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Posts
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Okay... what the heck? I am so confused by this now. Seriously. I guess NCSoft is really up a creek right now if a customer has issues with Best Buy and purchasing this (at the price noted or receiving the game).
Seriously, mods... you are confusing the heck out of me, and frustrating me to no end. -
Quote:Yeah, Consume is pretty nice. The recharge is still longish, but it's mitigated by having increased recovery and end drain resistance for part of the recharge period.I'ma gonna hafta take my Stamina-less DM/FA scrapper out of mothballs and give her a spin to see what all these changes are about. The extra goodyness of Consume intrigues me, she's got quite high recharge already so it'll be interesting to see how she fares end-wise now.
Probably still won't be able to complete the RWZ challenge with her, but I'll keep trying!
Quote:Dang, I was too slow. That post you quoted was dumb, GP. It was a dumb statement made without thinking it through. Telling anyone to skip taking their mez protection because they enjoy getting knocked around the battlefield and becoming less efficient is no reason to ask them to become Completely useless in melee. -
Quote:Red Dawn is a classic, plenty of people have seen it. I was introduced to it in college myself, and it's a great/fun movie. Not quite cheesy and has an interesting perspective on things before the Cold War was over. I rather wonder if more people who grew up after (or mostly after) it was over should watch movies like that to appreciate how things were a little more.Yeah, I leaned back in my chair and almost hit my puter and monitor as I laughed and went, "YES YES YES".
Sorry but since Red Dawn came out when I was in HS most 'kids' don't understand what "Wolverines!" means. Or I just don't know many 'kids'. Whatevah.
Anyway, I love the jokes and easter eggs we have in game. Definitely adds a fun layer to things. I'm noticing a lot of good writing so far in the game... just ran into Test Rat and got a kick out of her. -
I just have a lowbie Kin/Dark in Praetoria, but he works well so far and it's nice having a solid ST chain at low levels (need to tweak the color of his attacks to get them to look right, but I'm going with the idea that his attacks are water based by using power customization, which is nice... never liked the "powers of the underworld!" feel of Dark).
Overall, the look and sound of the set is fun and different to me, and the first three attacks feel fairly fun and visceral, if not quite as punchy as a street fighting set would have been.
I am certainly confused by Repulsing Torrent, though. The devs have gone around and made sure Melee sets do KD rather than KB, but a brand new set has KB? And the damage is just bad, too. I don't mind controllerish style powers in melee sets, but this has too much going against it, I think. -
Heh, I think we're on other ends of the pole when I'm talking with someone that LIKES being knocked back. No wonder I couldn't understand what you were arguing for... I couldn't picture someone as saying they liked being knocked back.
Don't get me wrong, on the one hand knocking someone back can be atmospheric and make fights feel epic (Dude, Colossus/Superman/Goku knocked that guy through a skyscraper!). On the other hand... the mechanics of CoX don't play into that. You don't have kb from a few epic attacks that can spice things up. You have it on a huge amount of sets and nearly every mob in the game can do it to you. The way CoX has KB set up, its an annoyance to be avoided, rather than used to make things feel epic. -
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Quote:My point is merely that these sets don't have anything going for them that is so powerful that no KB Protection is warranted. No matter how you slice it, it IS a concern a user of those sets needs to be aware of and build around, unlike the majority of other sets.I certainly don't think of this as a balance issue, as I agree none of the current armor sets need a lack of KB protect because they are so great in other ways (although you might be able to make a case with DA). I also do not believe the KB hole prevents you from tanking for a team, although you will certainly have to be aware of it if you leave yourself totally open to it.
Can you get around the problem? Yes. Is it a problem the two sets should have to get around? I contend no. Again, it would make sense if they were over the top in some other way, but they're not.
Quote:Since it exists just for thematic reasons, the question becomes, is the lack of KB protection so bad that its dragging the set down? For some people it seems to be that way. For me, it is most certainly not that way. I like that FA is a very movement oriented set, including that I can get knocked around. You need to move in order to stay alive better. You need to move to get more folks into Burn patch. You want to move into a good spot to use RotP. When do you use the heal? I do not want it to become a well-rounded protection clone of my WP tanker. I can play my WP tanker when I want that playstyle.
For the earlier part of the paragraph... are you really against the two getting KB protection? At best, it seems like you're saying "I know it's there, but I don't let it bug me." That doesn't really constitute an argument against the change. I make the best of it that I can and still love Fiery Aura (Grey Pilgrim is a Fire/Fire tank, my first character, and I still play him all the time), but that doesn't make me ignore that an imbalance exists... and one that is not warranted to boot.
Again, not really sure what we're arguing about, other than degrees to which this bothers us. -
Quote:Depends on what you need. Mathematically, Fire ammo ups your damage pretty well, so it's good to run with that. However, the kb from the regular ammo can help your survivability, and cold and toxic can work well if others have powers that can stack with it.Good times last night. I survived my first Iso's run.
I'm like 11.8 so 13 by next week shouldn't be a problem. I couldn't decide which was more helpful the KB from regular pistol round or the slow? Helpful for you guys I should say. Regardless of ammunition I got smooshed.
Not sure if we have anyone with slows for cold to stack with, but we have some kinetic melee people, so toxic could work with them nicely on hard targets like AVs. May not matter much in the early levels, though.
Lower levels are usually more rough before we start enhancing better and getting IO sets in, so I wouldn't worry about things too much. A Brute isn't a Tank, but I'll be able to deal with incoming damage better in higher levels, that's for sure. Right now, no kb or mez protection, no heal, etc., cuts down on Elec's survivability. -
Quote:DC! I knew it!6 'new' ones for each side, as you swap over.
Heroes to redside: park by a boat, flyer, in GV, arachnos base with no enemies, the SG building in Port Oakes, and the Crey building in Nerva.
Villains to blueside: train, city hall, police station, store, shadow shard, and portal corp.
But wait... so there are or aren't any day jobs in Praetoria? Not seeing anything on the wiki currently. -
Quote:That's part of why I don't want to worry about a KB hole. There are enough other things worth going for without having to be distracted by KB protection. And most other sets can go for those without being distracted by a lack of kb protection.Maybe this is my time as an /FA brute talking, but I always found the Psi hole more annoying than the KB problem. Red side there's a ton of psi damage in the 30-50 content. Hit like a ton of bricks.
Though I did manage to get my psionic defenses to about 23% and 14% resists, so I don't mind psi that much. Though Tanker HP and a fast recharging Healing Flames do help.
When tanking for a team, I see it as more than a want. But even if we call it a want, you do have to admit this whole debate is not needed for almost all of the defense sets. Nothing about FA or DA warrants this shortcoming, either. Which is my entire point. -
Quote:Pretty much my sentiments exactly. There isn't a good design reason for them not to have the protection (I heard a few "power logic" statements trying to argue for them not having it, but I can come up with ones that show they should have it), and it puts them at a disadvantage to other sets not to have the protection. Fiery Aura already gives up some defense for offense, so the KB stuff is over the top.Well, the real thing that protects non-FA/DA chars from KB isn't the actual KB prot: it's the KB resist. The 10000% KB/KU resist would allow you to get away without any KB prot except in the most extreme cases (and, even then, you'd be able to get away with just .1 mag).
Weighing in on the topic myself, I think the prevalence of KB/KU in the game makes the lack of protection in DA and FA rather substantial and it's not like either powerset really gets something to make up for it. If a set like SD is allowed to get away with permanent KB prot while getting everything else at its disposal, I would expect that there is decent grounds for FA and DA to get some KB prot and resist somewhere (probably add it straight to Obsidian Shield and either Plasma Shield or Burn).
And Strato... I tried playing with 1 KB protection enhancers (and I do in my more offensive build for my tank), but I was dissatisfied with how much he still got knocked back. I can handle that on my non-Tank characters, but I want my Tanks to be on their feet at all times. -
I could probably take one of those off your hands. Won't need it for a long time, but my Kinetic Scrapper is eventually going to want it in Focused Burst.
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Quote:The bosses were cool, except they kept knocking me flying. Darn lack of KB protection until 16 for Elec anyway.Team Mental had a good night, despite lack of healer and issues with swapping between above ground and underground.
Who was the bonehead who thought doing Praetoria on an 8-man team was a good idea?Seriously... someone should have warned us about this.
All kidding aside, it was cool to see Resistance, Clockwork, Destroyer, and Ghoul bosses pre-lvl 10.
Not sure how I'll get caught up by next week, but I'll try to pick up a few levels, as I ended at 9. Liking fury on a team, though... having about 100-130% bonus to damage a lot of the time had an interesting effect even on my Tier 1 attack. -
Quote:I agree, I was able to handle everything I ran across without Tough... I just had to be really careful on occasion. Adding Tough/Weave, even before I soft capped, changed the "be really careful" part to worrying about the team instead of my own durability. It made things MUCH easier when I could concentrate more on the team than on popping inspirations or relying on team buffs to stay upright against really tough foes.
So, is Tough required for an Invuln? No, but it does make life easier. My old build had Aid Self instead of Tough and I had to be on my game to get it off in combat and stay right side up in high end content. Naturally your typical radio mission or arc doesn't need anything like that high end performance.
Heh, not really disagreeing about anything. The question is just whether it's needed, and it's not technically for most tanking builds when you're on a team. It does, of course, make things easier, like you said.
My Invuln doesn't have it mostly because I wanted to leverage the defense in the set and not get Tough for once, since most of my Scrappers and Tanks have it. Felt nice to branch out a bit.And he's done well on the ITF and on 8 man teams against the Praetorian 40+ story arcs. Darn def debuffs from the Clocks stinks, though.
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The OP can pick sets that don't require to switch to other powers too much. Rely on the Dual Pistols attacks, and use the secondary as needed. Devices removes the option of Build Up, but it does make it easy not to have much redraw. Energy Melee works okay if you ignore the attacks some, or only use them in a string when you get in close to one target.
Though keep in mind redraw isn't that huge. It's only a second and shouldn't get your teeth grinding too much. -
Yeah, glad for the change. It was over the top crazy, and it pushed a fairly easy game into the even easier range. A bit more challenge is good, especially requiring the use of more than one power. Shield Charge should be fun, but not an "I win" button.
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Fiery Embrace only buffed fire damage for 20 seconds, everything else was at 10. Keep in mind that many of Fire Melee's attacks have another damage component (Lethal is in Fire Sword, FSC, and Greater Fire Sword), so Fiery Embrace wasn't ever buffing all the damage in those attacks for the full 20 seconds.
You get more benefit with the more damage you have, too. So slotting well, using inspirations, outside buffs, etc., will all make Fiery Embrace add more damage to your attacks.
Also, note that the quote from Castle Acemace put in earlier is looking at Greater Fire Sword. -
I dunno. I never seem to see any locations, other than the ever persistent patrol one there. Nothing comes up in the Transit building, or the auction, etc. I think they just overlap with the ones we already have. But I could be wrong: I'm sure DC or someone will correct me.
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Cold has nice buffs and debuffs, and elec seems to be fun (though we have a lot of those, it's not a big deal if we have one more, of course!).
I would think Kin Melee can kind of work well with most sets. The -dam in it would help make WP more survivable, though not against alphas (which it doesn't like as much). Really, it's a nice bonus that will work with anything. I don't notice a huge synergy with any set, just a nice bonus to receiving damage. -
Quote:Nice. I was pretty stoked when I did 500 damage with KO Blow (or something like that) at about level 40 when I was teamed with a Kinetics Defender. That isn't too shabby!So "Bruising" only affects one guy.
You know what else only affects one guy?
Knockout Blow.
I just did 601 damage to one yellow foe!
Well, enough chatter. Back to playing my low-damage AT. -
Quote:The point is more whether it's needed, Awesome. I agree that going from 67% to the cap for S/L will make a big difference (the numbers don't lie on that), but you don't NEED it as an Invuln tanker. I've tanked a fair amount of content on my Invuln that doesn't have Tough, so it's not needed. Albeit he does have a good amount more defense from IOs, too.Get by? Sure, but moving from ~68% S/L resistance to the HARD cap of 90% S/L resistance makes a HUGE difference in facing tough mobs. It's the same idea as going from ~30% defense to the 45% soft cap; the last bit of defense is much more valuable than the first bunch. Of course with an Invuln it's best of all to do BOTH
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Here's an example, back in issue 10-11 CMA didn't have the fighting pool or a soft cap build (due to the state of set bonuses then and Invuln in general it was, if not impossible at least extremely difficult). There were a lot of high level missions that I had to be extremely cautious of or risk getting killed. The STF was particularly challenging then; many of the AV's hit hard enough to 3 shot me. Adding the Fighting pool and Tough suddenly made most of the AV's MUCH easier. Of course when issue 13 rolled around with it's changes and I soft capped him in addition to the 90% S/L resist a lot of things that 3 shotted be before I could nearly AFK on.
And that's a good thing, too. If all Tank builds needed Tough to work, that wouldn't be very fun. -
My point was not about whether it was WAI, but whether that was a good design setup. My point is that it's not. It's not like Fiery Aura has that much going for it with its shields already, but to have them drop to 40-50% effectiveness from one patch is just insanity. It's bad for any set that needs some resistance to survive.
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Quote:Wait, are you comparing Practiced Brawler or Active Defense to the KB hole in Fiery Aura or Dark Armor? Really? Drop one slot extra slot in either and you're good to go. I do think click mezzes are not useful in today's game, but... I'm not going to say they're as annoying as a KB hole for a melee set.Again, every set has to do this. If you don't want to spend the post-level ten game constantly mezzed, you HAVE to get the anti-mez power. Practiced Brawler and Active Defense HAVE to have extra slots assigned to them if you want them to be perma, AND you can't put any useful IO Sets in them. That's a power pick and a slot gone right there; FA's status protect is baked into its regular defensive shields.
Again, I think you're bellyaching out of proportion to the "injury" you're suffering. You have to blow a TON more power picks and slots on Super Reflexes, for example, to get it to the most complete protection. If anything Fiery Aura gives you MORE room to do what you want with it, because it has so many powers which are skippable.
Sorry. I am absolutely unconvinced.
I suppose one slot for -kb might cut it for a Scrapper, but for a Brute or Tank with one of these sets, you end up sacrificing 4 slots to avoid most KB in the game... and then there are a few mobs that can STILL get you when you're tanking for your team. This, when every other melee set can just ignore it entirely and slot for whatever.
And those 4 slots do make a difference. I end up cutting slots from powers that I would like to slot more heavily to get that -kb protection. There's no logical game reason to have this difference, either. Why two don't have it when all the others do is rather odd to me. -
Anyone able to confirm the numbers for me at least? I appreciate your feedback, seebs, but I don't have room for both, and the numbers/effects are going to be the deciding factor for me. Seems kind of weird that the numbers are so different.
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It's definitely better. It's more unique, and equally buffs no matter what attack set it is paired with. The old version unfairly favored Fire damage only for 20 seconds, with everything else for 10 seconds. That's a bit improvement right there.