind the bonfire if too much damage comes in, hit Power Boost and Aid Self (a couple interrupts helps, here), and suddenly I'm back in the fight. And if I do die, anything near me will be stunned for a while. It's a fun build and a blast to solo, but won't appeal to everyone.