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Quote:+1 Genuinely helpful idea for the early levels.Email an Awaken to yourself. Next time somebody's in a pinch (including you) you'll have one available. If it gets deleted... 250 inf lost, oh well.
As for base empowerment, I'm still quite miffed at them pulling out base salvage and consequently making empowerment work off of IO salvage: I had a treasure trove of my personal empowerment selection's base salvage in a few racks lined up right next to the station.. used to be so convenient, but now you can't even store a decent amount of salvage in your base. Baka.
That said, the buffs are still substantial when considering number crunching, but A) base load times have always been slower than anything else for me, B) need to hit the Market for salvage each time I want a round of buffs, which usually means zoning more, C) time consuming finding which combo of salvage is most lucrative to purchase, not to mention the typical lag in Market surfing.
I already spend entirely too much time pondering in this game, I've little patience for more idle time that happens to have other detriments. -
If redraw bugs you so much, the "quick-draw" work around still exists. Hard to explain without breaking into steps, but what the hell.
You've thrown an Energy Punch and your other melee abilities are on cooldown, so naturally you go for your pistols. Before doing so, ESC - click ability - auto-targets nearest - mid-animation, at any time your character begins it, click the ability a second time:
Quick-draw, snip down animation time.
Yes, it's situational, and it's potentially a lot more to think about. But it -does- cutdown redraw -considerably- once you get the hang of it. Works the same for the Staves and makes a massive impact on hit delivery time, which is a big deal since you're usually going for a quicker kill if you're resorting to them.
The trick is to already be in the middle of the draw animation before the red cue graphic is placed on your intended attack. Clicking a power without a target does not actually cue the attack, it just acts as a primary and a means to auto-target the closest enemy.
With that in mind, if you're conscious about your positioning and that of your enemy, it's entirely possible to go through multiple pulls losing much less time on redraw (I won't say losing -zero- time, because the factor of human error is significant if you start getting into fractions of a second). -
Does perma-Rage avoid the -DEF hit from the crash, or does this build take the 10 second hit into consideration?
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Quote:This actually tickles me a bit.. you know, as far as what you've posted thus-far, I've seen nothing to identify exactly -what- you constitute as farming. For the sake of argument, swift missions of low-count, high-threat enemies could be considered farming just as easily as high-count, lower-threat enemies, so theoretically you'd pretty much be solid with, well.. -anything-.Read the whole post, the only power combo that is in "order" is ss/fire and thats because of popularity. I put nothing in "order". It's a list. While listing all the power combos I have here, I am also proving a point. If you look at the list, so far, there are TWENTY-NINE (29) farming brutes! And there are more.
... DM / SR/EnA -
Quote:A: The OP stately quite plainly that, other than SS/Fire, the rest were listed in no particular order of effectiveness.This is essentially one of the problem with the game.. this past update SS/Fire is the toast of the types YAY! Wait what happned to Elec/SD.. oh ya forgot about that one, its down at #12 now.
Not even top 10.
To me it makes the game so simple, cheep and boring. If you want to farm press button A and you get SS/Fire the soup de jour.
Looks like this to me:
(Insert presumptuous rant here.)
B: You're assuming everyone helping out new guys here have some agenda to push regarding "the best is the best" rather than "the best -of- the best."
Some of us -actually- prefer to simply narrow a list of options down for a player to help them avoid potential problems with a combo because the set, despite how attractive it may be, might not have the tools to do what the prospective player wants done.
Yes, one perspective is that we limit a player's options, but the other side of the spectrum is that.. we're not saying "do this and only this," we're saying: "These options here can work very well with what you have in mind, and here are the reasons why I believe that. As for what's 'best,' that's extremely personal, and we encourage you to branch out and find your preferred set."
We don't want to keep people from playing anything in particular, but we also don't want them bashing their heads against a brick wall trying to make something do something it's not mechanically inclined to perform. -
Quote:That is -painfully- true, yes. Perhaps just a footnote after each combo on the list...That's a good idea, really it is... But I lack one thing to get me to do that. Knowledge that the people begging to find out "what are the best farmers?" would actually read why they are the best farmers.
SS/Fire - Rage, Footstomp / Burning Aura, Consume, Burn, Fiery Embrace
.. I dunno, but yeah, if he's wanting an end-all post-it note stuck at the top of the thread to do everything it can to keep those posts from at least being as prolific as they have been, a little something to answer "Why?", even something quite simple, could cut down a notable percentage of inane posting. -
What might be more efficient and informative, would be to take each primary and secondary from this list and construct a simple paragraph/half-paragraph consisting of exactly what key powers (or a statement that it's the entire set working in-concert) that makes it perform substantially better than other sets.. the things that set it apart, etc.
For instance:
Super Strength
In addition to having a viable form of mitigation baked into nearly every ability (Knock-down-, not up) you have access to two of the strongest abilities available to a Brute for their corresponding uses: Rage and Footstomp. With adequate recharge and endurance management, you're able to forgo most detriments to Rage's use (as well as easily stack it twice) and also pump out increasingly ridiculous damage (and again, mitigation) thanks to Footstomp and any other Epic AoEs you might have chosen.
Your To-Hit is top-notch, your mitigation from damage through your primary is solid enough to cover many potential holes in your secondary, your ability to buff your own damage is one of (is?) -the- best and, most importantly, your ability to kill large amounts of enemies is suitable, once you have Footstomp and preferably either enough recharge to keep pumping it out rapidly, or a back-up AoE to keep cycling in the interim.
.. Ok, so two paragraphs. But I'm not a guide-writer and most of you who've already posted are able to condense the primary benefits for any set for nearly any preferred use far more concisely than myself. -
Quote:Crippling Axe Kick is our hardest-hitting attack outside of Eagle's Claw, and has suitable recharge, with DPA greater than even Crane Kick and the new Cobra Strike (which is a clone of Crane Kick in all but secondary effect and animation). CAK is not something you'll ever even want to think about dropping when considering efficiency, and should be used as often as it is available, much like Storm Kick.Crippling Axe just got buffed and I've heard good things about it.
...
Also I had talked with some MA/ people (Before the buffs, mind you) who usually only ran 4 attacks. Those were storm, crane (Might be Cobra now), dragon, and eagle.
I agree with the sentiment that Cobra Strike is more desirable now than Crane Kick. As mentioned above, their functional attributes are entirely identical save for the difference between 75% mag3 Disorient and ridiculous knock-back-. Over the years, most MArtists won't have serious issues with Crane, but on a competitive basis, Cobra functions a bit better because it doesn't cause a loss in DPS, slight as it may be, from having to chase after the human bullet you just fired with your foot.
That said, I've Storm Kick, Cobra Strike, Crane Kick -and- Crippling Axe Kick (as well as Dragon's Tail and Eagle's Claw, of course), and my preferred method of cycling is something to the tune of:
Storm Kick - Crippling Axe Kick - Cobra Strike - Storm Kick - Crane Kick - pause (active defense/BU/Insp/Vet Power) -- Dragon's Tail whenever surrounded by 3+, preceded by Eagle's Claw if available.
Quote:Afterthought: Also thinking about it, Eagle's Claw now boosts the damage of the next move done after it by 33%. Why WOULDN'T you want it? I must be in Sparta cause the madness is overwhelming. lol ;P
The damage is still "eh" for the wind-up, despite the recharge being manageable, and that alone is often enough to cause more experienced players to pass it up if more attractive abilities are begging to be picked. -
Echoing the sentiment that you just don't drop the CAK. And I'd have to disagree with the archaic assumption that MA is more swiss-army than specialized: I'm thoroughly convinced it can do possibly the highest spike damage out of all Scrappers, thanks to the animation times of its strongest abilities, sans Eagle's Claw. But even EC has a further +Crit self buff, to either exploit with CAK or DT for even more insane damage.
Really wanting to see some high-level comparisons run with the new improvements, backed by equivalently monstrous IO-set slotting. -
More changes than I had gleaned initially, and a couple bits I missed entirely:
Martial Arts
* Cobra Strike:
o Decreased Recharge Time from 20 seconds to 10 seconds
o Increased Endurance Cost from 10.14 to 10.19
o Increased damage scale from 0.25 to 1.96
o Reduced Stun chance from 100% to 75%
(Note: the damage, activation and recharge become identical to Crane Kick)
* Stalkers Eagle Claw: Increased Recharge time from 12 seconds to 16 seconds, increased damage from 2.28 to 2.92, increased End Cost from 11.86 to 15.18
* Scrappers Eagle Claw: Eagles Claw now increases the Critical Chance of Martial Arts attacks by 33% for 2 seconds after it has been activated.
* Crippling Axe Kick - increased recharge to 11 seconds, and increased damage and endurance cost appropriately. Added 10 second scale 1 Defense Debuff.
The -Defense on Crippling Axe Kick is quite intriguing: that and it's damage and activation time makes it almost the best attack in the set as far as efficiency is concerned, second to most likely Storm Kick (because it's ridiculously solid DPA).
And as it turns out, Eagle Claw apparently is just a one-shot buff after the attack, so it'd be best to use it on either Dragon's Tail for 3+ enemies, or maybe CAK against a single hard-target. -
Praetorian Sepia Eta
Non-Arachnos, ex-Malta (retains his call sign for nostalgia, and because the Praetorian fireteam no longer exists) and current self-employed mercenary and intelligence specialist. He's had his armor since well before the current generation of Bane Spiders were even conceived, receiving what was at the time a prototype that he has since customized to fit his preferences.
He's primarily Hunstman with a dash of Bane (Cloaking and Surveillance are essential).
Very fun character. Most likely going stateside. -
An interesting tidbit is that, if ever there was someone who disliked the knockback mechanic of Crane Kick, Cobra Strike is now an EXACT number-clone of Crane Kick, and replacing the knockback with a 75% chance to stun. So it's feasible to replace CK with CS.
However, using Storm Kick, Cobra Strike and Crane Kick in the lower levels turns you into a boss-slayer, particularly if you have Hasten.
I can see dropping one of these in favor of the Crippling Axe Kick and Eagle Claw powers as part of the attack chain: animation be damned, CAK is phenomenal for DPS now, and additional crit rate on our T9?! I'll take it!
At this rate, I might just end up dropping Crane Kick so I don't have to be bothered with chasing down the random non-rooted/non-CC immune enemy.
Eagle's Claw
Storm Kick
Crippling Axe Kick
Cobra Strike
-seems like it could just melt away a hard-target like butter under a blowtorch. -
My opinion, they should just make swap ammo alter the element of the -majority- of damage dealt, or the type entirely.
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'Morning all you crazy, suicidal Blasters you. I've recently come back to the game a couple weeks ago and am beginning to dust off a lot of old characters from years past, one of which is an Electrical Blast / Energy Manipulation Blaster with a focus on single-target damage (and if there's any room, some group sapping potential).
Considering Defiance capitalizes on rapid-firing attacks to stack the damage buff, would anyone here happen to have personal experience with this combo and be able to recommend a build with some rudimentary slotting tips? The AoE from Elec/Energy is incredibly dismal, so I'd prefer not bothering with wasting resources attempting to to achieve "sub-par" AoE potential when I can specialize in destroying hard-targets within moments.
And again, if there happen to be some empty spaces, I can surely handle a random Short Circuit + Power Boost with the slotting and purpose of sapping groups, though as effective as this was back in the day, I'd rather have to bother with it unless our team lost a lot of AoE. -
You are whatever you want your character to be. With Empathy as a secondary, you're than adequate for the role of "healer," and with your primary, you're more than capable of fulfilling the role of a "controller," which is to say you are capable of locking down an enemy force, either one at a time, or all at once (barring recharge limitations) and make progression safer for your teammates while they do more mundane things like blow things to smithereens, or get punched in the face repeatedly.
This game isn't as cut-and-dry when it comes to class "roles" as, say, World of Warcraft raiding, etc. At any time, given the proper powers at your disposal, you can weave in and out of back-row support and front-line scrapping. But for what it is you've made it obvious you want to do:
YES, you CAN be a healer, and a damn good one, too!
You will take slightly longer to mature than your blue-shield counterparts, yes. And they will hold the monopoly on largest green number ever, but Controllers aren't left in the dust. Your innate modifier will make your class a non-issue once you're able to spare some good quality enhancements.
I recommend you take advantage of the second build slot you unlock at level 10, however, and set that one to focus heavily on your primary for those ill-fated moments where you must solo. Unfortunately, you can't give enemies healing poison.. yet. -
Quote:Not surprisingly, after making a spinoff of my AR/Dev as a Traps/AR Defender and focusing heavily on the rifle abilities, I've been having loads of fun...And there are plenty of other people who play it because we love the theme, want gadgeteer characters and enjoy some of the more situation powers but don't like feeling like we have a secondary that can be mostly replaced with a few pool powers and an IO.
Touching on the discussion of Cloaking Device having its usefulness challenged directly by an IO, of all things, I throw my hat in with those who suggest a comparable performance to Superior Invisibility (because at this point, it seems there's been a DRASTIC shift in the thinking that CD should have it's (rightful) +DMG and/or +ACC/+To-Hit initiative (from stealth) buff). -
Quote:Minority or not, I encourage ya to keep at it. It's safe enough to say that "most" users that get involved with power balancing have real concerns as to the performance of the set, but every opinion's got to count....I'm just pointing out that not everyone thinks those powers are as useless as you do, and that needs to be taken into account before any changes are discussed. I happen to like Devices exactly as it is, if it were changed to the point that it forced a change in my playstyle with it I would be highly annoyed.
I play a Sonic/Devices, and for me Devices works perfectly just as it is.
That said, when/if it comes down to it, -something- is -going- to be changed. Specifically for this thread there appears to be a trend of "what -should-/-can- be changed when/if changes are made," and input there could be seen as quite constructive as well. (I'm sorry if you've mentioned anything already, I admit I've skimmed over a couple posts.)
I'm sure everyone else here will agree with you that -imposing- perspectives on others is a bad move, though.
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Quote:(Regarding Targeting Drone) Perhaps instead of actual crits, they could just add a randomly generated 100% damage buff with a 2-3 second duration. It should have more or less the same effect.
One tweak suggestion: why not a long-lasting buff that is consumed on the next shot?
It is still randomly generated through the course of TD's uptime. The end-buff would need to either be significantly reduced from 100% DAM, or the "proc" would require a very noticeable internal cooldown -after- the buff is expended, with no chance to stack (also a small, but centered "focus" graphic or sound, to get the player's attention: maybe take the opportunity to add a little "personality" to our floating friend? If not, a simple laser pulse and/or a "Target Acquired" sound beep would be sick). -
( Disclaimer: TL;DR after the --- | Post-posting props to user WhyNot, just noticed he had a few similar ideas )
HAHAH! I just had a deliciously wonderful comedic revamp for Time Bomb come to mind.. it takes a bit of what LOTS of people have suggested along with a slight element of Omega Maneuver to round it out...
So we go with the Sticky Bomb concept. Simple enough, you target a mob and, in the same vein as Omega Maneuver's bang, the end-blast doesn't occur until a few seconds after use (meaning if enemies enter/leave kill zone before blast occurs, they are flagged properly once the damage is dealt).
Here's the quirk: the target is inflicted with a mag 3 (or 4) Fear with the graphical affect of them flailing their arms around (as if they were on fire). The victim then begins pulsing ticks of a sort of no-retaliation taunt, that causes (some) of his comrades to close in and try to "help pull the thing off," while one or two others are struck with true terror and run for the ******* hills.
Damage would need to be far less than a true nuke, but with pretty close to the same radius. Damage could possibly be on-par with damage one would expect from T9s such as Full Auto and Rain of Arrows (maybe even Trip Mine.. bear with me). Detonation should take no longer than the default mez duration of, say, a Blaster's CC-specific disorient (Taser, Beanbag, etc.). Because of the potentially great damage mitigation of the enemy focusing on the threat of the bomb, the cooldown would probably be close to what Time Bomb already is, but the important aspect would be making the actual -cast- time of the power be VERY low, so that it can be used viably.
I propose the following: consider Swap Ammo for Dual Pistols. Currently the act of toggling on either ammo costs no endurance, but does technically have a cast time and a recharge. Also, the coding exists to make certain things happen only when one of these toggles is on.
Make the Time Bomb equivalent to Swap Ammo be a "Prep Demo Charge" -click-, rather than toggle. Have it be the full cost and cast-time of using the ability. THEN, have the -base- Time Bomb ability be a simple click to throw it (this one can have the massive cooldown, as you don't want people rapidly casting one bomb after another by "holding" their first prepped charge, waiting for the recharge, tossing it, then making -another- and tossing it a second time).
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Devices isn't quite dead yet, but it's too close.
A single power change could completely turn the set around if done right.
Personally, I believe Time Bomb is our weakest link (albeit far-down progression list)
Omega Maneuver is incredibly close to concept, while adding modern functionality.
Compromise. Keep the set unique. Give the red-head a FUN power. -
Quote:If Rock Armor wasn't so ******* ugly, the choice would be clear as day.Heya Tux, I like how you have free'd up some more slots and the extra recharge is nice... I do have a small issue with rock armour tho... I'm all about the cossie baby xD
...and RA is really ugly
Im not stuck on Ice either tho, but as a flier wouild fissure mean i had to be on the floor?
I might take up your idea of changing unbreakable constr and slotting Rags for whatever Aoe I go for tho,, I like that
Was considering psi too... another tornado is themeatic
and I love fire epic too, I think that consume would probably go along way but then earth has got a heal... >.< Oooo the choices!
Do you have to be on the ground to use EE ?
Yes, unfortunately you need to be grounded to use -FISSURE-, but -NOT- Earth's Embrace, oddly enough. Seismic Smash is ungodly powerful, and even Hurl Boulder is an incredibly solid ranged punch, albeit 100% smashing.
And keep in mind Earth's Embrace is oh-so much more than just simply a self heal, that +HP makes a real big difference in staying power. -
: ( There is so much "they" could do to fix this power to both bring it up to the current par for both team and solo performance, -and- keep it within concept.
This is a power that's within the Manipulation/Support trees.. we've got Trip Mines for the big damagers, why not add a bit of "support" to this one? Halve the cast/interrupt/detonation times (or more), remove the max-effect cap and give it an obscene knockUP magnitude (I'm talking like 1.5 full seconds of air-time, equivalent of an entire spawn getting hit with Levitation), that brings them right back down in a neat group just as they started, so that the team can mop up, and either keep its recharge, or make it a bit longer than your average Blaster nuke, since it's a secondary.
But then this is not a suggestion forum I guess. From personal experience, I have to throw in my hat to the "haters" side, if only because it pretty much falls within the realm of my characters getting Sands of Mu / Ninja Run, etc., only you have to expend a power slot on it. It's got potential for aesthetic and concept, ya sure, and it's not as useless as Brawl on anything but a Tank, ok. But unlike these other powers with benefits, it requires at least one power selection and most likely additional slots, for about the same performance as an afterthought ability.
Gameplay has evolved many generations beyond the initial conception of this ability, and more-so than damn near everything else, it has withered with time. Find me a solid, single percent point of people who would be against an update (of any sort) to Time Bomb, and I'll eat that very same hat I threw in. -
Quote:Not so much an issue, considering his armor is explained as one of the original models of armor the Spiders now use (an old merc buddy of his was a weapons tech who was part of the project and hooked him up many years prior, since then the character has made many upgrades, but the outside appearance still looks like an entirely blank slate: no paint, no finish, no emblems).While you would still be stuck with the custom Arachnos costume for the first slot, I think it would be cool to design a Longbow costume for the second slot. Then you can sideswitch and be a Longbow. Or even a Spec Ops with some of the Bane powers
The power combination available with this VEAT is just TOO good to pass up.. like a few others that have mentioned it, I too believe that -this- is how a battle-hardened soldier, and eventual leader, would function in the game world. Even has the option of going "heavy arms" or "spec ops"-style.
All things considered they're the primo, TRULY NATURAL origin types. Yes they're frail without support. Yes their base damage is weaker. But the unique tech at their disposal (the vast majority of it realistic sans the crab arms and, to an extent, the mace/cloak), coupled with their greatness of leadership and even these non-super humans can make some of the most badass crimefighters wet their tights.
Training. Tech. Preparation. Tactics. This is how Soldiers win battles! -
In all the years I've played CoX, my experience "winging" it with a Huntsman during the first weeks of VEAT release was by far my most favorite and rewarding.
It's for this very reason that I anxiously await Going Rogue, so that I can do it all over again hero-side. And if for some unholy reason Paragon Studios decides to make Epics exclusive to their corresponding factions? I'll let the spirit of my veteran Huntsman take hold of me, clean out some hillbilly grandpa's arsenal and go on a speed run of the Paragon Studios Strikeforce! >_<! -
Quote:Thank ya sir, wasn't sure if CoD had been updated in a while; every guide on here is several issues old : (Red Tomax has it all:
http://tomax.cohtitan.com/data/power...etype.php?at=4
In general the advantage of Dual Pistols is that it offers three different types of damage mitigation (knockback, slow and -damage) and no other blast set offers -damage. However to balance this the debuffs are weaker than in other sets.
Just wondering if this ability to swap ammo warrants such low numbers and how greatly it effects overall performance. It's a "fun" set purely for blasting, but.. not too sure about the numbers.
EDIT: O_O -12.5% DAM per-application of Chem Rounds?! That's got great potential! Have no idea why I was told differently; you can easily stack three applications of that on a boss or tougher target and keep it at least at x2, which is as good as a second application of Enervating Field's -DAM debuff.
Now, if only ammo swapping COMPLETELY changed your damage from one element to another of your choice- THAT, would be extreme. -
Hello again folks, was just curious as to whether or not there's an updated listing of each of Dual Pistol's abilities with all types of ammo types. I'm wanting to see if the secondary effect stacking of Lethal/Cold/Chemical are anything special by comparison to other Defender secondaries.
(And if so, which of each is more powerful and would be better suited to build a powerset combo around!) -
One suggestion if I may sneak one in:
Archery/Energy/Munitions w/ Hover
Just about every farm consists of mobs unable to vertically travel effectively. Taking advantage of this by Hovering just outside of their effective firing range and raining down -all- of your AoEs safely via Boost Range, you can also force those whose attention you have to pile all over your tank, which you should be directly above. Think of this as a reverse-repel function: you suck in all potential targets which the tank either can't or won't aggro by himself, and you don't have to limit what abilities you can use due to self-preservation.
-Get into position using fly, while cuing (Power Boost)Boost Range / Aim / Build Up
-Fist Full of Arrows
-Explosive Arrow (by this time you are directly above the mob and limit mob scatter)
-Fist Full of Arrows
-Rain of Arrows
-Fist Full of Arrows
-Explosive Arrow
-Fistful of Arrows
-LRM
= one very dead or dying spawn. Seamless chain that you can keep doing indefinitely, mixing up with your single-target abilities to mop up anything that's been missed by the AoE carnage.