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Okay, I just had to make a failed villain for this contest. Wonder if backstory will matter too?
Edit: NM just noticed that it doesn't. -
Yeah, I remember when they changed the level scaling to help out defense sets a while back.
Then there's those freaking ruluu eyeballs that can hit through 200% defense like it's not even there. Same with the end boss for Who Will Die part five. I noticed even with hardcapped defense he still ignored my secondary (SR). -
I find it interesting to note no one commented about a question on page 3 of this thread. The question:
Is the higher to-hit from the mobs in DA just having higher base to-hit, or is it because they are higher level then the player?
I've been running DA missions on Madam Enigma. I don't have a single level shift yet. Nor do I have perma-softcapped (45%) defense. In fact my defense is on average about 36% across the board, 38% if I have my light faerie out. And to be honest, I'm not getting steamrolled as much as people are implying I should be. Yeah, large groups can be a pain. But I honestly have more trouble fighting Ruluu then the mobs in DA. Even if the DA mobs are +3 or +4.
Okay, the +4 mobs give me some trouble. But not enough I can't win.
Yes, I have aid self. But honestly, I didn't have anything else I felt would help out more. I had 3 free up power picks due to not requiring to select the fitness pool. This caused me to have enough extra choices for aid self and a second epic pool attack. -
AT? Uh, possibly. Individual characters? er... maybe not? My ice/mace tank (if he was lev 50) would have a lot of trouble lasting five minutes vs any psi AV/GM. Heck, 4 psi damage minions make Micro Madness cry.
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Well, considering the WWD part 5 end boss ignores capped defense (note, not soft capped but hard capped) like it's not even there.. It makes the arc rather unfair to anyone who relies on defense such as Super Reflexes. Seriously, elude plus popping lucks till I hit the defense cap and he still could hit me with impunity.
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I'll admit, when I first started playing I didn't care about the signiture heroes. Why should I, I knew nothing about them. They were suppose to be these larger then life heroes, yet they were a complete unknown. Then I started reading the Top Cow comic. And I found reasons to care. Getting to see how the team interacts with each other was fun. It gave glimpses into their personalities. And the one dimensional figures I didn't care about became important to the world setting for me.
Do I like Jack? Not really, but I don't dislike him either. Either way I take Statesman as his own character, not a personification of the game's creator. I love Manticore because he's willing to do what it takes, no matter the personal cost. But I respect and admire Statesman for sticking to his morals no matter how hard it is. It would be easy for him to go bad. And if he did, who could really stop him?
Sure Statesman fails sometimes, such as when he found himself in the hospital during certain events. He's not perfect. Yet he's capable of doing things no one else in Primal Earth can. Who else can go toe to toe with hammy all by them self? If he were to go rogue it's doubtful anyone could stop him. Or if they did, at what cost? But Statesman doesn't turn his back on humanity. Instead he holds the line.
For me, that's worthy of respect.
Just look at the first arc in the Top Cow comic. Without Statesman the team fell apart. -
Well, not all snipes are horrible. I can frequently get the archery snipe off mid-combat even when under fire. Otherwise, yeah they are frequently not the best power choice.
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Quote:Thank you! While obviously edited the video is appropriate none the less. I know for madam Enigma (my hero main) Statesman isn't just an icon, he actually saved her. Without him she'd likely be dead, or insane. Love him or hate him, Statesman in CoH is the iconic hero. He's no saint, but then again it's perhaps his flaws that make him such a moral anchor.A tribute to Statesman: http://www.youtube.com/watch?v=fjw1eUVQfPg
Just cause the original creator of Statesman isn't liked by many long time players, don't bash the character himself. I'd like to think that Statesman has taken a life of his own, outside being Jack's alter ego. -
Still reading this thread, but I thought I'd give my two cents anyway. So they revealed Who Will Die early. Big freaking deal. I'm enjoying the arcs cause they are well written and fun. I'm replaying them also cause they offer an easier method of getting incarnate salvage then farming the incarnate trials or grinding mobs for incarnate shards.
When DC Comics killed Superman, the story it's self was really freaking awesome. You KNEW that Superman was going to die at the end. Heck, they advertised it. But the events leading up to his death were in my opinion quite poinent. You also could tell they wouldn't kill a flagship character without somehow bringing him back. The stories leading up to his return were in my opinion also equally well done.
When DC was doing the "death of batman" storyline everyone KNEW it would end with his death. Would he return? DC Comics publically announced that yes, Bruce Waine would would return as Batman. Does that knowledge cheapen the story? No, it didn't. What cheapened the story was how and why Bruce returned, and what happened afterwords. The story of his final days was really good. As was the follow up "Battle for the Cowl" storyline.
I'm mildly disapointed that they did reveal who it is early. But it isn't that big a deal. Play the arcs cause they are fun and well written. Or don't play them. The choice is yours. -
Quote:Teams of multiple kelds actually are pretty good. Maybe not "Run through recklessly" teams due to quantum gunners and void stalkers, but still good teams.Because three Blasters, three Stalkers, or three Peacebringers would be absolutely screwed as a team.
Three of... well, anything else... would wreck shop. Easily.
Teams of stalkers... Donno, I don't really enjoy stalkers too much personally.
Teams of 2 or 3 blasters? Those are FUN! Sure we might slow down a bit due to not being heavily armored. But we aren't in any real trouble. Not as long as we pay attention.
Teams of 3 tankers to me is the chore. Especially in the low 20's. Tanker damage output STINKS for the most part.
As for blasters dying all the time... Yes, my blaster died a lot today when I was teamed. But then again that's to be expected. We only had about twelve team wipes in one mission alone. The team was an 8 man team running level 30 missions. And half the team (including the controller who was our only 'support' type) were levels 10 through 15. Some of the other people who was in that level range and thus unable to hit +3 minions was our tank, and the brute.
That's right boys and girls, the people who could have kept things from noticing the storm of hot lead flying from my blaster's pistols couldn't hit anything. Nor could the person who was trying to lock down the enemies. Funnily enough, when the controller left and was replaced with one who COULD hit things... no one died the rest of the time we ran missions. Not even when we accidentally aggroed 3 groups at once. -
AV's heavily resist to-hit debuffing though. So I'd think /dark looses out there. For soloing AV/GM type enemies /poison is NASTY good. Heck, nox gas can actually proc it's hold on most EB and AV that I've seen. Assuming the pet survives long enough in melee. I've not tried soloing an AV with it, but ninja/poison was crazy good at handling elite boss versions of every AV I fought. Maybe not always effortless, but crazy good at it.
Don't forget demon summoning either. As others have mentioned, they are rather nice. Plenty of -resist debuffing going on. And one of the tier 2 pets gets a single target AND aoe heal. They are sturdy, with a good mix of damage types. Pair demons with thermal, and you have even harder to hurt demons. Pair it with FF and they can handle themselves just fine with only one hench for healing. Pair it with /poison and you get some spot healing with strong 'hard target' debuffing.
That, and the whip attacks are just plain fun. -
Wait, you're fighting Marauder, and your henchman has 10% health? How'd you pull that off. Fighting BaB I found that if a pet had less then 30% health, the EB is gonna kill it.
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"Get as much as you can" would be my guess. My DM/Regen scrapper has a regen rate of 2.33%, or 19.61 hit points per second. And that seems to be enough to be immortal against 2 even level average damage foes. 3 to 4 foes if I put reconstruction on auto fire. Not too much I can do to improve my standard regen rate anymore either. Already have Health, Fast Healing, and Integration 3 slotted with SO levels of enhancements. Can get the Body Mastery pool, but that's about it.
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Probably not. They would have to create entirely new animations for every single power for each and every weapon type.
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*copy/pastes a few in-game* O.o Dang, I know what my elec/rad troller will be working towards
A high damage chain elec attack with chance for hold.
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Quote:The alternate animations for MA might work well for the Jason Todd robin. But er, too street fightingy for Batman, Grason, or Drake IMO. Might work for the Damian robin though.Batman is none as a guy ready for everything. He has a robotic suit, HIGHLY res and def to psi, stealth, able to put fear in almost everyone (even superman is some what scared of him), suit with a lot of body armor, can hit ever hard, don't forget that he knows almost everything, and more.
So you might need to make more then one person with more then one archetype. Study enemies, and learn there weakness (like clockworks weakness to psi dmg). If not pick some of his qualities and work this that.
Some builds that might work.
For stealth, fear, and high psi res go with MA or DM/DA/weapons scrapper or DM/will/weapons (what Jade_Dragon said)
For stealth, psi res, hit hard. MA or DM/Ninjitsu or will/weapons stalker
SR might be to super if you ask me for batman. Get temp and pool to fill in some holes and you will have a good batman like characters. -
Quote:Heh, tell me about it. After a mastermind I've begun to do the following:Don't worry, I'm already using 4 trays on all chars, and some need 5 or 6. Not only that, the level 4 and 5 of incarnate are clickable powers too.
Wait, that's not reassuring at all.
Tray 1: numpad 1-0
Tray 2: keypad 1-0
Tray 3: Ctrl+1, Ctr+2, numpad /, numpad *, numpad -, arrow keys, numpad period
powers I use frequently (attacks for example) on numpad, less frequently used powers on keypad... So am I gonna have to start using the insert, home, page up/down, delete, and end keys too?! But my masterminds already use those for pet targeting. -
But... I'm having a hard enough time finding convenient keybinds for my 18 primary/secondary powers, henchmen controls, travel powers, and epics already! Where am I gotta put the bind for that?!
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Either in a closed beta, or wild speculation is my guess.
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Quote:Stalkers specialize in taking down the single hard target, regardless of the primary. Meanwhile scrappers get for single target...If that's true, then I suppose Stalker Spines is better than Scrapper Spines just like Stalker Elec Melee is better than the Scrapper version ^_^
Although Spines for Stalkers will lack the constant DoT aura for higher DPS, it has burst AoE in Placate > Throw Spines which makes up for it as well as heightened ST damage to round out the set.
Barb Swipe, which still uses the old animation from the Claws swipe. Which means long animation for low damage
Lunge, decent attack but it's one of your few single target attacks
Then at level 18 (I think) you get Impale. And that's the last of your ST attacks. Ripper at level 26 could be considered ST due to it's really small cone. But that's the same animation as Evicirate, which is commonly acknowledged as the worst DPA attack in claws or spines. Other then that you get a pbaoe damage toggle, a pbaoe attack, and a ranged cone attack. Spine burst is a nice aoe, but it's damage is kind of lacking for things like bosses.
Yes, spines CAN deal with bosses. But they are a huge pain due to how few good single target attacks you get.
Quote:I suppose an equally important question is what's more dangerous, Bosses/Big-bads? Or crowds? -
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The old defiance was made on the belief that blasters would have survived that nasty fight where they had a sliver of health if only they had more damage. And in part, it was true. The problem was that Statesman encouraged "stupid blaster tricks" such as falling from the height cap to get max defiance. Or asking the empathy defender not to heal them unless the health bar was blinking red. Really stupid ideas, and everyone who tried them merely died. The old defiance did help though. Just not as much as the current one does.
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Quote:Throw in enough -regen and/or -resist, and it doesn't matter how high or low the team's damage is. They can overcome anything. It's why teams of 8 defenders steamroll everything.I don't understand what you are trying to prove? Which Blast or Melee sets have zero Single Target attack? Yes, some have a bit more than the other but if you are on a full team, your ST damage is usually "good enough". What's not good enough is if you have an unbalanced team of only Melee-AT like Brute or Blaster without enough buffs/debuffs (yes, in a way stacking buffs/debuffs is too powerful in this game).
You are saying that as long as the team is full of ST-oriented sets like DM, EM and MA, it can beat any TF and that debuffs don't matter as much?
Your argument only makes sense if the full team ONLY uses AoE attacks which I can't imagine any full team would do.
BUT take away those buffs and debuffs and look at just the issue of single target vs aoe damage without any outside variables. This is what brophog02 was talking about.
My claw/SR scrapper has barely any aoe. One cone that's more crowd control then true ae, one pbaoe, and one cone that's so narrow I'm extremely lucky to get 2 in it, let alone the cap of 5. This character can and does solo some pretty nasty things. Not AV's and Gm's true. But anything else is soloable.
When I made a spines/dark armor scrapper I had more aoe then single target attacks. I could destroy minions and Lt with ease. Well, minions anyway. Lt gave some trouble at times. And bosses were a HUGE pain.
Yeah, throw in debuffs and both can handle even the toughest of things. The difference is that the single target focused character can easily handle many weaker enemies, while the aoe centric character has trouble with the single hard targets. One spends more time cleaning up the 15 minions, the other spends that same length of time cleaning up the 1 or 2 bosses that survived the aoe assault.
In a team, there is likely enough buff/debuff that it wont matter what you bring. Enemies will probably be scattered enough that your aoe wont hit as many as they could too. Not to mention the team will have enough aoe to deal with hordes of enemies, even if everyone is mainly single target focused.
But then, I've been on task forces which had plenty of buff/debuff. And yet we couldn't take out the AV at the end. Why not? Because 90% of the team's damage was aoe, which tends to do lower damage per enemy. We couldn't actually overwhelm the AV's debuffed regen rate. I've been on teams fighting an AV where we had a balanced team that couldn't kill the AV. But once I switched to a single target focused character for the same team we could. I've never seen a team where switching to an aoe focused character enabled the team to finally take down the AV. -
Quote:Make your widow a Fort, and you need not take a single melee power once you do the manditory respec. Don't really 'have' to take the melee powers to begin with.Thanks for the answer but im looking for a toon tht has little to no melee powers....i have a lvl 24 fort that i really like to play but theres something about him tht doesnt appeal to me the way my WP/SS brute did when i was playing him...i solo'd him all the way to 50, so my next toon i really focus on will be solo'd also but when i do team with him i want a way to have a great time teaming as well...not looking for a support based toon.
Another option is to make a spider. Wolf spiders only get 2 (very skippable) melee attacks. Then if you go crab spider you only really have 2 melee attacks which you need not take. The rest are ranged single target, cone, targeted aoe, or pbaoe. And man do they get a lot of aoe. Off hand they get...
Venom Grenade
Frag Grenade
Supression (ranged cone)
Omega Maneuver
Frenzy (pbaoe)
Five to six pets that may as well be a traveling aoe -
Does /traps have anything like smoke grenade? If so, then you may not even need a second stealth power. On my archery/devices blaster I've discovered the joy of cloaking device+smoke grenade. Let's me toebomb enemies to start the fight off usually.
As a mastermind, you have a few side problems with trying to stealth in for setting up point blank traps. Some of them I believe will break your stealth, such as acid mortar. Even if it doesn't break stealth it'll start the aoe flying, which likely will. To protect yourself, you want your henchmen close enough for bodyguard mode. But if they are that close they aggro enemies anyway unless you managed to make them invisible.
By the same token, the henchmen will usually attract the aggro so you can safely drop your traps anyway. At least, that's been my experience. And in teams, few teams will let you set up before they start fighting. So you end up dropping traps mid fight to begin with.