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Posts
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Quote:Your signature content implies you have the means to have infamy. Use the in-game mail system and send yourself some cash and go buy some SOs or craft some IOs. That will solve both of these problems.But still, I'm working with DOs still (Lvl 25, for the record), and it's not the most accurate power. Plus the cooldown means I don't get to use it every spawn.
Quote:Beyond that, I honestly tend to feel a little guilty because I'm cutting down overall XP, but nobody complains so I guess it isn't that bad. -
So, why did /newspaper get nuked (and stealth-nuked at that)?
Note, this is not to be confused with /e newspaper. I've been using /newspaper as an entry in my global bind file for years to access scanner and newspaper missions. Now, with the release of Going Rogue, it's an unknown command.
This isn't the first time a slash-command has disappeared without a forwarding address (/sgmode and /requestmissionexit are two that come to mind). I can't imagine that accessing the newspaper contact via keyboard/bind rather than mouse clicks was some sort of exploit.
Is this a bug? Working as intended? Can we get it back, please? -
Don't get too caught up in experience per kill. Seeds will speed up your kill ratesorry, arrest rate, just be sure to use your best auctioneer's voice when reading them their rightswhich should result in better experience per <insert unit of time here> if that's important to you.
Back before newspaper missions when it was possible to outlevel contacts, one could make an argument for maximizing experience per kill. But with scanner missions, Ouroborous, and even getting experience while exemplared, it's not like you can run out of missions even if you tried really hard. And, of course, the mission bonus doesn't care how you finished, it's always full experience. So experience per kill is meaningless.
If roots slotted as an attack doesn't seem like it provides the damage to get enough experience over time for youand personally with the sheer safety you should be soloing at I wouldn't bee too criticalyou could entertain the idea of damage procs; you have access to a number of powers that can take them. -
Quote:My opinion is that the masses have things backwards.So I gotta ask, what constitutes an Offender? Am I one? Or am I just a Defender who likes to make a mess out of enemy HP?
There doesn't need to be a special title for defenders who aggressively use both their primaries and secondaries. That's defendering. Are you throwing offense out there? Yep, but to me that's standard defender duty.
Those that lopside themselves are the ones that should be going by some other, less glorious moniker. And "pure" ain't it. -
I'm far from an expert on inventions, but I felt this needed to be addressed:
There is a feature that may not have been implemented when last you played: dual character builds.
You can have two completely separate builds with their own power selections, slotting, and power pools (keeping your archetype and power set choices, of course), which is handy if you want to have one for special purposefor instance, ally-only powers don't help when soloing, so you could easily put something more beneficial to you in a solo build, and switch back to your grouping build as needed.
Just talk to any trainer to set up, name, and switch between your builds. Switching can be done every 15 minutes. -
Quote:Happy was actually saying the opposite.Spine, I think happy was saying if you're going to forget your secondary, forgetting empath on a controller is better than skipping your blast on a defender. I could be wrong, but that's how I read it and laughed at the truth of it.
If the original poster wants support and empathicalness to be his main thing, to the point of purposefully ignoring his entire defender secondary, then he might be happier (and certainly more effective in his chosen specialty of team safety) going the */empathy controller route.
That said, giving it some thought I can't say that your statement is incorrect either! -
If you're going to skip your secondary powerset entirely, you'll find you can make a far more effective support character by creating an */empathy controller.
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/bind <key> "powexec_auto Inertial Reduction"
Pressing <key> will toggle the autofire state. Enjoy!
Edit: Just noticed your join date, so I'm throwing this out there just in case you weren't aware: If you're using IR as a travel power, make sure you have Hurdle from the Fitness power pool. It makes a huge difference! -
Paired with Trick Arrow, Explosive Arrow is more frustrating than disappointing. Randomly flinging enemies out of your location-based debuffs (including Oil Slick) is not in the top five helpful things you can do. And since the knockback isn't consistent, it's not a reliable tool for selectively knocking things into your debuffs, either.
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Whether it's worth it depends on a lot of things. Does your secondary have any slow or immobilize effects? Do you regularly fight above your level? Do you normally team with others that would make extra slow movement debuffing irrelevant?
For me, I usually find extra slow movement to be unhelpful (Caltrops being a major exception). I either have more than I know what to do with (I'm looking at you, storm summoning!) or I have other ways of controlling the battlefield. -
Quote:What I suggested to him was to do away with the targetable Oil Slick pet, and introduce a slash command that would check to see if the character had an active oil slick, and if so, light it. That way you could choose when (or if) you wanted to light it, with the side benefit that any TA user who doesn't have fire/energy attacks* could still get full use of the power.I think at this point Castle should just throw in the towel and just make OSA automatically light (i.e. rather than summoning the oil slick pseudopet and the targetable pseudopet it should summon the oil slick pseudo pet and the flames pseudopet). it's a neat mechanic but it's so buggy I'm not sure it's worth the development effort to try and fix it.
Whatever the direction, it's years past time to ditch the current mechanic of lighting the thing. It was a neat experiment, but ultimately it failed and needs to be replaced.
* I realize that some origin powers will light it, but some people may choose other origins for concept/roleplay reasons. -
Quote:It can be both weak and under-rated.I want to know why some people still think TA is weak. It sooo is not. If anything it is under-rated.
I've gone over, in great detail, why I think Trick Arrow is underbalanced on defenders. This was long ago, predating even the initial efforts on the OSA non-ignition bug (in other words, years ago). Many of my main points have been echoed in this thread.
So, rather than "*zips lips*" as a response to those answering your question, let me ask you why you think it's so strong? -
Quote:Tentacles Night Fall Tentacles Night Fall ... etc., with the single-target attack of your choice tossed in for bosses.Great to know, thanks for the clarity guys. What would a typical attack chain be like?
-MT
This pair of powers simply melts groups of enemies. If you put damage procs in them (Tentacles can hold 3, Night Fall can hold 2) you will never, ever look back.
As to your build, I think you'd get more mileage replacing the two Luck of the Gamblers (not the recharge unique obviously) with resistance enhancements. The teeny extra defense you're currently getting won't even be noticeable with all the to-hit buffs you're tossing around.
I also can't imagine many occasions when you'll actually need Life Drain. If you're really worried about healing, slot your Dark Servant for it and stand near him. -
Quote:Erm, so, um, yeah ... I really meant to type psychic mastery, not power mastery. But you figured it out.If you want to increase your soloability, switch from electric mastery to power mastery. Mass Hypnosis to lead off, which lets you get most of your kinetics goodies off early (including and especially Fulcrum Shift).
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Quote:If you're only going to get one or the other, I'd take Psychic Scream over Psionic Tornado. Having both is nice, and depending on what you find useful from your epic you may even get them both at some point (not sure what level your character currently is). I'd personally replace Subdue, though that requires some juggling. Will Domination and TK Blast are too nice as single target attacks; though if knockback bothers you then TK Blast could go away.Thanks for the feedback! What do you suggest I replace with Psychic Tornado? The Stealth or one of the single target attacks?
Quote:I'm on the fence about the Super speed/stealth/recall bit. I've never had it on a character before and am curious about trying it. I would really like to fit in Flight somehow. -
If you want to increase your soloability, switch from electric mastery to power mastery. Mass Hypnosis to lead off, which lets you get most of your kinetics goodies off early (including and especially Fulcrum Shift).
I'd also want Fulcrum Shift up more often than you've got it. It's just preference of course, but I'd go 1-2 accuracy (since you've got gobs of global accuracy) and three recharges. Even with Hasten and Siphon Speed, you'll appreciate being able to get it off more often when soloing since subsequent castings stack, and you will probably have fewer mobs per spawn when solo.
If you wanted to save a power slot, and could afford it with either influence or merits, putting a Celerity: Stealth enhancement into Super Speed could easily replace the Stealth power.
No Psionic Tornado or Psychic Scream? I realize that some people don't care for the damage over time nature of Psi Tornado, but at the very least grab Psychic Scream. It's a very solid power, in terms of both damage and secondary effect (62.5% recharge debuff in a cone effect).
I'll let others comment on set bonuses, frankenslotting, and IOs in general, as it's not really my area of knowledge. -
Quote:I'm a huge fan of to-hit debuffs, don't get me wrong; it just looks like an over-specialization here. Darkest Night and Fearsome Stare are getting you close to 60% debuff when stacked, which goes up to about 77% with Tentacles and Nightfall (not slotted for debuff). Then there's the +defense from Shadowfall and Maneuvers, not to mention Fluffy. After a certain point, more debuffing value doesn't add any more actual debuffing. Slotting the attacks for to-hit debuff instead of damage gets you a net +8% to an already more than sufficient debuff value but cuts your damage potential in half (not counting 3 procs in Tentacles and 2 in Nightfall which make a significant difference).And increases the to-hit debuff greatly which is the aim for this guy.
This is more a debuff build than damage. I'd have got a bit different if I were trying for damage.
My point is that you don't have to sacrifice damage to be tremendously good at to-hit debuffing. Though it's certainly something you can do if you feel that what you get out of it is worth what you give up for it. -
Just a few comments and questions for you.
Swift would benefit all of your travel powers (hover, fly, and superspeed), yet you took hurdle instead which benefits none of them. I'm not sure if you're actually using hover or just getting set bonuses from it, but if it's something that's usually on then another flight speed in there will help a lot.
Tentacles and nightfall are a very nice source of area effect damage. The set bonuses from cloud senses are nice, but basically chopping your damage potential in half for some extra ranged defense isn't something I'd do. And I won't even get started on how much extra oomph damage procs in those powers can add. Don't get me wrong, capped ranged defense is nice (though not completely necessary on a dark miasma user). I just think you're giving up a lot of offensive potential to achieve it.
Shadowfall is a great place for knockback protection. Once you have it you won't want to play without it, ever. -
These are just random thoughts for a random build...
I'm not sure why Clear Mind, with its 4-second base recharge, needs 3 slots for recharges while Fortitude gets none.
Hasten could be taken a lot earlier to support the auras and attacks (since you only have two).
Did you take two travel powers for a specific reason? And skip your epic armor? -
Quote:These are all tremendously nice buffs. Is there a reason you're pushing them all off for so long?24 => Fortitude
Empty(24)
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32 => Recovery Aura
Empty(32)
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41 => Regeneration Aura
Empty(41)
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44 => Adrenalin Boost
Empty(44)
Fortitude at 12 is vastly more helpful than at 24. Not that it's not useful at 24; it really is a nice buff regardless of level. But as your teammates are in Dual Origins between 12 and 22, that extra defense, accuracy and damage is quite visible in the teens (and later, too, but there's such a contrast with it before Single Origins that not taking Fortitude until level 24 begs the question "Why, oh why?"). Having Resurrect take up the level 12 slot is nothing short of tragic, especially when awakens are easily made with inspiration combining and Fortitude helps prevent the need for awakens/resurrections in the first place.
Recovery Aura and Regen Aura not only make your team unstoppable when they're up, but they're also the only two buffs you get that will affect you as well. Recovery Aura is also available before Stamina, and makes that last push much easier to bear.
As for Adrenalin Boost...if you have some reason for waiting 12 extra levels to be able to pick one teammate and turn them into a god, it's not a good enough reason. I don't even need to hear what it is. It's not good enough.
You're not taking Stamina until 30 (and you don't have Recovery Aura until 32, and not slotted until 33 at the earliest); what is your plan for endurance management?
Taking both Heal Other and Absorb Pain seems redundant to me. If you really find yourself needing that much healing, take your buffs sooner and use them. Or tell your teammates to stop being stupid. Or both.
Part of me is hoping this is just a joke build for the forum's amusement. -
There's one buff centered on you, the caster, and one buff for each affected foe centered on them individually. To get the benefit of each buff, you (and any other interested parties) need to be within range of that buff's emanation point. So if you stay at range, you and anyone near you will get the buff centered on you, but not the ones from the foes. If you're in the thick of it when you hit the Happy Button, you'll never cast it from range again.
For Fulcrum Shift, the buff around you (the caster) is twice that of any one foe-centered buff (if I'm remembering correctly, not in game at the moment); I'm not sure if Heat Loss works the same as I don't have a cold/ user high enough level. Still, it's worth it to pop in, hit the button, and pop back out. Both powers are just that yummy. -
Quote:Either way, if you come with a heal, you're going to be deemed healer, if you come with buffs...do the math. So on and so on.Quote:I understand you made a bubbler or a Rad and deemed yourself a "buffer" to be different. In the end you're either a buffer or a healer. Let's not try act like MMo's don't need "healers", thats just erroneous.
While there are MMOGs that are designed to need healers, CoH is absolutely not one of them. Since this discussion is about CoH in specific rather than MMOGs in general, it's more appropriate to say, "Let's not try act like CoH needs 'healers', that's just erroneous."
The name of the archetype has nothing to do with why I don't call myself a "healer." It's because healing, while part of what I do, has never been the main or primary thing I do. That, and I actually understand the game. -
Quote:Erm, nope. My kineticist, stormie, dark, and radiation defenders all "come with a heal" but I have never advertised myself as a "healer" or responded to people looking for one. If you choose to define yourself based on one power available to you, that's your choice, but don't try and make everyone else do so. While I have and use heals as called for, they are the least of what I bring to the team.Either way, if you come with a heal, you're going to be deemed healer, if you come with buffs...do the math. So on and so on.
By powers available, all defenders are better classified as damage dealers since they all (including empaths) have far more damage powers available to them than healing powers. If this sounds absurd to you, consider how absurd it is to label people based on a singleand in many cases their least effectivetool in their toolbox.
Quote:"Defender" is a vague word to use, yes it was a huge mistake by the devs. But don't make it seem like certain AT's aren't healer's, thats just obtuse. Every MMO lives by the holy trinity ; Tank, Dps, Healer.
Perhaps I'm just playing the game wrong, but I have NEVER, not once, needed a dedicated healer (in fact, those advertising themselves as such tend to be unneeded and largely dead weight in my experience). Come to think of it, I somehow manage to play just fine without a tank or DPS-focused characters along, too. Could it be that CoH actually doesn't live by the holy trinity? That's right, it doesn't. Some players live by it, but the game itself never has.
It's my opinion that anyone who feels that a "healer" is needed should just pick up the medicine pool and stop looking for someone else to babysit them. -
Better kind of depends on what your concept is supposed to be. If you explain what you hope to do you might get helpful feedback.
There are at least a few things you've done in your last build that I'd be hard-pressed to recommend, but without knowing what your goals are it's hard to see where this is going. -
Re: the empath and rad examples, was there some period in time when these were not the case? People never needed AE to be clueless.