Kenji_Naginata

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  1. Quote:
    Originally Posted by CatMan View Post
    Quite true. I think calling NCSoft an enemy is overboard. But as to what they are: they not our friends or even, as many of the CoH/V community and staff view themselves, family. In the pecking order of NCSoft games, we are obviously on the low end.
    To be fair, I wouldn't really say I consider them an "enemy," either. As Arcanaville pointed out in an above post, such enmity is wasted for the simple fact that NCsoft is a corporation.

    As a customer, however, I feel that NCsoft's gross mishandling of the situation has completely annihilated any goodwill or trust I was willing to extend to them. Since anger will accomplish nothing, my only remaining recourse is to avoid making that same mistake with them again.

    I'll continue to hold out a certain degree of naive hope that something will come along and resolve the issue, but even a miraculous stay of execution isn't likely to preserve the "spirit" of the game once the devs have moved on to greener pastures.

    Talk about a downer ending.
  2. I agree, but I do have to admit to a certain level of amused fascination with watching this play out... mostly due to the fact that it's a laughably one-sided fight, intellectually speaking.

    ---

    On topic:

    TonyV, while I have a great deal of respect for your roots and dedication within the greater City of Heroes community, I strongly disagree with the majority of your post. With sadness, I will also echo the sentiments of several posters before me and say that I'm disappointed in the message of this thread and frankly, a little resentful.

    We may never know many of the factors that went into the decision to cancel City of Heroes. We don't know what NCSoft's intentions regarding the future of the IP are, or what the future will bring for the game or this community.

    What we do know is how the decision was carried out.

    Quite a few players invested heavily into the game prior to its cancellation, even as recently as a week before the cancellation. It's not a stretch to say this was done mostly in good faith: faith that, with our ongoing support, the game would continue to exist, and we would be making investments into our future enjoyment for the game.

    I can deal with a beloved and celebrated game going offline after years of service. I've been through that twice before. What we as a community cannot, and should not abide is NCSoft's sudden and complete betrayal of that legacy in how they chose to send the game off.

    The layoff of the Paragon Studios staff and cancellation of all on-going products, with no previous warning and sales continuing up to the day of the announcement, was, frankly, dishonest and treacherous. They owe us, both as customers and as a community that has poured our hearts and souls into the game for years, more than that. We deserved at least some form of warning of intent prior to cutting sales off cold, and we deserveadditional information on what will happen to our investments in unused points and subscription time.

    As of this moment, we've had neither of those... so NCsoft may not be your enemy, but I can assure you, there are a number of posters that feel differently.
  3. Seems to work fine for me. They had a really long extended maintenance earlier, but it should have ended hours ago.
  4. Quote:
    Originally Posted by QuarriosSoul View Post
    Pictures, for those wanting to see it. The second one is of Hit Streak, by the way!

    http://img823.imageshack.us/img823/569/newaura.png

    http://twitter.com/CityOfHeroes/stat...567552/photo/1
    I was one of the Virtue recipients: snagged the second code. That first screenshot in the quote is actually me on National-Guard: I went to Pocket D for an hour or so to help people that missed Zwillinger or couldn't get into AP1 get a look at it, then posted the screenie for people who couldn't make it.

    Edit: The base color is white, by the way, so the bubbles are fully tintable using any of the colors available in the editor. Darker colors seemed to fade the aura slightly, so I used a brighter one to make it show up more clearly.

    I feel for some of you that really want the aura, but it really just boiled down to a matter of luck. I don't think anyone did anything as complicated as using scripts to claim the codes. I'm sure it'll open up to everyone at some point. It would be kind of a waste of time and effort to make an aura and only give it out to a tiny handful of people.
  5. Kenji_Naginata

    Going TW/DA

    Quote:
    I might just keep the build as non-sustainable and instead just build only for damage and recharge bonuses.



    I respect you.
  6. Quote:
    In addition to the damage res when taking damage, I'd like to either see recharge increase (Without stepping on Energy's toes) or your defense itself actually raise.
    I really think that's an interesting concept, but the idea of your defense increasing after getting hit would only work below the soft cap of 45% defense. Mechanically, non-incarnate mobs have a minimum 5% chance to hit you, which is then modified by level and rank. Once you hit 45% defense, adding extra defense on top of it doesn't do anything unless you get defense debuffed (which SR has a 95% resistance to.)

    It would be nice if being hit gave you a very short "window" where you could ignore the next hit to get through, but I'm not sure of how feasible something like that would be to implement.
  7. Kenji_Naginata

    SR versus SD

    Awhile back, I actually made an advanced mitigation calculation 'worksheet' for my tankers in Excel that had all the numbers, but unfortunately I think I lost it in a recent reformat.

    Kioshi's right on the mechanics of how Defense works, though. The gist of it is that if a +0 minion will have only a 5% chance to hit you, the same attack made by a +2 Lieutenant would have just shy of a 7% chance to hit you regardless of whether you have more than 45% defense or not.

    Quote:
    I think, mechanically (concept aside), if you are going to be building with IOs that SD is easily the stronger option.
    That was my conclusion as well, although SR does at least compensate slightly by allowing you to use alternate set bonuses instead of chasing positional defense.
  8. Quote:
    The extra toughness of brute is never really a factor if you're not tanking, even on sets like Elec Armor. 75% isn't as cool as 90% but the Mu you just crit into oblivion in less than 10 seconds to open the fight would be hard pressed to tell the difference.
    This is where I strongly disagree, and is one of the primary reasons I tend to favor brutes. I solo very frequently, and I tend to push my difficulty as high as I can manage. Survivability between the two boils down to a lot more than just what their resist cap is. Brute's higher base HP increases the effectiveness of healing and regen very significantly, and the difference scales with bonus HP. It also gives a layered defense significantly more mileage by dramatically increasing your effective HP, since your defense and resist values have "more room" to do their jobs before you go down. This can make all the difference in the world if you're specifically building on these strengths, especially for sets like Willpower.

    Crits are unreliable. Even when you factor their average damage into DPS for mids, they tend to be pretty close to a brute with about 85% fury in most situations. They pull ahead when you can stack enough +Dmg% to make scrapper's superior scaling relevant. To that effect, this is why I'm also not much of a fan of the "better with incarnates" argument, since there's a very large portion of the game that is completely unaffected by it. Yes, it matters if you play your character exclusively at the level cap, but my personal build philosophy is to make a character stable and effective across all level ranges because I do a pretty significant amount of content exemplared down.

    Your mileage will obviously vary depending on how much teaming you do and at what levels, so to each their own... but it hardly makes the extra survivability a "non-factor."
  9. That's kind of where I feel like I am right now too, Moonlighter. My main and first to 50 was a scrapper, and I've always loved the AT. Unfortunately, I've gotten to the point where every time I try to roll another one, I end up comparing them in Mids and convincing myself I'm better off just rolling a brute.

    The 'scrappers can just jump in' argument doesn't hold a lot of weight for me because I find that the pace I play my brutes at pretty much makes fury dropping off a non-issue.
  10. Kenji_Naginata

    BS/Regen Help!

    Edit: Vauluur beat me to punch while I was busy writing a book, and I agree with pretty much everything he says. lol

    Werner's thread is pretty good, but you want to be careful of trying to port a Katana build over exactly, as some of the better ones are probably built around reaching specific recharge values on powers for Katana's optimal damage chain (which only uses three attacks.)

    First off, welcome back to the game.

    Quote:
    Originally Posted by Tyrant_Protocol View Post
    First, is Parry worth having at 50? It didn't used to be all that useful, so I specced out of it, has that changed?
    Parry's primary value is in giving your passive regeneration more time to work, which lets you stretch your click heals out a little further. It can be a noticeable, boost to your survival when soloing, but you need to keep mobs in melee range to benefit from it unless the attacks have a Lethal tag.

    Quote:
    Originally Posted by Tyrant_Protocol View Post
    Second, is Body Mastery a good choice? I intend to stay hero side with him, so my choices are the epic power pools, is one a better match with Regen?
    If your options are limited to Blaze, Body, Darkness or Weapon Mastery, you could do worse. Conserve Power and Focus Accuracy are both decent situational powers, and Physical Perfection can slot another Performance Shifter: Chance for +End proc. The survivability it will give you through regen is fairly negligible, though.

    It is probably worth mentioning Caltrops from Weapon Mastery with a Ragnarok: chance for knockdown proc can be a decent boost to your survival, but I'd have a hard time justifying taking the pool just for that.

    Quote:
    Originally Posted by Tyrant_Protocol View Post
    Third, what are some good power pool choices? I grabbed Speed so I could get Hasten and Burn Out, and currently respecced into having Fighting for Tough and Weave, and Leadership for the defense and damage toggles(don't remember their names).
    You picked most of the good ones, imo. Hasten increases uptime of your clicks, Tough, Weave and Maneuvers increase your survivability by giving you additional 'layers' to give your healing some time to work, and Assault is free damage for you and your team. Combat Jumping can eke out a tiny bit more defense, but probably isn't noticeable on its own.


    Quote:
    Originally Posted by Tyrant_Protocol View Post
    Fourth, and last for now, what should I be looking to put into my Alpha slot? I feel like I need more resistance or defense but at the same time the slot only enhances my existing powers so I don't know how much benefit I'll be getting.
    This is where I'll defer to someone else that has more experience with the incarnate system, as I haven't really delved into that enough to feel comfortable giving you a full recommendation. Playing around in Mids would suggest that Musculature for the damage or Spiritual for the Healing and Recharge would be your two best bets, though... especially in regards to Dull Pain, which you want to be as close to perma as possible since it radically increases the efficiency of your passive regeneration.
  11. Super Reflexes as a tanker set seems pretty underwhelming to me, honestly.

    It's strictly a one trick pony: you've got no active mitigation (like Ice's 'soft control' abilities,) zero damage resistances and sub-par hitpoints (by tanker standards.) When things get through that defense, and they will, they hurt and you don't have anything else to fall back on. The resistance scaling, in my experience, is rarely enough to save you against more than an isolated string of bad luck. In order for it to work, the first series of attacks have to not kill you first so that the scaling can kick in. This can be a serious problem when you're tanking several bosses or an AV, as their damage can often 'leapfrog' the resistance.

    It's not all bad, though. If you're building your character on SOs, Super Reflexes has excellent performance out of the box and you can reach the soft cap of 45% very easily. It also sports superior defense debuff resistance, which helps avoid the 'collapsing house of cards' effect that can happen on other sets. The 20% recharge speed bonus isn't unique, but it's a nice perk.

    From an advanced build standpoint, being able to cap defenses without chasing set bonuses opens up a lot of alternatives for slotting other set bonuses you might otherwise not be able to fit into the build. The large number of defensive powers makes slotting LotG +recharge extremely easy.

    Whether that can still manage to hold up to the sheer survivability you get through Ice's multi-layered defense (especially with a secondary with lots of active mitigation) will be up to you.
  12. Quote:
    Originally Posted by Bonnes View Post
    Regarding Heroic Le- er, Spring Attack, the ability to get through blocked doorways is worth the price of admission alone.

    As for Energy Cloak, it looks cool when you fade into view just as you're about to smash someone. Besides, the only thing scarier than a one-man army coming for you is knowing that he's coming but not having any idea where the **** he is.
    My SS/Shield brute can vouch for it, too.

    Spring Attack > Foot Stomp > Shield Charge > Foot Stomp = an entire spawn of dead +2/+3 enemies that never even got a chance to shoot at you because they spent the entire attack sequence on their backs.

    It's also great for alternating with Shield Charge so that you always have a way to initiate into the middle of a group for a fully saturated Against All Odds.
  13. Kenji_Naginata

    SR versus SD

    That's another valid point that results in a strike for SR: Shield Defense has a solid 'steroid' power that can really give you a lot of clutch survivability. Elude, on the other hand, has a hard crash and is only useful when you come up against mobs that have massive +to hit buffs that completely floor your defenses.
  14. Quote:
    Cant use those taunts though if I am picking Fire as a Secondary.
    Sorry, I herp'd for a second there. You're absolutely right, of course.
  15. Kenji_Naginata

    SR versus SD

    Another major difference between the two is their "out of the box" performance. Realistically, if you're posing this question on the forums basic IO budgeting probably isn't a major consideration for you, but for some people (like seasonal subscribers that don't have the IO system permanently unlocked) it's a perfectly valid consideration.

    Super Reflexes is extremely easy to cap even on SOs and a defense boost from your secondary (ie: Storm Kick) or weave. Shield defense by comparison only gets 28.4% defense from SOs. In order to get to the soft cap of 45%, you'd need weave and combat jumping and maneuvers, a defense boost from your secondary, or saturated Phalanx Fighting (which can be unreliable.)

    If you're planning around building with IOs, though, I personally don't see the draw to Super Reflexes. The defense debuff resistance is a very nice perk in some conditions (like the ITF,) but Super Reflexes is strictly a one-trick pony. When you come up against something that can see through that trick, you'd better have a tray full of oranges to fall back on. Shield gives you a bit more room for error with its higher HP, and minor resistances while also potentially buffing your team and giving you a very noticeable bump to your damage output.

    The best reason I can come up with for picking SR on an "advanced" build is intentionally giving yourself room to pick up alternate set bonuses since you don't have to go out of your way for positional defense.
  16. Kenji_Naginata

    Going TW/DA

    I was thinking of making the same thing, but I'm very spoiled when it comes to planning builds and I figured I'd wait until Mids got an update for TW.

    Running out of endurance is a huge issue for me, and I'm not sure I would even attempt this combo on SOs. With some solid building and a moderate budget for IOs, though, you could probably make it end stable without being forced to resort to incarnates. I play with lower level friends frequently, so my personal build philosophy is to make a build stable at a reasonable level (usually ~32 give or take) without incarnates/accolades.
  17. Hi there, welcome back.

    Not to be nitpicky, but a few scrapper secondaries actually do have a taunt effect, such as Shield Defense, Invulnerability and Willpower (though WP has a very weak one.) If I'm not mistaken, they should function the same as brute or tanker auras for holding mobs in a burn patch (with the scrapper AT threat multiplier used instead.)

    I share your frustration, though. I have a spines/fire scrapper and a dark melee/fire aura brute and it really displaces mobs for follow-up AOEs on the scrapper.
  18. Quote:
    Originally Posted by Death_Before_PL View Post
    Provoke is a must-have for my MMs. Fully slotted it is accurate, lasts several seconds, and recharges quickly for stacking or pulling more groups. My MMs are tanks relying on bodyguard mode, and if I want to do this on higher than the lowest diff, two things are needed: I need to keep the agro, for evenly distributed dmg, and I need an aoe heal.

    It works like a charm for me. Dunno what some of these guys are talking about with "it's not a taunt." And yes Kenji I can stand back and spam and keep the agro.
    To be fair, I never said it wasn't taunt. I said it was not an "auto aggro" button, which is true. It does not automatically force an enemy to attack you; it works as a threat multiplier. That multiplier decays and becomes weaker over its duration. Unlike most other taunt effects (Primary taunt powers, gauntlet, some auras,) it also has a hit check in PVE. None of these things make it a bad power but they're things that should be taken into account.

    You can use taunt at range effectively, so long as you're doing something to generate threat. The point I was trying to get across was that it paired particularly well with masterminds that want to be standing in the fray anyway, as threat is also modified by distance.

    Aggro mechanics are complicated. Whether or not you stand to benefit from Taunt is decidedly less so: if you're tanking for your pets, it's usually a pretty solid pick.
  19. Quote:
    Originally Posted by Death_Before_PL View Post
    Does extra dmg res, like orange insps, or a patron pool +res toggle, take effect before or after dmg has already been split up between the MM and his pets? I'm wondering if this will only help the MM, or if it will in effect "stack" with bg mode itself.
    Before. Popping purple inspirations before running into a group in bodyguard mode helps the same way. The game checks to see if you take damage first, and if so, takes any powers or buffs on you that would reduce that damage into account. Whatever is left over is what gets divided out and assigned to your pets.

    Tough + Ancillary/Patron Shields can push S/L resist to mastermind cap pretty easily, which is situationally very useful for precisely this reason (like if you tank for your pets,) though you could just eat oranges like you said.
  20. I'm sorry, but your post was a little fuzzy on some of the important details so I'm not sure how close to the mark my response will be.

    Because of the nature of how Provoke works, I can't help but feel we may not be getting a complete picture of what was actually happening. It sounds like you used two completely different strategies for each of the builds: one where you stayed back and just used provoke, and one where you teleported to the center of the group with your PBAoE debuff running.

    As stated in posts above, Provoke effects are not "automatic aggro" buttons, they act as a threat modifiers, multiplying threat generated by a factor of its remaining duration. Your distance to the target also affects your threat. In layman's terms, if all you do is stand in the back spamming it it's not going to do much of anything.

    An ideal use of Provoke would be to combine both of those strategies together: teleport or jumpinto the middle of the group, provoke when you get there, and then hit everything with Time's Juncture or your other attacks/debuffs like you would normally.
  21. Quote:
    Originally Posted by plainguy View Post
    But asking back your saying you have your assault bot target the center. That means your assault bot is out the bodyguard mode equation correct. I'm asking so as to be clear on it. Sounds like a acceptable route to me. I just need to fix my numkey pad binds, they are all screwy in the sense they only command all the pets. I think its a mac thing.
    Pretty much. I initiate using my AoE immobilize with all of my bots in defensive/follow, then command just the assault bot to break out of Bodyguard and Attack Target on the mob I want to use as my "anchor" for his burn patch/aoe. Afterwards, I switch them all into Defensive/Stay, which keeps bodyguard up but forces their AI to open fire immediately.

    I have and use Force Bubble, but generally reserve it as an "ohsnap" button for when it really hits the fan and I need to regroup, or for bosses that I absolutely do not want in melee range.

    Edit:
    Quote:
    I've been opening in Bodyguard mode by using Electrifying Fences into a targeted AoE like Force Bubble/Photon Grenade and manually setting my Assault bot to target the center of the spawn
    Whoops. I see why the confusion now, I had meant to say Repulsion Bomb in that post, not Force Bubble.
  22. Quote:
    Originally Posted by plainguy View Post
    Provoke alone will not help out. You have to combine it with another attack, especially a AOE type attack where the Aggro can combine or add up with each other.
    Yeah, I've spent my fair share of time tanking and am pretty familiar with how threat multiplier values work and threat in general, I was just interested in hearing your experiences to see how they compared to my own.

    I've been opening in Bodyguard mode by using Electrifying Fences into a targeted AoE like Force Bubble/Photon Grenade and manually setting my Assault bot to target the center of the spawn for his alpha, and I've been finding it works fine for most large spawns. Have you had issues with getting this to work against higher end content?
  23. One thing to bear in mind, however, is that without hard numbers it's very difficult to make an accurate assumption about a pet's use of powers from a specific set compared to a player archetype.

    I'll use Katana as an example (because it's what I know, my Kat/SR scrapper has been a main on my account since i3.) The reason it's considered a set with high sustained DPS, for example, is through its ability to boost recharge to the point where your optimal attack chain only uses your three highest DPA attacks: this isn't relevant to pets, who no longer gain any benefits from +recharge. All of these attacks animate quickly and can benefit further from procs. Additionally, it has two solid skill cones and a decent PBAoE, rounding out the set with decent AoE.

    None of that applies to your Jounin, so you can't really infer that its DPS will automatically be higher than, say, a Grave Knight without analyzing all of a pet's DPA values, how much time they actually spend using those attacks on average, etc. And, as William said, as far as I personally know, I don't think anyone's ever really run the numbers to produce such a list.

    Long story short: if you really like Ninjas conceptually, why not be happy knowing it will be a strong set offensively since that's what you're going for and then build around it to increase survivability as necessary?
  24. Quote:
    Originally Posted by William_Valence View Post
    Is it bad that I wish we still had to upgrade henchmen one at a time?
    If you want to do so for gameplay reasons (ie: not giving one of your Lts. their second upgrade, you can still get around it by manually moving them away from your other pets before upgrading, as it applies the upgrade as an AOE and can "miss" pets outside its radius.

    If you wanted it for concept reasons... yeah, I kind of miss it too sometimes. It would at least be nice if they all animated, as per the above post's suggestion.