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Posts
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Joined
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Yeah. So much for a total weaponmaster. No BS/Shield/Weapon Mastery.
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Quote:I am really impressed with the Energy Aura revamp, Kinetic Melee, Dual Blades, Shield Defense, and Street Justice.Demons/Time - There's your MM.
DP/Time - There's your Corr
Time/DP - There's your Def
Elec/Time - There's your Troller
DP/Dark - There's your Blaster.
The thought that you need all NEW sets, to enjoy an AT, is silly, especially when Melee haven't had that many more new sets (just 1) over the others.
I am not so impressed by Dual Pistols and Beam Rifle.
Time is nice.
Maybe other sets are in there that are new, I don't know too well since I'm still new to the game, but I can pick out most of the ones that are new or had a recent revamp by how much more engaging their sets are compared to the older stuff...
Blasters, Dominators, and MMs have very few choices for one of their two main sets. Pretty sure all of the powerlists for melee ATs require scrolling to see all the choices involved.
We know of two more melee sets in the works, I haven't heard anything about other new non-melee sets.
Hence, my comment. -
Elemental:
Storm/Earth/Fire Dominator.
You start with Air, then Water and Earth, then F-
OH MY GOD, I CAN SPEC AANG. -
Quote:So the Weapon Mastery pool is like the most ill-conceived powerset in the game, I take it, as it thematically links up terribly with the actual weapons.How it used to work:
Redraw: 1s
Animation: 3s
Weapon Out: Animate power (3s) then sit in the idle position (1s)
Weapon Sheathed: Animate redraw (1s) then animate power (3s)
Result: Power always takes 4s to animate. The redraw penalty is baked into every attack, but there is no cost to redraw when playing.
How it works now:
Redraw: 1s
Animation: 3s
Weapon Out: Animate power (3s)
Weapon Sheathed: Animate redraw (1s) then animate power (3s)
Result: Power is much stronger because it doesn't have a built in delay. There is now a cost to redrawing your weapons when playing. -
(!)
Interesting, I did not know that. Will the damage penalty stack from multiple sources? If so, I am strongly considering replacing Concentrated Strike for Quick Strike, although it would be a significant loss of threat. Do you have any thoughts? The flavor text of Power Siphon led me to believe otherwise.
I see and hear your concerns about defensive tanks, Sarrate; after experiencing a few Houdini deaths, I altered my build accordingly. I'm now packing 31% S/L Resist, a meager 4.1% F/C, 26.7% Energy Resist, 14.8% Negative Energy Resist, 17.9% Toxic Resist, and 25.9% Psionic Resist. During Overload, I can basically consider all of these numbers higher by 44%. Will that be sufficient?
Quote:CD = Cooldown.Stop.
This. See this? THIS is what makes City so freakin' awesome. No other game is expressly designed not to make you feel merely heroic, but to make you feel SUPER HEROIC.
I was helping some F2P'rs in Help the other day, and some guy was whining about how 'slow' it felt.
After asking, he admitted he was level 4. (moron)
However, he does have a point: Many other games (cough, wow, champs, DCUO, etc) are MUCH more frenetic. The attack pace is higher, the animations are more frenzied, it's just faster.
Why?
Because City is designed to make you feel not heroic, but SUPERHEROIC.
In WoW, or most other games, it is rare to be fighting more than 4-5 bad guys at once. In City, the aggro cap per toon is 17 and many tankers STILL gripe that it's too low.
However, with that much going on, faster animations would be...silly. Heck, you can't keep track of whats going on NOW in a big fight. City of Heroes is designed for huge, epic battles, 50, 70, 100+ bad guys at a time.
I like it that way, but it is very very different from most other games out there. F2P'rs should be given a little warning:
It's different in the City.
...CD?
This game is incredibly slow and boring combat-wise until mid-levels, so personally... he has a point there. In the two months i've played this game, this is only the second character I've gone "wow, I feel awesome!" and most of the rest were incredibly frustrating to play - even if I was successful, the game felt awkward. This game definitely has its design issues, and I would not have stuck around as a new player if it were not for the RP and costume creator. -
We need more non-melee sets. I want to try some of these other archetypes out, but I want to play them with the benefit of new game design rather than some of the old boring stuff.
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Sati, you are stuck on the idea of nerfs. He does not, in fact, actually want to nerf brutes. This is what I tried to clarify for you earlier:
A) If brutes aren't overpowered versions of scrappers and tankers, people need to be honest about this fact
2) If brutes are overpowered versions of scrappers and tankers, that creates a situation which is extremely poor game design.
III) He does not, in fact, think that brutes are better than scrappers and tankers in every way. He wants to encourage people to think before they speak. -
Quote:I'm level 30. I just tanked a bunch of level 45 mishes at 0/x8 (effectively 1/x8 since I had to be SKed.) I feel like a god.Energy Aura was... *ahem* thought to be subpar for a long time. It was recently buffed. Even before the buffs, I found my Claws/EA brute (at level 40) had similar if not better survivability to my WM/SD brute at around the same level range (subjective opinion). Nobody cries about Shield Defense being squishy, do they?
Quote:Where I would have a question would be how well you can hold agro on lots of targets. My WM/SD doesn't have taunt, but I "tank" just fine in the Incarnate trials because Against All Odds (aka AAO, my "taunt aura") pulses so quickly that I get the attention of whatever's around me (and if I need the attention of something not around me, I can move to it). In addition, my WM/SD has lots of cones/aoe and one really heavy hitting melee attack. If I've absolutely GOTTA have the attention of something really quick, I pop buildup and smack it as hard as I can and it comes back to me within a couple hits (as long as whoever I'm trying to pull agro off of doesn't taunt/isn't an attacking tanker or occassionally /SD scrappers).
Kinetic Melee may have some issues in that department that you'd need to shore up with taunt. I don't know how effective the taunt aura in Entropic Aura is (haven't played my Claws/EA enough after the changes to find out). Also you won't have buildup for the instant damage/threat, you'll have to ramp up. And lastly, Kinetic Melee has only two AoEs and one of those has knockback in it which is a bit of a drawback. So, you'd need taunt to be able to overcome that.
The KB is fine to me - I use it as a form of mitigation/control, I haven't grabbed Taunt yet, that'll be a few levels more. Instant damage just means I have to run in a few seconds earlier.
I'm very much fond of Kinetic Melee with Energy Aura, I think the two pair well excellently for brutes - I survived the Clockwork King in large part thanks to Siphon Power, and I'll have it up more and more as I get to higher levels. I don't even think of it primarily as an offensive CD, I think of it as a defensive CD, and I begin it whenever I am anticipating trouble soon. -
Agonus is pretty cool!
I don't have an interest in joining a VG though. I'm just... not the villainous type! -
Quote:...I'm not sure what you're disagreeing with, since i'm not saying that it makes them trivial, just that it does greatly assist.I disagree here - if that were the case Ice could completely ignore psychic attacks due to their Dull Pain Clone (while only half is enhanceable, it can be made perma with little difficulty). Also don't forget [mental scramble] and [drain psyche] both of which have reasons to be avoided other than damage.
Oh.
When I said it 'covers' the set's only problems, I didn't mean it fixed everything forever. Just that it can be applied to helping handle them. -
Sarrate, a friend of mine in-game who is generally very knowledgeable had it out with me saying that I'm barking down the wrong tree because he insists my threat will always be worse than a tanker's - and I know we discussed otherwise on that, but he's also claiming that EA's going to make a terrible tank for durability.
My counterpoint was that for EA's flaws, I've seen /fiery tank, and even the amazing offense in burn isn't enough in incarnate trials to quickly down things. You're depending on your HP, your self-heal, and what IO defenses and resistances you managed. We went back and forth for a while - I sincerely think that when you include Power Siphon, I'm going to have more than suitable survivability, but I wouldn't mind some reassurance. -
I ended up making a new character after all - Cute Saint Cindy claims Leo!
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I think we're willing to accept almost anything, but I've personally always had a fondness for Great Evil God (think Darkseid) and Obsessed Evil Stalker (think Joker, Hannibal) villains.
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I might turn Solaria's old scrapper build into Cute Saint Melody, but only if everyone else is going with a theme name.
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Yes, I'm just referring to the added health points. It's simple to get nearly plus 90 percent, which is basically the same as 44 percent resistance. ( the tradeoff is less benefit from outside heals, more benefit from resistance inspirations and buffs).
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Pretty neutral, tbh. Pool Power attacks, except for Air Superiority, suck. I don't like to take a power if I can't effectively use what it's supposed to do.
I think it'd be better if certain ATs got a few weapon mastery APPs, similar to how using APPs can greatly expand the reach of Scrapbrutestalktankers in achieving character concepts. -
Is it better for a Brute tank to take Superior Conditioning or Physical Perfection? I don't have room for both, and I'm not really anticipating end issues, so I figured the regen in PP was better, but SC would make my end recovery from Perf. Shifter during an endcrash slightly better.
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Quote:Hehe... Polly Pocket Assault Rifles. ^^For tanking, it's a good idea to remember that AoE attacks are, in fact, AoE. Sure those 20 or 30 council goons aren't going to hurt my Inv tank with their Polly Pocket assault rifles, but I've seen team mates, even scrappers, vaporized by AoE splash damage. A good strategy is to move to the rear of a mob as you grab their attention to aim the aoe away from the team. I tend to taunt near the front of the mob while jumping over them to the back.
I had not considered this one at all, thanks. -
BS can go with Shield Defense, while Katana can't. Does that count?
(Not that I disagree with the general premise; I think it's a bit lame that the two sets are tweaked versions of one another, and an extreme relic of pre-customization.) -
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Quote:Ohsh-.Not sure I understand your point completely, but I wanted to point out Taunt is a targetted-AoE power.
It IS. I keep thinking it's the same thing as Confront. ('cause I'm used to Taunt being a ST power in other games.) Wow.
I've just posted my latest build here in the workshop. I threw out Energy Torrent (sadface) to get Taunt. Opinions very much wanted.
http://boards.cityofheroes.com/showthread.php?t=274874
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It's been a day! Not even one response?
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Quote:It's not hard to see that his meaning is: better than or equal to the scrapper in one field, outright better than in the other. Given that he explicitly uses the word 'superior.'As far as i know beeing equal is not the same as beeing superior. So in his opinion a nerf is in order whan some of the players say "my AT is as good as your". If one AT is equal to the other or better in certain power combanations it is imbalanced and should be nerfed? Great logic.
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Quote:The lowbie one.Are you talking about Death from Below (lowbie "Sewer Trial") or the Abandoned Sewer Trial (lvl38-40 "Sewer Trial")?
Tanker was Stone/Stone - I ran into spawns first. I'd have threat and the tanker would take it after arriving about 5 or 6 seconds later. Spawns lasted around... I really don't have a good estimate.
Quote:Yep, if you want to fill the 'tank' role, I consider Taunt mandatory, too.
Really, there are 4 different tiers of threat generation (also simplified)
1) Playing a character with no taunt effects.
2) Playing a character with taunt effects in the 13.5s range (Gauntlet, Gauntlet-lite, most aggro auras)
3) Playing a character with the Taunt power (~41s).
4) Playing a character with the Taunt power, slotted (~80s).
Someone with no taunt effects won't compete with someone who has them. Someone with just taunt effects won't compete with someone with a well slotted taunt. When two characters are on the same tier, then many times, the difference is damage output. (Debuffs also play a factor, which is why debuff ATs tend to draw a lot of attention to themselves.) -
The Defender seemed like the better idea to me, yeah, but I've been known to have some pretty wrongheaded ideas. Then again, I'm generally not a big fan of the Scourge mechanic from my time with a Corruptor to begin with, so it was worth checkin'. I find those sorts of mechanics more interesting in games where other powers and abilities or AI alter at low health levels.