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Asked a similar question a few days back and got no reply..so trying again.
Thinking of control hybrid on some toons with damage auras. I am wondering..
How does hybrid WORK with them? Is it like damage procs/interface, which only have a single change of hitting ONE foe per pulse interval? Would assault be better with an aura, since each tic of damage might trigger the hybrid boost?
I was thinking the +mag mez might be good in dark armour..but if it only fires on one target.. -
Telekinetic Protection
I have been thinking about a set based on this concept recently. Something like what X Man (I think it was him) can do, and another character in a series I read.
A bit like what the two Tks can do in the movie, Push, as opposed to just being a psi armour and making a shield with your mind. It seems to me that a set based on TK would be more defensive than resist based, as you use powers to deflect and push blows and objects away, rather than take damage on the chin.
Also, actual resists in the set would be quite low, as aside from the mental powers, a person would be ordinary in body. Like in Push, some powers would offer extra damage etc, as you charge up, hits with your telekinetic energy, and use the same to absorb (fitting in with the coming absorb mechanic, somehow).
Using Mids, I sorta kinda based in on Energy Aura (the most similar concept), in regards to performance, values and power placements. I did not list many numbers for the set, just values such as moderate defence, minor heal etc etc.
Tier1: Basic shield
2: Damage aura
3: Basic shield 2
4: Passive
5: Mez toggle
6: Heal/End regain
7: Damage utility
8: Utility
9: Tier 9
Telekinetic Protection....The user is a skilled TK, able to use a variety of abilities to deflect and avoid damage, as well as self healing and regeneration. The set provides good resistance to debuffs, as well as ways to improve damage output, challenging your energy in destructive ways.
Tier 1.
Ph Class Shields. The basic TK ability, and the first learned by many users. Allows the generation of barriers to stop physical attacks, no matter how small or large. Toggle, giving Moderate Smash and Lethal defence, as well as minor S/L/T resist (toxic because toxins are physical in nature, even though they are tiny. Obviously, there is no actual tox defence stat).
Tier 2.
Debris Field. The first step in aggressive defence for a TK. The User gathers up objects and detritus as he moves, causing them to orbit his body erratically, damaging anyone coming close. Toggle, minor smash damage, minor lethal dot. The damage would scale down, with more targets hit, representing less objects hitting them.
Tier 3.
Em Class Shields. More experienced TKs can also deflect attacks of an energy or environmental nature, even pushing away things like fire and bolts of energy. In addition, the layers of overlapping shields provide resistance to defence debuffs and slows. Toggle, giving Moderate Energy/Negative/Cold/Fire defence as well as moderate def debuff and slow resists.
Tier 4.
Synergy. The abilities of a skilled TK extend beyond the visible, and with practice, they can alter the composition of foreign objects close by, weakening malicious attacks, while actually making their own body more responsive to friendly treatment. Passive, giving average +regen, moderate regen debuff res, strong resistance to def, to hit, and slows. Also provides a scaling (maybe 5-15%?) effect, similar to Incandescent destiny, so the user gets MORE benefit from healing, def buffs, res buffs etc etc.
Tier 5.
Mental Strength. Using your mind to defend yourself all the time is bound to improve your focus and concentration, and this power offers protection against Mez powers and recharge debuffs. Toggle, standard mez prot to all but repel and fear, which is a resist fear. Also rech debuff protection.
Tier 6.
Recuperative Manipulation. Even the best TK with get hit eventually, and the force of every attack cannot be mitigated. In this case, the user will reach inward with his powers, fortifying and repairing damage to the body. Click, provides a large burst type heal, a bit smaller than other sets, but also a decaying HoT effect.
Tier 7.
Energetic Displacement. Never one to just take punishment, when pressed, a TK can focus on aggressive defence, powering up attacks with brutal force, using the blows of enemies to drastically increase damage output. Works like Fiery Embrace in FA, only applies energy damage to your attacks at similar levels. If possible, also have a minor, refreshing absorb mechanic of say..10 seconds, where the more hits you take, in that time period, directly applies a smaller damage buff for the next 10 seconds.
Tier 8.
Protective Field. As dangerous as a fully functional TK is, a smart person will realise they cannot do everything alone, and will try to use some power to protect his allies in a small force field. The field will also provide defence to the user (take that shield def) but get WEAKER with more allies around (as that needs more energy), instead using their power to provide a small Absorb value to you. So, it would be a scaling buff, ok def and very little absorb when solo, throttling back to low def and average absorb when X friends are around.
Tier 9.
TK Cell. The pinnacle of the TK arsenal, and the most potent. This power allows the user to manipulate his own body on a cellular level, improving the efficiency of cells, blow flow, muscle control, as well as boosting healing rate and speed. +Absorb, regen, speed, rech, minor defence as well as slightly improving the +dam in ED. The crash would be 50-75% end and auto shutoff of PF, and RM no longer applying the HoT for a period. -
I have the same combo..it is really fun. Not AMAZING damage (such an the bang from em or elec aoe) but it is really fast and consistent.
Also, the kb from..um..vengeful is excellent mitigation. You can keep a boss on his butt during a fight. Of the combos, I only use empower and weaken, which means skipping a low tier attack. Also, empower does make bu/as/crit a little clumsy (using the ATO) but weaken flows really well.
I didn't take caltops. I hear it is good..but does not fit my playstyle. Smoke is really nice as an extra escape, especially since it is aoe. It is also fine with just a single slot. -
I agree that it needs..something. In fact, I made a thread saying so, about 5 minutes after my staff toon hit 32. Out of all my melees (a lot) it is EASILY the one who I use the tier 9 the least on..including a stone melee brute with tremor.
The animation rocks, the bonus damage is nice, the alt effects are decent..but.. I think it is about half a second two slow. Perhaps front loading the damage more would also improve its apparent performance. -
Pretty sure the assault hybrids arent working right. The radial seems to be..I think. Showing energy damage is about the same amounts as Hopelings spreadsheet would indicate..
But the Core..even with 5 stacks, powers are only increasing in about 20% damage, and in the View Totals tab, the damage section is definately NOT showing 75% extra. -
3/3 for today. This is just silly. He is SO much easier. Makes me wonder if they slipped a stealth nerf to his regen in with that patch.
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Yes I am not trying to take credit away from Beef, BUT..we are winning basically due to the lvl shift thing, nothing else. That second run I did..the league make up was pretty darn awful..and he dropped very very easily.
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Just ran another on Freedom with a group of people (Beef and Co.) who have been doing a few.
To anyone still working out tactics..
Key points are:
16 Man teams. To work around the stupid bugged level shifts.
NO lore pets, or any pets, during the last fight. You would have thought that having 24 boss lore pets would be a LOT of dps..but apparently not.
That is basically it. He went down SO easy compared to all my 24 man runs..it was not even funny. We also had a LOT of melee, not huge on debuffs, lights some times being left up a long time..etc etc. Just did ANOTHER run..totally utterly easy. It was an even less 'suitable' team..no debuffs, to much melee, many first timers.
If anything, seeing how easy it was when ran this way..is MORE annoying to me. Seems we got punished for trying full runs with lores (you know, lore, the very slot you need for the damn trial). Also, his regen seems to scale from 'please, im a precious tyrant' with 16 people, to 'ha, im an uber haxzor' with 24.
Don't get me wrong, I am totally happy that teams (especially ones IM on) are finishing it. Just a little sad it is not due to some genius tactics or good players..but due to a work around for a stupid bug..that punishes teams who simply try to do the logical thing (ie, more people, pets helping).
When the Lights and level shifts ARE fixed..I am thinking 24 + pets, all shifted are going to make him one of the easiest trail AVs to kill. -
Oh I did not know you could buy powers like that on Test. But again..it STILL requires the trials to be run. Taking time, and even more unlikely since the trial is now Live..
Temp incarnates would be very helpful..especially with stupid assault and people having to build spreadsheets just to work around the overly complex formula double hit uses. -
Trying to decide on which hybrids for some toons. It seems that assault radial is the bees knees..but I'd like to try some of the others, just for fun.
Any advice would be handy.
First build is a db/da scrapper. I was wondering how control would be..+1 mag og and fear, mezzing Lts and the psi damage? Or maybe the control radial, keep the stunned guys IN og, more fear, stuns?
Second build is a fire/earth dom..with hot feet and mudpots. Was also thinking control, for pretty much the same reasons as the scrapper.
Would it be worth forgoing extra damage for this? -
Adding my thanks for posting this info. But seriously..its been 5 days or whatever?? There were threads about the lights after a day..how long does it take to run ONE mag trial as a test? It was the major 'selling' point of i23!
Not that I am ungrateful..but having FAILED over 20 runs of this ******* trial, due to something that shouldnt have made it Live and was blindly obvious..
Also got threads from the trial. Like others here, my first EVER thread reward, when I was 100% playing. If it helps, I was actually dead when he died...due to the old hospital healing rumour. Perhaps being dead/in the sin bin gives the threads? -
Oh I know it makes no sense. I was not trying to insult virtue or freedom players..because there are obviously idiots and bad players and bad leagues on both servers..just as there are great players and leagues.
This is why my conclusion is that the trial is broken. Because I cant see any difference in performance between the failing and winning Mag trials, aside from the obvious ending. -
I was talking about this with a friend.
Maybe if we had some way to 'test' Incarnate powers, before locking them in, as it were. This would really help reduce the grindy feeling, especially for those people who DONT make everything, just cause they only play a few toons.
I was thinking..let us craft an On Loan power, say between 5-30 mins use, and make us unable to join a team/league/pvp in that period. This would give you a chance to play around with the power and see if it suits you.
Some of the slots, Judgement mostly, is pretty darn obvious. You know it is gonna be a bigass nuke and all the same (base) damage. And they are very easy to 'see' others using. But ones like interface, destiny, and now hybrid, are much harder to get a feel for.
Obviously some people will cry..But that is why we have the Test server! To which I say..so what. Downloading test, updating test, logging onto test, finding enough trials going there (good luck after a new issue) is hardly realistic.
Oh and also..given how much hoohaa was made when we got this 'real numbers' put into the game (detailed power info etc) can you devs PLEASE make sure that new powers actually have their info?? A heap of the hybrid options have nothing under detailed and again..without making the power, there is no way to see. -
As unhelpful as it is, I can not say for sure either way
But even if there were 24 +9 lore pets (the bosses, they last longer) surely THAT would be enough extra dps to tip him over the edge, given that the league got him to 20% with no lores.
I also noticed on the winning Virtue runs, there seemed to be just as many lore pets around as for the failing ones. -
Oh thats a good point Ketch.
I was also reading in the other thread, someone saying his regen (or teh difficulty) scales with the team size? Sounds fair enough, but if it does, it sure seems to be scaling TOO much.
At least..for all my runs on freedom. I did notice the 17 man run (virt)..we had him under 30 quite a long time. I mean, with his hp swinging between 12-28ish, WITHOUT suddenly getting those huge regen spikes.
Still does not explain why my other 24 man on virtue..Tyrant went down sooooo easy, compared to failing runs (again, without a huge difference in play style, deaths, amount of debuffing). -
Not meaning to call your theory rubbish Red...but it is. Of course, my theory about Freedom being broken is rubbish too but..
I started doing trails on Virtue after finishing all my Freedom ones, like 8 months back, and found that the trials were general WORSE on Virtue. Again, subjective, but thats what I saw. MORE people trying to join harder trials without level shifts, but let in just cause 'we are nice people on Virtue'. I have failed more (non mag) trials over there than on Freedom.
This is WHY I am saying the trail is broken on Free..because I cant spot ANY point were the runs on Virtue were 'better' than the ones one Free. It has nothing to do with 'better' players. -
That is MY conclusion.
Ok, maybe they arent, really, at all. But..
I have done 20+ runs of Freedom. With debuff teams, with badge teams full of people who play together, follow instructions fine. And they ALL failed, but one. Again, I cant spot were that run won, as opposed to the others.
Two runs on Virtue. First one, on day 2 after it came out. LESS organised than most of the runs of Free, and he went down a treat. Didnt even regen.
Second run, just now. Started with 24, lost 5 people in loading, so we ended up with only 17 for the final fight. I think we had only 3-6 Support toons, max! As a comparison, EVERY other fail run I have done had more support than this. And we won. Wtf. I just cant understand it. Oh AND we had about 4 people who didnt have +3 shifts too.
It was just SO stupidly easy, compared to all the runs I have done on freedom. I mean killing him was easy, not just cause the players were better (they werent) or we had less deaths (we didnt) or more -regen (not even close).
So either it is just broken on Freedom..or..
Is it easier with less people? Might his regen scale due to that? Or..does less people mean less lightning spikes, not as many in one spot, killing people?
And so much confusion about the level shifts. How do they work, are they working? Are they broken? Having a dev come out and confirm this would also be great. -
Just failed another 3 runs in a row. So far, I am at 2 wins, 20+ losses. About ready to say screw it and not even try full runs.
The whole trial is poorly done I think, and is my LEAST liked, and it would be even if I was 22/22 wins. 250 idf that are there just to pad the time and give i xp?And they arent even lvl 55+? Seriously? Then 4 av's that basically have nothing new in the fights (besides looking really cool). A quick cutscene where tyrants dialog just sounds silly.
Onto the last fight. Out of all the attempts I have made, I can NOT pinpoint a spot, or the spot, were the league goes from failing to winning. I can't see a difference in what is going on. 2 runs were with a MO badge group on Freedumb, and failed, when to me, they seemed MORE organised and debuffy than the ones that finished. Then just now, a league of 17, with hardly any support..and we get him down to 12%. With seemingly more deaths than those failed badge runs (note, not the really hard way badge).
Farming here I come. -
Failed again..spanked him to 40..then he got a bit tougher, then at 30 he just goes unkillable. even with a lot of debuffs and people getting the lights.
It would be nice if there was some indication as to WHY he turns hard then..such as 'Tyrant enrages' etc etc. As it is..there is just no apparent reason why he becomes tough then. A huge amount of people didnt die, we didnt suddenly lack debuffs, his favour didnt move, his lights werent up. -
I think I missed some of this..can someone summarise what/how to get the level shifts? It is from using quills on the lights?
Another guy in PD was saying that going to the hosp when he is at 30%ish, heals him. -
Not in the Night Ward but doing STF (lib tf, whatever).
Was doimg that last night, and as SOON as Black Scorp shows up..I get taunted. On a fire kin corr..standing well out the way. We ended up HAVING to kill him first, just cause we couldnt actually target anyone. Which I guess..makes some sense..but was really annoying when gw and scir are spamming their aoes, and we cant touch them. -
Kill them one at a time? Blow that. I am going to enter, then call a GM to come finish it for me.
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Oh, great. Thanks White. I feel better now. Totally agree about the mob size..its much more than in any other mission.
How the hell did it make it out of Beta? Some people running super computers managed to finish it? -
Doing that arc just now. Get to the last very very full mission, attack a few mobs. DC'd. Oh well, fair enough, I had just done a few trials and my settings are pretty high.
So I turn them all down abit and resets..and dc again.
Reset and put ALL my settings to minimum...and I dc AGAIN.
I get that its super cool to have him wade through huge mobs..but really. Is it needed?
I recall a bug in this mission with his powers..is it still broken?