HelinCarnate

Legend
  • Posts

    1122
  • Joined

  1. Because WP is easy mode. With a new primary, a very easy way to test it out is on a strong secondary that is not expensive to make decent. WP is probably the most fitting for that task.
  2. Quote:
    Originally Posted by Another_Fan View Post
    I Laughed at this.

    Without even trying. Just take the stealth pool. You can now slot 3 luck of the gambler globals for 22.5% more recharge and you get stealth, invisibility and a phase power or that last 7.5 all for free. The fruit doesn't get closer to the ground without being a potato.
    On a maxed out build, many will already have 5 LoTG slotted and a stealth IO in their travel power. How exactly does this help in that case?



    edit to add. I like potatoes.
  3. HelinCarnate

    Energy Transfer

    Quote:
    Originally Posted by HelinCarnate View Post
    ... On my EM, I run in hit WH, then mop up with gloom, and the tier 1-3 attacks….. after a while of dealing with this (overkill with ET and TF) I changed my tactics to only really use ET and TF on hard targets. Since then I have felt much more productive on teams....
    Quote:
    Originally Posted by Leo_G View Post
    You've got to be an idiot if you expect me to believe every possible target for your Tanker or Brute is instantly dead by the time you get to it. So spawns are dying in less than 3 seconds?!
    Quote:
    Originally Posted by HelinCarnate View Post
    Dead by the time you get to it? Not normally. Dead in the following 3.3 seconds after I get to it? If not a boss, probably. In the 2.67 seconds after I get there? Maybe, but I end up doing tons of damage when only a medium amount is needed.

    The whole spawn does not have to die in 3 seconds, just your target in order to screw things up for you.
    Quote:
    Originally Posted by Leo_G View Post
    Funny, I remember there being attacks that go off in 1.3, 0.8 and 1.5 sec that you can be using on things that aren't bosses and fall really fast...that's what the smaller attacks are for, afterall. I'm not going to Greater Fire Sword a minion that would have gone down with a Creamate...

    Your issue is user-side.
    Quote:
    Originally Posted by Leo_G View Post
    I have. But I still fail to see the issue you're complaining about as a severe balance issue. Communication would go a long way in helping your specific issue (tell those squishies to not target through you, for one).
    So the issue can be solved by micro managing the team? Any brute or tank that asks others not to target through them is setting themsleves up to have everyone target through them out of spite for telling them how to play thier toons.

    I have already posted what I do as a work around. I use just the low damage attacks until there is a hard target. This however leaves 2 attacks unused for the most part. TF I have skipped due to the DPA being higher on all my other attacks accept Barrage; and ET I don't bother with except for +2 bosses or higher.

    And I never stated that it is a severe balance issue. All I am asking for is a change in the animation to ET to still keep it 2.67 seconds, but have the damage applied at the begining of the attack instead of the end.

    If you are reading like you claim to be, you really need to work on your comprehension skills.
  4. HelinCarnate

    SS/WP build help

    My farming build. Taunt is overrated. Wait until I19 to pick it up with one of your free 3 new powers.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Jab -- Amaze-Stun(A), Amaze-Stun/Rchg(3), Amaze-Acc/Stun/Rchg(3), Amaze-Acc/Rchg(5), Amaze-EndRdx/Stun(5)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(7), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9)
    Level 2: Mind Over Body -- GA-3defTpProc(A), GA-ResDam(9), GA-Res/Rech/End(11), GA-End/Res(11), GA-RechRes(29)
    Level 4: Fast Healing -- Numna-Heal/Rchg(A), Numna-Heal(13), Numna-Heal/EndRdx(13), RgnTis-Regen+(29), Mrcl-Rcvry+(31), Mrcl-Heal(33)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(15), SW-Def(15), SW-Def/EndRdx(17)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19)
    Level 12: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(25)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(27), HO:Golgi(27)
    Level 18: Rage -- ToHit-I(A)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc(31)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Numna-Heal/EndRdx(33)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), SW-Def(34), SW-Def/EndRdx(36), SW-Def/EndRdx/Rchg(36)
    Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/Rchg(37), HO:Ribo(37)
    Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(40)
    Level 35: Weave -- LkGmblr-Rchg+(A), SW-Def(40), SW-Def/EndRdx(40), SW-Def/EndRdx/Rchg(42)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(48)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46), Posi-Dam%(46)
    Level 47: Mu Lightning -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(48), Apoc-Dam%(48), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Acc/Dmg(50), Dev'n-Acc/Dmg/Rchg(50)
    Level 49: Strength of Will -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run
  5. In most cases, no. With Combat Jumping and Weave you can get up to 4 LoTG recharge as well as some from Crushing Impacts and purples if you have the money. The great part about claws is you get a Melee, ranged, PBAOE and TAOE all in one set. Very handy if you decide to focus on recharge rather than defense.

    Even without purples you can still get a decent attack chain with claws. Now if you want to go nuts and drop pylons in a just a few min and kill AVs without blinking, then yea you will want hasten.

    On the bright side, once I19 comes out and we get the fitness pool as an inherent, you may be able to do both.
  6. HelinCarnate

    Energy Transfer

    Have you even bothered to read any of my other posts? For example the one directly above the one you quoted.
  7. HelinCarnate

    Energy Transfer

    Quote:
    Originally Posted by Leo_G View Post
    You've got to be an idiot if you expect me to believe every possible target for your Tanker or Brute is instantly dead by the time you get to it. So spawns are dying in less than 3 seconds?!

    Get real.
    Dead by the time you get to it? Not normally. Dead in the following 3.3 seconds after I get to it? If not a boss, probably. In the 2.67 seconds after I get there? Maybe, but I end up doing tons of damage when only a medium amount is needed.

    The whole spawn does not have to die in 3 seconds, just your target in order to screw things up for you.
  8. HelinCarnate

    Energy Transfer

    Quote:
    Originally Posted by Sharker_Quint View Post
    and again, all you are reading is what you want to read. even the part you bolded says until you get to an EB or AV. i do not see where it says to totaly ignore them. in fact you can pick a npc that is not being targeted by team mates and use them. again, reading comprehension ftw.
    And how do you know that the NPC is not being targeted by team mates? As a brute or tanker for some folks, you are their target and whatever you are targeting, they are targeting. On my EM, I run in hit WH, then mop up with gloom, and the tier 1-3 attacks. I have run into instances when I found the boss before I ran into the spawn. I then jumpped into the spawn and fired off ET. By the time ET animatied the bosses health bar was so low I would have done just as much damage to the boss and 0 damage to myself if I had just used Bone Smasher instead. Granted this was even level stuff or +1 so the bosses were a bit sqhishie cmpared to +2 and up. But after a while of dealing with this I changed my tactics to only really use ET and TF on hard targets. Since then I have felt much more productive on teams.

    Remeber when you first got GFS or KO blow or Seismic Smash? And then you go to use that attack and BOOOM that little minion goes from full health to nothing in one shot. Then the anticipation builds up to the next time it is up and then WIFFFFF. Ok it happens.... then the next time it is up.... WIFFFF... Gah what a let down. Ok it is up again. WIFFFF... That is what TF and ET feel like on large teams all the time.
  9. HelinCarnate

    Energy Transfer

    Quote:
    Originally Posted by RabidBrian View Post
    That would be like telling an SS player to forget about rage and FS, or a stoner to forget about fault and SM. Or An elec and telling them to forget about LS or TS. Without ET and TF, EM is leagues worse than the other sets. So no, any time the answer is forgetting those two powers, its unacceptable to me.
    I didn't mean to imply forget taking the powers. I meant don't bother to use them unless you are up against hard targets while you are in large groups.

    Rage helps all the time (-10 seconds). Footstomp is an aoe and you will hardly ever run into overkill issues with that power. Fault, well that is a great control power if you can fit it, and SM? Stone Mallet? Unless you mean Seismic Smash. In that case, due to the fast animation time you also hardly ever run into overkill. All those powers can be usefull just about all the time. Same with Lightning Rod and Thunder Strike. Even with the long animation on TS, it is an aoe so even if your intended target is downed before your animation is finished, you can still end up hitting other mobs. Not really any valid comparisons on any of the powers you picked.
  10. HelinCarnate

    Energy Transfer

    While corpse pounding is not detrimental to the groups success, you are not exactly helping either. In groups you may as well just ignore the fact that you have TF and ET until you get to an EB or AV.
  11. Im with you there Firespray. While I love this change, it will create alot of work. IMHO it is worth it.

    My rad/sonic will finally be able to TP folks to safty before a rez. Hehe not sure what I am going to do with the other 2 slots. Perhaps I will finally take fallout and instead TP the corpse to the middle of the spawn for a nuke.

    My brutes may finally take taunt and scrappers take confront.

    I may get use out of the self rez on WP regen and Dark armor.

    I will have more toons that can fly now. I used CJ on most of my toons for the imob protection or just better mobility in combat. Mainly for melee toons which is what I play the most. With builds being so tight and no room for an extra pool, that put me into super jump most of the time. I would much rather just pop fly and go on auto pilot. This change will open up that option for me.

    On others, leadership powers will be very handy on teams with enough +recovery. At the very least I would probably run assault, but take manuvers and veng as well for the lotg mules and because veng just rocks when someone dies.

    On resist sets like /fire and /elec I will be able to go to the stealth pool for the extra recharge in lotgs.
  12. Quote:
    Originally Posted by DSorrow View Post
    I don't think people are negative towards the change because it's basically a buff. What makes people seem negative towards the change is the reaction to having to respec your build in order to keep it at maximum efficiency, which is the goal for most forum-goers. Whenever people need to deviate from something that's been working fine for ages to anything, even a better system, there will be people who aren't all happy with it just because they need to change.

    And, even if they don't actually need to change (no forced respecs, existing characters staying the same), many people will feel they have to change just to stay on par with those who take advantage of the new Fitness.
    You don't have to respec. If you decide to it is free, and lets face it, doing a respec is really not all that troublesome. If you are one of those that feel the need complain about change because it is change and things were working ok for you before, go cry somewhere else, you will not find any pitty here. (saying in general - not directing last comment at DSorrow)
  13. OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

    I swear some of you could be in the desert, dying of dehydration and someone could come along and offer you a bottle of water for free and you would complain because it is not the brand you normally drink. Or that there is no ice and no glass provided and the plastic screws up the environment and they only had a 20oz bottle instead of the 16.9oz ones you like and the bottle had those little screw on lids that only have like 1.5 turns on them that fall off too easy and the guy didn't even have any crystal light mix packets to add flavor because plain water is boring and.......
  14. Damnit I have to wait until next April for brick on a stick?
  15. HelinCarnate

    Energy Transfer

    Quote:
    Originally Posted by Muon_Neutrino View Post
    I wouldn't personally go for KB either - mind you, I *like* KB, but I know that most hate it. KD would be nice though, and then crazies like us can slot a KB io or the stupefy proc to get some KB action. Giving it some AoE splash like thunderstrike (so not full AoE damage, but a fraction) would also shore up the set's AoE weakness nicely.

    I honestly don't understand the rabid hatred for the current animation. Ok, fine, it's 2.67s long, but look at some other sets' heavy hitters:

    Cleave: 2.33
    Vengeful Slice: 2.43
    Thunder strike/total focus/etc: 3.3
    Greater X sword: 2.33
    KO blow: 2.23
    Shatter: 2.33
    Headsplitter: 2.33
    Eagle's claw: 2.53

    Energy transfer isn't *that* out of line compared to other sets, especially since it hits significantly harder than every one of those attacks. The DPA is still through the roof, and the DPE and damage/recharge ratio are still better than normal attacks. If it wasn't for the fact that it used to have a ridiculously short animation, nobody would bat an eye at it.

    They aren't going to lower the cast time and leave the damage unchanged, because that would lead it right back into the same 'ludicrously high DPA' area that it used to be in. But if they lower the cast time and also kill the damage at the same time, I don't honestly think that'd be an improvement. If I'm going to invest some of my health in an attack, I damn well want it to hit like a semi truck.
    Those other powers do not damage you if you end up hitting a corpse. With the long animation time on both the heavy hitters in EM, you either spend alot of time using your lower damage attacks or alot of time waiting to do damage to a corpse. At least on teams. Solo it is really no big deal but last time I checked one of the M-s in MMO stands for multiplayer.

    If the devs insist on the cast time of 2.67 then what I would like to see is the old animation of 1 second followed by 1.67 seconds of you catching your breath or somehow recovering from the health drain that you put into the attack. The damage would hit at the 1 second mark meaning fewer instances where you end up pounding the crap out of a corpse and hurting yourself in the process.
  16. Wow...... just wow....... I mean.... wow.
  17. Quote:
    Originally Posted by Novawulfe View Post
    I totally forgot about procs in my lastest and easily favorite toon now. I feel so dumb... XD But one question, if the power it's self misses, does the proc still have a chance to hit?
    No
  18. Quote:
    Originally Posted by Death_Badger View Post
    An electric brute called Mu Cow made me chuckle
    There is actually a villian arc where you fight some boss Mu dude. His name is Mu Kau.
  19. Quote:
    Originally Posted by Kitsune9tails View Post
    There are spawns that have a 'designated runner' that takes off as soon as the fight starts (I beleive to make CC more useful and to possibly 'pull' the player into a neighboring spawn).
    Ok, then why do they run more frequently when I am on a melee toon but not when I am on a ranged toon? The same types of mobs in Mercy do not exibit the same behavior and it is very annoying in atlas trying to street sweep for your first couple levels if you cannot find a sewer team.
  20. While playing my defender on a team with plenty of melee toons.

    "Why the hell am I the one taking the alpha?!!?" - I really hate timid tanks and scrappers. Does not seem to be a condition on most brutes however. Some proof below.

    Rolled a new toon and was on a lowbie team with several buffs and heals. The brute was running in before the timid scrapper or anyone taking the alpha as he should.

    Controller dude - "wow brute dude you are crazy"
    me to monitor, HE IS A F...ING BRUTE THAT IS WHAT HE IS SUPPOSED TO DO!! And how is it crazy to trust that a kin, dark and emp will keep you alive?!?.
  21. I would stick with WM/EA. It is very strong in addition to being pretty.
  22. Quote:
    Originally Posted by Castle View Post
    Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.

    The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.

    I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
    I can totally agree with the example you provided. I would run away too. But what about the Hellions in Atlas Park? I have run up to a group of 3 +2 mobs and one of them takes off before I even attack. After reading this I thought maybe I took a bunch of insp so the mobs keyed on on that and took off. So I rerolled a fire/fire blaster and made sure not to take the vet powers so there would be no debuffs.

    I run up to the first set of mobs I see. 2 LT and 3 minions. They all attack. Great. I get the first minion to about half health. One of the other minions runs away. Really? My health is dropping pretty fast due to being a blaster and that is enough to break his morale?

    So I kill a few more mobs without any issues. Which I thougt was a bit odd since I am used to mobs always running away in Atlas. So I reroll to a scrapper BS/WP. A defense debuff would not prevent the mobs from attacking so I should not have any issues. I roll up to the first set of even con minions. Group of 3. I walk up without even drawing my sword. One takes off for the hills. I continue to not attack and let the remaining 2 mobs hit me for a while as I watch this hellion jump fences, jump back over fences, run down the street, jump on some cars in a parking lot then wander back to the spawn point. So far I still have not attacked. As soon as he gets back to see his 2 buddies beating me up and me not fighting back, he takes off again. I mean WTF.

    The next group I go to has a LT and 3 minions. As soon as I get in aggro range, one takes off. I stand there getting pummeled for a bit and get down to about 2/3 health. About this time the minion that ran got himself droned. Then a 2nd minion takes off and he gets himself droned as well.

    Is this WAI?
  23. Exact same thing happened to me. I went from 29 to 30 thanks to the final mob on the mission. I did not get credit for the tip mission, I still had 4 left to do at the time. Also the 2 other tips I had were gone.

    It would be nice if there was some cary over. Like 20-30 and 30-40 instead of 20-29. If possible I would like to see it so you can get the different band missions from say 20-29 but have them doable up to 30. Once you get to 30, any new tips would be in the new band but you would still be able to do the "old" tips until you hit 31. There is already something similar with the contacts so I don't see how it could not be done.
  24. Actually he just said his brother was a fire/kin. Could be a corruptor as well. That would make it even more important to keep aggro as the corruptor would not have any controls and fireball and RoF are great at getting aggro. I guess if you really want to be literal it could be a fire/kin tank too but then he would probably not be too worried about keeping aggro away from him.

    Don't mind me, just bein a smart a...