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Posts
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Joined
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Quote:If, instead of insisting that my build was pretty good, I were to throw it completely open for you to revamp, how would you build, it, New Dawn?
What I normally do providing I am not looking at a combination I already have is take 5 mins to knock up a build for people. At the time of posting I think I didn't realise how close I was to needing to disappear to work. However what I said powers wise, you only need say Blinding Feint and the 3 attacks to make up attack vitals (plus any exemplaring made easy attacks), fight pool and haste to be alot better off. You could throw SOs into them.
I don't follow market prices of whats expensive and whats not expensive. I tend to rule out purples as a guideline to kind of have an idea but then you can still end up with a build with plenty of kinetic combats suggested. What I would do is possibly too expensive for you, I can get billions in a single day. Then there is what your emphasis needs to be about, how you would play it, which is why I would normally not change peoples powers on them but in your case you could be using low dpa attacks as well as having limited passive survivability.
I'll see how you evolve something for yourself then look at tweaking it.
I don't remember "wrangling" with you. I march to the beat of my own drum. Which means I have to prove or disprove things to myself and only myself and live with it. -
Best placing ATOs is build dependent. The entire build matters. This is why people will of placed theirs in different powers yet still be right.
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Quote:I admit I looked at your build and thought "what the hell?". Without gutting all of your attacks and expensive spends haste and tough will make a huge difference to your survivability. You can in do better with your slotting in the process, not necessarily be more expensive. You don't need leaderships, you could concentrate on a Blinding Feint Attack Vitals and end up with 4 attacks that pretty much provide you with satisfaction and concentrate the rest of the build on other stuff slot wise, slotting them better.So, it appears like there is no way to build a useful amount of Defense - not without gutting my attacks and spending all of my money on stupidly expensive IOs. Should I even bother with Defense? I could gut it out on spamming Healing Flames and the support of a loving Defender?
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Alot of people who might swear by granite tanks, believe its number one and tend to insist on it in their teams might simply just be as inflexible as a statue doing things the only way they know how. Some people have all types of Tankers, they get all these types to their idea of nigh perfection and find themselves not needing to be on a certain type of tank. Sure a certain type of tank might be momentarily preferable but the game is still doable, and should it not prove doable then there might be some lacking somewhere, like in how something played out in a way it needn't of, an ingames version of a home goal, failed pass, fumble whatever.
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"onlynamenotinuse" on Freedom. Was amazed I got it. Don't play there though.
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Quote:If I'm EVER asked to have this set one any of my characters by someone who thinks knockback is the devil, I'm giving serious consideration to cancelling right then and there.
This is a mistake and will only cause more social friction in the game.
This set is the similar type of thing I have been expecting/hoping for as an answer to Solar Flare and anything else people have problems accepting KB with in "their" toons. As for other people, anyone being a princess against constructive/acceptable knockback might just need to be ignored.
Constructive KB is to walls, corners, floors. Acceptable KB is inconstructive but in self defense.
A brute once complained about me using gale. I used gale to prevent a mob from being in melee and hitting my toon. Now had the Brute not lost the aggro I wouldn't of had to use gale ergo it was his fault. -
I don't believe a dev team can possibly keep up with all the "Change this. Change that" and also create the new sets which does more for their bread and butter.
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Quote:Yes I use it; Regularly if solo; First Strike to minimize fight duration to self; Almost never in teams.Do you use it? Regularly? And if so, how? First strike? Closer? In teams?
I'm using it currently on my fire/dev blaster as a stealthy first strike attack against spawns. Zoom in stealthed, drop it down and follow up with a fireball, most things are no longer standing when done.
Anybody else?
The almost never in teams is why I think perhaps it could change by making it a toggle. You can let it off at the more appropriate time. -
Quote:You actually do not need a tricked out build with Trick Archers, a build full of SOs can still work. Perhaps power pools such as leaderships and med pool are a little bit more enticing to round the character off enough for teams that do not play right around a TA and that's pretty much it. There is a little gulf between those that know what to do for a Trick Archer in order to help the Trick Archer help them best. I put this down to sheer laziness or apathy. Too lazy to work the game out or too apathetic to care about other concepts and how they work."That is to say, there is a large delta in performance between a new player to the powerset and a longtime player with a tricked-out build."
Some people can't adapt themselves to something, they need that something adapted to suit them. Incarnates are still being developed and I find that they can help with slotting issues and aid in flexibility which can solve problems. I put much down to players seeing problems but none within themselves. -
I think with the above comments we can all agree to disagree based on what we get about the sets. I kind of get the differences between Entangling and Webnade myself but I am kind of thinking why not when it comes to the above. I never got why firing an EMP arrow affected endurance recovery. Glue Arrow arrow hitting a target is going to not so much get everywhere but where ever line of sight is. Just doesn't work out physically in my head.
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Quote:I'll throw doubt in there. I'd consider; one of the nicest, most popular, best badged, great player, but have always been dubious of one person on some random server being the best unless it's best on server.I never post, but once in a while I see things that I want to touch base on. First off: If you are new to the PB AT you need to contact Transcendent One without a doubt considered the best Kheld in game. I play blasters, and trollers myself. However if I were you I would drop him a line. he can answer your questions for you.
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Every time someone posts. I think "Ah ha a winner announced" and then nope. It gets to the point that you get sick and tired of some revolution around a thread. I am probably going to retract my build entries by the end of the week just to be shot of it and simply say "Good Luck to everyone except THB"
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I think Iron Man did a great job of Tanking personally that I would of had to emulate it. On that note though any of my Tanks could of done what he did.
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I am not sure whether or not it would be a copyright infringement to work the same way as CO's does. However I would love to target something and teleport to it, knock it out and target something else, teleport to it and knock it out as well as the current option. This will give a nightcrawler feel to it.
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Quote:The primary can make a difference to the secondary and it can bring about a distorted subjective view. I am not sure if you even know all the full pros and cons to a powerset as you give your opinion or even if you've ever played them.Why would I list the primary New Damn? The OP is talking about the secondary by it's self not the primary. Also, I am a kid in a candy store and I love reviewing old and new powersets if the discussions arises. If that offends you or if I said anything in those threads to offend you I apologize but that is just something that I really like to research and debate!
I play every powerset ingame, some more than once, make no mistake oh except earth assault. I am very intolerant of someone not grasping the full scope of a powerset and then waylaying it at every opportunity hoping to change the powers within a set, powers that belong to my toons. I play these things and I am not wandering around going this is weaker than that because I do see the relevence and importance of why things are the way they are.
You are like a kid in a sweetstore when it comes to changes. I play all the sets you talk about and don't agree with you but that's okay most people disagree with me but atleast I am not the one either struggling or clearly failing to read what was said on the box when I bought my new toy.
I want Arbiter Hawk focusing on new changes rather than make balance passes over what's already had umpteen balance passes.
This Staff might need adjusting, I don't doubt that but when it comes to everything else that's been about for years I am highly doubtful unless its PvP whereby in that case, may as well start from scratch and have power trees.
Quote:For Tankers, I would currently estimate Staff to have slightly below average single target, and significantly above average AoE numerically, and in median or ordinal terms (meaning by rank instead of by value) its about average in single target and above average in AoE. -
Quote:While true, it's been demonstrated that TA's debuff values are lower—much lower in some cases—than other debuff sets. TA seems to get a wide variety of debuff types at the cost of major reductions in effectiveness for a number of them. To take the debuffs you bring up, only -damage is comparable to that available to other defender primaries. TA's -tohit and -recharge values aren't even in the same league as other defender debuff primaries; in fact, they're inferior to corresponding secondary effects in defender blast sets.
I don't believe in this copy and paste comparison. There is a design intent for the whole of the build. As you play a TA you should be using your powers as and when needed, there is an optimum state of play. Each power should stack not directly but indirectly quite quickly. There isn't some of the long cast times other defenders have, there isn't the need to worry about whether or not the anchor gets killed or runs off. Then there are controls as part of the set. The Trick Archer in a team should be defending differently to other sets. Teams should be able to survive with the help of a Defender, whatever the Defender can potentially do not as a complete result of one. People seem to look at the debuffs till the cows come home completely ignoring the potential aoe dps over time of Oil Slick or the level of control a TA can knockout.
Quote:Anchorless debuffing isn't inherently an advantage, it's just different. There are advantages and disadvantages to each, which mostly depend on playstyle. Oil Slick Arrow is definitely sexy, though whether on its own it makes up for the set's shortcomings is a matter of opinion. -
Quote:In what way or ways is the player version unworkable for the mobs?I just think the devs should examine powers that they won't give to PVE mobs. They know those powers suck but they saddle players with them.
Gun Drone is an excellent example. Why do Malta have one version and the players another? Because the devs know that the PLAYER version is unworkable for the mobs. That should be a huge clue to them that it is not good as a player power either, yet we still have a disparity. -
Quote:I don't have time to get into a long post, but I have never found it proper to compare one power of one set to another power of another directly. The entire set has to be compared. It's the combination of effects that can be applied to a number of groups over time. The -tohit mixed with the -rechg and the -dam matters. Then there is specific advantages like anchorless debuffing, Oil Slick and its DPS overtime potential versus 16 mobs and EMP. Some powers can become OP on some archetypes if you're not careful. We all know TA works well on Controllers when it comes to control.These are not issues that will go away if I alter my playstyle. There is a level of unfairness when it comes to the Trick Arrows set caused by needless penalties and inconsistences. The set is only "okay" if you ignore them.
As for Devices, regarding peoples last couple of posts. Changing Timebomb maybe the only fair change left. /Devices has its niche as Blaster sets go, some people are well why not make a /Traps as it's better. I am less likely to use Mines or Timebomb with a /Traps because I am less likely to need to when solo, so despite having the two, my playstyle isn't the same, my experience against a faction isn't the same and so the way I have to go about things isn't the same.
What's better is a matter of opinion, are things better because they make life easier? Are things better because you don't have the trapper mindset, never liked rogues in some DnD game or simply from comparing one power to another? I like to jump on as many different characters and be challenged differently myself. As long as I can see something as having the means to provide adequacy for a thinking mans team then I'll be alright.
I'd expect to tank the entire inner circle together using a TA for support. It's not something I can say when it comes to all defenders. I'd call that a Pro whilst some other defender gets a Con for me not being able to suggest that. I am more interested in what can and can't be done than figures. -
Using what Finduilas did and keeping it I found 2 slots, 1 I just added to build up and 1, I added to Unstoppable. They could go anywhere really but in unstop I myself like Unstop Dur + DP Dur = Unstop Rechg
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Soto: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(3)
Level 1: Scorch -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(31), Mako-Dam%(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(5), RctvArm-ResDam(5)
Level 4: Combustion -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Dmg/EndRdx(13), Erad-Dmg(13), Sciroc-Acc/Dmg/EndRdx(15)
Level 6: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(15), Panac-EndRdx/Rchg(17), Panac-Heal/Rchg(17), Panac-Heal/EndRedux/Rchg(21)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33)
Level 12: Kick -- Acc-I(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 16: Breath of Fire -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(23), MotTanker-Dmg/EndRdx/Rchg(29), MotTanker-Rchg/Res%(33), MotTanker-Acc/Dmg/EndRdx/Rchg(34)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19)
Level 20: Build Up -- Rec'dRet-ToHit/Rchg(A), RechRdx-I(34), Rec'dRet-Pcptn(46)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(33)
Level 24: Maneuvers -- HO:Cyto(A), HO:Cyto(25), LkGmblr-Rchg+(25)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(46)
Level 28: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(37), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(43)
Level 30: Super Jump -- Winter-ResSlow(A)
Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg(A), RctvArm-ResDam/Rchg(50)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Acc/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Taunt/Rng(36), Mocking-Taunt/Rchg(37), Mocking-Rchg(43)
Level 38: Greater Fire Sword -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-ResDam(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(50), Aegis-ResDam(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-End%(9), P'Shift-EndMod/Rchg(11)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Quote:Sometimes that undervalue is a case of "can't find value" in which case I can only agree but what people intend to get out of something doesn't necessarily equal the design intent of the powerset of which must differ to all others yet be equal to all others ideally. No matter how hard you try to get a cat to fly and a bird to swim down to the bottom of the ocean it just won't happen. So you look at what can happen and make that happen. It's not meant to be a plug and play character in my mind, some team work is required.I'm personally upset by the implication that TA is "okay", players just "undervalue" it, and Flash Arrow might be too good.
As someone who made a TA so that I could easily tank the game for one, it's not a slap in my face. I have always been reasonably happy with the set and even made another three. It does do things my other defenders can't and for that I am grateful. I do not feel that I need to replace my TA for any particular task, but sometimes I might because of how a team chooses to play. I have been on teams as a Rad and thought "my Bubbler would be better for these guys" so that is nothing new. -
Self contributing does complicate matters.
People were getting uptight after a period of two weeks.
It's worth pointing out that Arbiter Hawks deadline with his comp, has now passed two weeks.
I wouldn't be surprised if allowing things to pass this long and/or forgetting the thread can be considered rude. I'd imagine that Arbiter Hawk would be considered rude by now with some people too. -
You should be able to make that character 45% s/l/e/n/f/c one way or another. That's what I would do.
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Quote:I got both AR/Dev and AR/Nrg. They take two different mindsets. Devices I'd suppose it will have to come down to gadget love, patience for making traps solo but relying heavily on AR mostly in teams. NRG, ya can afford to skip melee attacks I guess as ya was considering /Dev and be able to take power pools to beef you shieldwise and buff you offensively.Conceptually, I have it down to AR/Dev and AR/Nrg. Can't decide which specifically. Also, for a build I'm thinking of going AR/???/Mace for Scorpion Shield and the Spiderlings, but I probably -won't- be dumping a bunch of purples into this build (I can't afford that)
Any ideas/suggestions? -
Quote:I don't think that's a solid statement to make.for all the info on ar/dev synergy you'll ever need, check out my old ar/dev retrofit thread.