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Posts
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I'm confused how you want an Air/Water set, but then say "Storm doesn't count"
Thats kind of like saying "I want a Fire set for my scrapper, but Fire Melee doesn't count"
You say you want actual DoT on Tornado, you do realize you can keep out two perma, and they deal around 830 ish damage each over their life span. That is 1660 damage to a target over 30 seconds, if you hit them with sleet suddenly you're near 2100. That is from a pseduo pet that frees up your actions to cast whatever else you want.
Storm already does everything you want, only scaled down to the level of every other hero in the game. Yes hurricanes are an devestating force of nature, they exist on a scale that doesn't work for a Playing character though. See also, Earthquake from the Earth Control Set.
As for Water/Wind alternatives, you can look into Energy Blast, Force field (For putting people in bubbles of water as you mentioned) Sonic blast with the alternate animations is pretty much a "Wind" powerset and Cold domination for having a mix of water ish and ice effects.
Kinetic Melee has the "Air bender" style of melee for wind powers.
You have Ice Melee for Tanks, you have Ice assault for doms which mixes blasts and molding water into various weapons.
In addition to all this, you get the Leviathan pool which has Water based powers. The spirit sharks can easily pass as shaped water, bile spray is passable, and water spout is well, just what it sounds like.
I'm all for new powersets, but outside of titan weapons I don't think "I WANT A MORE EPIC VERSION OF THIS POWERSET" (Which seems what you are asking for when it comes to storm)is going to fly, especially for elemental sets.
Also, I want a version of Radiation Blast where Atomic blast lets me nuke a city and mud control, a combination of Earth and Water.
*edit* If anyone happens to think Sonic blast doesn't count as a wind based powerset, I have an 8th grade science book to throw at your head. -
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EM has one thing going for it, it has the single hardest hitting tanker attack.
The cost of this is -HP, the lowest AoE damage of any set and the longest animating tier 9.
In a game where Fast/AoE damage is king, that one hardest hitting ST attack doesn't really matter all that much. -
Quote:Sets like that only matter if you are trying to 1 v 1 someone. In city of heroes 1 v 1's come down to 90% build/gear/luck with procs 5% knowledge and 5% skill. And I'm probably being generous with the latter two stats.*bump* What he said: lol
I have played KM/WP and KM/Regen but with out the fancy IO's all my toons just suck. I was prety good at PvP until the purple sets came along. And now that the PvP sets exist I just dont seem to stand a chance.
Without them (ultra expensive io's) in zones, you'll be at a disadvantage but with teammates they can be overshadowed and you can still perform your role. -
Quote:Its not so much what I'm asking or even suggesting, as the OP mentioned :You're asking a lot from the player, if they are expected to carry enough orange inspirations to get them to 90% res cap from 0%, or 22-24% SM/L Res and 0% to everything else.
The fight lasts longer then one minute, and your team either has the chops to down the first handful of true problem. Even if you fill your entire tray and forego green insps, you can still only carry 20 of them and pull that off for about 2 minutes.
Quote:We repeated this cycle 4 or 5 times, trying different things like loading up on oranges
Worst case, all small oranges you are still looking at 2 minutes of hard cap resistances to drop an AV. Toss in some mediums and larges if you visit an SG base or something and you've got more time. It was suggested/hinted at though, that they were still wiping despite eating a lot of oranges. -
Quote:1) "Most Brutes" doesn't usually include a purely defense based Brute on a PUG (SD, SR, EA). It's doable, but its rougher. You'll see a lot of Invulns, Stones (most PUGs want Stone, not required), Ela, etc.
2) The typical load out that sees "Brutes" doing this is really the 6-7 corrs that are there. Buffs, Debuffs, ST/AoE Damage and Scourge - they bring it all. The Corrs do all of the heavy lifting, the Brute's job is to clump things together and try not to die.
Incarnate powers can reduce the need for #2, and the team was relatively well balanced in theory, in reality he had Incarnate softcapped defenses and therefore gained very little from the +DEF & -To Hit from the VEAT, the Storm, the Cold & the Time.
The point was pretty much if they stopped and grabbed oranges as the OP mentioned, any brute (and Tank), be it SR, EA, Shield or whatever can ride the 90% res cap to all damage for several minutes. I know I've tanked the RSF on my Elec tank using the wedding band to cap out the rest of my damage res (Psi specifiically) and never in the random assortment of teams, really broke a sweat with the final encounter. So if a team with 2 aggro management people, using oranges to acchieve the same level of res survivability (With better defense) are wiping multiple times, something is off. Add onto that they had a debuff heavy team.
I can understanding dropping 1 or 2, going back for more oranges, then having at it again. With the assortment of Aggro management, buffs, and debuffs (defense for the rest of the team, they all should have been softcapped to everything) and oranges for the tank/brute and still wiping suggests it was player error, not something insufficent when it came to team make up / powerset capabilities. -
Cheated and used 1 set of Kin Combats + Nerve (Or Agility) Alpha.
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Off the top of my head, probably something like this if you were going to stick with Mace Mastery.
With the damage most ranged toons are able to put out, you end up at a net loss by the time you activate/animate aid self outside of phase shift.
Like I said though, the powersets aren't something I'd use for 1 v 1's.
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Something doesn't add up.
If you are incarnate softcapped and brought a tray of oranges, and had a cold dom (who was possibly hitting you with frostwork) you are many times more survivable than most brutes who have done the same thing for years with little to no trouble.
Assuming you had 0 resists (which between tough, and the AoE resistances from a cold and stormy, you'd have a good bit to S/L/E/F/C ) You would have 2 minutes of hard capped resistances and at least 1800-2000 HP with possibly much much more.
You also had a cold (Sleet/HL/Benumb) a stormy (Sleet) and a SOA (Venom grenade) a time manip (Healing/Regen and more -Res)
The only thing I can possibly think of is player fault, because given the tools you had (especially with the tray full of oranges, and even feeding them to the tank after 2 minutes were up?) thats about all it could be. You even had a brute that was somehow discounted, despite it was the AT that tanked the FP for years before Going Rogue. -
It was suggested that I copy / paste the idea over here.
New Tanker Inherent : Demoralize
Tankers are a force of might who not only inspire their team, but demoralize their foes who are unable to break their iron will. (Or something like that)
PbAoE aura with increasing effects the longer foes remain in it, strength of effects is determined by team (including Tankers) HP much like vigilance is tied to end discount. Effects do not stack from multiple applications of demoralize (No tanker super team, srry) however foes subjected to multiple auras (more than 1 tank on the team) see increased rate of demoralized effects.
Random numbers for an idea of the effects.
At 100% health
2-5 Seconds : - 3% to hit / -10% defense / -5% Resists
5-10 Seconds : -5% to hit / -15% defense / -10% resists
10 - 30 Seconds : -10% to hit / -25% defense / -15% resists / -20% Runspeed
30-60 Seconds : -15% to hit / -35% defense / -20% resists / -40% Runspeed/ -50 Regen
60 + seconds : -20% to hit / -50% defense / -30% resists / -60% runspeed /-100 regen / Small -Special
If any 1 member of the team is defeated, the effects dissapear and any timers on foes reset. (Reward tankers for maintaining aggro)
If a tankers health dips below 20% effects dissapear and timers reset. (Reward Tankers for being Tanky)
Allows tankers to do more damage solo, in teams, etc. without them simply doing "More damage" and keeps them off the heels of Brutes and scrappers.
*Note The numbers posted up above are what looked clean when I typed them out, balance was not implied and values could be adjusted accordingly. -
This is what my build looks like on Live ATM (Have yet to drop defensive sweep until I finish posi for TFC) Spring attack is a placeholder for one of the PbAoE's, didn't think to use WM.
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Overload is still dull pain without the heal. A 2400 HP scrapper is tougher than a 1900 HP scrapper. I don't use it much, but I like having it. AoE end use is absolutely terrible, but if you are using AoE's that means you are fighting more than 3 targets and can completely fill your end bar using Energy drain. I've found my end sustainable against AV's if I either keep one extra foe in range or use Energize for its end discount.
The two travel powers are pretty much there for concept and could be skipped. (or reduced to one) -
If you had a good partner, it could be a fun 2 v 2 toon, though I'd build it a little different. I'd probably avoid 1 v 1's with it against anyone who takes dueling serious, but you can always just web them and run around hitting aid self.
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Quote:Tankers - Highest Survivablity / Lowest DamageOnly because the those ATs are suppossed to perform differently in the game.
Scrappers are meant to be more survivable than Defenders because Scrappers are meant to be in melee, and theoretically, in more danger.
They're meant to do more damage because while in melee, they may not survive even with their higher survival values, unless they can do enough damage. These are bare bones basics, there's more to it than that.
But if Defenders were meant to exist permantly within melee, they'd perform quite differently.
A better comparison would be Defenders and Corruptors. One does more damage, but buffs and debuffs not as well as the other. One buffs and debuffs better, but does less damage. You'd think all things considered, they'd be equal, but they're not (for the most part, there is some overlap there).
Brutes - Second Highest Survivablity, first or second (possibly tied) for damage.
Scrappers - Third highest survivability, first or second for damage, possbiy tied/very close with brutes.
Stalkers - Lowest Survivability, third place for damage. Though I have to say, my 2x Rage SS tanks blow any stalker I've ever seen out of the water for damage. I'd imagine Fire Aura, Fire Melee, and more than a few other sets give most stalker sets a run for their money too. So possibly last?
At any rate, the theory really doesn't hold up with "The higher your survivability the lower your damage should be" -
New Tanker Inherent : Demoralize (Borrowed from the opposite idea of Starsman)
Tankers are a force of might who not only inspire their team, but demoralize their foes who are unable to break their iron will. (Or something like that)
PbAoE aura with increasing effects the longer foes remain in it, strength of effects is determined by team (including Tankers) HP much like vigilance is tied to end discount. Effects do not stack from multiple applications of demoralize (No tanker super team, srry) however foes subjected to multiple auras (more than 1 tank on the team) see increased rate of demoralized effects.
Random numbers for an idea of the effects.
At 100% health
2-5 Seconds : - 3% to hit / -10% defense / -5% Resists
5-10 Seconds : -5% to hit / -15% defense / -10% resists
10 - 30 Seconds : -10% to hit / -25% defense / -15% resists / -20% Runspeed
30-60 Seconds : -15% to hit / -35% defense / -20% resists / -40% Runspeed/ -50 Regen
60 + seconds : -20% to hit / -50% defense / -30% resists / -60% runspeed /-100 regen / Small -Special
If any 1 member of the team is defeated, the effects dissapear and any timers on foes reset. (Reward tankers for maintaining aggro)
If a tankers health dips below 20% effects dissapear and timers reset. (Reward Tankers for being Tanky)
Allows tankers to do more damage solo, in teams, etc. Bring something more to the table than just "More damage" and safely keeping them off the heels of brutes/scrappers.
*Note The numbers posted up above are what looked clean when I typed them out, balance was not implied and values could be adjusted accordingly. -
Quote:Sadly with the 90 confirmed globals from BattleWraithsLife and another 10 from interest found in Protector Arena chat, the sign ups for now are closed until next year.I hope you realize this thread is a joke and you are just playing along.
Its busy this time of year, but I'll update the ladder with globals here within the next few days.
GL everyone involved! -
Starting December 31st at 9 PM EST I'll be starting a 1 v 1 kheld ladder, not a tournament.
The ladder will start with an initial ranking where participants are broken up into 4 different different groups. Everyone from group one will duel everyone else in group one, and so on and so forth everyone from 2 dueling everyone in group 2, etc etc.
From this we'll have the top four seeds, from there, there will be brackets with 4 other people in them that you can challenge up to.
ONLY KHELDS (Peacebringers and Warshades) are allowed to participate.
Alpha only for incarnate.
NO Set bonuses of any kind are allowed, 1 v 1's should be about player ability, not how much time someone can spend behind the keyboard putting together the most expensive builds. No damage procs either, if a player can provide a screen shot of combat logs the offending party will be DQ'ed and dropped a bracket.
Tryhards will not be welcomed.
The settings will be NO HD NO TS small inspirations only.
Banned powers include Nebulous Form, Phase shift, and quantum flight.
*Special rules*
A warshade who uses the self rez successfully will not be charged with a death in the final score. A screen shot must be taken of the combat logs to prove it was used/landed.
Human form only peacebringers and warshades get 1.33 points for each kill instead of 1.
There is a 250 million influence entrance fee, 50% of which will go towards the prizes.
Top seed at the end of 12 months (December 31st 2011 - December 31st 2012) will recieve 25% of the pot along with a full set of the new upcomming KHELDIANS GRACE ATIO set.
Second place 15% + 1 Random ATIO
Third 5% + Numina/Miracle Proc
Fourth 3% + Level 25 Lotg Proc
Fifth 2% + Ultra rare level 53 endurance reduction TO from another time.
You must be active for the entire 12 month ladder to be eligible for prizes, matches must be set up within 72 hours of when the challenge was issued and played out within 1 week of the accepted challenge.
More rules to come as people start to sign up.
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This will be held on protector. -
I've solo'ed doors the following combinations.
Plant/Storm/Ice controller +3 with Elementals
Earth/Fire/Ice Dom +3 with Warwarks
Human Warshade +3 with Elementals (and 3 pets perma)
Ice/Fire/Ice Blaster +3 with Lights
My Fire/SS tank comes close if I bring Reds (to avoid the rage crash) and some break frees to avoid confusion. So I imagine SS/Fire brute would be even better.
I'd imagine there a lot of other toons who could do it with the right pet selection (especially tier 4's with the bonus damage). This is just from personal experience. -
The pink rings are completely resistable though the DoT does add up over time. I've seen plenty of characters stay in them and a few who know how to jump time attacks just hop in and out of melee with no problem.
With well time/staggered Barrier/Rebirth or even super healing umbrella's from incandescense I've been on teams where you pretty much just heal through it.
There are plenty of options that don't involve ranged attacks though it is the safest way to deal with them. -
Quote:More slots in something is always better, whether its 20% 5% or .1% If someone wants to place their emphasis on recharge/lack of down time between attacks, powers, or whatever, then they are more than justfied in putting that third, fourth, even fifth slot in even though the values are being cut by ED.I've noticed when looking at mostly everyone's build posted on this thread, it seems as if no-one knows that slotting more than 2 slots/recharge enhancements on Hasten, Rage and so forth is overkill. Any power that indicates buffed numbers from enhancements in "Red" will give a false reading on the actual numbers because of ED. Its also a waste of a slot that can be used eslewhere. For an example, two slots in Hasten with recharging enhancements will highlight in "Green", meaning that this is good, and if a buffed power is highlighted in yellow, that means you are not too far from the accurate mark on Mids.
Just sharing great info.
Recharge is only one place we see this, things like defense and damage resistance can be at times overslotted as well to reach certain goals or caps that players have for builds.
Do people know that rather than getting 42.4% out of that third slot into hasten they only get 28.1%? Most people who take the time for mids builds I would assume understand what it means to see a number in red, and what the value beside it means. Not all, sure, but I'd guess most know. -
I was just messing around on my human form WS today and figured I'd take him for an AV solo, granted it was only level 51 bobcat but I figured W/E we'll see what happens. When I had 3 pets up her health was melting away. It wasn't until they randomly closed into melee and got caught in an unlucky spin attack that I had to start dragging her spawn to spaw to wear her down. All in all, still pretty easy given no mentionable S/L defense. I think I used 4 small purples during the fight though I question if I even needed them as there was plenty of time where I let them lapse. So S/L AV solo with no S/L defense, check.
That being said, the instance you used solo'ing the last two zeus titans in a spawn, I figured I'd grab a Malta mission and find a spawn with two of them. It took long enough to solo the spawn that eclipse, mire, unchain and judgement was up for each spawn. Walked in, eclipsed/mired leveled everything then started to work on the bosses. Managed to drop the first titan just around the time eclipse went down. (Though I have all 3 res shields slotted in my build for pre eclipse levels) Shortly after it died, a LT wandered back into the fight, so every 8 seconds I was getting a 900 point heal from the downed titan and another 500 from the LT. Between some short lasting stuns and some DPS the second titan went down, the 900 point heal from his death topping me back off.
So again, while soft capped S/L defenses are nice, similar things can be accomplished with only say 7-10% defense to all. Personally I wouldn't make a habbit of solo'ing +4's because a stray baddie tends to kill off your pets before you can do much about it, and that just makes things slow.
Like I said there is nothing wrong with softcapping S/L there is nothing wrong building for it. It just feels like an extreme niche to try to fit the build into. -
Something worth noting with this change, as of right now, I can be out of hide for 6 seconds, drop into AS animation and get the full Crit as you go back into hide while it animates. With this change, you wil need to wait the full 8 seconds before you even think about using AS otherwise you'll end up with some worthless out of hide stalker attack.
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Outside of possibly trying to solo S/L based AV's with no inspirations I really don't understand the reasoning behind softapping S/L defense on a warshade.
Don't get me wrong, I have plenty of S/L softcapped toons and I know even with everything a WS has, more mitigation is more mitigation, but it seems like a waste. You have hard capped Res to all damage types, a perma mag 2 stun to handle pretty much all minion damage. A Mag 3 stun on a 12 second recharge to effectively stun even bosses when stacked with the mag 2 aura. If the controls and hard capped damage res wasn't enough, you have a massive heal up every 8 seconds, that with just a few bodies will take you from 1 hp to full. (As well for endurance) On top of that? You have two, possibly 3 Mini Nukes (If you count judgement) if you need to make some dead bodies fast, and you seldom do thanks to your health at best slowly dropping with hard capped resistances.
In my experience, getting more HP (In the 1550 - 1600 range), proccing out attacks, and adding enough recharge to have 3 pets out perma gets you further in the long run. -
Just wanted to say thanks for the invite to the team. It was great to get to know everyone and an absolute blast getting to team up.
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Suggestion : Everyone gets a forum title. "I got beat in a PvP league." Or whatever someone might want.
Winners get the costume code, as it seems like an actual prize.