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Nukes are... awesome. Not sure how it shows people you have failed at all.
For the rest, I can't really help out, Voo. I have the same issue with powersets where I'm not super active, other than buffing, etc. I like being more active, so my Earth/Storm Controller is quite fun for me. Pain Domination as an MM just bored me eventually. I like getting more in a mob's face, I guess.
Not sure if there is much you can do to "fix" this either, as it's just how you prefer to play, and that character doesn't match up well with that. -
Quote:Base, yes. Caps... probably not. I'm guessing part of the move to increase Tanker HP caps was sideswitching, AND the new Incarnate content. Who knows, though. They might make adjustments in the future.I've suddenly realized that if I take the Defense Alpha on some of the builds I have soft-capped, I can free up at least one slot in every defense power. As 25% Defense IO + 15% Def/globalrecharge and the 20% from the alpha should come up to 60% Def enhancement including the ED cap bypass.
Edit: I really want to see how the level shift works though, from what I've read the new TF/SFs are only accesible for someone who's unlocked the alpha-slot, and suggested to be only attempted by those who are Incarnate Whether this means the basic incarnates without the level shift, or for whatever level of incarnate can be achieved without doing those TF/SFs (From the obtainable list, I'm guessing the one talking about praetoria means from the taskforces set in that area).
I'm also curious to see how the level-shift effects the HP cap and regeneration, as those numbers typically increase as you level up.
Anyway, I'm not really going to adjust any of my builds for sub-50 play with this. I still want to be able to exemp well. Basically, my Incarnate stuff is to add on to what I already have, or round out parts of my builds that I have now. I've really only gone to the trouble to have one alt build to go to for my main... not really wanting to do that for all of my characters. -
Well, remember that these buffs are only available at 50. So I'm guessing when we start seeing some of the new Incarnate content, putting your defense well beyond the cap might be of interest, higher resists, etc. Hard to say at this point.
The Resistance mobs in the new Maria Jenkins arc all have Targeting Drone, so having higher than 45% defense against them would be helpful, for instance. Though I hope that new mobs aren't as annoying as they are. -
Quote:I actually don't mind the stealth mechanic per se. It is the strength that I despise. If you don't have +perception, you can't target them when they are right on top of you. That is ridiculous. I don't particularly care that there are +perception IOs and powers in the game, either, as not every character is going to have those. Some of my characters do, some don't. I shouldn't have to be this neutered by a common mob. My blaster has an easier time with all the Maria Jenkins EBs/AVs than he did with these guys.That said, I'm with you 100% that their stealth numbers are a bit too high. I'm ok with them having stalker PvP levels of stealth so you can only see them from 10' away. Fine, there is a precedent for that. The total stealth they have is in my opinion a cop-out. Another cheat no different than just giving them more HP and calling that "harder". And I think the uptime for the stealth is a bit too high. Maybe it's ok for a lieutenant, but not for minions.
I like your idea for shifting it, actually. I really don't mind the mechanic, I can roll with it, but to make them be that level of stealth is over the top.
Quote:I think toning down the stealth magnitude a few notches and either increasing the recharge by 3-5 seconds and/or dropping the duration 2-3 seconds would go a long way.
I know those seem like small times, but it is enough for 2 attacks per cycle. That's a big shift.
Quote:OK, so...
First off, you guys are saying they are NOT phased, they are just Stealthed very effectively.
Normal +Per may not be enough to see them, but stacking it up will let you see them.
They can still be effected by PBAoEs, Location based AoEs, and AoEs targetted on nearby unstealthed mobs.
They tend not to all stealth at once and they tend to stand near each other.
I would still like to know if mezzing them Stops the stealthing
Perhaps I was getting unlucky, but all Resistance in the same mob were stealthing at the exact same time, so the only other people I could target in the area were in different mobs (which I most certainly did not want to aggro as well). And with the new mob AI we have, mobs can get pretty spread out.
As for mezzing, they still stealthed while mezzed. I believe the Resistance Lieutenants are also resistant to stuns and holds (I had a hard time determining this, but I can say for sure that Beanbag did not stun a LT., and probably the same for a Cryo hold). So yay, that makes this encounter even more fun. *sarcastic thumbs up*
I don't mind a challenge, but sheesh, let loose a little bit. Targeting Drone and a more toned down stealth would still make these guys tricky and interesting. The Mez protection and high stealth level is just... lame.
Quote:Ok, so they have a Stealth power that can be penetrated with standard +Per toggles, and like Carnie Illusionists it keeps working even when they're mezzed. But it is Stealth, not Phase.
Sounds like LESS of a pain than the Carnies.
These guys make you lose targeting when they stealth, they can shoot you while stealthed, they're mez resistant, and they eat defense for breakfast. I'll take Carnies over that any day. -
Quote:Yeah, but... this stuff is going to be fairly hard and long to get. I think uncommons had a lot of salvage requirements, so I can only imagine Rare and Very Rare are going to take quite a long time to get.Oh really? You can swap them without losing them? Well then... *plots*
Now if they're not locked to a character, you could potentially e-mail some of these around between characters that you were playing. I have to imagine they would make that hard to do or not possible (maybe like build shifting, which is on a timer), but who knows... there are still 8 Very Rare levels, which I can only imagine would take an extremely long time to get.
I'm probably going to have to choose on Tank to do this for, one Scrapper, one Blaster, and my one Controller at 50. Still debating if Musculature or Spiritual are going to be better for my Blasters. None of them have Perma Hasten, and most have Aid Self, so Spiritual could be nice. But going well beyond the damage cap on all my attacks (on a Blaster) just sounds crazy good as well.
*added*
After reading some of the I18 stuff more in depth, it sounds like the alpha boosts wouldn't shift around at all (you can slot or unslot them, but not change what character they are with). So no one get your hopes up from me getting my hopes up slightly. Heh. -
Yeah, and you can at least keep targeting on phasing mobs... Resistance stealthing in and out of sight mean you have to retarget when they pop back up.
I can deal with Diabolique, Fake Nemeses, and Carnies phasing (even though I find them rather annoying). That resistance stuff... Oy. I'll be more fine against them on my Fire/Fire Tank with all my PbAOEs (but I can handle them on my Blasters as well), but that combo is just bad, in my opinion.
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Think I'm going Cardiac on my Fire/Fire build for now. Eventually, I'll put together a Spiritual to have options there. But ugh, that will take a long time to do, I'm sure.
The other part of this decision is... what characters will you do this for? It will take quite some time to Rare and Very Rare levels with this (heh, the writer in me hates that "very." Either something is rare, or it isn't!), so I'm probably going to have to pick one Tank, one Scrapper, and one Blaster for now. Probably my Earth/Storm Controller eventually as well.
I'm sure most (and the devs) would love to do this for all their characters, but it will take quite some time. Though maybe not... Castle said about 6-10 months ago that the Incarnate system would require some hard decisions from us. -
Quote:Mental, from what I have read, the regular salvage can drop from any mob in the 50 range. So this really is casual friendly and you don't have to worry about this being "grindy." Unless you honestly hate to play City of Heroes all of a sudden, and then I'd be confused why you even care about some new end game content for CoH.What arc gives Incarnate salvage, GP? From what I can tell, it's the listed TF/SFs and V-merits for the G'rai Matter. Unless you're referring to shards which can drop from any lvl 50 or above mob. I don't know the rarity of that, but if I have to do 1,000 lvl 50 arcs, even if I do many different ones, that sounds like a grind to me.
Quote:I understand that the power level these boosts grant is so far outside the norm that the devs have to build in a time sink; I just wish it was more elegant, is all. Continuously running TFs/SFs/Trials is pretty much what people do with their 50s now, for inf and purple drops. They're just further incentivizing this activity.
I do like that we have two new Task Forces for those who have unlocked the Alpha Slot. -
I was wrong earlier. Resistance minions also have Targeting Drone. Egads. Not to mention stealth on par with Stalkers or better (can't target them when they're right next to you and stealthed... which is quite often).
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I'll have to get back to you. For the nine year old, she's old enough to potentially enjoy many of Madeline L'Engle's books (but not all of them) like A Wrinkle in Time. I read that before 6th grade and liked it. Same thing for the Chronicles of Narnia. I'll have to think beyond that, though.
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Quote:Eh, depends. The Recharge could be good, as could the +resistance and -end. I might slowly work toward both, as you can slot and unslot these without losing them.Exactly. Alpha slot bonuses are not set bonuses, they behave as enhancement bonuses directly slotted into all of your powers, so the spiritual ones are a godsend to FA toons.
Either could work, though, as one makes it so you take less damage over time, the other let's you heal more damage over time. *shrugs*
Quote:Ah. Well, they've certainly muddied the waters terminologically. If they aren't global set bonuses but are bonuses to your entire character (and thus "global") they really ought to specifically up-front SAY "they aren't global set bonuses" in that announcement.
Just relying on the official word so far, if it wasn't for the clarifications you guys have made here (assuming, of course, those clarifications are correct), I wouldn't have the faintest idea how these things actually work.
Anyway, this does make a good difference. It's not worth going for the defense boosts on a set with no inherent defense (or only Weave). Same thing for resists, etc. -
Quote:You can say that at this point. If you follow the OP's link, each level of enhancement can vary in how much it can go beyond the ED cap. At the highest levels, 2/3 of the buff can go beyond ED. At the start, it's about 1/6. That means Blasters can benefit from going for more damage, even though their attacks are probably already at the ED cap. If that benefit is worth it is up to the player.The way I've been told it worked in GR Beta was, that it would add a bonus of 20% (in this case defense) to any, and all, powers you had that was slottable for defense. And depending on the level (common, uncommon, etc.) it ignored a portion of ED diminishing returns in those powers, so it would push beyond current limits. I cannot say if that has changed at this point.
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Guess we get to add in the Resistance in the 40+ game. They were an interesting mob in Praetoria, but with the new Maria Jenkins arc, lieutenants all have Targeting Drone (allowing the whole mob to shred defense based characters), and the entire mob gets to stealth in and out of sight.
If you're one of the few with a +perception IO or power, you might be okay for their stealthing, but popping a small yellow wasn't enough for me. Haven't figured out where their stealth levels are at yet. Blech, quite annoying. And I enjoy the challenge afforded by Carnies, Malta, and Vanguard, actually. -
You can only hit them with AOEs if you target them when they're not stealthed out. I managed to make this work with my AR Blaster by firing the M80 and then Full Auto, which kept hitting them as they stealthed out of sight. After that, however, I was SOL until they came back into sight. Even with an accuracy inspiration fired, I could not target them when they were right in front of me.
If you're talking PbAOE, not every powerset has those, and it's a bit iffy to design mobs with that in mind.
Quote:They are still balancing around SO's.
I have played those missions, multiple times, and it's not over the top. It's a refreshing change. Yes, it's very hard for some AT's. Lots of enemies are like that; easy for some AT's or powersets and hard for others.
It's the stealth or phasing or whatever the heck it is that is over the top (I'm sure it's stealth, but for them to be that stealthed--more than a covert ops or whatever from Longbow--means that it is a very strong stealth ability). Being unable to target every mob in the middle of a fight is annoying for everyone to face, and downright harsh for some ATs. That's not really good design.
Obviously, that's my own two cents, but it all does add up. Being able to stealth in and out before a fight is an interesting mechanic, and adds a tactical consideration like when fighting the Carnies (which this Blaster has also faced just fine). But midfight for an entire mob is ridiculous. People already complain about how Illusionists "cheat" and use some powers while phased. This is basically an entire mob phasing out.
I don't know at what level of perception the stealth goes away, either. It has to be pretty high, as a yellow inspiration didn't help at all (and it does when Night Widows toss their Smoke Grenades out).
In the end, this design is a lot of stuff that people don't like facing already in small bunches (Illusionists, Night Widows, Malta, Nemesis with Vengeance stacked, etc.). When people complain about those, I can note that tactics need to change and that it's a challenge. This is far enough along beyond those mobs that I have to question how these are designed. -
I'm not sure "systemic problems" only refers to aggro, at least from how Castle phrased things in that post. Ah systemic problem to the game is also potentially how AOE damage is seen as more desirable than ST damage. Part of that is player perception, but it also comes from how the game works. Powersets or ATs that are more ST focused tned to get graded lower on player's interest because of this.
That doesn't mean ST damage is bad, just that people slight it. However, any system changes to address the balance issues that are there would have far reaching consequences. Some ATs are characterized by their AOE potential (like Blasters, and potentially Defenders and Controllers, if you count debuffs, etc.), and changing how AOE works in this game could really impact the quality of those ATs.
I'm rather surprised that some ideas for making Stalker improvements better aren't in the works, though. As people have pointed out, the debuff from AS is nice, but a little wonky in how it actually works. Same thing for the critical hit increase from teammates. Making those changes would help, but hardly overpower the AT beyond what Scrappers or Brutes can do.
There aren't only systemic issues to the game that affect Stalkers. -
Eh. That might or might not change with this, but the cost makes sense. The boost is significant, and therefore the cost should be as well.
If this system were something you could easily bankroll all your alts into, it's not precisely epic or powerful feeling. Sure, plenty of people are going to get there eventually, and some people are going to farm and grind or whatever for this, but it should be something you have to work at.
The main concern is if you can have enough fun things to do with this. Looks like you can run a lot of decent TFs to get the salvage, plus tips, plus story arcs that we have, etc. It's not like we have to grind all of 1-2 encounters over and over to do this. So no need to grind for any of this, MG. Just have fun running good content when you feel like it. -
No, caps are caps, as far as defense, resists, and damage goes. ED is different from that. You will be able to up your offense more on your own than you used to, however. Not sure if that'll be a goal for my tanks or not.
Quote:Apparently I completely misunderstood the math. I saw "+20% global resistance" and "x above the cap" and concluded, "Hell, the resistance cap is 90%. My Fire Tanker is already at 70.2% s/l resistance...this will take her to 90%!!!"
But that's wrong, I take it, from what I'm seeing here?
Though after Aett's overview, it might be worth it for my Fiery Aura tank to go for the extra resists. Going from 70-78% resist to S/L won't be shabby (and a bit more for Energy, Dark, and Cold). Might wait and see what kind of damage and mobs we're facing with the new content, however.
Thanks for doing that, Aett. I'm not much of a numbers guy on my own (other than being able to analyze what end numbers can do, heh). -
Do they like to read? If so, could get some good age appropriate books. For the nine year old, she might be getting old enough to want a nifty bracelet or other type of jewelry (can check with the parents if this is okay). If you don't know about the website named Etsy, you can find a lot of hand-crafted and vintage stuff there that could be interesting for jewelry, besides what you can find at stores already.
Stuffed toys for the three year old, wood blocks, etc., are tried and true as well. Electronics are a bit too easy and common, so getting something outside of the box from electronics might be better. -
I think you can get it from any level 50 mobs, but those TFs will give you a guaranteed bit of salvage. Not sure if that salvage can drop anywhere, or just in those TFs (or how much salvage type, other than rarity, matters).
I'm debating what to shoot for with some of my guys. If you're already at the def cap or have your resistance (or damage) at the ED cap, will it help much to keep boosting those? I'd have to look at the overall numbers to know.
With tougher content, I would guess all the defense and resist more a Tanker (or whatever AT) can get will help. Hopefully Mid's has a good way of displaying this, as it's always easiest for me to tell with this when I look at the overall numbers. -
News on the Alpha Slot are on the Going Rogue website, and this page actually details the numbers for the enhancements. Given that info, how are you going to Alpha? Bonuses from the Alpha Slot will carry over to all your powers, and also allow you to boost from 1/6 to 1/2 of the bonus beyond ED.
I'm mulling over the possibilities still, and probably need to check this out with Mid's. For instance, will it be worth it for Fiery Aura to up its resist numbers? Or will the overall number not be worth it (if I'm reading it right, I could carry all the resist bonuses in Fiery Aura's shields and Tough to 13-14% beyond the ED cap. Not sure if that's enough overall to make a big difference). Or will it be better to increase recharge time and healing?
Each AT, powerset, and build will have many options, and I only hope that primaries will be boosted enough to warrant adding on to those things (primarily defense, resistance, and damage, considering how most IO sets work). What are everyone else's thoughts? -
Finally running through the new Maria Jenkins arc, and I ran into the Resistance with my Blaster during the third or so mission.
I noticed they all had Targeting Drone, which meant no stealth. Seemed a little over the top for every mob in sight to have it, but oh well. However, every Resistance mob on the map was also dropping out of sight and then back. Popping yellow inspirations helped not at all for this, so my Blaster had a bit of an issue handling these groups: you can't really defeat what you can't see, and Blasters like to defeat fast. Targeting Drone also made it so the defense I had wasn't helping much.
Is this WAI? Seems a bit overkill to have them be able to see through stealth, and then either phase or have so much stealth that I can't even target them when they're right on top of my Blaster. I can see this being a pain for melee ATs, but they can probably last through the stealth portion better than a squishier AT.
Now don't get me wrong. I don't mind a challenge (I've fought Carnies and Malta with this guy, and enjoy the challenge), but this is a bit extreme to make mobs untargetable, even when your perception is buffed. -
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KM should be a decent pairing with Fiery Aura. Blazing Aura can help supplement KM's AOE, and KM's stuns and KD can help Fiery Aura with its survivability. I would also think Power Siphon and Fiery Embrace together could be quite nice (+damage boosts the damage Fiery Embrace grants to your attacks, so that could be 20 seconds or so of a nice damage burst).
Layering defense and recharge on to Fiery Aura is quite beneficial to its survivability, and of course, more recharge makes KM even better as well. So those will be good things to go for when creating a build for IO sets. -
I was teamed with a Regen Scrapper once who made level 18 while we were teaming in Faultline. He was debating what power to take and I asked him if he had Integration yet. He said no. I asked him "Are you insane? It buffs your Regeneration AND is your protection from mez that is on whenever you turn on the toggle. Get it NOW." He was a happy camper when we were facing Lost in the next map, that's for sure.
Turned out he had never played a melee AT before, and hadn't heard about this. I know Fusion has asked about Tanks before, so I don't know what's going on here. But Fusion, you want that power now. Actually, back at level 10. Go forth and get it! -
There was a thread on that in the Blaster forums that you could check. I know you asked about Corruptors, but I don't frequent those forums too much. Not sure that a different AT matters much in determining an attack chain. I could be forgetting some obvious thing early in the morning, though.