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Posts
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Joined
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Strange how the reminders are almost exactly a week apart.... Nemi plot
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IMO, there's only 2-3 things you need to take into consideration to kill an AV, especially if your taking the "classic scrapper challenge" approach with no temps, insps, etc (relying only on powers sets).
1. DPS (especially toward a single target even if its mostly AOE's)
2. Endurance (for sustainable DPS)
3. Mitigation and repair (you will get hit - how much time b/w hits and can you repair fast enough to take the second hit and not have your DPS suffer)
Melee-wise, these three-ish consepts are easily packaged in DM/SR - easy soft-cap, healing with damage a-la Siphon Life, end tools Dark Consumption, good single target attack chain. Truely, just about any combo will work if you include pools for medicine's self heal (maybe not on tanks, but most scraps, brute and especially with the new Stalker re-vamps, they put out especially good DPS). Stalkers sacrifice HP for their power. The question is always "Is the mitigation I have *enough* mitigation," except on Tanks where the question is "How can I leverage damage - since survival is usually so easy to get." (I dont have much experience soloing AV with tanks, but it's possible).
As far as your DM/SR and TW/WP, get defenses up as high as possible (soft-capped - +45% to melee/range/aoe and SmashLeathal/EnergyDark/FireIce/PsyToxic(hard), respectively on those toons - dont build for both!) and enough recharge to make a high enough attack chain to cut down the AV factoring their regeneration in and your loss of endurance per tic and per attack. I would think that this would be easiest/cheapist on the DM/SR. Pylon soloing is a good heavy-bag way of practicing before your fights.
GOOD LUCK! -
I like it. Many concepts, too, which is important for me because doing damage and looking good are the two halves of the coin I look for. My Staff/INV has one cosume which is Neo from Matrix Reloaded fighting all the Smiths - trenchcoat, black staff, green FX etc. The other is a hodge-podge of CoT stuff for Darth Maul (red staff with black wrap) and red FX. Good times - the secondary effects synergize well with INV, IMO.
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New enemy group - Sleepers: all they do is spam auto-hit sleeps, holds, and disorients that halt regen and do -1 damage. The mag on each attack is 50. They also have +10,000 stealth, capped def, rez, regen, mez protection.
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Re-evaluate the "attack mechanics equations" that govern why power that have higher burst ST damage have longer animation times. Then do it again when peeps delt with that.
Maybe adjust and re-adjust mechanics like defiance or the degree to which some attributes of powers could be modified.
Last - just for pure spite - give Granite Armor MoG treatment. -
Cool down time on the Team TP?
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1. If I knew how to put in that pick of Michael Jackson eating popcorn during a movie in the Thriller video, I would - "real" vs comic physics
2. Set looks more like Dark Armor and they replaced CoF with another clicky. T9 is similar to EA, that's true. I bet the mez is weak to KB or something. The balance they find b/w regen/rez/new mechanic (absorption, or w/e) should make for fun times. -
I really want Sig Hero/Villian weapon tradable recipes to be added to Booster Packs. Infernals Axe and Battle Maidens Halbert, BABs Gloves etc (or their auras/costumes/effects for those who dont really use thingies for their toons) would make for great costumes and trading, IMO.
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I shall name him "Blinky" and he shall be mine, and he shall be my Blinky. (Paraphrased from Finding Nemo)
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Log in, see if you get the badge, look for new costume and pet to claim in in-game mail?
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Awsome: both in the fact that SF is out *and* a well themed sales package. Kudos!
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That's fairly situational. There damage cap is higher (775% at all levels - probably a relic of GR where their damage was to draw argo to be more tank-y) than scrappers (210% until lvl21 then 500%) but scrappers have a higher attack modifier (1.25 compared to .80 - same as tanks). Brutes will always start lower and have the potential to end higher; whereas, scrap typically have higher damage outright and more predictable performance - that's our boon. My guess is we think that they (brutes) do more damage because our methods of testing them (Pylon) offers a steady environment allowing them to steadily build fury, then we just add on the 775% potential as an after thought. This may or may not reflect any one teams experience. Now on Itrials, I would give the edge in all areas to Brutes because they are just buff sponges - their limits are vast both in damage and mitigation. I'm *definately* not known for making good conclusions, however. Not on these forums anyway.
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Scrappers will likely never get tweaked; they are working as intended, so much so I'd be willing to bet they were the benchmark to which melee balance was guaged and generalized damage vs mitigation mechanics.
*Rampantly Brainstorming:* *IF* they wanted to give some novel mechanic to scrappers, allow them better crit % to based on total damage buff: say 3% per 100% damage buff multiplied by the animation length (longer animating strikes get bigger buffs). Tanks secondary effects from their sets would be buffed 12.5% per 100% for the primary 7.5% per 100% for the secondary. Brutes add delayed fury loss by 10% per 100%, and to be sure stalkers arnt left out - recharge 7.5% per 100% -
Im going to assume "purchasing this power" (i.e. staff mastery), you mean selecting it as a power at an appropiate train-up time and not a purchase separate from the power set itself. Ya, knit-pick, but wording is strange to me.
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One would think a "herding staff" would be useful with all this animalia
FPARN -
Should have taunted us with Staff Fighting:
http://boards.cityofheroes.com/showp...1&postcount=25
Or maybe Pole Arms... you get the picture. -
Pity that the jokes are better than whats currently offered.
April fools!
Or is it! -
Ha! Prometheus is working for Ouro, which screems Nemi plot, so I hope we fight/surpass him at some point due to "powers beyond the Well." (not an exact quote). I'm assuming Wades powers went to Rularuu? I'll be getting all my future info from Faathim now, TYVM
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I'd put the Heca in Midnight Grasp and re-think the slotting in Siphon Liphe (
). Do you really need the extra def from Makos or do you just like the set bonuses?
At any rate, I dont get much out of spiritual (although you may if you're partial to your slotting choices) on my DM/SR and went Muscular radial due to a variety of bonuses that go well with DM.
As a suggestion 3 slot Makos and 3 slot an accurate heal set (the lvl50 one) and you can get some nice health bonus (you will sacrifice some dam and def tho). You could also do 4slot Mako and 2 (acc/heal, heal) to get the damage. Optimum build use Hami's to max all aspects (but no set bonuses). -
Quote:Ya, that stuff and an over-the-shoulder courier-style generic shoulder bag could reasonably double for a lot.This is so obvious I have no idea why it wasn't what was implemented from the start. How can we now have backpacks and a game in which you can be an archer and still not have quivers -- but we can have leprechauns and fireman hats? How does that make any sense at all?
Meanwhile, they could pay the bills on the money they would rake in by simply making the already-existing raptor pack into a backpack option. Instead we can wear hats like the pilgrims. Seriously, what the hell? I want this to be a superhero game, not a kindergarten holiday pageant. -
I agree with Spritual Core Paragon (Recharge and Heal intensive) first. I would also get Musc as an alternate they are easy enough to get with some time investment (but you'll have to do some trials, obviously)
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I'd pay 800pp for the Vahlz Pack with:
1. Boiling Aura
2. Zombie Run -- now with mag 1 terrify all NPC's (civilians, too!) in 10(?) foot area but de-toggles all powers
3. Zombie Masks (stuff that looks like Carnival Masks for males - I'd settle for just unlocking them the same ones on a male)
4. ***/em puke***
5. Drink green flask of chemicals - your beverage of choice may or may not have some sparkly things fly out of it
6. Permanant passive power that lets you heal 5% of everyone's health like the Ghouls upon your death
This is what I ment by in my last post that the game has enough to stand on its own merits. It could accomadate some *interpretive* ideas wrapped up within the game's format.
We already have rainbow aura, pilgram hat, etc to top it all off. And immagin: you could be *THAT GUY* with the strange travel power this time of year in the U.S.!
Edit: Not to mention that it starts the idea of having packs based on groups in game (we have Nemi staff, etc) -
1. Like the staged fights idea - just dont have the main target regen too much b/w stages
2. I always liked what you did with Vanguard Sword in RWZ, Resistance Blue side in the new Tina Mac miss (?) Tweeking the secondary effects of typical enemies is a nice surprize
3. More effective use of Lieutenant classes also maybe give them more powers and options. Give them effective offensive powers like you did Malta Sappers, or Vahlz with bombs, stealth and assassin strikes, radiation or other "high powered" debuffs. Soft-cap one or two in a mob of enemies due to "elite training." Some with one or two pets.
4. Give incarnate powers to lieuts on up in appropriate settings -
To give some comparitively constructive critisism:
Bag all references to "holidays" and offer stuff centered around game lore. Frankly, I wouldnt be playing this game if I wanted to hear about current events. Now I understand holidays/observances give a good excuse to do such things, but their in-game manifestations are so non-sequitor it... doesnt really work. If you would do such things as use in-game references, select from a variety of Origen lines (dont make them exclusive obviously) to inspire you: like Celebration of Emporer Coles "defeat" of Hamidon aniversery complete with nucleolus to give minor regen buff... (yeah, thats prolly not accurate, but you know what I mean). I understand that part of this is to bring in new customers and that the appeals have to be conventional enough to apply to a large cross section of customers, but you have a *great* product that has plenty to stand on it's own merits - that could also help give a better sense of being part of the lore.