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Water's single-target damage is lower than some sets, but not by a huge margin. It's worth noting that Mids is showing the wrong numbers for Water Jet - it deals 122.62 for a level 50 Blaster, according to in-game numbers, not 87.2. (I suspect the 87.2 number was pulled from City of Data, where Enhanced Water Jet displays the Class_Minion_Pets damage scale by default, rather than Class_Blaster. This is probably also why Mids thinks the power deals the same damage for Blasters, Defenders, and Corruptors.) Plus, you can use it twice back-to-back.
Water Burst deals +25% damage when you have 3 stacks of Tidal Power, making its damage better than most similar powers in other sets, plus the guaranteed knockdown.
Steam Spray is MUCH better than Fire/Frost Breath. It has a significantly wider cone (50 degrees versus 30), a faster activation, and hits like a ton of bricks. Steam Spray averages only 4 damage less than Rain of Fire deals over its entire duration, and Steam Spray isn't a long DoT that enemies can just walk out of, not to mention recharging three times faster.
Geyser is outstanding, and it will get a lower recharge with the nuke changes in i24, but yes, relative to other nukes it will not be AS outstanding.
In the big picture, Water has middling-ish ST damage for a blast set, a self heal, decent soft control, and better AoE than Fire Blast. It is an excellent set overall. -
Quote:Enhancement Catalysts don't drop in Cimerora nor RWZ. You are probably thinking of Enhancement Converters? Catalysts drop from Incarnate content (meaning trials and Dark Astoria).Thank you so much for this! I'm only now beginning to learn about catalysts and boosters, and my knowledge of them is very limited, for instance, where do you get them? But I have gotten a few catalysts as purple drops in Cim and playing around in the RWZ (and thank you so much Razor's Edge for the impromptu Rikti Raids last night!).
http://paragonwiki.com/wiki/Enhancement_Catalyst -
Oh, I'm used to seeing that as /Ela or /Elec.
Electric Armor is also excellent for endurance issues, so I'd recommend it for much the same reasons. But if you have a TW/Elec already, an Elec/TW might be rather repetitive. -
Tankers don't have Energy Aura
On SOs, Quick Recovery might have issues with TW's endurance consumption (on the other hand, the absence of global recharge might make it work out OK... not sure). So I'd vote for the TW/EA brute. If Energy Drain and Energize can't solve an endurance problem, it can't BE solved. -
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Quote:Yes. If you can't, perhaps you should consider not skipping Quick Strike? And if you can't reach 5 stacks of a buff that lasts 10 seconds during a 20-second duration, a longer duration isn't going to let you get full stacks, either.so if you skip the first power in the pool , you can manage 5 stacks ?
Quote:Then saying 5-10 second matters , man go buy some inspirations that I throw away from the packs , those are SUPER GODMODE to you .
Man, if only I knew how cool red inspirations are. If only I had thought to take advantage of that. You sure showed me.
No, seriously, Power Siphon is effectively 20 seconds of +150% damage, or if you prefer, ~30s with somewhat less buff at the beginning and end. It can be made to recharge in 40s or less before even counting the instant refresh Scrappers can get, as in "up more than half the time". This makes it approximately awesome times as good as Build Up. Rage being even better doesn't make Power Siphon not awesome.
So: extending the duration of Power Siphon isn't a QoL change. It's just a buff. If you think the buff is justified, talk about that, rather than just attacking people who don't completely agree with all your ideas. -
Fireball is hardly the only epic power with doubled recharge. Epic powers in general tend to be worse than their primary/secondary set equivalents, quite often via longer recharge.
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This really doesn't belong in the beta forums, what with being totally unrelated to the beta. If you want to make a suggestion, that is what the suggestion forum is for. If you want to bring it directly to a dev's attention, you can PM them.
And yes, Power Siphon quite easily reaches 5 stacks during its duration already. Moreover, since your stacks don't immediately expire at the end of the 20 seconds, you're really getting more than 20 seconds out of it. This ends up roughly equivalent to just getting a full 5 stacks for 20 seconds. (Also, "make Power Siphon even more awesome, but not qualitatively different" isn't a QoL change by most definitions...) -
Come i24, it will have a 90% chance to fire every time you activate Rage. Rage's recharge is long enough that no amount of slotting will ever get you below a 90% chance.
It will still only last 5 seconds, though. -
Melee classes effectively having the same ranged and melee modifier is arguably somewhat silly, but it's not very comparable to Rain powers. Brutes using their .75 melee mod rather than their .5 ranged mod is kinda weird, but they still don't get to use some other AT's much higher modifier instead of their own.
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Proc chances are based on (recharge + cast), not just recharge. So your 10-second attacks have 12-second cycle times, for a 1-in-5 proc chance; when slotted, they have 7-second cycle times, for a proc chance slightly above 1 in 10.
But moreover, I'm not talking about some power unslotted vs the same power slotted. Slotting recharge quite obviously reduces proc chance, and if you slot more recharge but do not get to use the power proportionally more often, the proc will of course be worse off. I'm talking about comparing two different powers: "Should I put the Hecatomb proc in Knockout Blow or Haymaker?". And the answer is simply "it depends". The faster power is not necessarily a better nor worse place for the proc - that's the entire point of PPM. In practice, most attack chains have a certain power's recharge as the limiting factor, and the other powers fit around that; usually, but not always, this limiting factor is a hard-hitting long-recharge attack. When you get to talking about specific attack chains, then you can begin to definitively say whether a certain power is a better or worse place than another power for any given proc, but this will depend on the specific attack chain and slotting, not just which attack has the longer animation. -
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Quote:Uh... well, for one thing, there's not really any benefit to doing that. I could play through all those arcs and stuff, or I could play through all those arcs and ALSO go through the process of finding somebody to powerlevel me.
if you solo - why not just PL then play the game from Oro?
For another, unlike regular arcs, you can't set aside a half-finished Ouro arc to join that TF that just started up. You either skip the TF, or leave the flashback and lose any progress you've made in it.
For a third, I enjoy playing the game. PLing means getting somebody else to play the game for me. To me, that's the opposite of fun.
For a fourth, there are some things you can't do through Ouro. -
Do you mean one of these threads?
http://boards.cityofheroes.com/showthread.php?t=132369
http://boards.cityofheroes.com/showthread.php?t=132894
*insert caveat here about out-of-date-ness, fury changes, incarnate powers, parameters of analysis not necessarily representative of real play, etc* -
Yes! They mention it in their text descriptions, and you can see in City of Data that they have "Grant Power: Bruised".
It gives -20% resist, doesn't stack (from the same character nor from different ones), and is affected by the target's resistances, but not by level differences (the "purple patch"). -
Compared to the current crafted versions, PPM procs are almost universally equivalent or better. In the few cases where they are not, you can usually still turn it into a net buff by moving the proc to a different power. If you're using IOs, you're not getting nerfed, not at all. You might have to alter some build decisions if you want to take full advantage of the changes, but even without that it is definitely not a nerf, as you will see if you run the numbers.
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Frankly, I have little doubt that some other game (or, heaven forbid, the dread specter of real life obligations) will overtake my time long before the CoH servers shut down. Also, given my experience with game sequels in general (not just MMOs), odds are good that I wouldn't even prefer a CoH2 to this game.
I like Champions (and still play now and again). I still recognize the game's many serious failings, though. Every game (yes, even this one) has things that can be considered serious failings to at least some players, after all, and when you're on the forums for a specific game, you will naturally tend to mostly encounter players that think $other_game has more numerous and/or more serious failings than $this_game. If they thought otherwise, they'd probably be posting in that game's forums rather than these forums. -
Willpower is amazing on any AT, and mechanically doesn't particularly favor either AT. Your primary set, epic pools, or just playstyle preferences should be the deciding factors.
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Quote:If it would let me do this:How would balance factor into it? Unless you look at it as one more inspiration slot, which you immediately use... but I'm not sure how much of a balance impact that would amount to.
...and also automatically get full benefit from the otherwise-wasted insps that drop, man, that would be staggeringly awesome. (When you're using a lot of Righteous Rages and are soloing x8 on a character with good AoE, you get inspirations falling into your available spaces faster than they can easily be used.)
But really, how often do I do that, though?
All. The. Time.
It wouldn't necessarily break the game, but there would definitely be balance implications. I think it's an interesting idea, though. -
I suspect Zapp IS using the ranged modifier; its damage lines up exactly for that to be the case.
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The reason everybody's posting jokes is because we can't see whatever your image is. We see this:
So... look into how your image is hosted, or something. We can't see it. -
Quote:But the goal Arcanaville stated was "sustained combat", not "out of combat". Blasters are (currently) inherently better in short fights than long fights, what with burst damage and nukes and Aim/Build Up. It's after Build Up wears off and enemies start shooting back and things turn into a race between running out of enemies and running out of health that most problems happen, and Sustain will help with that nicely.Note that I am not criticizing the proposed design, or using regeneration as a mitigation tool. I am talking about the goal of keeping Blasters going by giving them tools to manage out of combat recovery. I am not particularly excited by that specific design goal for blasters.
Why bring it up if I have no problem with regeneration as a mitigation tool? It is because when this goes live I would like to be examining the practical effect it has on combat mitigation rather than getting hung up on how great it is recovering between fights because blasters can already do that. -
Emperor Cole is from Praetorian Earth; Reichsman is from Axis Earth; Battle Maiden is from War Earth; Statesman is from ...?
PS: Pet peeve: we live in three dimensions. We don't live in "the third dimension".
PPS: We technically don't live in three dimensions (see: physics), but it's close enough for everyday purposes. -
Auxiliary items attach to Core items do something extra. The Circuit Breaker generates an extra 150 energy, as the wiki page says. So you'd build it if you needed some more energy. Teleport beacons are also aux items, for example, and attach to teleporters to give the teleporter the appropriate zone as a destination.
I'm not sure if Redlynne's list is exhaustive, but base items will say how much energy and control they use in the base editor UI, and on the bottom right you also have bars showing your base's total control and energy generated and used.
Sounds like you've got all the major base functions; you can also put a Pillar of Ice and Flame in a base, which is mildly useful (sometimes lets you save a loading screen rather than going base -> Ouro; characters can also use it if they don't have their own Ouro portal yet, and will get Entrusted with the Secret after doing an arc through the crystal).