Greyhame

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  1. Quote:
    Originally Posted by Synapse View Post
    This was the feedback that I received repeatedly from you all during this thread. Which is why we've decided to only use recharge on a power from enhancement sources and alpha slots. Global recharge will not reduce proc chance. Take a look at previous posts for all the details

    EDIT: Curses! Scooped by Sanguine Sentinel!
    I made the same mistake initially Synapse. It's a big thread. Perhaps you could edit the original OP to include a statement, "This list of changes is outdated please see: [link to post with current info]."
  2. Quote:
    Originally Posted by Agonist_NA View Post
    Warshades can use it too in human and dwarf form, though they don't likely need the +End proc. I prefer Touch of the Nictus anyway, for obvious reasons.
    I'm aware that other powers can slot it. I was referring specifically to the proc. Getting significant benefit out of the proc requires an AoE power that takes accurate healing. Which is one power in the entire game.
  3. Quote:
    Originally Posted by Aura_Familia View Post
    Another invasion . . . yawwwwwwwwwwwwwwwwwwwwwwnnnnn!!!

    They should be sent packing shortly.
    I'm hoping for something a little more complex. This is Nemesis after all; he did say the point was to spread defenses thin... but not why.
  4. My Fire/Time doesn't feel like it's lacking anything. This is a relatively cheap build (no purples/pvp ios) with mostly level 40 enhancements so I can exemp a ways down without losing all of my bonuses. It does have perma-hasten & chronoshift and ranged+aoe softcap. I'm effectively softcapped to melee with Time's Juncture. I'm not building for any specific content; I'll be running iTrials, TFs of various levels, general pug teams, etc.

    I'm leaning towards Musculature because damage is yummy. More recharge really isn't going to help; I'm not having end issues, but my blue bar isn't impervious so Musc's endmod is nice. I could go Cardiac, but I really don't need that kind of endred. Cardiac's range would be nice, but unecessary. Although Musc would be a small damage boost it will probably provide more benefit.

    Can anyone think of a reason to go with something else?
  5. I wasn't sure, so I just logged my old Ill/FF and tested. Repulsion Bomb does NOT benefit from Containment. Force Bolt, Power Blast and Spectral Wounds do. I can only assume this is WAI Seems like it should be changed though, I mean what are the devs worried about really, that FF will do too much damage? *boggle*


    Edit: let me also say that it is still a fun power. If you are looking for a set to give awesome buffs to teammates and still do reasonable damage/etc take a look at Cold and Time. Both can do very good defense buffing (Time can be boosted by Power Boost/BU) and other useful stuff besides.
  6. Quote:
    Originally Posted by Zombie Man
    I believe that if just one single 'proc' -- whether legacy or PPM -- is being relied upon by an AT to make a *significant* jump in 'power' or to make the AT 'playable'; then it is Overpowered.

    Quote:
    Originally Posted by Morganite View Post
    Are there actually any such examples on the table?
    One could argue that Theft of Essence adds significantly to Dark Armor's playability. Not that DA is broken without it (leveled my SS/DA long before IOs) but that one proc does make a huge difference in survivability (via increased ability to spam DR) and QoL.

    It's also the only proc that I would be genuinely upset about if it were significantly nerfed, simply for the QoL loss. I've always viewed it as Castle's sneaky underhanded means of buffing DA without actually buffing DA. After all, there's exactly one power in the game that gets any real use out of it, and it's a huge use. I doubt that was accidental.
  7. Quote:
    Originally Posted by Draeth Darkstar View Post
    The quote in Greyhame's post is pre-PPM Proposal 2.0.
    My bad. I admit I didn't read the entire humongous thread before replying. Didn't realize Synapse had changed the proposal. Good God he has a lot of post in this thread... *goes back to reading*
  8. The way I see it, the devs realized they had a screwed up situation with procs and needed to standardize things across the board. I'm not surprised or dismayed - standardizing mechanics that prevent extreme outliers are necessary for a decently balanced game.

    Quote:
    Originally Posted by Draeth Darkstar View Post
    Conversely, I do think there should be a floor to the chance to proc in any given power of no less than the current flat rate of each proc (so no matter how short a recharge+activation time, say, a melee attack has, Touch of Death would never fall below a 15% proc chance, for example).
    Agreed. This won't prevent the screwing up of perfect min/maxed chains, but it will prevent the procs from becoming virtually nonfunctional in a League with tons of AoE recharge buffs.

    Quote:
    Originally Posted by Draeth Darkstar View Post
    I'm really shocked that this isn't a more prevalent concern...
    A little perspective is in order here. This change leaves 99.999% of the game unaffected. It only affects procs. It only heavily affects super IO'd builds that also have perfectly calculated attack chains (a tiny minority), and those attack chains are mostly a solo or single target thing. On a more chaotic team or aoe basis (which is most of the game) those chains are less used/useful.

    I'd bet that most players won't even notice the change.
  9. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I bought the Hecatomb Set today. They're the first Store-Bought Enhancements I've purchased.

    It would take me far more than a month to farm the resources needed to get them given my play style and aversion to playing the market. I'm not complaining, but I think 1000PP should be the standard price rather than a 50% sale price (with an overall corresponding price drop across SBEs in general).
    I haven't bought any, but I'll have to examine the possibility. I can buy a set for less than 1 hour of overtime at work. I can't make that much inf in game in an hour. It's probably going to be more efficient to just work extra. Good thing I like my job
  10. Greyhame

    Which Kin?

    Quote:
    Originally Posted by Beauregard View Post
    Fire Imps at cap will generate ~180 dps. Against a single target, there's nothing a Fire Controller can do that will come close to matching that performance.
    And you believe this proves that controllers do most of their damage through pets? I stand by my post above.
  11. Interesting ideas. Healing orb is a neat concept and Rage orb sounds cool - I'd love to see Time Bomb replaced with something useful like that. How wedded to the location-based (like traps/spirit tree/beacon) focus are you? I'd love to see something using this concept that was more enemy/ally/self targeted.

    But OP? Oh hell yes. Shield Orb is better than both of a Sonic defender's ally buffs combined. Its better than scrapper armors that only provide resistance to a few damage types. The last power is basically controller manuvers+assault+tactics all rolled into one toggle, but with better defense.
  12. Greyhame

    Eye of the Storm

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I made a character that looks like a monkey, and everyone cheers him on when he breakdances, so it's all good in my book. And since he's Staff/Stone, the breakdance part kicks them with Rooted on his feet, and suddenly it's kind of awesome.
    Is he 32 yet? I wanna see Granite Breakdance!!
  13. Greyhame

    Which Kin?

    Quote:
    Originally Posted by The_Laughing_Man View Post
    I am struggling with a Kin concept and am looking for forumite thoughts on the issue.

    I've tried playing a Kin for a long time now and the highest I got without deleting was an Energy/Kin Corruptor (42)...
    I had similar issues finding a Kin that I liked. It wasn't so much about effectiveness as finding something with a playstyle that I enjoyed. After several characters I finally settled on a Dark/Kin corr and love it, but flashy it is not. YMMV.


    Quote:
    Originally Posted by Beauregard View Post
    Kinetics runs afoul of two major difficulties:
    1. You don't have much time for your other power set.
    2. Your team only needs one.

    The first tends to favor Controllers, who simply let their pets do the damage. Unfortunately, builds such as Fire/Kin have been falling out of favor because it's relatively difficult to keep the pets alive in tougher environments and Speed Boost no longer works on pets.

    The first also disfavors Corruptors. If you simply flip a Corruptor */Kinetics build to a Defender, you get a build that also matures much faster but does essentially the same damage because you need to spend less time activating Kinetics powers and can spend more time nuking.

    The second one favors Defenders. A single Kinetics Defender is all the Kinetics any team/league really needs. A single Kinetics Corruptor/Controller is about 75% of what they'd like and if you bring a second Kinetics, you'll be wasting most of the value of that second player's set.

    Kinetics is far and away the most powerful buff/debuff set, so you can pair it with anything and you'll still have a pretty powerful build. However, it is actually synergistic with very little - playing anything with Kinetics means you're primarily a Kinetics with some other powers you use from time to time.

    I'm not trying to be offensive here, but I don't think you know what you're talking about.



    1) I've played several troller/def/corr kins and never have had problems finding time to use my other powerset.

    2) Your team doesn't need any Kins, but having more than one certainly won't hurt. No player is perfect, and everyone isn't always in position to be buffed; also there isn't always a big spawn around throw FS at. More than one Kin will increase the chances that the team stays damage capped all the time.

    3) Controllers haven't done most of their damage through pets since Issue 4.

    4) My corr doesn't spend less time using Kin powers than my def. I use the Kin stuff first then spend the rest of the time blasting. Its the same either way.

    5) One Kin def/corr can damage cap the team; neither has significant advantage there. The def will do slightly better on the other buffs/heals, but not so its noticeable. The corr will do noticeably more personal damage due to a higher damage cap.

    6) Kin is a great set, but calling it the most powerful buff/debuff set is absurd given its relative lack of debuffs. Define your metric. Personally I'd take Cold over Kin on most teams; the living out-damage the dead.

    7) Kin has powerful offense, but is fragile; it synergises well with sets that provide significant mitigation of some kind (part of the reason I like it with Dark).
  14. Greyhame

    Eye of the Storm

    Quote:
    Originally Posted by Angelxman81 View Post
    I dont think all powersets fits all concept characters.
    I think is one of the best looking powers in the game.
    I think its a great looking animation. I'd love to have it on a dance emote.... but it is not an attack. Its not even remotely attack like, which is just plain silly IMO.
  15. Quote:
    Originally Posted by Tenzhi View Post
    I thought it was satirical.
    Yes. *chuckle*
  16. Quote:
    Originally Posted by Hell Razer View Post
    ...Staff fighting is a melee set and therefore should have an above average damage output...
    Why?
  17. Quote:
    Originally Posted by Diesel Punk View Post
    Good = It does something well enough to be worth playing compared to other sets, numerically. At least that's how I tend to read it when people ask if a set is 'Good'.
    Yes but 'worth playing' for most of us means roughly comparable performance. Certain other folks think 'worth playing' means 'contender for top DPS or Farming ability'.
  18. Quote:
    Originally Posted by Zombie Man View Post
    Let me ask in the game...

    [Broadcast] Zombie Man: So, how many Gambit clones have been created so far now that staff fighting is out?
    [Broadcast] Gammbut: I haven't seen any.
    [Broadcast] Gaembid: who?
    [Broadcast] xxGambitxx: I know not, mon cher!
    Win.


    Also, I think the last few powers are misnamed. They should be:

    break-it-down
    STABBIN-YER-TOESIES
    Corner Pocket
    and
    We stole this from Titan Weapons
  19. Quote:
    Originally Posted by dugfromthearth View Post

    ...

    given that I never play at high levels this is not an issue for me. My tanker is much sturdier than brute in the 10's and 20's where I play. But certain people have complained about this issue.
    I am objecting to the attitude that tanks need a buff because brutes are good. The entire viewpoint is warped.

    Also, given the admission above and the tone of several of your previous posts in this thread, I wonder at your reasons for creating this topic.

    I believe I will opt not to provide further feeding.
  20. Quote:
    Originally Posted by Thoran_EU View Post
    ... what do the boards think is the easiest AT (And powerset) to start out with?

    For this discussion, let's set the following rules:
    -The new player has never played CoH or an other MMO before
    -The new player has access to every AT except the EAT's
    -The new player has the inf nor the money to deck out his character with IO sets.
    -The character has to be "fun" to start playing with, and not only start becoming fun in it's late 30's.
    -Please elaborate your choice, why that AT and those sets?
    IMO you are asking the wrong question. The right question is: which AT/powerset is *best* to start out with? It isn't an easy-mode character that teaches nothing but bad habits (such as reliance on QR).

    I would recommend something fun/playable and desirable on teams that teaches an appreciation of team and game mechanics. Probably troller/def/corr. I wouldn't recommend blasters because they teach team mechanics but won't teach anything about how important buff/debuff/control is in this game.
  21. Quote:
    Originally Posted by dugfromthearth View Post
    Tankers - may need help at 50+ when IO sets cap brute's def
    This argument seems flawed.
  22. Greyhame

    Energy Melee

    Quote:
    Originally Posted by Jibikao View Post
    ... PvP nerfed EM to the ground.
    This is the answer. EM was absurdly OP on stalkers in the old PvP - greatly superior to every other Stalker primary. The devs made a number of mistakes balancing PvE powers for PvP and EM's treatment was one of them.

    At this point the game has changed so radically that a reevaluation of the set is in order. Adding AoE is not, however; some sets are supposed to be ST specialists.
  23. Archery - has a cool non-crashing nuke on a very short recharge

    AR - never played it

    Beam - packs a serious ST punch with good AOE up past 32 (non-crashing nuke) and excellent mix of secondary effects

    Dark - decent damage, excellent survival, it got buffed and now its heal serves as a decent third ST attack. A ranged attack that does good healing and you're going to spam it anyway... good stuff. Great secondary effects also

    DP - because you like hopping around like a monkey on crack with a pair of pistols.

    Electric - because your life has no meaning if you can't aaaghrrRPee lighting properly.

    Energy Blast is Strong and Pretty.

    Fire - Godly.

    Ice - awesome ST, good secondary/control effects, decent AoE + Blizzard which is OMGSOFREAKINGAWESOME with Scourge.

    Psychic - long range/good control? never played the blast version, just Mind/, /Psi and Fort

    Rad - good AoE, especially if you're going for a melee/pbaoe playstyle. Energy damage is awesome and defense debuff secondary effects = proc heaven.

    Sonic - hte mostest -Res. evarh. Decent ST and AoE, decent solo, awesome teamed.
  24. Greyhame

    New TV badge

    I've been running the TV respec repeatedly as the WST, and I'd like to suggest a new badge, for dying in the reactor core, titled: "AFKer".


    What?