Leo_G

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Leo, what the hell happened? Why am I agreeing with everything you say all of a sudden?
    Because I'm right and you're only occasionally right?

    But I think it's because we're just both behind the new set. I'm...interested, too.

    (not going to say excited because then it might get my hopes up)


    Quote:
    Let me put it this way - the last weapon set I recall us getting was Dual Pistols. The last one before that was Dual Blades. The last one before that was Archery. And I don't recall one before that. I'm sure I'm forgetting something or other, but I still don't feel like we somehow have too many, or like it's somehow time to do something else.
    I'm with ya. Why can't people just be happy to get new things? I love weapon sets but I was really happy when Kinetic Melee came out because I had the concept for such a martial-artist force manipulator/Invulnerable tanker a good while before they ever announced it.

    And if you don't know, I don't make characters with repeat sets, so only 1 katana, 1 super reflex, 1 storm summoner, 1 fire melee...but these new sets are breaking that since their concepts are pretty versatile. I actually have 3 kinetic melees and 3 shield defense and I'll have 2 DP when Time Manipulation comes out (Hmmm, DP/TM/Psi corruptor or TM/DP/Psi defender...).

    Quote:
    Give me my toy to play with and I'll shut up... So long as it doesn't suck
    Keep your expectations low. I expect the animations to be goofy, none the less

    Quote:
    Originally Posted by rian_frostdrake View Post
    ya know, a good reason perhaps why weapon sets are so popular is because weapons really exist. we know and see weapons, many of us have some form of training in some weapons or martial arts. superpowers such as they are, are modifiers to things that exist, psychic attacks looking like pink katar(as in psilock), ice scythes, that sort of thing, but since they don't exist, they aren't going to have the resonance and broad demand as something we know.
    Another aside, animations. As is, actual character animations seem to be hit and miss. Some people love the intense movements of certain weapon sets while others hate them and think they're too showy or flowery. Even the new non-weapon melee set people feel the animations are too much. So if we can't rely on animations to sell the set to more people, you have to work those power FX. And a big weapon counts as an FX here.

    Which makes me wonder what carrying a huge crossing sign will look like with Ninja Run going...

    Quote:
    agreed, i always felt chainsaws had a good thematic synergy with brutes.
    Do costume parts get sound effects? If not, then we'd need it...
  2. Quote:
    Originally Posted by Dispari View Post
    Is this an actual argument? It's not a sword set even though 2/3 of the known models are swords? I'm guessing dual blades is also not a sword set since one of the models is technically a sai which isn't a sword, and dual pistols isn't a pistol set since uzis aren't pistols. But even if you want to argue that it's not a sword set, it's still "yet another melee weapon set." And as I pointed out, we already have 6 of those.
    And? Did we not just get a non-weapon set? Kinetic Melee. And it fits lots of themes. So get your panties out of that twist. Sheesh.

    Quote:
    Also, of all things, Fire Melee does both smash and lethal.
    Fire melee has attacks that do fire/smashing or fire/lethal. There is no set or powers, AFAIK, whose thematic damage mix is smashing/lethal. The only ones are M30 grenade and trip mine. I think LRM does too. Basically, an explosive trauma damage type.

    But that doesn't quite matter since everything else you suggested have copied damage types as well.

    Quote:
    Originally Posted by Dispari View Post
    If it's really their intention to have us swing around gigantic swords that don't do lethal damage then I'll concede it's not a sword set. But as I said it's still just another melee weapon set.
    First of all, NO ONE KNOWS WHAT DAMAGE TYPE THE SET DOES!

    That out of the way, it wouldn't be farfetched for the set to do a mix of smashing and lethal damage as such a big weapon with its jagged/sharp points/edges could both crush and cut. And if an object is swung with enough force/speed, it doesn't matter how blunt it is, it can most likely pierce armor.

    Quote:
    Originally Posted by Samuel_Tow View Post

    Xanta is a level 50 Broadsword/Invulnerability Scrapper. If the Titanic Weapons set ends up being workable and ends up looking like what I hope it will look like, Xanta will be rerolled into a level 1 Titanic Weapon/Invulnerability Scrapper. Or Brute, if necessary, either works.

    Any new addition to the game which I like so much better than what I have that I'm willing to start a character over for is absolute win in my book.

    *edit*
    Unfortunately, this also means I can't play her until I know what Titanic Weapons is like. Dangit!
    Thankfully, I still have characters I need to catch up on in the meantime. But I have 2, one a recreated/possessed version of my Shadow Stalker that is using a giant scythe instead of his normal throwing weapons. And then the other half of the Gemini Twins combo, one being a dual blades ninja and the other being a Titanic Weapon warrior who both compliment each other's power and strength. I'll just get the Stalker up in the meantime (lvl 38).

    Quote:
    Originally Posted by Neogumbercules View Post
    The tier 9 of that set should be some omnislash ripoff so I can put that sword to good use.

    Attack an enemy with it, then teleport to another nearby enemy and attack, repeat 13 more times. Find some way to detach the camera when you're activating (so you don't give the player a seizure) and use the chaining damage code to make it work.

    http://www.youtube.com/watch?v=8Epj4dfmJPk
    And if you thought the harping on about how slow Kinetic Melee is was bad, then a tier 9 that slow would be sunk by the complaints, especially by me. If my Katana swordmaster can't do that, someone with a retardidly heavy weapon *CANNOT* either.

    I'd personally vote for a "non-chainable" tier 9 like Electrical Melee. Something like Claw's Focus crossed with Shield Charge. Heft up the weapon and smash it on the ground, creating a shockwave at your target that travels along the ground. Upon impact, it explodes into a PBAoE around the target. So Focus on <target> + Shield Charge on and around <target>.

    That would seem to work with blunt weapons too. The other powers -2 would basically be your attack chain...but that's just my speculation
  3. Quote:
    Originally Posted by ArcticFahx View Post
    You ignored the immobilizes, I see, all of which do benefit from domination. So, let me redo that list the right way.

    Earth: 5: Stone Prison, Fossilize, Stone Cages, Salt Crystals, Stalagmites
    Electric: 4.5: Electric Fence, Tesla Cage, Chain Fences, Paralyzing Blast, Synaptic Overload (on target)
    Fire: 5: Ring of Fire, Char, Fire Cages, Flashfire, Cinders
    Gravity: 5: Crush, Gravity Distortion, Crushing Field, Wormhole, Gravity Distortion Field
    Ice: 6: Chillblain, Block of Ice, Frostbite, Arctic Air, Flash Freeze (which is hardly gimped as a mag 6 sleep under dom), Glacier
    Mind: 8: Everything but Levitate.
    Plant: 6: Entangle, Strangler, Roots, Spore Burst, Seeds of Confusion, Vines

    Illusion: 3: Blind, Deceive, Flash.

    Doesn't fit so well when you don't arbitrarily ignore powers in the other sets.
    Arctic Air isn't affected by domination. It is a mag 3 confuse/slow/afraid toggle. So youre left with Chillblain, Block of Ice, Frostbite (which negates your biggest soft control), Flash Freeze (which negates your other big soft control) and Glacier.

    I'd really call it 4.5 on the domination scale...4 if you consider the fact that Chillblain is a mag 4 immobilize and can immobilize bosses without help yet will cancel Ice Slick.

    I don't really count the same issues for Earth Control since the AoE immobilize synergizes so well with the AoE stun.
  4. Quote:
    Originally Posted by Airhammer View Post
    Explain it to me.. because I am not seeing the connection.. Understand that I play Dominators and I have an Illusion/Rad controller already..
    Well firstly, Doms have primaries *AND* secondaries. With the changes to Energy Assault and the addition of Earth Assault, there are secondary controls that are affected by Domination too. But are we complaining that sets like Fiery Assault isn't affected by Domination while Earth basically gets an "I Win" with Seismic Smash.

    Secondly, not all primaries are greatly affected by Domination either. Look at Ice Control. Your main soft control is Arctic Air and Ice Slick. What about the powers that are affected by domination? Looking at mainly the AoE sleep and Immobilize which negates your soft control.

    Illusion might only have a hold, AoE hold and confuse that are affected by domination but it has more soft control that isn't negated by any of it. In fact, you'd almost consider it the 'Fiery Assault' of Dom primaries...but way more defensive.

    Why ask for Illusion for Doms? Because I want a character that uses Illusions *AND* attacks.
  5. Speaking of the new mechanic this set will have, I find it rather unjarring that *this* set gets it. Unless the animation starts out monumentally slow to begin with (which I can hear now being complained about) then speeds up to *juuuuust* beyond par, I don't see why a Katana can't have momentum or an axe or some such.

    That said, I remember discussing a 'momentum' mechanic with Sam. His was basically a recharge enhancement system where, each subsequent attack gave a recharge buff to your other melee attacks. Mine was more convoluted in that, if attacks ever missed, you'd retain the momentum of the attack that'd translate to added damage for subsequent attacks with a type of 'wind up' power in place of Build Up to instantly build up momentum.

    But this was all a work-around for a mechanic that we thought wasn't possible but now seems to be.

    Quote:
    Originally Posted by Dispari View Post
    How many options does a player have if they want to use a smash/lethal modern weapon? Three ranged, six melee (soon to be seven), and three extras in Masterminds. Of all those, three (four soon) are just swords. But what options does a player have if they want do control radiation, plants, or gravity? Basically 1-2 options max, across all ATs and options, not even limiting it to subsets like "melee only." Just Scrappers alone have more options for swords than you can find for something like illusion across every AT.

    The same issues plague concepts like Earth or Psi. They're good ideas that don't stretch to a wide variety of ATs or powersets. If you want Earth you pretty much have Doms, Tanks, and Brutes. You can put Earth on Controllers, but can't pair it with anything. And as there's no Earth Blast, Earth Minions, or Earth Support, your options are highly limited. Psi doesn't show up at all in melee classes. So I feel it's strange to repeatedly expand on something that's already well-represented while not fleshing out things that could use work.

    And I don't doubt the devs have the creativity to come up with even more options than that, giving us something more unique that isn't just a melee version of an already exiting concept. During one of the votes one of the options was electric hammer, which would've at least been more interesting than another sword set. And they've put out things like Kin Melee. They could come up with something completely unique like, say, a melee set where you attack using a swarm of insects.

    And as long as we're at "settle for X and pretend it's Y," why not just add new models and use Broadsword or Katana instead of making a new big sword set? And then put effort toward something that really needs more options, like Manipulation and Assault sets.
    First of all, this 'Titan Weapon' set isn't a 'sword set', it's a weapon set that could include smashy type attacks or bulky swords too. As for uniqueness in damage type, AFAIK, no set currently does both smashing and lethal damage. It's either or, not both, except for specific powers like Grenades and trip mines so that could be something new. Anyway, so why say 'four sword sets' when it's still only 3?

    Secondly, I believe the devs are stepping away from the generic and doing more specific themes primarily because you can't do much with generic. An 'Earth support' set or a 'Psi Melee' set would have to fulfill a specific criteria to be such and adding anything new might affect the 'theme' such elements would bring along with them.

    So forget about Earth Blast, Plant Melee, Illusion Support, so on and so forth. In the same vein as Kinetic Melee (which can be just as good for Psi Melee, Wind Melee, heck, even Illusion Melee), look for something like 'Dust Blast', 'Whip Assault', or something unlike what would 'fit' with basic themes. Why? Because when theses powers can encapsulate strange effects, they're more interesting and when they are thematically vague, that leaves the player room to come up with their own theme/explanation for the effects provided. Basically, you can have generic specific 'Earth Blast' or make something like 'Dust Blast' which could work for wind type abilities, sand type abilities, illusion type abilities, smoke type abilities, and any other stuff that would work with the visuals.

    It's more about what you can do with the visuals rather than filling out a theme of related powersets.
  6. Interesting how players consistently comment about how origin does not and should not have any affect on the game or player choice, and yet it still wouldn't do anything if certain origins were locked to certain ATs/sets. That is, for example, if I wanted to make a mutated Weapon Master Brute I'd have to pick natural origin. So what? The game text/NPC responses wouldn't change if I had chosen Mutant or randomly picked Science just because. The contacts only initially are different on hero-side. Enhancements might be different until you actually start using Inventions. I find it funny that it really matters if you have the choice of the origin or if the game simply chooses one for you at random.

    But I guess one reason I'm quite indifferent about it is because many of my characters are mixed origin to the point you'd have to make up long flow charts to narrow it down to which is *REALLY* the right origin.

    That said, OP, if you're just thinking of cool ideas/thematic specific sets you're going to get resistance from people that do want the choice of origin. Me? It really depends and I'm not as concerned since origin really doesn't do anything...but to others, it's really important.

    So I'd suggest possibly lifting that part of the idea and letting players choose which origin their character is. Now, the idea of needing a Magic origin character to get to lvl 20-30 or so to unlock that powerset, I don't mind and think more unlockables wouldn't be that harmful.

    With the idea of the new in-game store coming out, I'd find it more refreshing to have stuff like this be unlocked by certain criteria (for VIPs) or purchasable off the bat. Same goes for costume pieces, NPC costume bits, temp powers, contacts, etc. Unlockables are fun!
  7. Quote:
    Originally Posted by That_Ninja View Post
    If titan weapon is available for stalker, the AS for the set should be the character trying to heave the weapon over their head.
    Nope, it should be the character circling it by the wrist (one handed) for momentum then smashing down (using both hands) with some screen-shake.
  8. Quote:
    Originally Posted by Ironik View Post
    Good business to cover the bases and try to pull in some people who prefer manga. Since manga is quite popular in the US and Europe (France especially), why not throw them a bone?

    Besides, it's something Sam has been wanting for a very long time.
    Just to make a point, I've been wanting it way longer. He's just made more 5 page posts talking about it.

    And if Stalkers get shafted for this option, I will be peeved. I need a big honking scythe, damn it!
  9. Hmmm, my first reaction was "OMG!! DOOOM!!"

    But the way I read it, everyone that already Pays to play can still do this...and get *bonuses* for it too?

    Maybe it's because I'm a bit more careful with spending money, so the base game access and what-not is fine for a good while for me...then I incur extra points to spend on stuff every now and then? Seems to work perfectly for me.

    For players that have to have everything now, I can see needing to by the newest hottest thing the minute its available might get burned. I'm curious to know how many we have here in each camp.

    Also, does this mean we can access the forums without an active account? The times I take a break from the game, it'd be nice to still be able to post and stuff.
  10. And a general name and description for these ATs? While Cordomind is an interesting blend of the name Corruptor, Dominator and Mastermind, it's not particularly descriptive of the nature of the AT for someone not familiar with the roots of the name

    Another of my examples would be an Elec/Regen/Mu Stalker. Probably in name alone, I'd call him a 'Hunter'. Maybe because he's a type of 'cat-man' and uses his senses to hunt down his prey, but also because his signature powers are Chain Induction and Electric Shackles (get it? ) and frankenslotted for strong effect. But he also relies on distractionary tactics to thrive. Sometimes he's unkillable and others on the brink of death.

    The Hunter 'class' would be an ambush AT that relies on control and tactics for maximum survival. Either strong ambush attacks or powers used for trapping are available along with a series of short term self survival abilities for the times you're cornered.

    Note: If you noticed, I don't mention Hide/stealth because, on a Regen, Hide is sort of hit-or-miss. Sometimes you can sneak up on something, sometimes you're just out of luck.
  11. Just started thinking to myself on the ride home about how posters talk about wanting new ATs and all. I myself kind of need a melee/(de)buff AT, specifically one that uses Martial Art's or hand-to-hand type attacks...

    But what about the 'new' ATs that you can *create* with what we currently have? Like, for example, a defender...I see a defender as someone who either has good debuffing skills and some buffs (like Radiation Emission) or good at buffing with some extra debuffs (like Pain or Sonic) to go with their ranged secondary. But looking at outlier defenders, a D3 (dark/dark/dark) seems like a whole different AT on its own. It's a control monster, crap-tons of debuffs and some buffing/heals.

    That said, what are some new ATs that you've managed to make out of characters? Would you even call them a Defender/Tanker/Blaster/etc.? What would you call them? And if you could make a whole new AT out of it, what would be their general description?

    Example: My Claws/EA/Soul brute. He's a brute all right,...kinda. But he's definitely a threat close or at a distance. Since he's my only werewolf character, I'd dub his AT the 'Predator' (and not the movie version although that kind of fits snuggly in with this AT), meaning he literally lives by preying on other living organisms and does so in a vicious carnivorous way. He's often not seen until its too late and he thrives on the blood and flesh of his victims. Of my brutes, none play remotely like him teamed or solo.

    If such an AT existed, it would get some minor stealth for combat, deadly melee attacks and midranged attacks along with stronger longer ranged attacks later on and an ability to drain energy, life or a mix of both from it's enemies. Its inherent would be, if one kills fast enough, no other target but your current victim would be alerted to your presence and you'd start doing more damage.

    I have more but I'll just stop my rambling here...just curious.
  12. So you're playing on Freedom and Virtue? What times do you play?

    I like sk'ing and exemping on pretty much all my characters. Wouldn't mind tagging along to see how bad you suck
  13. The question should be: Do you want it to just look like ice/wind? Or feel like ice/wind too?

    To look like ice:
    -Shield Defense has an ice shield option but it isn't colorable.
    -Dark Melee can be colored blueish white for ice and gray for wind. Midnight grasp might need some explaining though...a snowman's tentacle?
    -Weapons (sword, axe, dual blades, claws) have energy weapon options that you could color to look like cryo-energy or something.
    -Invulnerability looks sparkly and glowy so with the right costume can make you look like you're made of ice.
    -Fire and Stone melee have options to look like icy material.
    -Energy Aura can turn you transparent like ice and with the right colors can look like a cold aura.

    To feel like ice:
    -Spines/Thorns using the crystalline customization colored white/blue might look well. And with their slows/immobilizes, can certainly feel like ice. However, the green toxic spray might not work well with the look.
    -Ice, of course. Doms probably do the theme better since you want melee attacks and be damaging.
    -Kinetic melee can be colored gray/white to look like wind, especially the tier 9 and 8. And with the knockback, it'll feel like wind too.
    -Psychic colored blue might look a bit flashy but with the -recharge and the control effects, it can be either wind or ice.


    My recommendations:
    -Ice/Psy dominator. Its synergies lie in the range of its abilities, many of which are melee. Arctic Air is a PBAoE toggle slow/confuse power, that plus Psy's Psychic Shockwave for damage and Drain Psyche for regen/recovery. I'd probably recommend Psionic Mastery for Psionic Tornado, but since you can't color the epic pools, I'd choose either Ice Mastery, Primal Forces mastery or Leviathan mastery.

    -Shield/Kinetic Tanker. You could go brute or scrapper too, but I like the feel it has on a tanker. It's very offensive solo, easy to make survivable and keeps aggro well. And you can stack -dmg from your attacks with Against All Odds.

    -Ice/Kinetic Tanker. Same reasons above but you get a damage aura instead.
  14. Leo_G

    Regen issues

    Quote:
    Originally Posted by StratoNexus View Post
    I actually find I often die with a click or two still unused. However, I do not dislike your idea, but I do not think all the clicks should recharge. I can easily see doing Recon, it already recharges fast anyway. Possibly MoG.
    Quote:
    Originally Posted by Werner View Post
    So I'm looking at what is being compared, or at least what it sounds to me like Arcanaville says is being compared, and I'm saying which I'd rather have. I'm saying that if the choice WAS the current Regen tier 9 or Fire's tier 9 rez, I'd prefer Regen's tier 9.

    No, I don't think anyone said, "Hey, know what I think we should do to improve Regeneration? We should get rid of Moment of Glory and enhance the rez!" But I don't think it's fair to use something like Fire's awesome rez as a reason for buffing Regen's rez without acknowledging that one way Fire pays for that awesome rez is by not having a tier 9.

    I agree that Regen's rez could use a bit of a buff. I just don't think "like those other sets" is a road I want to go down, because I'm afraid of where that road might lead.
    Well, the idea I proposed was just that: an idea. And it was an idea, *specifically* conceived to *not* be a rez "like those other sets". You tell me where I said give Regen Fire Aura's rez, because I know I didn't. I simply pointed to the data of how lacking Regen's rez is by comparison. And for what purpose does it lag behind? So I propose something different, a *short* untargetable phase and your clicks back, to fit the motif better (IMO) than just 15sec of untouchable.

    I can see the idea being quite powerful. But more powerful than the other rezzes within the context of their set? It's certainly not an EB stunner or a nuke with a phase of not being able to die...so I think, perhaps limiting the insta-recharge to just Dull Pain and Reconstruction or maybe just MoG...

    That said, the way the tier 9 rezzes seem to be represented by yourself really seems to downplay the advantages of the sets. FA can be built to have some solid resists, a fast heal and a near-broken AoE that makes the set ideal for farming and fast kills. Dark Armor doesn't *need* a tier 9 to be practically unkillable. They get the rezzes *on top* of their already solid performance and it's definitely not a drawback or anything.

    Looking at regen and there might be room for improvement over all, and not just the rez, which simply is a mediocre/subpar ability compared to even the *TEMP POWER* Resuscitation.
  15. Leo_G

    Regen issues

    Quote:
    Originally Posted by Werner View Post
    And yet somehow manages to be incredibly useful. I sure wouldn't trade it for an improved rez.
    Who said anything about trading it in for something else?
  16. Leo_G

    Regen issues

    Quote:
    Originally Posted by Arcanaville View Post
    The problem is that you're comparing to two sets that have a rez in place of a tier 9 defensive power and one that has a tier 9 with permanently fixed uptime.
    ...with a set whose tier 9 last 15 seconds.
  17. Leo_G

    Regen issues

    Quote:
    Originally Posted by Soulwind View Post
    Well, it's just my opinion of course, but I think having all your click powers recharge instantly (if it's even possible) would be overpowered.

    All the other self-rez powers simply have that 10-15 seconds of "you can't hurt me" while they are animating and you're getting up. I'd think that would be good enough for Revive as well.

    In game terms it could be viewed as you using all your available regenerating powers to come back from the brink, so that's why your other clicks are (probably) already used up.
    Well, looking at the numbers (Scrapper):

    Soul Transfer = 20% HP per target (I think), 30% END per target returned and a *MAG 30* 12sec stun on top of 15 sec of untouchability. You can probably enhance that to a 20sec stun if you want.

    Rise of the Phoenix = 50% HP and 50% END returned, a mag 4 15 sec stun, mag 8 KB, 15 sec of untouchability and 333 fire dmg! Base! For reference, Lightning Rod/SC do 290 dmg base....and RotP has a bigger radius.

    Resurgence = 80% HP and 50% END returned as well as a 28% dmg buff, +21% ToHit, +200% recovery and +100% rech for 90sec.

    The thing about self-rezzes are, they usually have a bit of overpoweredness to them because they require you to die. But they fulfill the set's theme very well. Even with just untouchability added to Revive, I'd still find it underpowered compared to the others. If I died on my Regen, it's most likely because I didn't have any clicks left so 10-15sec of untouchability would basically amount to 'Toggle Ninja Run > Get out of there!' which I guess is much better than what we have but it still sux compared to Rise of the Phoenix or even Resurgence.
  18. You know what I'd enjoy? More turn-based MMOs. The ones I did play (a particular child-fantasy strategy game and a more classic squad-based one) I really enjoyed them alot. The only reason I stopped playing them were 1. One just got really easy as its strategies were more geared for children to grasp 2. I didn't like the aging mechanics in the other which damn near forced you to play the game at least a few times a week and 3. Because CoH was waiting for me when I got bored.

    I honestly like turn-based mechanics (not particularly RTS-like but something like it wouldn't hurt) and think it's underutilized as an engine. I even got friends to play it, which is saying a lot since I couldn't get any new friends into a certain fantasy-that-was-suppose-to-be-the-last game or this one. We played and we had fun and we could still talk while interacting with the game.

    Lastly, 2-D seems fun too. If you can't tell, I'm a retro-gamer and I like my olde-skool more than the newer stuff coming out. Would these games still have the meat-and-potatoes of every other MMO? Probably, but I don't mind that. When I first picked up FireFox, I didn't pick it because it was wholly different from IE, but because it was stable and familiar. That's perfectly fine, in my book.
  19. Considering I think the OP already made their decision (just waiting for them to post up more details about it), I'm curious what other types of 'magic' characters people make. And I mean specific types of magic and how it's simulated in-game.

    Like 'Necromancy' is obviously present in the MM pool of that name but can also be simulated by Dark Miasma or maybe 'self-necromancy' or something?

    But I think we can skip over basic elementalist (pyromancy, terramancy, etc) and just keep that clumped together in the same category. But then, if you made up your own type of magic, that'd be interesting too...although I figure *someone* already thought it up at some point.
  20. Leo_G

    Regen issues

    Quote:
    Originally Posted by Soulwind View Post
    Although I really do think Regen needs some general help overall (some debuff resistance, possibly letting IH and INT be fully enhanceable again, now that Perma-IH is no longer a factor), I'd really honestly be satisified if they would just fix Revive at least.

    Letting me actually use Revive in the manner for which it's intended (ie getting up and continuing the fight ... like, oh I don't know, a regenerating super-hero should do ... or say the FREAKSHOW DO GET TO DO!) would really solve most of my overall complaints with Regen.

    Fight, fight, burst heal, fight, drop, STAND UP and KEEP FIGHTING, soliliquey ("Ha! Foul Evil-Doer's, you can't stop me that easily!")

    Trouble is right now its:

    Fight, fight, burst heal, fight, drop, stand up, DROP AGAIN BEFORE THE ANIMATION FOR STANDING UP EVEN FINISHES ANIMATING!, get p.o.'d in frustration and respec out of a worthless power.
    Seriously, I'm wondering if my idea is balanced. You know, the one with revive that basically recharges all your regen clicks.

    The way I see it, Revive wouldn't make you untouchable (because then you'd still be able to attack) but rather 'untargetable' and/or 'phased' in an 'Only Affecting Self' period for 3-5 seconds. The enemies would basically be able to turn and watch you get up, but merely witness the revival. This gives you just enough time to activate Integration and then queue up a click. Not only that but, if you fought to the last click but still died, now all your clicks would be available again for round two. No longer would you have to stop and wait for one of your clicks to recharge before pressing Revive.
  21. Quote:
    Originally Posted by Arcanaville View Post
    You're left wondering why a contact is even talking about critter targeting information when they aren't supposed to be aware of its existence.
    If the contact was Flower Knight, I'd make sense. Just sayin'
  22. Quote:
    Originally Posted by Forbin_Project View Post
    Let's see what part of my post did you not read?



    The parental/guardian situation has always been overlooked and allowed.
    Right. Now turn that accusation of not reading around and look back at the suggestion of turning off those informative contact aids based on vet rewards and leaving half of the parental/guardian situation in the dark.

    See?
  23. Leo_G

    Regen issues

    Quote:
    Originally Posted by Arcanaville View Post
    First of all, regeneration's thematic role isn't lower downtime, that's more its mechanical advantage. But Stalker Regen still recovers health faster than other sets even with low or zero endurance. Regen still regenerates without endurance. You seem to be trying to construct the argument that the purpose to regeneration is to recover endurance faster and the lack of QR makes that impossible. But that's a circular argument.
    Well I never made the argument Regen couldn't regenerate faster than the other sets with 0 endurance, that was you that brought the part of "well do any armor sets function thematically with no endurance?" which wasn't really my point.

    Then it kind of ignores that Regen most likely wants near topped off HP before starting a fight, which is kind of the function of that quick downtime reduction. One doesn't need to always start a fight at full when you're WP, SR, Dark, Elec, etc.

    But then if Regen's theme isn't lower downtime (that's the only way I rationalize Regen's lackluster mitigation on a Stalker with its low HP/HP cap that tends to slash Dull Pain at the kneecaps then stabs and twists the knife with regards to the regen buffs the set touts as a whole), what is it? To just heal fast? Well I can say, without inspirations and set bonuses, it doesn't heal fast enough (or the healing powers don't recharge fast enough) to compete with regular builds that can take on higher than normal difficulty content.

    Or am I off base there? I can easily run certain characters (Dark, Electric, SR, Energy) at at least +1/x3 without popping inspirations constantly and just basic 30/35 IOs. Regen is a lot different. Hit and run tend to be his defense (or hiding behind obstacles), inspirations are his blood and anything that stops him from running and debuffs his endurance tend to screw him completely. If I'm glued or slowed, I can't slow damage enough and those slows tend to come with recharge debuffs.

    Maybe I'm just not building him right. As an Elec/Regen stalker, my tactics can usually compensate, but it's still particularly harder compared to, say, my DM/WP or my Spines/DA who are simply too hard to take down or disrupt enemy attacks. For the regen, it's basically hit hard and, if you're not completely dead, click something and keep going. If you *are* dead, hopefully you were on your toes and now around a corner for Revive.

    But I've gone on a tangent...I was meaning to link back to my previous argument. As is, slows, -rech, -regen and pretty much every debuff that un-does my inspirations neuters my /Regen. For my /DA, it's mainly just -ToHit and for my WP...hmm, I just don't recall being bothered too much by debuffs...even dying isn't so bad for him...
  24. Leo_G

    Regen issues

    Quote:
    Originally Posted by StratoNexus View Post
    I do not like that /regen stalkers do not have QR. It was an error to remove it for stalkers.
    Well, you can either cope or not play it. Because this most likely won't change.
  25. Quote:
    Originally Posted by Jibikao View Post
    Well, the "easy" way to reduce endurance cost in /dark is by taking Body Epic Set that gives you higher +recovery and max. +end. You just need to keep leveling until then.

    The "harder" way is to simply buy sets so your overall usage is a lot less. You can do villain tips to get purple merits and buy Miracle unique.

    By the way, one of the Accurate Healing sets has chance for +end. Dark Regeneration costs a lot of endurance but if you hit several targets, you may get some end back which should nice. I haven't tested mine with the proc I think it should help endurance cost.
    A more complete answer would need to delve into the mechanics of the set itself.

    Scrapper Dark Armor running its costlier toggles (not slotted for end redux) = Dark Embrace (.208 end/sec) + Death Shroud (.52 end/sec) + Murky Cloud (.208 end/sec) + Obsidian Shield (.208 end/sec) + Cloak of Darkness (.26 end/sec) + Cloak of Fear (.52 end/sec) = 1.92 end/sec.

    Stalker DA doesn't run most of those = Hide (0 end/sec) + Dark Embrace + Murky Cloud + Obsidian Shield + Cloak of Fear = 1.14 end/sec. It's much cheaper.

    Compared to Super Reflexes = Hide + Focused Fighting (.26 end/sec) + Focused Senses (same) + Evasion (same) + Practiced Brawler (endurance/duration = 10.4/120 = .086 end/sec if you don't stack it) = .87 end/sec.

    Just toggle-wise, DA isn't that expensive (it could be even cheaper if you choose Oppressive gloom instead of CoF; .7 end/sec vs the above 1.14 end/sec) compared to other armors. What is actually the culprit for DA's endurance-hog title is Dark regeneration which costs 33 endurance (or 1/3 of your endurance bar). So you just need to overcome Dark Regeneration's costs.

    If you choose Cloak of Fear (I recommend it, it works nicely and debuffs) frankenslotting it for accuracy, endurance and either fear or ToHit debuff and it easily pays for itself. Overcoming Dark Regen's cost is more difficult. The theft of essence +end proc can offset the cost of using it (maybe even get you a bit of endurance back if you reduce the cost enough) but what you really need to do is make it so you simply use it less. I found on my Spines/DA stalker that it pained me to need to use this power constantly when it recharged. Things hit you, you heal it back and repeat. The fear and -ToHit of CoF will stop minions from pounding on your and debuff bosses so they hit you less. Couple this with defense bonuses and the +end proc, and his problems were solved. I never have to calculate if using dark regen will slow me down too much because I only need to use it when my HP dips which isn't constantly.

    Yes you can use the +recovery uniques but you still need to offset DR's use otherwise you'll still need to be clicking it and constantly draining your endurance. If you choose a primary with stuns (MA, Kinetic, EM, Elec) Oppressive Gloom will slow down damage. Dark Melee has a fear/-ToHit power to stack with CoF and if you have neither fear or stun, there's always the Presence pool. The ST fear + CoF will keep a boss + minions busy after you take out the Lt. Slap some defense on that and you can practically take any spawn with minimal cost.