Madam_Enigma

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  1. Quote:
    Originally Posted by Leo_G View Post
    But one prime advantage I find with Single Target attacks comes with the mind-set. If you're playing your AoE character and the mobs run or scatter or get KB, more likely than not you'll get all prissy and annoyed in the back of your head (some more than others). ST doesn't care where the foe is or if he's huddled with his buddies, they simply go down. No factors like movement, terrain, proximity or teammates can get in the way of that.
    In other words, as with Madam Enigma ST gets a smile when that single narrow cone manages to hit 2 enemies, and uses the one pbaoe when surounded. But it's the high single target damage that will melt the spawn more then the pbaoe usually. Madam Enigma mostly uses spin when fighting an AV/EB with tons of minions on hand too.
  2. Quote:
    Originally Posted by Supermax View Post
    I guess I'll chime in on this.

    I agree with the OP, AoE has always seemed a lot more epic for me than ST. Sure, both are useful, but other than for pure concept, it's pretty safe to admit that AoE is a lot more useful overall.

    Take two people, one pure AoE and one pure ST. Not only does the AoE person contribute much more overall damage in a team setting, don't forget that he also does damage to the hard targets too. It may not be that much, but it's noticeable, and it adds up. Meanwhile, the ST damage person is doing ZERO damage to everything other than the one target he's attacking.

    In my personal experience, I've always felt that I added A LOT more to a team if I was playing something with a lot of AoE damage. Honestly I don't know how anybody could even argue with that. If I could choose a guy that would either 1.) kill the entire spawn minus the boss, while doing some damage to the boss as well, or 2.) kill just the one boss, while doing NOTHING to the rest of the spawn, I would go with #1 in like 99% of cases. It's just more useful.

    A team with no serious ST damage can still easily clean up the 1 or 2 bosses left over after their AoE carnage. But a team with no AoE damage will be severely handicapped, because they'll have to kill everything one by one, increasing the time it takes to do the mission by several times.

    Going back to my personal experience, I have one of the top ST performers in the game in a DM/SR scrapper. I hated leveling him up. I felt so useless on teams when I'd go in there and take out a couple Lt's or one boss....while someone else on the team killed the ENTIRE rest of the spawn in the same amount of time. I definitely did not feel like a super hero.
    Donno what teams you joined. But I was am usually carving up a good third of the enemies we're fighting on my claw/sr scrapper.
  3. Quote:
    Originally Posted by Flarstux View Post
    That's why I generally fly everywhere I go. It carries over, see.
    Then fliers should take damage when they fly into a building at 60 mph. ^^
  4. Quote:
    Originally Posted by Megajoule View Post
    "This is Batman to all points. I could use some air support. Because I can't fly. At all. .... Now would be good."
    "I got you! Wait, now I'm falling too" -Harsh Justice after jumping out of the alien spaceship they were fighting in

    Harsh Justice is gonna be my first DCUO char. Acrobatics for travel power. Maybe if possible a grapple line.
  5. Or anything that sees your thugs. But then, if you invest in defense, you should be able to toebomb with a thug/traps anyway
  6. Quote:
    Originally Posted by Jade_Dragon View Post
    *Nods* An example of the opposite that I like to use is Captain America. His Origin is apparently Science, he got his "powers" from an experimental serum. But he has no real powers, he can't fly or teleport or control the flight path of his sheild with his mind or anything. Like Batman, his so-called "powers" are in his skill with the weapons that he uses, and a physical fitness level which is at the peak of human ability.

    You can't really associate Origin with any particular Power Set, because powers don't really tell you where the power comes from. Some of the game graphics can make it harder to pick one Origin over another, but there's no saying whether the ability to throw fire is a mutation, a magic spell, the result of an accident, a gadget or weapon, or some sort of high technology. And even then there's the possibility that you shoot fire from your hands because you're a mutant, but you toss grenades or wear a jetpack because otherwise your power wouldn't give you that ability.

    Which is not to say that the "theme" of gadgets and gizmos doesn't need a representative Control Power Set.
    For a while he had Stark add all sorts of tech to his original shield that let him control it mid flight. During that period of time he could cause it to swerve mid-air without hitting anything. Later tore all that tech out. Currently he has an energy shield built by Stark I believe. Thus CA might have a case for natural, tech, and science origins.
  7. Quote:
    Originally Posted by Deacon_NA View Post
    That video certainly shows a potential sub-plot of internal strife for the future Avenger's movie.

    Thor - "By my father's beard Man of Iron, wouldst thou not kb mine enemies, for I hath herded them and thy kb doth scatter them to the four winds, away from the Odinson's aura of taunt."
    Ok, yeah I can see that complaint Teamed with a friend's AR/Dev blaster on my ice/mace tank in the past. And he spammed the grenade. Made it rather hard to keep things off his squishy bum when he keeps knocking everything out of chilling embrace and icicles.
  8. Quote:
    Originally Posted by Deacon_NA View Post
    The 30-33 second mark gives a good case for AOEs though.
    But clearly Stark merely has a couple AOE attacks. The rest are single target. And his uni-beam's cone kinda stinks.
  9. Which does nothing about the OP's problem. The OP's problem isn't "My powers cost too much endurance". It's "Enemies are end draining me to the point I can't do anything". Two completely different problems all together.
  10. Quote:
    Originally Posted by MajorDecoy View Post
    With the Super Stunner Freaks, you really want to defeat them at a range. They seem to have a melee range thing that just destroys your endurence when they revive, but they don't revive at all if you defeat them from range.
    Not quite true. I've seen freakshow of all stripes revive no matter where I am. I've ran off, found the hostage, and then ran into multiple freak stunners who I'd defeated 10 minutes earlier and they revived after I'd ran off. Since they all seem to have selected powers from /regen, think they all have Revive from regen. Just don't always use it. Could probably use AE to check though.
  11. Quote:
    Originally Posted by SonicRemedy View Post
    I don't konw, I think a crack to the face followed by the tantrum emote on whatever you hit would make a great power
    Just don't use THAT attack on the inedible bulk
  12. Quote:
    Originally Posted by Zombie Man View Post
    .
    ..
    ...
    ....
    .....
    ......
    ..w...
    ..t.....
    ..f......
    ..........

    Thanks for the nightmare fuel.
  13. Quote:
    Originally Posted by Eldorado View Post
    Toughness? WEAVE will add more defense. Tough adds resistances on the way. And yes, both at once will add more of an endurance drain, but they'll add to survivability.
    Since your a /da I was assuming you meant resistance instead of defense. Especially since the only defense /da has baked in is from the stealth power. Quite the chore to get 40% with 3.75% being your baseline.
  14. Part of why arachnos in the 40's is such a pain for crab spiders is... fully half the enemies for them in the 40's are a 'kill it NOW' type for various reasons. Either cause they ignore a crab spider's resistance, ignore the defense, hit like a freaking space shuttle crashing into your head, or are just tough as nails. At least, that's been my experience. They were easy to fight up until I got to the 40's for some reason.

    I imagine an invuln tanker or scrapper would have a lot of trouble with them due to all the end drain, recovery debuffing, and psi damage. Never tried personally. With Super Reflexes they are merely annoying, not hard. Same with regen. But for my crab spider they are a huge pain.
  15. Try fighting them on a crab spider. The psi damage ignores your resistances entirely, and is very likely to hit (only 14.5% psi def after all), The mu are probably going to ignore your 30%ish ranged defense by spamming cones and aoe, thus nuking your end bar and recovery. Night widows love their smoke grenades too, very annoying.And then there's the bane spiders. Gods the bane spiders.... About the only arachnos type in the 40's that isn't a pita are the non-psi spiders and the crabs. But of course both love their cones too. Best hope is to alpha them with a omega maneuver and venom grenade, then hope it actually hits most of them. Course it always seems to miss the mu. I'm bringing my crab spider hero side just to get away from the constant missions against arachnos.
  16. Others mentioned it, but I'll repeat it. The single best way to deal with end drain (or other problem mobs) is to take them out fast. If you can't take out all the problem mobs in your opening attack, prioritize them. Psi damage should be high on your priorities to drop NOW too usually.

    Mu are a huge pain in the freaking bum. Not just cause of their end drain, but they seem to have higher then normal accuracy or to-hit too. They can reliably hit Madam Enigma through defense for some reason. Plus they are immune to some crowd control options such as knockback/down. Plus every attack nukes your end recovery by half. And this can stack for cascading recovery failure. Enough mu hitting you can bring your recovery down to 0 or lower I'd imagine.

    Malta Sappers are even worse. They not only end drain for huge amounts, but their melee sap is also a hold. Lethal for anyone who gets detoggled, even tanks. Carnies as was mentioned are dangerous due to the on death aoe drain.

    It's one reason why I seriously dislike fighting Arachnos in the 40's on anything but a mastermind. And one of two reasons I hate malta arcs. The other reason is the fact that all malta arcs include KoA missions. Talk about caltrop hell.
  17. Quote:
    Originally Posted by Neogumbercules View Post
    If anything, this thread is convincing me to go the distance with my DA's quest to hit 45% S/L. Right now I have about 35% and the same to E/NE and I already have a hard time getting killed.
    Toughness, this is your answer for easily hitting 45% s/l. Down side is that it makes an already end heavy armor even more end heavy.
  18. Quote:
    Originally Posted by Jade_Dragon View Post
    Wouldn't that mean Assault Rifle, Archery, Devices, Traps and Trick Arrow are also Tech and not Natural?

    You honestly can't have any kind of Ranged, Buff/Debuff or Control Power Set in which you just use your bare hands. You have to use SOME kind of weapon to achieve a greater than 7 foot range.

    (Of course, none of those are Tech, Natural, or any other Origin. You can have a Magic hero that uses a machine gun and traps, if you want to...)
    Consider, Manticore is Natural origin. And he's a TA/A defender with teleport pool for travel. Why is he natural instead of tech? Because he doesn't RELY on tech. Take away his fancy bow, take away his trick arrows, and he could still out fight many villains. How does he teleport? By tapping into the mediport system for his own use.
  19. Well, they introduced ED to balance things for future power enhancement systems. IO set bonuses aren't suppose to be affected by ED at all.
  20. Another example of what soft capped defense can do... Fighting the crystal titan without using ambrosia, and not getting insta-killed by it's special attack that requires ambrosia to survive. Really funny to see the entire team faceplanting but you, and them demanding to know why you didn't get killed. The one time I fought crystal titan in the trial, that happened. Everyone else was filling their entire tray with ambrosia, I was filling mine with respites, lucks, and catch breaths. Gave every ambrosia I got to the others. Didn't get hit once the entire crystal titan fight.

    On the other hand, elude crashed JUST as the sucker died.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'd just like to clarify something here. Defense set bonuses function VERY differently from Healing set bonuses.

    Set bonuses can be considered as one of two categories Direct Buffs and Enhancement Buffs. Direct Buffs are the more common type and boost an aspect of your character power directly and cover things like Defense, Resistance, Hit Points, Regen etc. The Enhancement Buffs function like additional enhancements in individual powers (except they aren't affect by ED) and include Accuracy, Damage, Recharge Time, Range, Improved Healing and all of the "increased mez duration" ones.

    Direct Buffs, like defense, provide a static effect that is always on (subject to the exemplaring rules) and as such are completely independent of your powers.

    The Enhancement Buffs, on the other hand, are increasing the effectiveness of your powers so only work if you have suitable powers. Functionally the game adds these bonuses to the enhancement bonus in the power itself before calculating the effectiveness of a power. This is why, for example, Improved Healing and Recharge set bonuses don't work on Reconstruction, since Reconstruction can take Resistance Enhancements it does not benefit from global enhancement buffs.
    Good info, but I wasn't implying they work the same mechanically. My dark/dark scrapper will never benefit from any fear improvment set bonuses due to not having a fear inducing power. I was using defense as an example of how set bonuses ignore the ED cap.
  22. I could be wrong, but based on the way other set bonuses (such as +defense) work, I'd say it's applied after ED. On my /SR scrapper for instance I get the full benefit from +def set bonuses even though I hit the ED cap.
  23. If you can cap all defenses regardless of positional or typed... Then pick the one you want. But as others said, depends on what you got already. /SR or /Shield are better off going for positional defense. That's what they already have, so there's less effort to softcap. /Willpower or /Invuln have typed defense already though, so have an easier time capping that then positional defense. /Dark Armor on the other hand, you might want to consider going for resistance if possible. Or go for the defense type of your choice. After all, it has no (well ok, barely any) innate defense to begin with.
  24. Just tested it in fact on my spider. Using the wolf spider attack Single Shot I fired with, and without redraw, using a stopwatch to time each attack's length between hitting the power and damage being dealt. Both times, it was 1 second. And checking the power's info, the activation time is 0.90 seconds.
  25. Quote:
    Originally Posted by Jibikao View Post
    I am pretty sure this is wrong. Weapon redraw definitely adds more activation (for the first attack anyway) to the attacks.

    For example, on my Fire/Thorn Dominator, I would use ST Hold and I would jump back and do Impale. Impale won't go off until I reach the ground because drawing thorn out takes time. If my thorn is out and do a jump back Impale, Impale goes off before I land.

    Weapon redraw is very obvious on Bane when I switch between Venom Grenade and Mace Attacks.


    I think you got it backward. It used to not add more time to activation but now it does and it's been a long while.
    No, it doesn't. Back in 04 or so drawing a weapon increased the animation length of the power triggering it. In fact, it didn't even start the power activation till the draw animation was done. This I believe is why weapon sets were given a baked in accuracy boost.

    After much complaining though they changed it. Now weapon draw shaves off time from the power's activation animation when it happens. It takes just as long to fire Glue Arrow for example with the bow already drawn as it does if your bow wasn't drawn before hand.

    The longer animations was the big complaint about redraw, hence why they removed the redraw delay before power activation.