Nightchill_EU

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  1. I'd still want to put enzymes on Battle agility for its DDR component right?
  2. Shield Charging spawn at start doesnt help. Just tryed, they just summon Quartz later, and unless I pop a couple of orange I'm toast in the next second the quartz hit the ground.
  3. From a game design point of view its all about how long does it takes you to launch new content. The common calculation is "new content after twice the time you need to completely explore the current content" (ie to achieve "best gear").

    Now if you take the exemple of Champions Online; the "best gear", through either PvP or dayly task can be achieved in almost one year. You can than expect they plan one introducing new content after two years.

    On some more wealthy structure with a bigger player base you can achieve "best gear" in about 2 or 3 month and therefore expect new content every 4 or 6 month.
    It is never stricly stable, some updates may encounter delays or other unexpected issues.


    If you take CoX's case. You really have new content only every 20 month or so (proliferations or costume pieces no being stricly speaking new "content") so its not crazy to expect players to spend about 10 month to achieve "best gear".

    Of course you could argue that it is too long and having to make plans over a year on an online video game is more disgusting than appealing to averagely new players. But at some point you have to realise it is the price to pay to play a very particular game in a very specific universe on an average small structure.
    I mean, you cannot really step out fantasy/anime's mainstream and expect shinny new content every couple of month and fast character evolution.
  4. I was hoping a "You just have to you this -grossly-expensive-IO-that-does-the-work-for-you-" answer. But thanks for the replies, I will try to play smarter.

    About Nemesis leuts, if the leuts cast vengeance so I should kill them 1st and not last? Or its some kind of special vengeance that triggers on death?



    Quote:
    Kill 'em all, kill 'em fast. Accuracy only counts if you give 'em the chance to shoot at ya.
    I dont know what build you play but as DM/SD I dont see this working at all facing +3/x6 missions. DE bosses at 95% chances to hit on my caped def just crushes me down faster than I can annimate 2 attacks.



    Quote:
    The hit-code is unfair for defense sets. Resistance debuffs increase damage done to a target by the percentage of the debuff, so resistance sets don't have to worry about taking much more damage than they already are taking. Defense debuffs had the potential to make you take more than double the damage on the first application and then start taking 3, 4, and 5 times more damage than you originally took. Defense debuff resistance helped reduce that issue, but getting close to 100% DDR is only possible with certain builds. To-hit buffs on the enemy end up being a direct counter to defense. Instead of multiplying their hit chance by the percentage, it effectively lowers your defense by the value of their buff. A change to that system is needed in order to make the game fair for both resistance and defensive sets.
    Actually I have having less death troubles on my SD than on my FA, even buffed. SD has tools to raise DDR, and definately gets hurt against +to hit. But on heavy -res mob groups (hello longbows) the res based defensive sets really blows.
    I mean I dont think there is a balance issue here. Now many the balance problem comes from the fact that while its doable to cap def anyone through IOs, it doesnt seem to be an option to raise decent resist on a Def cased character.
  5. (DEFENSE based of cours, sorry)

    How do you deal with crazy accuracy buffs (Nemesis vengeance, DE's crystals)?
  6. Nightchill_EU

    Rad/Dark How to?

    Trying to raise back my old Dark/Rad, I havent came up with a satisfying build. Going for cap def makes me give up too many, and I m not sure Rad/ really needs it. Should I just forget Life Drain or not? Should I frankenslot everything for just power efficiency like I use to slot up my trollers (I kina feel like a troller sometimes0 ?
    Anyone has a build we could discuss?
  7. Quote:
    Originally Posted by Terror1 View Post
    thug/storm, rad/dark, illu/therm, dark/cold, earth/rad guess the illu/kin could be annoying
    Gonna dig info bout Rad/Dark see if I can get something out of it.
  8. - DM/SD Scrap (me)
    - Fire/SD Scrap
    - Elec/SD Scrap
    - WP/Fire Tanker
    - Cold/Sonic Fender
    - Sonic/Sonic Corr
    - Fire/Rad Corr
    - Earth/Kin Troller

    Caped damage, caped def, nearly caped res, all status protected team. Huge AoE and single target damage. Huge debuffs.
  9. Hewp meh too!

    50 SS/Stone Brute
    50 Elec/FA Brute
    50 Ice/Dark Corr
    42 Dark/Cold Corr
    50 DM/SD Scrap
    50 Illu/Kin Troller
    50 Stone/Kin Troller
    50 Stone/Rad Troller
    41 Illu/Therm Troller
    50 Stone/Ice Tanker
    50 Thud/Storm MM
    40 Rad/Dark Fender
  10. But Enzymes brings end reduc and so would better fit into Battle Agility right?
    Sorry for the dumb question but they cost a huge crapload of cash I dont want to mess up with this.
  11. Can anyone confirms that Membrane Exposure actually WORKS to raise DDR in active defense?
  12. As group leader its always about what you have already.
    If my team have, lets say already a Troller and two defender I will be more looking for a brute than for a tanker, on the other hand, if I have 2 tankers I will be looking for corruptors and dom rather than classic hero support.

    I dont think there really are -obsolete- AT at all. I generally dont feel confortable with PB, MMs and Stalkers but the rest is quite fine.
    SoAs and Widows bring fair damage, are far from squishy and bring matchless leadership auras.
    Tankers are incredibly tougher than brutes at early level and without much buff/debuff. Brutes brings incredible damage and can very resilient when the group provides enough support. Scrappers are ultimate damage dealers because then ca survive melee and fully profits of Fulcrum Shifts. Blasters may be hard to be kept alive and buff but kills what is hard/annoying to kill for melees. Corrs/Fenders shines depending on the group composition. Doms tends to be less damage but very more resilient than blasters through CC and trollers make the whole team much safer than any other AT and can bring very competitive damage at high level.
  13. MORE MELEE! Yeah I know... I'm sorry it is just THAT bad. I play on Union, you cant rarely team on euro servers for PvP.

    Anyways, I just dont know where to start and I m (almost?) a complete noob in PvP (even more with melee toons). I know Shadow Maul "should" probably be my main attack and... thats about it. I'v looked for advices on the Search tool but besides the streams of tears I havent found anything usefull yet. Any advice will be welcome
  14. Nightchill_EU

    Damage Dealers

    Quote:
    *past lvl 38.

    Thats the big kicker with /Kin.
    Common misconception. Kin is supperior to any other Corr secondary (we'r talking about damage here) at level 2 when you pick Siphon Power.

    2/3 stacked Siphon Power + 1/2 stacked Drain Speed is more damage output itself than anything else. Fulcrum Shift at 38 "only" places Kin at milleages beyond the other pools, but it is supperior before.
  15. Nightchill_EU

    Ill/kin build

    Just a side note about Medicine.
    I dont find aid self/Other useless. Unless you go for Psy epic pool (which is not bad depending on what you want to do with your toon) you will be sensible to stun. Aid Self gives a decent resistance to Stun effect if you think about casting it every 45 sec on you.
    Also, even if Transfusion is an amazing AoE heal it has downsides. You cant cast it when you dont have mobs, you have to hug the target, target must not die while you cast it (unlike Twilight Graps). As an illusion controler you dont completely lock down foes but you control them through Fears and Taunts (PA), that means many of them will still be landing some attacks, these attacks might be AoE and you will recieve "some" damage. Aid Self allows you to run away from LoS, heal yourself and come back.

    I noticed for exemple on my Illu/Kin I wasnt able to "play mele" like a Kin is supposed to and like I do with my Earth/Kin. On some villian groups like nemesis or very extreme packs (+4x8 with 5 heavy AoE bosses) I just cannot handle being on mele range.
  16. Quote:
    Not quite . . . lets see how fast you can run tip missions at 27 with an Ice/FF controller solo.
    I do with my earth/rad at 25. Rad has definately more soloability than FF, mostly at lower levels but she is nothing like a killing machine. But really, on blue/white spawns with single target root and hold sloted for damage, the time looking for objective and running from missions to missions takes most of the time. I even often end up completing faster with low level char because missions are easier/smaller.
  17. Any level 25+ toon even with the most horrid build and a terribly bad soloing AT can run -1x1 tip missions at a speed for which only travel and tip drop matters.

    Now yeah my 50 full IOed Elec/FA brute plows +3x6 at nearly the same speed my non stealthed lvl 27 AR/FF Corr handles -1x1 but for tip speed itself it really doesnt matter much.
  18. Nightchill_EU

    Damage Dealers

    Archery and AR doesnt have nuke... thats the whole point.

    Anyways.
    Kin > all in the damage house.
    Fire > all in the damage house. The only match would be Sonic because of supperior single target damage through res debuff. The rest is purely inferior.
  19. Nightchill_EU

    The best trio

    Quote:
    My 3 would probably be a Fire/Dark Corrupter, a Fort/Widow (dual builds are hella fun for
    SoAs) and an Earth/Fire Domi, just from playing the 3 as different alts recently.
    Lack of kin will hurt too much imo (see earlier)

    SoA are amzing due to improved leadership, but they need heavy buffing to shine. Dom are good but I dont see the synergy with Soldier/Fortuna.

    In a trio situation I would see Mind/Fire more effective due to the power for confusion + domination. Locking down mobs is good, making they fight each other will really improve the way you go through high end missions.
  20. Nightchill_EU

    The best trio

    I also respeced out my fire breath I must say. Anim time on these powers are so long, cone is so narrow that they are not worth casting imo.

    Its another story for AR, everything in AR is cone, Flame Thrower is also very wider.
  21. Nightchill_EU

    The best trio

    Dark has pretty 2 solid AoE cone and to-hit debuff ist far from worthless. But i personnaly dislike cone attacks. The point is not that its "hard" to maximise the effect but that on many situations (mob positionning, wild aggro, average herding...) it will be just impossible to achieve what a Fireball-like attack would have done.

    Tho indeed it doesnt fits good with Kin's mele style. I personnaly dont play my 50 Ice/Dark Corr anymore. Even with pretty heavy IOing the damage does not follow. Blizzard is great but it has the classic nuke downsides, Freezing Rain does weak damage, Frost Breath is riduculous... what left is a very stong fast animation single target attack chain but with a very mediocre side effet. The insta hold combo on bosses with Petri Gaze + Freezing Ray is nice, but quite ridiculous compared to what Doms and Troller can achieve on this level.

    On a min-maxing team I would go for Sonic for the debuffs (weak AoE and boring cone attacks but res debuff is just too good), Fire for the damage or Rad for both the damage and utility.
  22. Nightchill_EU

    The best trio

    Quote:
    Originally Posted by Candlestick View Post
    Me and my friends are rolling a trio of Corrupters right now.

    Dark/Dark, for the awesome debuffs, and tar patch
    Arch/Cold, The Shields and Frostwork give us alot more toughness, and the debuffs are great.
    Fire/Kin, For Speedboost and pure raw damage.

    So far, the speed we are flying through stuff is just incredible. Haven't faced our first AV yet, but I imagine it will be cakewalk. Our AoE damage right now is pretty much... Crazy.
    I do believe it, tho I would have picked defender for the Cold Dominator, Corr's numbers are really lower. Even with Shadowfall you wont be caped at SO lvl. Of course the Dark Misma will cripple mob accuracy so hard that you may wont even notice the diference.
    Speaking of which, I dont find +def and -accu working so great together, it kina feels like wearing a jacket AND a coat. Maybe Sonic Reso or Thermal would have be a better synergy. Or traps if your /Cold really want to be a Corr.

    Archery is great, at least after 32, but the passive (innate accuracy) doesnt bring much to the team imo.

    Sonic/Traps Corr
    Rad/Cold Corr
    Fire/Kin Corr
    Would just kick *** hardcore.


    Anyways, you ll probably roll over anything you face with your set up.
  23. Nightchill_EU

    The best trio

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    You seem to overestimate kin's power.
    Its hard not to

    In a trio situation Kin will bring:
    - One of the 2 best AoE heal
    - Regen cut, priceless on many AV
    - About -80% dmg on single target without any IO set
    - About -60% recharge on single target without any IO set
    - nearly 20% S/L res on a deMez power (making it the best by far demez power in the game)
    - Team Travel powers (Super speed and Super jump) allowing teamate to skip these if wanted
    - 50% rec and recharge single target buff. No self (but recharge is widely covered by siphon speed) but PERMA out of the box. Remember AM is "just" 30%, yes gives status prot but its far from perma till heavy IOing.
    - Anytime HEAVY AoE endurance boost and sap (on application drains to 0 about anything that is not AV)
    - Godly unmatched damage buff/debuff, bringing the group to +300% on 10 mobs packs, raising more and more as the global recharge of the hero goes up.

    You just cant go and calculate "ok so 8 minions plus 4 leut plus 2 bosses on Arachnos cost us 4 fireballs and a half so a 40% damage buff is enough". Unexpected aggro happends, ambush does spawn, high resist mob groups exist, number of bosses is variable... more damge is just MORE damage. And we r not talking about +10 or 15% here (which is actually meaningfull) but +300% and more.
  24. Nightchill_EU

    The best trio

    Quote:
    -Corruptors get neither Empathy or Force Field. Your only other options for those powersets are Controllers or, for the latter, Masterminds. Both have lower buff/debuff values Additionally, against any target that matters, the highest resistance debuff values in Sonic attacks should outweigh the lower damage cap, especially against single hard targets where you're not likely to be capped by Fulcrum Shift.

    -At softcapped defense for the other teammates by 22 if the FFer takes Maneuvers and slots it, very little will get through to hurt the trio. FF can reach the softcap itself with a little bit of IO slotting and good power picks, or maybe just via slotted Fortitude. What does make it through can easily be patched by the Kin or Emp. Defense Debuffs are an issue, though this can be mitigated via Siren's Song to sleep the majority of the mob before taking down problem targets and by Empathy's heals/regen/extra defense from Fort. Alphas are never an issue. A FF Defender has access to Personal Force Field right out of the gate, which adds massive defense and resistance.

    -While issues with defense debuffs and lack of resistance can show in some instances, the team would be quite strong at all levels. The FFer would be providing tons of resistance, controls via knockback/down and stun, emergency Detention Fields, and the ability to keep everything out of melee range. The Kin would provide healing, massive damage buffs, recharge buffs, recovery buffs, regeneration debuffs, recharge debuffs, super speed for everyone, super jump for everyone, and endurance recovery. The Empath would provide massive heals, massive regeneration, massive recovery buffs, recharge buffs, accuracy buffs, damage buffs, defense buffs, and emergency rezzing. Probably the best way to patch the trio's few weaknesses would be to add a Thermal or a Sonic Res to add resistances, though that'd be a quartet. Alternatively, as staying a trio, they could all simply pick up an APP with resistance shields.

    One change I'd make to my trio would be to swap out someone's Sonic Attack for Ice Blast. Ice Storm and Blizzard use Blaster base damage. So, after massive sonic debuffing and kin damage buffing, the Ice Blast Defender would be doing a huge mess of damage while still retaining Defender buff/debuff values. Plus it'd add a bit more AoE to the group than going three-straight Sonic Attack would. Hard targets would be a little bit harder, but it should still be a non-issue.
    FF is nice, solft caping def on the whole team at 1st SOing is absolutly amazing BUT at higher level it becomes weaker imo. You have to remember its only 3 players, bringing "only" def isnt enough compared to what Cold brings. Cold is only 5% def less than FF, what can be fixed with mutiple maneuvre (running a defender team make leadership almost must have for every member) and Cold brings so much more.

    Emp doesnt fitt great imo in your team. Kin covers the endo usage, FF covers the defense domain, if you bring Sonic instead it will bring much more resilience.

    Ice Blast is weak. I mean, single target DPS is fine but side effet is quite useless, Freezing Rain is ridiculous and Frost Breath is terrible. Blizzard indeed amazing but as the only AOE decent AoE attack is pretty much not enough. If you bring something that is not Sonic it would be for reliable utility (Dark, Rad) or superior AoE (Fire, Rad, AS, Archery).

    Imo the best trio (following your fender/corr concept) would be:
    Fire-Kin Corr (because kin is the least hurt by lower numbers) for easier xp-ing at lower level, controller be more handy but shines on late 40ies.
    Sonic-Sonic Fender (Pain-Sonic Corr will also work fine)
    Cold-Sonic Fender
    All three with Medicine and Leadership.