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Posts
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Joined
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No. You'd be letting yourself down if you went Musculature. Better to do a little less damage and be able to sustain it indefinately than to have to slow down your attack rate because you're constantly in danger of dropping your toggles.
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Go Cardiac or suffer Endurance problems until the end of time.
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Quote:<snip>Hello everyone!
Jesse “Ghost Falcon” Caceres here! As we read through all of your feedback and questions about our eventual transition to City of Heroes Freedom, we’ve definitely noticed that there are a lot of questions about what exactly are Paragon Points worth, and how much you’ll be able to buy with points in the new Paragon Market. Well, let’s talk for a few minutes about some of these questions:
Okay, I'm now reassured enough about the PP value issue that it won't be an issue.
Now if only we can get some concrete reassurance that the endgame will (relatively) soon be more than repetitive Trial grind (I'm talking solo/small group, depending on your AT & build, content rather than needing full and multiple teams that need to stay together at all times) with random rewards for the many of us who do not like the system as-is.
The Signature Stories will be story arcs (one red & one blue at a time, and presumably some will be co-op instead) released monthly. IIRC, most, perhaps all, will have you playing second-fiddle to the Signature characters (Statesman, Recluse, Sister Psyche, Ghost Widow, etc.). -
Quote:How is it broken? Because it doesn't support the "Go! Go! Go!" mentality that declares speed to be the most important thing? And it in no way hinders people around you, unless you stupidly expect people to hang back to let you drop Time Bomb or a Gun Drone.What I want to play is a working /devices powerset, and it's impossible to have fun with it broken like it is. While I love to make a thematic build, I'm not going to play a theme that is so broken that it hinders people around me just so I can say at least I followed my hearts desire. That is not fun to me.
Web Grenade, Caltrops, Taser, and Smoke Grenade will help your group at all times, as will your Targeting Drone (by virtue of making it easier for you to hit things and to take out stealthed foes that others can't see). Cloaking Device will, especially if you toss on an IO or Super Speed, allow you to stealth missions for speed runs.
Trip Mine, Time Bomb, and Gun Drone are really for solo use and are very effective at what they do - even if they're slow. And given the extra safety given by Trip Mine and Time Bomb, slow is no big deal. -
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The main problem with Spore Burst is that you can't use it and Roots at the same time. At least not 'til you've boosted the immob part of Roots and are willing to wait for the DoT to finish. That leaves it pretty much for those relatively rare occasions when a new group of foes wanders up while Roots and Seeds are still on cooldown.
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Anything other than a Claws/Regen or Claws/WP Scrapper. *grumble* Godsdanged shortarse Canuck ruining the X-Men... *grumble* :P
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Devices is fine. On teams, you're mostly using it for Caltrops, Smoke Grenade, Web Grenade (mainly for the -recharge and for helping to keep a boss on your Caltrops if there's someone with an AoE immobilize around you can stack with), the bit of defense from your Cloaking Device (though if you're a couple of seconds ahead of your team and have a Stealth IO or Super Speed as well, you might lay a trip mine in the middle of the spawn), and your targeting drone, of course.
When solo you're doing all that - plus more frequent Trip Mining (setting up minefields to lure Bosses & EBs onto and just the regular planting a mine in the middle of a spawn and jumping backwards as you let off an AoE to finish off all the Minions, mortally wound the LTs, and do a fair chunk of damage to the Bosses) and, unless you're a speed-at-all-costs type, dropping Time Bomb to start fights if it's up and pulling out your Gun Drone (and that's the only power I'd change in Devices - make it 2s to cast, a 5m duration, and a 15m recharge) while waiting for Time Bomb to go off.
Really, the only power my L50 AR/Dev Blaster doesn't use regularly solo is Taser (didn't even take it - too lazy to get into range to stack it with Beanbag to stun bosses :P). I'm not a Go! Go! Go! type, however. And t'Hell with Traps comparisons - it's not a Blaster set and therefore doesn't matter in the slightest. -
I said "all players' pet lists". Wouldn't be attached to any player's list in particular, just appear there for easy tracking by everyone. Who it actually follows around would go by the same rules as always.
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Quote:Yeah, it's not a team power. We get it. It's best used solo, which is fine.That's fine that you do have it and you may even use it. Do you use it effectively though? Are the seconds spent finding an area to set it, setting it up, getting hit with splash from something, moving to another spot, punching it repeatedly until your power finally does set, at which point your team has moved on past you, is that part really what you would consider effective? Does this power require the use of several other powers to be effective, such as stealth and smokebomb, or is it effective on it's own?
Quote:If the devs came down from their magical floating skycastle and granted you time bombs that did less damage but set up instantly with a delayed blast (a delayed blast fireball) which no other powerset has, which still makes them unique just much more easy to control, you would be up in arms against changing it to allow you to use it on a team effectively with everyone else? -
All the ITFs I've been on have moved fast enough and been chaotic enough that I didn't even know Imperious joined you 'til after 4 or 5 of 'em and I spotted (on my Ill/Rad) a red player arrow lagging behind in the last canyon and went to investigate... (really, they need to add NPCs like that join you in any mission to all players' pets list, especially if they're combat types)
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Hide doesn't lower your threat, no matter what the set.
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Quote:For *you* it doesn't hold up. For me it definitely does, even if I tend not to be able to solo most ranged EBs (who tend not to pull well and there's not always a convenient corner to break LoS with. No big deal, really, since EBs are meant for groups anyway - hence the warning at the beginning of virtually every mission that involves one).If it were just time bomb that was the iffy power in the set I'd say leave everything as is. As it stands though the devices powerset in general just doesn't hold up in normal game play.
I'm all for different play styles with characters, but the one devices encourages just doesn't mesh well with a team environment. -
Quote:Depends on the primary. And whichever primary it is, you are taking return fire while firing away mindlessly with your primary. Personally, I *like* being able to wipe out all Minions on the Time Bomb blast, then the LTs on the followup AoE, and then the Bosses in another hit or two. Without Judgement or crashing. Ditto for Trip Mine fields to get an EB after the Time Bomb aggros them. Time for safety - a fair trade in my books.I think regardless of wether you have somehow found a use for Time Bomb by running ahead of groups and forcing others to play around your horrible power set, the effectiveness of this power is entirely negated if you are focusing on this power in any way. The time spent setting up bombs would easily be returned doubly by simply firing away mindlessly with your primary.
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Dunno about Fiery Aura (other than it's very annoying at the Black Market/Wentworth's), but I'm finding that DB is working far better on my DB/WP Brute than on my now-deleted DB/WP Scrapper (though this was just to the early 20s for both, so I can't say if the Scrapper would've pulled ahead later on).
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The guides are all player-written. Few new guides are ever added and few players can be bothered to update (assuming the player still plays).
Quote:Except it does nothing to help people, especially newer players (the ones who are going to need/want the guides the most) know how the powers interact with each other in specific power set combos, when it'd be better to leave something out to have room for specific pools or just because it'll be no use for the build (eg, bet many Ill/Rads take Choking Gas because it reads like an awesome power 'til they read Local Man's guide and realize that it'll provide no actual benefit for them and really needs to be fully-slotted in any case), what it'll be best to build for when it comes to sets (even if they don't go into specifics about exactly which sets to get by name and power), what epics and incarnate powers synergize best with the sets, and so on.Mid's Hero Builder is one of the key reasons, I'd say. For a few reasons:
1) It allows anyone to build and see how their character will be different with different slotting
2) It shows how many different ways there are to get to the same goal
3) It allows for quick and easy review of individual builds -
It's exactly the same - except that the Steam Jump is on a 30s recharge while the Jump Pack's on 2m30s. :/ Just hoping that's an oopsie on the devs' part and that they'll change Steam Jump to match.
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Just wondering if there's anything more I can do to buff this Kat/SR. The big weakness is its 34.5% Melee Def if Divine Avalanche misses (as the opener - though, of course, I'd immediately pop a purple in that situation), but I can't see much of a way to correct that for solo play without sacrificing my Ranged & AoE Defs. Don't want to do without Stealth or Hasten or Assault, so dumping those (or the epics, chosen mainly for not really needing many slots) and Kick/Boxing & Tough & Weave isn't really an option.
Any other suggestions? Defs are currently Melee 32.5% (49.5 after DA), Ranged 45.7%, AoE 47.6%. Actually, slightly less 'cos they'll be level 30-32 sets (common IOs will be mostly level 35s) when I can swing it, for exemplaring purposes. Unfortunately, I can't seem to make Mids set the sets to my preferred level and keep the commons displaying properly, so can't get very accurate. :/ And, of course, the listed slot levels on the IOs are meaningless.
Thanks in advance.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Greenslice: Level 50 Mutation Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-EndRdx/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(9), S'dpty-EndRdx(11)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43)
Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-EndRdx/Rchg(7), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(11), S'dpty-EndRdx(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(46)
Level 14: Combat Jumping -- Jump-I(A), LkGmblr-Rchg+(15)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(46)
Level 18: The Lotus Drops -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(45)
Level 20: Quickness -- Run-I(A)
Level 22: Stealth -- EndRdx-I(A), LkGmblr-Rchg+(23)
Level 24: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx/Jump(25)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(45)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(48)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-EndRdx/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(37), S'dpty-EndRdx(37)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- EndMod-I(A), Heal-I(45)
Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 49: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(50), EndRdx-I(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(19)
Level 2: Hurdle -- Jump-I(A), Jump-I(17)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(19)
Level 4: Ninja Run
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So can Combat Jumping. (just tested it now - with Hurdle, naturally) Only real problem is having fine enough control so that you don't jump over things (like boxes in warehouses) instead of on them.
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Presence isn't very useful to an Illusion Controller - you don't want the taunts because you're squishy, and Spectral Terror is more useful than the fears in the pool (at best, Intimidate might be slightly useful to stop runners who aren't already running from a fear effect).
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It *does* take brains, however, to know who actually needs the buffs so that you're not doing extra unnecessary work.
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The trial doesn't make any mobility demands on Masterminds, except for the turrets. It's the impatient and inconsiderate players (mostly Tankers, Scrappers and Brutes, with a smattering of the others) who don't want to bother steamrollering the collection phase (generally taking longer than if each team had stayed together) that make the demands and which make Lambda an extremely crappy experience.