KingSnake

Legend
  • Posts

    608
  • Joined

  1. I don't know... he caused the deaths of at least 3 people...

    I mean, how would the law treat him if, instead of superpowers, he was just some kid who wanted to be a cop, and tryed to stop a hold up with a gun, and 3 people died? I think the kid would be seeing some serious jail time...

    Frostfire was untraind... Unregestered... and inexpearined... and he killed 3 people. No way he should to gotten off scott free like he wanted. Good intentions are one thing, but, common since should still be execrised, and 3 lives should be considered disposible. Opps i'm sorry, my bad, shouldn't be enought.

    And the fact he wanted to walk, and felt wrong by being punished, showed something about his Char. He apperently wasn't remorsful, which shows me he didn't really care about them people.

    I don't feel sorry for him. He should have paid his dues, and trid to make ammands. Instead, he turned evil. No, symphtiy here. I look forward to kicking him around when i get home.
  2. [ QUOTE ]
    [ QUOTE ]
    Gah, and I hope I just misread it, but does that mean we only have I7 and I8 to look forward to this year?

    [/ QUOTE ]

    Well, before the retail box we'll get I7, I8, and I9. Since the box will be released in 2007, I9 could come out early that year... but it might also come out in 2006.

    Gratz on the ding, Poz!

    All of this stuff sounds really exciting... I'm going to go out on a limb and say we're heading for a Space type expansion, almost certainly involving the Rikti Homeworld.

    [/ QUOTE ]

    ..... I see you haven't ran many Rikti Story arches yet have you? But I do hope we have some space content, and alien worlds. That would be a sweet change of pace from all the magic stuff here lately. Time for some Sci Fi baby!
  3. [ QUOTE ]
    There’s been a ton of discussion regarding Patron Power Pools, so I thought I’d at least give you a perspective from the design end.

    When we release levels 41-50 in CoH, we quickly realized that these levels didn’t offer any new powers. Players would be choosing from powers that were already available. While extra powers are nice, it isn’t very interesting. So we asked ourselves what would players want? All Archetypes chafed under their limitations – Tankers had no range, Blasters no defense, etc. – so we thought we give each Archetype the ability to choose lesser versions of powers that would address their weaknesses. Unfortunately, new powers are incredibly art intensive. Instead of making new sets, we choose pre-existing powers and renamed them as Ancillary Power Pools.

    During CoV development, I wanted to make sure that the game offered a different experience than CoH. One case of this was that CoV became far more focused on storyline and background than CoH was. We tried to create a vibrant villainous organization that players would want to be part of. For inspiration, I looked to the world of comic books, which are filled with cool, evil organizations. I also wanted our villain versions of “ancillary power pools” to be unique; with the emphasis on Arachnos, I decided to create the Patron system.

    Many have complained that this hinders creativity and roleplaying. After all, not everyone wants to be a villain that works for Arachnos. Certainly, a large strength of the City franchise has always been its customizability. To a degree, the Patron powers somewhat inhibit this by compelling people into “working” for certain Arachnos agents. The powers also do not dovetail perfectly into current power sets.

    What fascinates me is how new this discussion is to the MMP world. I’ve played lots of games over the years, and usually customization wasn’t that big of an issue. I won’t use any particular game as an example, but rather I’ll take D&D 1st edition to demonstrate a difference. Magic Users then couldn’t use swords. Just couldn’t. They couldn’t really wear armor, either. The major reason for this was balance: a sword wielding, armor wearing mage rendered any regular ole fighter pretty darn useless. There was certainly some grumbling – after all, didn’t Gandalf wield a sword? – but pretty much it’s been accepted. In fantasy games today (online and other), the same limitations continue to apply…When designing City of Heroes, I remember a lot of people telling me that it was just plain wrong to give people so many costume choices in the beginning. People wanted to earn individuality over time, not receive it. Yet, to this day, I think character creation is the single most praised element of the City.

    If I were to wax philosophical for a moment – I wonder whether it’s the genre (super heroes), the medium (City of Heroes) or the nature of the internet which has led to a greater demand for individuality. MMP’s, for the most part, are simply direct descendants of D&D, as described above. The gameplay, the mechanics, have pretty much followed the same pattern for ALL computer RPG’s. There’s certainly some demand for customization in other games (as I read on their boards), but it’s never quite the same as it is here for CoH. Maybe it’s because super heroes, by definition, are unique; thus, to play a super hero game a player wants to have those choices. But then I look at the internet, where we demand customization even down to our e-mail address. No one wants to be given a particular address, we almost always choose our own “handles.” Heck, I use the same name in nearly every MMP game to this day, as if it were my own digital shadow. Hopefully, some academic will look for this in the future.

    Positron and I will certainly keep this in mind for the future…oh, by the way, the reason that Electrical Power is reddish is so that it could mesh well with some Patron Powers. That was the intent, at least. And, unfortunately, Chum Spray has been renamed to Bile Spray. Our powers guys’ felt that Chum was just too campy.

    [/ QUOTE ]

    In reality, i don't mind being stuck with a partron. It's accually an insentive to play a few alts up to lvl 50, but i imagain THAT had NOTHING to do with making them perm now did it.

    So long as i can run the content, pick my parton, but tell them to go bug off when they try and teach me how to summon sprit fishes, i'll be good. I want to run the content, but don't want the stupid powers. No offince, but the don't match a single concept i have right now. I'm not much into magic, you'll have to fogive me. And no, i'm not intresed in carrying around the big staff.

    I know i know, "kingsnake, use your imagainon! You can come up with a way to make the powers fit your conept!" Prolly, but, frankly, i don't WANT to.

    And i'm assuming that, since the power quest comes with a respec, the respec is given so you can respec into the patron powers, so that means i don't NEED to take them.

    I do have one question. When I go good, and, I have at least 2 guys that will, how will that work? Have you though that far ahead? I'd just like to know that, by running the "perma" content, i'm not locked into being evil. I tend to doubt that, but hey, you never know.
  4. I was borded at work today...

    Kinetics & You.

    Hope you like it, and hope it helps someone.
  5. The Kinetic Secondary & You.

    Ok. Since I’m a tad bored here at work, I’m going to take some time and put some of my experience with kinetics into writing. I’ve played a Gravity/Kinetics controller since day one. When CoV launched, after working my first corruptor to 40, I rolled a second, a Rad/Kin, and leveled him to 40 as well. After that, I decided to roll a Kin/Psy, simply because, I love the Kinetics set, and have decided to specialize in it. Hopeful, some time within the next 6 months, I’ll have 3 LvL 50 Kinetic users, one of each flavor. That is my current goal. Anyway, because of this, I’d like to think I have some experience on the subject, and will endeavor to share that with the rest of you.

    Now, I’ll list each power, tell you what it does, and then give my option on the power and my recommend slotting.

    1. Transfusion. An AoE heal. You must target an enemy, cast the power, and, if it successfully hits, that enemy will generate a healing aura. The AoE heal is among the strongest in the game. Its only rival is Twilight Grasp of the dark set. This power is VERY handy, all be it a little tricky to get the hang of. You have to learn to pick your targets well, get a feel for the AoE range, and avoid near dead mobs, because, if they die before your finished casting the power, it goes off, but you get nothing in return. When properly slotted, its acc is high enough to make it reliable. I have mine slotted with 2 ACC 3 HEAL 1 RECHARGE. It also has an inherent 10% acc bonus to boot. Take the power, 6 slot it when you can, sooner being better then later, and enjoy. It also has had a new aspect added to the power recently. Transfusion will now debuff a mobs health regeneration rate. This is very handy in an AV, or GM battle.

    2. Siphon Power. A damage buff. I’m not totally sure of the %, I believe it’s 25%, but I may be wrong. It’s simple to use. Pick a mob, fire, and if you hit him, he gets his damage debuffed, and you and anyone near you gets a damage buff. I highly recommend 2 acc’s, and you will notice I recommend two ACC’s for every power in this set. Our powers are awesome, but require high accuracy to work. It’s either hit or miss, there’s nothing in-between. I’d also recommend 2 recharges. Some people go for 3, but if my math is right, That 3rd SO recharge is only getting you like an extra second or two. (And when siphon speed and hasten are taken into account it’s worth even less.) Not worth it if you can find a better use for the slot else ware. If you have slots to burn, then go for it, if not, you wont even notice the difference between 2 and 3 recharges.


    3. Repel. This is a toggle. A fairly expensive one. And it does what its name says; it repels things that get close to you. I really don’t care for this power all that much. I’ve learned over the 2 years I’ve been playing this game that, I HATE knock back… I know a lot of people love it, but I HATE it with a passion. I cringe when I see a storm ANYTHING join my team, or an energy blaster… I can’t count the times I’ve needed to heal myself, only to have the mob I was going to use to save my life knocked out of range… Or that nice neatly packed mob that’s just asking for a FS blown to the 4 corners of the room thanks to an Explosive Blast or an over zealous Stormier who loves “bowling” mobs around the room… I HATE it when other people knock crap away from me, so WHY in gods name would I do it to myself? I skip this power on all my kins except of Zero G, and the only reason I’ve keep it is for concept reasons. If you want this power, be it for pvp, or the joy of mob bowling, then by all means take it. It only accepts end reducers and recharges, so, I’d recommend one EndReduc and be done with it.

    4. Siphon Speed. I didn’t like this power at first. Of course, at first, it was only a running speed buff. NOW, it’s a run speed and recharge buff. That changes everything. You want this power, ESPECIALLY on a corrupter. It cranks up your damage out put with faster recycling attacks. Add to that your increased damage, and you can become a DPS machine. I recommend 2 ACC and 3 Recharge. Since its recharge is longer then siphon powers, the 3rd recharge does more for you here then it does there. With 3 recharges, you can keep 2 Siphon speeds stacked on you at all times, and when mixed with hasten, your recharge is insane. Some people will tell you this power is as good as super speed for travel. And while I respect their option, I don’t agree with it. This power is slower then SS. It doesn’t have a stealth component like SS does, and if you miss your drain, your SOL and have just ticked off a mob… I’ve read about a lot of people who just use siphon speed to get to 28 and then use IR for their traveling. Personally, I think it’d be a headache. But that’s just my option.


    5. Increase density. The mez buster. It’s a handy power, despite the fact it’s ally only. It’ll break holds, Immobs, and Disorients, but not sleeps, which sucks… but in sleeps place it also protects your teammates against knock back. It’s the only mez busting power that does I believe, and that alone should make it desirable. It also offers some resistance to smashing/energy damage too. That’s nice and all, but, keeping your team fully buffed at all times to make the smashing/energy resistance aspect of the power really useful, is a full time job, as the power is on a 1 min timer. Because of that fact, I only use this power to brake mezzes, buff up people who have no knock back protection when we fight knock back heavy mobs, and as a buff if I know were are going to be fighting a lot of mezzers in the next mob. And for that use, the only slotting I can recommend is one damage resist. Don’t add slots to this power. It’s not worth it. The best parts of this power are un-enhance able, so don’t waste slots on increasing the smashing/energy resistance, it’s not worth it. If you don’t team a lot, this is an easily skip able power. Oh, almost forgot, in PvP, this is the only power that can make you unteleportable. You’ll be a welcome addition to any pvp team.

    6. Speed Boost. Crack. The reason we get invited to teams. The reason every stone tank/brute you run into will propose marriage and offer you a global friend invite right there on the spot. This power is a set defining power. It’s an ally buff; it increases run speed, recharge speed, and endurance recovery. It lasts about 2 mins. It recycles in like 2 seconds. It’s the ONLY end buff in the game that can be made perma. And it does all that straight out of the box. It’s almost scary. My slotting recommendation is 2 slots total, both end mods. I have YET to find a person that can regularly tank their end when hit with a 2-slotted speed boost. I’m sure they are out there, but, really, I can’t see blowing a slot to help that one guy you may or may never meet, when 2 slots will do for the other 99.9% of the guys you’ll team with. Heh, I’ll even go so far as to say that if you solo a lot more then you team, you should still take this power, and just leave it un-slotted. I can think of NO other power in the game that is THIS effective right out of the box, no slots required. The ONE reason I’d ever recommend NOT taking this power is if you plan on NEVER teaming. Then by all means, skip the power. But if you ever team, even if it’s only a small fraction of the time, to run a TF or a respec or you just bored, you can’t go wrong with this power. TAKE IT PLEASE…

    7. Inertial Reduction. It’s Super Jump, but better. Yeah, I said better. This power gives you and your team nearly the exact same mobility as super jump does, and it’s insuppressible. You can use this puppy in combat. No slow downs at all. But despite how useful this power can be… if you don’t Pvp… and have a travel power already… it can be of limited use to you. Me myself, I have it on my Rad/Kin, because I have Super Speed as a travel power, and SS + IR = get there NOW speed. And I like being that fast. I have it on Zero G for concept reasons, and won’t take it on my defender because, I won’t need it. If you’re planning a travel powerless Kin build, you need this power, and you’ll want it as soon as you can get it. Personally, I’d hate to make the grind to LvL 28 relying only on Siphon Speed, but a lot of people do it, so it’s a personal preference thing. And personally, I like having real, full time travel powers, as soon as I can. Some people advocate getting to LvL 28 with a normal travel power then respecting into an IR build. This is actually a better idea, IMO, then going all that time relying on Siphon Speed, and IR is good enough to be your full time travel power by itself. But, if you exemp down below 28 a lot, it can be a hassle… out side of that, I can think of no reason not to do it this way if you really have other powers you’d rather have then a normal travel power.

    8. Transference. See #1. This power is exactly the same as Transfusion, only instead of healing you, it replenishes your endurance. For as awesome as this power is solo, and it’s a godsend while you solo, it’s not as awesome in groups, thanks in large part to SB. A fully SB’d team is rarely in end trouble. And thanks to the end changes of bosses and lts, using it as a draining tool is less effective also. About the ONLY time I use this power in a team setting is to replenish the end of a blaster, or myself, after we go nova. Outside of that, you wont use it so much in teams, but solo, this is a STAPLE power. Once you have this puppy, your end worries go away forever. I slot mine just like I slot Transfusion. 2 acc 3 endmods 1 recharge. Some people recommend a 2 acc 2 endmod 2 recharge since this power takes a lot longer then Transfusion to recycle, and honestly it’s prolly not a bad idea. 2 End mobs will give you back more then half your bar a cast, and you’ll be casting it more often… So that’s viable IMO. I’m sticking with my slotting; it’s done me right for 2 years now.

    9. Fulcrum Shift. The MOTHER of all damage buffs. The power works like this. You cast it on a mob. The power will hit the mob, then, hit any and all mobs, up to 10, which are in an AoE radius of the first mob, and each mob hit will give off a little AoE buffing radius. If you happen to be near a mob that is effect by FS, you will receive a damage buff of 20 to 25%. EACH. The caster will also give off a buffing aura, that’s worth 40%. SO, if you cast FS on 10 mobs that are fairly close together, anyone in the middle of that mob will receive 10 20% or 25% damage buffs. If YOU’RE in the middle of the mob too, they get your 40% buff too… so, this power can be used to buff your personal and your teams damage by 240% to 290%. And, once you’re slotted for recharge, you can, STACK it. Which means, that with the sol exception of a brute, you can damage cap anyone in the game. Granted, normally, after the first FS, your team will dispose of the mobs so quickly you’ll rarely have a chance to take full advantage of a stacked FS, but it does happen from time to time, and it’s a sight to behold. Add to that the fact that we as corrupters can cap our own damage then let off a nuke…. Something I enjoy doing to a very great extent. This power’s best slotting is 2 acc 3 recharge. I can’t see anyone disagreeing with that. Some people like 3 acc 3 recharge, and if you have the slots, go for it. More ACC especially when your talking about a /kin, is always a good thing. Personally, I think it’s over kill, but to each his own.

    That’s my rundown of the powers. Now, some general advice.

    1. Learn to live in melee range. Your heal is melee orientated. Transference is too. So is FS. Melee range is where your true power is. So, suck it up, and jump in with 2 feet. Once you’ve done it a few times, and learn to use that heal, you’ll be dumbfounded at what you can do.
    2. Team with melees. Come on, it only makes good since. Now I’m not saying discriminate against ranged guys, but, the plain truth is, brutes, scrappers, stalkers, and tanks get the most out of our powers. They just DO. The ranged “squishes” have issues getting into melee range. It scares them. They run away when they take damage, and there’s nothing you can do for them if they do. They are out of range of your heal, they don’t get the full benefit of FS… Now, there are a few that know how your powers work, and they will be AWESOME damage dealers along with you, but they are rare. Your avg. ranged attacker stays at range, and short of SB, there isn’t much you can do for them. And that’s why I recommend teaming with melees when you have a choice in the matter.
    3. Not everyone loves speed boost. No really, it’s true. You will be asked to not cast it, for a verity of reason. My advice is, do the best you can to accommodate them within reason, but, if an 8 man team has like 2 or 3 guys that don’t want it, and the rest DO, it’s going to get old quick trying to remember who wants what. And you’ll prolly get a few nasty comments when you SB the wrong guy, and a lot of “SB PLZ” spam when you forget someone. At points like this, I sit the team down and we take a vote. SB or no SB. All or nothing. I don’t DO the short order cook thing anymore. It’s not Burger King here people, and your not having it your way. It’s compromise time, and if they team can’t come up with a compromise, just leave. They aren’t worth the headache. You’ll find a new team soon enough, trust me on this.

    I’ll not talk about primary powers. I haven’t played them all, so I can’t do them all justice. Besides, the honest truth is, you can’t really go wrong with a Kin. We can buff our own speed, our own damage, and have near endless end. Because of this, any primary will do. Pick one you like. One that looks cool, or one that matches your concept, and have at it.

    As far as power pools go, it can be interesting with Kins. Why do I say this? Well, because Kins get an End buff that can eliminate stamina. And with 2 powers that increase your movement speed, you can get by without travel powers too. So really, a Kin is one of the most vestal builds you can have. I recommend reading some of the other guides around the boards here on the power pools, and going for there. If you build the Kin side of your powers up right, it’s hard to gimp yourself, so you have A LOT of wiggle room with your other power choices.

    But me personally? I recommend taking a REAL travel power, and, even stamina, although, I’ve left my stamina unspotted. Stamina will help with your down time pre Transference, and, in rare case that you actually MISS. And, as far as travel powers go, I need a real one. Siphon Speed alone just doesn’t cut it for me. So I need a real one. Anyone will do. Hasten is also nice, but with siphon speed, isn’t “necessary”. BUT, if you run hasten, AND siphon speed, and attack like a mad man, you should differently invest in stamina. Transference can do A LOT, but you CAN overcome it if you go all “machine gun” on the bad guys.

    Bah. I’m rambling. Ok, now I’ll post my Corrupter build. It’s a build I’ve worked out to 50 since as of now, I know what the patron pools are, and they don’t interest me, as non really fit my concept. He’s a Rad/Kin, currently LvL 40 and VERY eager to get into I7. Hope it helps.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: raideack
    Level: 50
    Archetype: Corruptor
    Primary: Radiation Blast
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Neutrino Bolt==> Acc(1)Acc(3)Dmg(11)Dmg(15)Dmg(31)
    01) --> Transfusion==> Acc(1)Acc(5)Rechg(9)Heal(13)Heal(17)Heal(31)
    02) --> X-Ray Beam==> Acc(2)Acc(3)Dmg(9)Dmg(15)Dmg(31)
    04) --> Siphon Power==> Acc(4)Acc(5)Rechg(23)Rechg(25)Rechg(50)
    06) --> Electron Haze==> Acc(6)Acc(7)Rechg(7)Dmg(13)Dmg(17)Dmg(48)
    08) --> Swift==> Run(8)
    10) --> Siphon Speed==> Acc(10)Acc(11)Rechg(23)Rechg(25)Rechg(43)
    12) --> Hasten==> Rechg(12)Rechg(34)Rechg(40)
    14) --> Super Speed==> Run(14)
    16) --> Health==> Heal(16)
    18) --> Cosmic Burst==> Acc(18)Acc(19)Rechg(19)Dmg(21)Dmg(21)Dmg(48)
    20) --> Speed Boost==> EndMod(20)EndMod(40)
    22) --> Stamina==> EndMod(22)EndMod(43)EndMod(50)
    24) --> Increase Density==> DmgRes(24)
    26) --> Neutron Bomb==> Acc(26)Acc(27)Rechg(27)Dmg(29)Dmg(29)Dmg(46)
    28) --> Inertial Reduction==> Jump(28)
    30) --> Aim==> Rechg(30)Rechg(37)Rechg(50)
    32) --> Atomic Blast==> Rechg(32)Rechg(33)Rechg(33)Dmg(33)Dmg(34)Dmg(34)
    35) --> Transference==> Acc(35)Acc(36)Rechg(36)EndMod(36)EndMod(37)EndMod(37)
    38) --> Fulcrum Shift==> Acc(38)Acc(39)Rechg(39)Rechg(39)Rechg(40)
    41) --> Proton Volley==> Acc(41)Acc(42)Rechg(42)Dmg(42)Dmg(43)Dmg(48)
    44) --> Irradiate==> Acc(44)Acc(45)Rechg(45)Dmg(45)Dmg(46)Dmg(46)
    47) --> Hurdle==> Jump(47)
    49) --> Whirlwind==> EndRdx(49)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Rechg(2)
    ---------------------------------------------
  6. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I just sent a PM to cuppa asking if purposefully giving a player debt is considered griefing. Will update when she gets back to me

    [/ QUOTE ]

    The Devs say - No.

    Ultimately PVE mobs in a PVP zones are hazards of a PVP zone. Players do have control (and options) that will prevent them from being victims of the TP Foe tactic.

    Regarding being held, immobilized, slept and then being teleported into a PVE mob: griefing? No.

    If a player uses TP Foe and teleports another player into a mob, so that their health is reduced, and then finishes them off with a killing shot….griefing? No.

    If a player intentionally uses a knockback power (or Repel or Dispersion Bubble) on another player from the top of the roof to the street below where there happens to be a PVE mob, and the player’s presence draws mob aggro and dies…should the player who knocked back the target player off that roof be actioned for griefing? No.

    [/ QUOTE ]

    In other words, act like a complete and utter [censored] as long as you don't violate the language rules. Go ahead and rack up kills on the same person over and over... make them reach their debt cap WE DON'T GIVE A DAMN.

    This is why I don't PvP... there is no honor in it. For those of you who enjoy pulling the legs off ants, you've just been told by God himself that it's not only OK, it's ENCOURAGED.

    Lovely...

    [/ QUOTE ]

    Heh. The dev's have provided the arena for the kind of PvP you'd enjoy. If you don't enjoy PvP at all, you have the whole rest of the game, where you can petition anyone that goes out of there way to get you killed, and rightly you should, because, I don't belive in griefing people.

    But this is a PvP zone. Your WARNED OVER AND OVER again that if you go in, your fair game for just about any and everything. And even in PvP zones there ARE some rules that can't be broken, like camping a hospital, teleporting people into places they can't get out of, and LEAVING them there... allthough i'd consider it a vaild tactic if your intend was to just keep them from running away so you could kill them, but just tping them and leaving them stuck is griefing. The Dev's have said as much.

    But, anything besides that is fair game, and as it should be. If i'm in a fight with a villan that's going badly, I'll do what i need to to stay alive and win the fight. I'd rather live and subdue the bad guy then DIE an HONERABLE death.

    If that means TPing him away from me and into some mobs, that's what i'll do. It's within my power to do it, and it's a valid tactic, and i'll do it if i need to. The fact the dev's have the game set up to give him debt as a result is poor desigh planning on there part.

    I'll will use ANY tool i have at my disposile to win a battle, because as a hero, i feel it is my DUTY to bring in the bad guys, by any means nessarity. If i can do it and not cause debt, then i'll defeat them that way. If i'm on the ropes and can get the upper hand with a well placed wormhole into a pack of waiting Longbow, guess what? I'm giving you a one way ticket to meet my buddies.

    And it's not griefing, because, i'm not doing it to purpusefully give someone else debt. I'm only using the tactics as a means to win. I have no malice one way or the other.

    Which is why the devs have to take this stance. You can't know for sure the guy who TP's you int a pack is doing to it sololy to grief you with debt. It's just as possible he's like me, using what tools he has to win the battle his in.

    And as far as RP events go... can a bad guy REALLY be expected to respect the wishes of anyone, let alone a hero? Would a hero REALLY stand by and watch bad guys killing each other and do NOTHING, just letting them GO?

    And besides, if everyone in the PvP zone is hold up at one of these RP events, where does that leave the rest of us who want some pvp action but don't feel like being a part of the RP event? SOL? Hardly, i'm afraid.

    This game catters to everyone in one way or another. No PvP. Fine Play the other 99% of the game. PvP by YOUR rules? Fine, go to the arena. PvP no holds bard? Fine, you have 3 zones, soon to be 4, knock yourself out.

    Why is that so hard to understand, and accept?
  7. [ QUOTE ]
    [ QUOTE ]
    Nothing good can come of this. *shrug*

    [/ QUOTE ]

    Agree.

    [/ QUOTE ]

    You can please some of the people most of the time... most of the people some of the time, but never can you please all of the people all of the time.

    People, like the mighty chick, won't like this ruling at all. I can symphise, but, come on... it's an open PvP zone with heros versus villans... it SHOULD be no holds bard.

    If they'd just drop the debt penelity in the zone, along with XP from the NPC mobs in the open zone, not missions of course, this problem would go away for the most part... save people disrutping you RP events...

    That, or make all pvp death carry the debt penetaly, that way, death is death, no matter who's hand it's by, and this whole TPing people into mobs debate will also be resolved.
  8. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Not to mention no comment on shoving players into npcs to intentionally cause debt. Respect.

    [/ QUOTE ]

    exactly.

    [/ QUOTE ]

    <.< I shove ppl into NPCs on my controllers, it's the only way to kill them so they don't kill you. It often isn't get give you debt, it's to keep alive.

    >.> also, Cuppa's post hasn't shown up in Dev's digest yet.. so you have a little while before the Deluge

    [/ QUOTE ]

    So their death with Debt is < your death without any real harm except maybe a long trip back to the fight?

    Make sense to me. Anyone else?

    [/ QUOTE ]

    Which is why pvp zones, the open zones, should be debt and xp free. Then it'd truly be no holds bard.

    BUT, I'm not going to lose a fight just to spare the person who attacked me debt. Fight me at your own risk, just like anywhere else.
  9. [ QUOTE ]
    [ QUOTE ]

    I can see it now... Statesmen reads your logical and well writen post, the wheels start turing... and, he comes up with it.... lets incress the tankers debuff to 7.5%, that'll make things more balanced... yeah, i can see it now...

    [/ QUOTE ]

    Believe it or not, on test it was originally 12.5%! And I think that was for both tanks and scrappers.

    [/ QUOTE ]

    I remember.... *shutters*
  10. [ QUOTE ]
    First, a little background info:Read this, please.

    Now let's think for a minute...

    A Tanker gets Unyielding at level 8 and is granted:
    - 5% S/L RES
    - 10% F/C/En/Neg/Tox RES
    - mez protection
    - 5% DEF debuff

    A Brute/Scrapper gets Unyielding at level 16, and is granted:
    - 3.75% S/L RES
    - 7.5% F/C/En/Neg/Tox RES
    - mez protection
    - 5% DEF debuff

    How is this balanced or fair? If, in fact, the DEF debuff is "balanced" (which I find ridiculous already) shouldn't it also scale with the benefits of the power?

    As it stands now, Brutes/Scrappers wait 8 more levels to get a power that's less effective, and actually causes more damage than it protects from (according to the 1%DEF=2%RES balance metric), in exchange for decent mez protection.

    (I say decent here, because it is inferior to Tanker, and possibly Kheldian, mez protection.)

    Can we get some commentary here?

    [/ QUOTE ]

    I can see it now... Statesmen reads your logical and well writen post, the wheels start turing... and, he comes up with it.... lets incress the tankers debuff to 7.5%, that'll make things more balanced... yeah, i can see it now...
  11. MID FEBRUARY?? Holy...

    Well, I might accually get my Stalker close to 40 by then, dispite the glowie nerf. It doesn't effect me much, I normally like to kill most stuff in the mission ANYWAY, but, i'm really REALLY getting sick of all toggle on toggle off CRAP. Heh, this just adds to missions I find furstraing to do as a stalker.

    Kill alls, with my limited attacks, DISPITE the fact i have 5 out of the 6 primary powers i can take up till now, i still only have 2 normal attacks to use in scrapper like battle, and no way to avoid at least a FEW mobs seeing me kill there buddy, no matter HOW sneaky i was...

    Rob the banks SUCK, because, with my lack of attacks, beating down that door SUCKS, and every mob they send to stop me sees me cause out constenly out of stealth attacking the door...

    Hostages are annoying because i have to unstealh to lead the guy out, restealth to fight ambushes, or mobs i just missed, go find the hostage, and contune on my way.

    NOW clicky missions will be annoying because i'll have kill all the mobs, which isn't a big deal, THEN, here's the annoying part, unstealth to click the glowies. Waiting around for for hide to recycle will just add more down time to this guy, and he already has plenty...

    the only missions i have fun in now are named boss kill missions... which makes since, i AM an assassin, but still, i'm only allowed to have ONE hassle free mission out of the lot of them?? To quote Carleto, "Das not cool"...
  12. [ QUOTE ]
    [ QUOTE ]
    Wow, that was an awful lot of hostility against someone just trying to help others. Even if you don't agree with his advice you don't need to be insulting.

    [/ QUOTE ]

    Where were you when "Incompetent Masterminds" was one of his topic headings?

    [/ QUOTE ]

    Dude, we was singling out bad corruptors too, and we haven't fliped out yet. Mainly because he's right, corruptors who won't support a team are a disadvange to a team. So are master minds who can't or won't control there pets, can litterly bring the hords of hades on top of a team.

    Idiot brutes can be a hinderns to there teams, but, in my expeaince, 9 times out of 10 they just get themselves killed, then LEARN after a death or two to wait on the rest of us.

    Not all AT's are created equal. Some AT's if played poorly are more damageing to a team then others. An incompanent master mind is the 2nd worst team mate i can think of. (leaches are worse IMO.) But a GOOD master mind is one of the BEST team mates i can think of. and belive me i've played with both. heh.
  13. I’ve diced to put my thoughts into writing about my Corruptor, Moltron. Perhaps it might actually help someone who decides to go the fire/thermal route. *Shrug* this is my first guide type post, so be gentle. =)

    I’m going to list each power, and give my personal first hand experience with them. If I don’t have experience with them, I’ll tell you what the power does at least, and give my option of said power, and hope some kind souls will correct me if I’m way off base.

    Ok, lets get started.

    Primary FIRE.

    1. Flares. Single Target Damage. Fast recharge, cheap end. I’d rate it a 7/10. A lot of people complain it’s low damage, and it is, I won’t lie about that. BUT, it, IMO, makes a nice, cheap, finishing attack. And with the scourge bonus we get, it can be nice damage for the end of an attack cycle. I use it regularly to finish people off. I have it 4 slotted, 1acc/3dmg. And I have no complaints, nor any plans to respec it out. If I find room, I might add one more ACC, simply because I find myself fighting reds and purples a lot in team, and extra ACC is very helpful in them situations.

    2. Fire Blast. Single Target Damage. Fairly quick recharge, good damage, good end usage, good range. All in All, one of our single best, most well rounded attacks. 9/10 if you ask me. Its use is real simple, slot for ACC/DMG, and shot stuff. It’s that simple. Mine’s 1acc/3dmg right now, but I’ll be adding one more acc, and maybe an end reducer. I’m sure many will recommend the slotting of 1acc/1end/1rechareg/3dmg. And it’s a good way to slot, no doubt, but I find in my case, I fight a lot of higher conning stuff, and I’d rather have more accurate shots then faster recharging ones… and I’d rather have blue in bar left over to heal when I need to, then to run my blue bar dry attacking and miss the heal that keeps my brute alive… but again, that’s me, YMMV.


    3. Fireball is next, and again, it’s a very nice power. AoE Damage. NICE AoE damage if you ask me. Little bit of an end hog, but all AoE attacks will be. Its base recharge is OK IMO, if a little slow, but all AoE’s will be. By itself, I’d rate it 8/10. BUT, later in life, when you can pull this chain off, AIM+Melt Armor+FireBall+FireBreath… it’s easily a 10/10 power. Or even better is Aim+MA+Fball+INFERNO. Everything dies. 11/10. Mines slotted with 1 acc 1 end 3 dmg. It will eventually be 2 acc 1 end 3 dmg.

    4. Rain of Fire. I don’t have it, so I won’t rate it. I’m not sure if I’m going to get it either, it’ll depend on what our patron power selections are. But, it basically an AoE Dot attack. It has a fear effect to it, so mobs hit with it will run for cover. In a fire/thermal build, you have no way of keeping them in the rain, so it’s of limited use to me… but if you have some way of keeping them in the fire, I hear it’s nice damage overall. I’ve heard some impressive reports of this power mixed with tar patch. But again, since I don’t have it, nor tar patch, this is all hearsay. But from my point of view, this power won’t help this build much at all.


    5. Fire Breath. Very similar to fire ball. AoE, in the form of a wide cone. Takes a little getting used to, but once you have it down, it makes a wonderful one two aoe punch with fireball. 7/10 IMO. Early in the game, an Aim+Fball+Fbreath will generate some nice AoE damage. Then, once you get Melt Armor, add that puppy in at the beginning, and you have SICK AoE damage. (Its longer animation doesn’t allow it to be chained into the big Alpha strike combo, or I’d rate it higher.) I have mine Slotted with 1 acc 3 dmg 1 end reducer. I’ll prolly add an ACC for a total of 2 acc 1 end 3 dmg.

    6. Aim. A simple power. You get a massive ACC boost, and a minor DMG boost. 7/10 if you ask me. I have mine 1 slotted right now, and pretty much only use it with my massive alpha strike chain. (Aim+MA+Fball+Inferno.) It pretty much insures that all my attacks land, and adds a little kick to them as well. It’s going to be 3 slotted once I hit 40. (1 level away.) Then I can use it for other attack chains as well. I highly recommend it.


    7. Blaze. Our heavy damage short-range attack. This puppy has nice damage. Ok base recharge, and ok end usage. IMO a 10/10 power. Mines slotted right now with 1 acc 3 dmg 1 end. I’ll be adding one more ACC later. I normally lead off with this attack, or use it to follow Fire Blast. Blaze, Fire blast, and Flares make up my single target damage attack chain. It’s passable. Sure, it’s not maximized for uberness, but it gets the job done nicely, and leaves me with plenty of end to heal when I need to. Take blaze and slot it. You’ll eventually come to love it like I do.

    8. Blazing Bolt. Our Snipe. I don’t have it. I may get it, depending on Patron Powers, I may not. I can see it being a nice opener to my single target attack chain, or maybe a good pulling attack, but that fact it’s interruptible would mean you can’t really use it in combat if your taking damage. If your not, I guess you can use it, but I’d think I’d be able to use fire blast and blaze in the amount of time it’d take me to cast Bolt. But again, I don’t know for sure, because I don’t have it.


    9. Inferno. I LOVE inferno. 10/10 IMO. I have mine slotted with 3dmg/3recharge. And I use it as part of an alpha strike opener. (Aim+MA+Fball+Inferno.) This attack chain will kill almost everything it hits. There is normally only one or 2 guys left alive when I fire this puppy off in a big group. (A boss, and a guy I missed. But they’re almost dead and the group can handle them EASILY.) In smaller groups, like when I’m solo, NOTHING survives. Be warned though, you will be totally drained of end after you fire this off, and if something’s left alive, you’ll have no way to defend yourself. I normally make sure I have at least 3 blues on me, pop one if a mob survives, and fry him. If no one survives, I go into rest mode, recover fully and move on. With the new rest timer, this is much easier to do now then it was before.

    Now, lets move on to my secondary, THERMAL. I picked thermal for one reason… and that reason WASN’T to be a healer. I picked it because it was the perfect complement to the fire primary. (From a conceptual point of view of course.) But, I’ve really grown to like Thermal. Ok, lets get started.

    1. Warmth. A PBAoE heal. A weak one. You might be disappointed with this power at first. This power, out of the box, won’t heal for beans. This is one of them powers that NEEDS slots and SO’s before it’ll really shin. You NEED 3 Heals in it. You’ll WANT a recharge in it, and I RECOMMEND an end reducer. Maybe two when all is said and done. Mine so far is 3 heal/1end/1recharge. This setup works really really well right now. I might leave it this way. But if I do find an extra slot for it, I’ll be an end reducer. You won’t do anyone any good if you run out of end. This power rates, when it’s fully slotted up, about 7/10. It’ll help you solo, and it’ll heal your teammates, but it won’t save many lives on it’s own. It’s going to need help. Thankful, this set have plenty of help to offer.

    2. Fire Shield. And here’s the help I was talking about. You NEED this power if you want to play support. NEED it. You won’t be able to keep a team alive with heals alone. Our heals just aren’t that strong. (Especially post 20. I did OK in the early game with just my heals, but if I had it to do again, I’d take my shields earlier. I took my shields at 22 and 24. Live and Learn) this is a 10/10 power. It’s a staple of the Thermal Set. But ironically, it only needs 3 slots. Put in 3 dmg resists and your good. No end reduction needed. I regularly keep full 8 man teams fully shields and I normally never have any end issues.


    3. Cauterize. Our single target heal. This heal is ok out of the box, unlike Warmth. It only gets better with slots. 3 heal is a must, and from there, a recharge is NICE, and an end reducer is good too. Mines 5 slotted with 3 heal/ 1 end /1 recharge. I see no reason for more slots to be added. It’s almost perfect this way. 9/10 IMO.

    4. Plasma Shield. See my review of Fire Shield. It’s the Same. You need this power. You need it 3 slotted. It’s a 10/10 power.


    5. Power of the Phoenix. It’s a rez. A nice Rez. I plan on getting it when they add the post 40 game. The only reason I don’t have it right now is, well, I felt the other powers I chose would help me keep my teammates alive, which, IMO, I better then having to rez them. Of course, no matter what, people will die from time to time, which is why; my LvL 41 power will be PoP. I’ll prolly just leave it with one recharge reducer, and hope I'm a good enough corrupter to not need up more often then that.

    6. Thaw. This is basically clear mind. It’s nice to have. It’ll break people out of holds. 6/10 power. Since I find most of my teammates have a form of mez protection, this is less useful to me then I though it would be. (Stalker, Brutes and MM’s don’t get mezed very often. And they are the bulk of who I play with.) I keep it one slotted, with a recharge… just because I cast it each time I cast my shields, and the recharge saves me some time on my buff cycle. Buffing them with thaw when I buff my shields normally allows everyone to have mez protection through the alpha strike of a mob. Maybe that’s the reason I don’t find many of my teammates getting mezed… cause I use it preemptively… *shrug* don’t really know. But I still recommend taking it.


    7. Forge. A single target +acc+dmg buff. Sort of like fortitude but without the defense buff. Personally, I like this power, but it’s NOT as awesome as I though it would be. I can keep it one 3 people all the time. (If I’m on the ball) I’ll normally always buff the lead brute, then the lowest NON MM player on the team. Them are two I focus on, then for the third one, I pick people at random. (All but MM’s. I don’t really think it helps them at all. And as a rule, unless I’m group with only MM’s, I don’t buff pets. But that’s just me. I’m sure MM pet’s benefit greatly from our buff, and if you want to spend the time to buff them, go for it. ) This power is a 6/10 power. Nice, but not necessary.

    8. Heat exhaustion. Meh. This power… Is the only power I regret taking. Don’t get me wrong, this power HAS saved my life on at least 2 occasions, but that’s ALL it’s done for me. Is a single target debuff. It lowers a lot of stuff, damage, regeneration rate, endurance regain… and I think that’s it. It drains some end to, but not very much. This power is WONDERFUL, when your fighting the Low Bow elite bosses. Oh I forget the name, but them monsters with the force-field powers. Cast this on them, and after a few attacks. They’ll be totally drained of end and totally helpless for about 20 seconds or so, give or take. THAT’S COOL. But that’s the only real use I’ve found for it, draining the endurance out of an elite boss, and acting as a ghetto hold. This IS a good application mind you, but, well, I was hopping for more from my LvL 35 power. Against normal mobs, the debuff takes so long to drain a mob of endurance, you’ll kill them before they tank. (although there are some, like death mages, that use A LOT of end. So, if you find an end hog of a boss, casting this on it will act as a hold of sorts, but I haven’t found many mobs where this is terribly effective. Again, YMMV.) The damage debuff would be the only reason to cast it against a non elite, or AV. (although, I don’t think the end debuff effects AV’s. At least in my experience, I’ve never caused an AV to tank there blue bar yet…) I hear it’s NASTY in PvP. But I don’t PvP, so I can’t really comment on that. So you have to ask yourself, is it worth it to get this power knowing that it’ll MAINLY be used as a single target damage debuffer 90% of the time? Personally, I’d have prolly taken PoP had I known how this power preformed ahead of time. I doubt I’ll respec it out but I’d defiantly put it off if I had it to do over again. (Depending, of course, on Patron Powers.) This power is a 5/10. Totally middle of the road if you ask me.

    9. Melt Armor. This power, I like. A LOT. It’s an AoE -res -diff. It’s an attack, well, it targets a mod and has a to hit roll anyway, so you need to slot ACC in it. Mines slotted right now with 2 acc 2 recharge. At 40, I’ll slot it with another recharge and call it. I don’t know number, but what I do know is this, when I cast this puppy on a mob, they die quickly afterwards. I use this is combination with Aim, Fireball, and Inferno for my Alpha Strike. It’s nasty. And now that MA is recharging faster, I’m using it more often, in-between Alphas, and it’s really adding to my team’s offence. This is a GREAT power. 10/10 for sure IMO.


    And that is my take on the fire/thermal corruptor. I guess I could go into detail about power pools and such, but really, they’ve been review to death. If you have questions about them, I’m sure your find your answers else ware rather easily. I will say this though, you going to want Stamina. Your blue bar is your life, and your team’s life. If you run out, people can and will die. So take it, 3 slot it, and watch that blue bar.

    Ok, there you go. My first guide/overview. So what do you guys think? I know I know, bad grammar and horrid spelling, but aside from that? Oh, and if you have any information to add, or advice, please do. Let’s get the next generation of Fire/Thermals off on the right foot!

    Hmm. I guess I can post my current build too, just incase people want to see it. Ok, here he is, Moltron, Dastardly Doer of Evil Deeds!

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
    ---------------------------------------------
    Name: Moltron
    Level: 41
    Archetype: Corruptor
    Primary: Fire Blast
    Secondary: Thermal Radiation
    ---------------------------------------------
    01) --> Flares==> Acc(1) Dmg(3) Dmg(7) Dmg(13)
    01) --> Warmth==> Heal(1) Heal(15) Heal(15) Rechg(31) EndRdx(31)
    02) --> Fire Blast==> Acc(2) Dmg(3) Dmg(5) Dmg(11)
    04) --> Fire Ball==> Acc(4) Dmg(5) Dmg(7) Dmg(13) EndRdx(40)
    06) --> Cauterize==> Heal(6) Heal(17) Heal(17) Rechg(31) EndRdx(34)
    08) --> Fire Breath==> Acc(8) Dmg(9) Dmg(9) Dmg(11) EndRdx(40)
    10) --> Swift==> Run(10)
    12) --> Hover==> Fly(12)
    14) --> Fly==> Fly(14)
    16) --> Health==> Heal(16)
    18) --> Blaze==> Acc(18) Dmg(19) Dmg(19) Dmg(21) EndRdx(25)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(23)
    22) --> Fire Shield==> DmgRes(22) DmgRes(23) DmgRes(27)
    24) --> Plasma Shield==> DmgRes(24) DmgRes(25) DmgRes(27)
    26) --> Aim==> Rechg(26) Rechg(37) Rechg(37)
    28) --> Forge==> Rechg(28) Rechg(29) Rechg(29)
    30) --> Thaw==> Rechg(30)
    32) --> Inferno==> Dmg(32) Dmg(33) Dmg(33) Rechg(33) Rechg(34) Rechg(34)
    35) --> Heat Exhaustion==> Acc(35) Acc(36) Rechg(36) Rechg(36) Rechg(37)
    38) --> Melt Armor==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Rechg(2)
    ---------------------------------------------
  14. [ QUOTE ]
    [ QUOTE ]

    I understand the sentiment, but I forsee a likely outcome I am strongly opposed to: that having a healer/buffer requires a counter aggro magnet for that character to survive.

    I see nothing about current conditions that warrant even risking that outcome.

    [/ QUOTE ]

    I don't see why it'd be a problem, actually. I meanif tankers are going to need defenders to survive the aggro they draw, why shouldn't defenders need tankers to hold the aggro. If anything, it'll give tankers more reason to hold that aggro.

    [/ QUOTE ]

    That, should something like that go into effect, would be a step in the direction of undoing what states and company are trying to accomplish. And that is, a game where any group makeup is viable. Right now, tanks requaring support to "tank" is a step in the wrong direction, but the dev's seem oblivious to this. You add in the healer hate every other MMO seems to have, and it's a step FURTER in the wrong direction. Once you start having AT's depended on other AT's to do there job, you lose viritiy, and we become like everyone else.

    One taunt bot, one heal bot, maybe a buffer/debuff, then the rest damage, that would become the standered team makeup of CoH, just like it is everywhere else. The almighty "pull" would become the tactic of the day, and we'd basically end up being EQ in tights.

    If that's what the dev's want, then so be it i guess, but i always was under the impression they wanted to be different. They were when they started... an MMO with no loot, no PvP, very solo firendly, and fast pased.

    But over the last two years, they've added PvP, and loot of a sort, slowed us down, and seem to be trying to force grouping more... all you need do is add in healer hate, and a few more nerfs, and we'll be there. EQ in tights with less content. It'll be a glorius day won't it?
  15. [ QUOTE ]
    [ QUOTE ]
    His one posted test involved using the broken version of Invincibility. He also completely glosses over the fact that when buffed, any AT can Tank, so what then is so special about Tanks?


    [/ QUOTE ]

    The goal of the game is to make sure there isn't an ideal team composition. So, yes, a Scrapper, with buffs, can tank, but not as well as a Tanker. Why? Because 1) a Tanker starts with higher resistances/defenses and 2) he has Punchvoke and thus can manage the aggro better.

    [/ QUOTE ]

    But, where in a situation where, "not as well as a tanker" is still well enough to get the job done 90-95% of the time.

    Tanks look good on paper, with higher HP, better resists and defence, but, in practice, since they'er going to need support ANYWAY, a scrapper functions better in a team situation when buffed. They can achive sufficent defence, and have a higher base damage and damage cap.

    Basically what i'm saying is this... if tanks can't have enough defence to hold resonable argo WITHOUT support, they are really contrubiting much to the team. The team would then need to find support, and once they DO, they no longer NEED the tank, 9 times out of 10.

    And while you don't NEED a specific team make up to be sucessful, if you want to fight stuff on levels higher then wimpy, er, heroic, your going to need a defender/controller, and once you have one of them, tanks, basically become weak scrappers with more hitpoints then they need.
  16. KingSnake

    Accuracy

    [ QUOTE ]
    Streak Breaker (I just talked to Poz about it
    If you miss three times in a row, then your next attack will always hit.

    [/ QUOTE ]

    questions...

    do you mean the of the SAME attacks, or just 3 attacks...
    what else effects it? Level? Mob type? Debuffs? I KNOW i've missed more then 3 attacks in a row... i do it often... now is that because the mobs are a level higher then me, (at MOST when i'm solo) or is it because there attacks have little defence debuffs tacked on to them that's mess with the streak breaker... because i can't imagain that debuffs don't effect it, it be way to easy to exploite... brawl... brawl... brawl, HEADSPLITER... brawl... brawl... get the idea...

    How excatily does this steak breaker work?
  17. KingSnake

    Accuracy

    [ QUOTE ]
    I have to ask. Was this done on a test server or a live one?

    [/ QUOTE ]

    From reading what he did as a test, leaving a guy on auto attack, attacking something, for 4 DAYS, without killing it... you can't DO that on live, so it HAD to be an internal test server. Am i right? You can't do crap like that on a live, or even OUR test server.
  18. [ QUOTE ]
    [ QUOTE ]
    I would much rather hear Cryptics explanation of our intended role and how they see us accomplishing it. Since we have obviously been wrong by their direction, I would really like for States and company to tell us what we are supposed to contribute to a team, and how that contribution stands out beyond all other AT's.

    [/ QUOTE ]

    Tankers manage aggro better than any other Archetype. They also have the highest combination of hit points and defenses in the game. Their role is to take the brunt of a spawn's aggro just long enough in order for the rest of the team to be able to eliminate the mobs.

    Should a skilled Tanker be able to corral EVERY mob? With a lot of skill, it should be possible - but it's certainly not required to be a good Tank. As long as the Tanker can hold onto aggro so that his teammates are facing less than they'd normally face (i.e. 3 minions), then the team has an advantage. Namely, each teammate can quickly eliminate his opposition...and then come to the Tanker's aid at the end.

    I just played a Tanker with the following group (actually, at the request of a PM)...

    Inv/Fire tanker (32, SKed to 49)
    Level 50 Elec/Elec Blaster (it was his mission, set on Rugged)
    Level 32 Peacebringer (SKed to 48 or so).
    Level 48 MA/Inv scrapper
    Level 50 Fire/Kin controller
    Level 35 Earth/empathy controller (SKed up to 48)
    Level 49 Energy/energy blaster

    We faced the Carnival of Shadows. Typically, I'd start combat by Taunting any Strongmen in the spawn. I knew that I could handle their damage best. I'd usually catch some other minions and lts. I'd end up with a good 1/3 of the spawn focused on me, while the rest of my group disposed of the others. Whenever I saw a teammate enter the red, I'd either Taunt the mobs off them or hit the mobs to get their aggro.

    End result? Well, no one was that familiar with their builds. The Controller was defeated by getting too close to another spawn. The Peacebringer carelessly tossed off attacks and ended up aggroing too much. After those two defeats, we settled down and functioned fine.

    Admittedly, my own health dropped down to a 1/3 several times. I'd get a little concerned, but usually I had Dull Pain ready.

    [/ QUOTE ]

    You know, the only thing i get out of you exeamples here as of late is that, you and you boys, know how to play this game... that you just happend to make... and work on every day... WAY TO GO! This doesn't excatily PROVE there's nothing wrong with tanks... it just proves you dev's know who to play your own game better then most.

    anyway, i've retaired my tank. So i don't care right now. I figure, if enough people do the same, you'll relize you made a mistake... and if they don't, well, apperently this is acceptable to the masses and i need to move on to a new at. i got 4 to 9 other i'll try.. I'll see if i like one of them better.

    Can you at least give me a heads up, who AREN'T you going to nerf anytime soon?
  19. [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

    [/ QUOTE ]

    How about revewing recharge times now? This isn't enought of a bone to throw us for the feasticao that will be your ED.
  20. [ QUOTE ]
    Maybe I just haven't been around long enough (I've been playing on and off, not constantly like some posters), but I honestly don't see why regen would need (or recieve) another nerf. DA and Inv are both far sturdier than we are. We're very weak to alpha strikes now, unless we blow IH or MoG. I have to be very very careful in group situations or I die very fast.

    If they do nerf QR... why? Regen isn't even an end expensive set as we only have a single toggle to run (Integration). I feel like I'm babbling, but you guys are projecting all these nerfs and I just don't understand 'why'. The set feels balanced to me. :|

    [/ QUOTE ]

    *spoken in my best Yoda*

    "Power... BAH. Effectiveness... Bah... These are not the "balance" the dev's seek. NUMBERS, NUMBERS, are the balance the dev's seek."

    What i'm saying is this... DISPITE the fact that DA and Invuln ARE tougher in a fight then Regan. (Invuln always has been, in general that is. It's just that isn't a widely know fact.) Even if regains die more often, faster, and with more style then any other set, it wouldn't matter.

    What matter is they. States and company get there data mind AT information. They notice that Regain out numbers all other scrapper secondys, i'm making up a number here, lets say 5 to 1. THATS the balance they dev's are seeing is out of wack, and that's what there trying to fix.

    Accually in game proformance doesn't have all that much to do with it. They are more regains, then any other scrapper secondary. The reason for that, is, regain is fairly easy to use, dispite the nerfs, and it has a near endless blue bar. That near endless blue bar lets us attack, attack, attack some more, with sprint on, for fast pased non stop action.

    That makes the set FUN. That FUN means to many of us are willing to give up some in game effincity for this FUN.

    So long as regain STAYS that much funner then the other 3, it'll stay the #1 scrapper secondary, and it'll stay #1 on the dev's nerf hit list. It's that simple.
  21. [ QUOTE ]
    [ QUOTE ]
    Regen scrappers were the most overpowered AT on the game (circa I3)

    I remember 6-slotting resilience, stealth, tough and weave, hasten and IH - and doing a better job than most tanks while pumping out quality dps.
    .

    [/ QUOTE ]

    mmmm, we were good but we weren't that good. high level invul and fire tankers were doing so crazy [censored] stuff too. And they've had their share of drastic changes too. As good as havok's vids were, an invuln or fire could still do twice that.

    [/ QUOTE ]

    The problem with the old regain, if you'll accept a regan noobs option, wasn't that it was the most powerful defencive set in the game... I think that belonged to I4 Invuln tanks... but it was extreamly powerful, really really easy to us, and had just about zero down time thinks to quickly refilling green and blue bars.

    When you mix them 3 aspects, power, ease of use, and almost no down time, you get a very popular power set to us and play. and that's what you guys had. every scrapper and his brother was a regain. Hehe. Even now, regain, dispite being the single most nerfed powerset in CoH is STILL the domonite scrapper secondary. None of the others come CLOSE, from my expearince.

    And that's your problem. So long as every other scrapper made is a regain, the dev's will look for ways to get people to play the other secondaris, and buffing them up really doesn't seem to be an option for the devs right now.

    Next on the Hit list? You want my honest option? It's prolly Quick Recovery, for the simpe reason, that, at this point in time, it's regain's BIGGEST selling point. It keeps you attacking stuff longer, and attacking stuff is what makes a scrapper fun...

    So in conclusion, so long as quick recovery makes the regain set funner to play then the other secondaries, thus making regain the funnest secondary to play, (with the lest down time, which also adds to it's fun), regain will contune to be the most played scrapper secondary, and thus, will still be #1 on the dev's hit list for nerfs.

    Kind of sad isn't it? That a power set has to be constently nerfed becasue it's apperently to fun for it's own good...
  22. [ QUOTE ]
    No, Statesman, just say NO to Stamina!

    [/ QUOTE ]

    Hehe, if he's got a kid on the way, he'd better 6 slot Stamina ASAP... might want to consider Hasten too... (congratz on that BTW. Don't alway have nice things to say about you, but really, congratz. )
  23. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    If the standard truely was "if invincible offers no challenge prepare yourself for the nerf bat", that wouldn't be so bad. The problem is that the standard really is "if anyone with your powerset has less challenge than we want you to have, prepare for the nerfbat." If you're not min/maxing the build, learn now, the nerfs are going to be designed so that the min-maxers are brought to "normal" so anyone less optimized will be subnormal.

    [/ QUOTE ]

    And this my friends, is my problems with "nerfs" in a nut shell. Yeah sure, SOMETIMES something really IS out of wack and needs fixed, but 9 times out of 10, nerfs happen because a few people learn how to beat the system, and the rest of us "normal" gamers are the ones that end up paying for it. I can't DO what tankers on these boards brag about. I can't herd whole maps... i can't solo AV's. (I have a hard team beliving this one personally..) I can't tank 50 +7's, at all, let alone go cook dinner while i do it. But apperently people here brag they can, the dev's belive them, and nerf us ALL as a resualt. Ah well... at least my tank hit 50, and i hae my memerories of being a "super" hero... seeing as how Statesmen's plan for 50's basically involves rerolling... I'll guess i'll give that a shot... Can you at least tell me, Mr. Statesmen, who you aren't going to nerf anytime soon... so i can give them a shot.... You've said Defender are where you like them... but i've heard that before about... tanks... scrappers.... hammi o's.....

    [/ QUOTE ]

    Strangely, one of the "Tanker" nerfs didn't affect casual players in the *slightest* because they weren't hitting the 90% resistance cap that they added.

    Changes can only affect the power levelers/min-maxers. Say they add code to mobs that after you get 30+ mobs within 30' of each other they debuffed defense and resistance around them? How does that affect people that don' herd?

    Very little, as if they are getting more than 30+ mobs, they were probably going to die anyways, where as the min-maxers were not even ruffled before, and now they have run into a hard limit that they won't be able to supercede.

    [/ QUOTE ]

    But the poster you answered to is a casual player who wouldn't think of plvl'g his toons on farming missions and bridges!.....and cows have grown wings too, it's amazing!



    [/ QUOTE ]

    huh? you've lost me...
  24. [ QUOTE ]
    If the standard truely was "if invincible offers no challenge prepare yourself for the nerf bat", that wouldn't be so bad. The problem is that the standard really is "if anyone with your powerset has less challenge than we want you to have, prepare for the nerfbat." If you're not min/maxing the build, learn now, the nerfs are going to be designed so that the min-maxers are brought to "normal" so anyone less optimized will be subnormal.

    [/ QUOTE ]

    And this my friends, is my problems with "nerfs" in a nut shell. Yeah sure, SOMETIMES something really IS out of wack and needs fixed, but 9 times out of 10, nerfs happen because a few people learn how to beat the system, and the rest of us "normal" gamers are the ones that end up paying for it. I can't DO what tankers on these boards brag about. I can't herd whole maps... i can't solo AV's. (I have a hard team beliving this one personally..) I can't tank 50 +7's, at all, let alone go cook dinner while i do it. But apperently people here brag they can, the dev's belive them, and nerf us ALL as a resualt. Ah well... at least my tank hit 50, and i hae my memerories of being a "super" hero... seeing as how Statesmen's plan for 50's basically involves rerolling... I'll guess i'll give that a shot... Can you at least tell me, Mr. Statesmen, who you aren't going to nerf anytime soon... so i can give them a shot.... You've said Defender are where you like them... but i've heard that before about... tanks... scrappers.... hammi o's.....