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Posts
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The pet lasts 30 seconds for both slick and quake.
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IMO part of the balance that should happen would be to split AV regen between a debuffable and non-debuffable portions. -Regen matters way too much during high level AV fights, and that, more than anything else, is what splits the sets down the middle.
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Thank you all for the replies.
RE: Combustion vs Neutron Bomb, I think I'm sticking with the latter. I have experience with Combustion from previous characters and just really hate the power. NB isn't perfect, but its the only ranged AoE this character has.
Unfortunatley due to the expense of this character and how fail PBAoE is in trials, I'm considering shelving this character for the time being. I can do a ranged+recharge build on a more traditional ranged squishy for about 1/3rd the price. I know, I just got done saying how the character suprised me with his effectiveness, but when I got to looking at my finances, I see that I could outfit 3 other characters for what it would take to make this one decently defensive. Maybe I will come back to him if I stumble over several billion influence some day, or just get fickle again. -
Quote:You're right, sort of; I'm conflating history. The power appears to have been changed at least twice. This is the statement Castle made when he changed the power to the most recent version in around January 2008:This tells only one side of the story. The flip side to the ally only targeting was that it had a fast recharge, 10 seconds I think, and a 100% chance to disorient for seven seconds. This meant with minimal(2-3) slotting you could easily use it to perma disorient bosses. As I recall the reason they changed it to ally targeting wasn't because the devs thought it sucked but because on *masterminds* this was an overpowered ability. If the old version had been knockdown rather then knockback it would have been an awesome power. I still thought it was pretty good.
Quote:Force Fields has a couple powers which are unpopular, repulsion bomb being one. Of those, Repulsion bomb was the easiest to address, since it already had a good list of options. I started by increasing the damage; which you guys are seeing now. I then changed KB to KD, and stripped Containment bonuses from it -- changes which haven't hit the Training Room yet. -
I thought Team Teleport teleported all friendlies within 30ft. Admitedly I haven't actually experimented with it.
Remember though that Team Teleport is not the same as Assemble the Team. Team Teleport is a 30ft AoE version of Teleport, where Assemble the Team is a global version of Recall Friend that doesn't care where anyone is located.
Anyway if you actually have a character with TT you can create an AE mission with a mob that has Confusion as its only power, and try it. -
Boxing and Kick and take them off your action bar. Expect weird tells from people asking why you blew 2 power picks.
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A Mind/Earth Dominator in Domination mode can stack 18 mag hold in about 3.73 seconds with Dominate > Telekinesis > Seismic Smash. That's if you really want to try to team up and hold Lord Recluse. I'm still not sure that's possible even with two Dominators but I'm often proven wrong.
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Unfortunately Force Feedback doesnt work well in Bonfire, because the power is a psuedo pet.
IMO if your only main criteria is stacking hold Mag, a Dominator would suit you better. Mind Control on a Dominator probably has the best odds (but could solo most standard AVs better with stacked Confusion instead). Mind/Earth specifically has Seismic Smash and Power Boost. If you are just stretching out an existing character, I think there are other build decisions that would probably suit you better unless this a concept build.
BTW I agree with the previous poster who said Hasten should be a high priority. -
I don't really happen to think that actual Victorian costume is really a good example of what would be the opposite of sexist.
Anyway, if you want to build something more modest, layer the costume pieces. You don't have to wear them over keyhole lycra. For an imperfect example of it taken to an extreme:
The problem with any outfit like this of course is that dresses aren't long enough, so you are forced into dealing with the length of the leg. This is a more or less unfixable issue due to how the game works. However, any time you give a model pieces that lace all the way up to the neck, I don't see how you can say it's not adding less modesty rather than more.
Short version: coats would still be nice of course but just because a piece is layerable doesn't mean you have to dress like a streetwalker. -
Quote:Please post a video of you or someone else using Force Field's knockback in a way that rivals the power of Cold Domination. I'm kind of tired of the "appeal to infinite levels of skill" argument about knockback.
But then I wouldn't expect a novice to really know how to use KB properly to greater effect than most controls...you're not a novice, are you?
[EDIT: I'm sorry if that seems harsh. My point is that I'm really, really tired of hearing about how all it takes is "skill" to make Force Field work when I have never, ever seen this in action. This is the "science fiction" I was refering to; big talk on the boards about how effective FF's knockback "can be" without anyone acually able to produce an example. If this cryptid exists, lets see it. If not, the people who have consistently held FF back by arguing that KB "just requires skill" need to step aside so this set can be made more appropriate for the game as it is today.]
[EDIT2: I'd also like to find out if any of the people who fought tooth and nail to keep Repulsion Bomb the way it originally was actually do run around with that power slotted for knockback out of protest for the fact it was changed. For some reason I have a strong feeling they don't exist despite the gnashing of teeth that went on during that set of discussions.] -
Quote:The problem is with Bottoms. Firstly, there's no "Athletic Shorts" option, and I do know a number of men who wear those (yes, they're all cyclists). The closest you can come is tights with Bare feet. There's not even a "no socks" option for sneakers with tights (which women do get). The only skimpy option is really "Bare" which gets you the type of shorts men wear for body building. It's not underwear, it's not a speedo, it's not anything.
Actually, you can do a pantless castrato as long as you make it a zombie or werewolf. -
Well one thing I can say about female costumes in general is that I find them easier to layer. The newest pieces are really good for that and can be used to make everything from churchlady to Amy Fisher.
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Actually -Range has come up with TA before, and I think the reason most people rejected it (in that unofficial "board consensus" way) was that TA is also available to Controllers. If you could debuff Range without being seen and then just cage everything you could fight without enemies having any chance of retaliating starting at level 4.
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I think Repulsion Bomb may have one of the sadder histories of powers in the game. The current version is actually buffed from what it was previously--a mind bogglingly awful power which required you to target a teammate. The power would sloooowly travel to the ally and when it finally arrived, knock enemies back from around them. Basically like a one shot version of Sonic Repulsion with a 3 second root time each time you used it in addition to travel time. When it was converted to basically an (incredibly mediocre) AoE blast, it kept this excruciating cast time because its not one of the things considered in calculating damage. What's more concerning though is that when the possibility of change was brought up, there were people fighting Castle about the loss of knockback in this piece of cracker jacks power.
Really, if Force Field has any consistent flaw, its that it became ground zero for maintaining the science fiction that knockback and repel are competive with controls and debuffs. Force Field actually has exactly as many enemy affecting powers as Cold Domination. It's just that Cold gets powers that can bring down giant monsters and Force Field gets stuff like Force Bolt. -
I think part of the OPs question is really more about thematics than output. Basically, "why is the only set with fire's numbers only available in a fire theme." The answer to that part of the question is that is just how most of the powersets are set up. 1 or 2 (mainly Earth Control) let you change the theme somewhat drastically.
To answer the question of why you see clusters of certain character types, I think this is partially because players play "follow the leader" and tend to build the same combos that other people have demonstrated as effective. One current flavor of the month combo, Illusion/Cold, was virtually ignored for nearly a year after proliferation made it possible until one player built one and started posting videos of it. -
IMO where TA really sinks is the cast time to put all those arrows out there. In the time it takes to do that, a Cold has dropped Sleet once (and still outperformed you).
Someone a long time ago suggested making Disruption Arrow an invincible but attackable pet with a Taunt aura. I really like that suggestion. -
Quote:The only issue with is that a lot of Controllers might ask to get Defender buff modifiers in exchange. And what about Corruptors?
Given that mez powers aren't standardized at all, it's probably just easier to modify the powers with mezzes in them than changing the modifier; they're doing the same thing in the end, but people will find it easier to swallow (a lot of what we're doing here is about player perception).
My logic is that when a control-ish power shows up in a Defender primary it's not "Control," its a Defense method. It's taking the place of what would otherwise be a buff/debuff ability. I think Defenders should be around as good at using Thunderclap and EMP Arrow as a Controller is. They still would not get the Overpower ability (note: Controllers typically don't either with their secondaries). What keeps Defenders in check is that they don't have access to the major AoE Control powers anyway, so while they might be sort of comparable in some capacities, they would still not be bringing the house down. I don't think this would completely repair Trick Arrow but it would at least start it down the right path. -
I would guess some type of Brute. Claws/Willpower maybe?
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I think some of these changes are good. I think some of them also overemphasize individual powers instead of their respective sets though.
There are some changes I'll add in general though:
To Defenders in general:
Change the Defender modifier for Hold, Sleep, Stun, Immobilize, Confusion and Fear to the Controller value. I mainly play Controllers but I still think this is only fair.
To knockback:
Apply modifiers to knockback chance not just magnitude. This would somewhat redeem Energy Blast on Defenders in my eyes; still low damage but at least with more predictable knock.
To Trick Arrow:
Acid Arrow gets a few points of Energy damage so that it can be used to trigger Oil Slicks. (I mean come on.) -
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Some people would argue against releasing 20 new powersets if they were already completed and just required a bit change to enable.
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Again, I think the word "sexism" carries baggage that is not helpful to this discussion. Sexism is a serious charge. We can argue about the watering down of terminology and societies that are ambivalent to the sins in their midst, but in my opinion that level of language is not helpful for what should be the main point: building bridges to the developers that will result in useful change. Starting the conversation by calling their work "sexist" is not useful.
I'll add that there's an assumption about women in skimpy clothing that I do find somewhat irksome: that they're doing it to please a man. I think that is potentially true in some cases but that it also denies agency over one's appearance. My friend-girl (as distinguished from girl-friend) got her hands on this game and used to create an outfit that would be called "Panties and Eyeshadow" if it were available in the pre-built list.
[On a completely unrelated note, I will share a story about one of the drag performers here in New Orleans. A few years ago she had a show on Saturday night that I would sometimes attend, and one night over drinks she asked what I did for fun. I told her about playing dress up in this game and she said "oh you mean like electronic drag." I said kinda yeah but you gain levels and kill things too. Her response was basically "Whatever honey, I just want you to know I support your alternative lifestyle."] -
Hi folks,
Blasters are new to me. I have lots of experience with Controllers and Dominators but very little with Blasters. For a long time I had pigeonholed Blasters as a very squishy archetype that really couldn't solo much. I guess I was guilty of judging the AT by how it performs around level 20.
Anyway, this is my proposed build for my Radiation/Fire/Fire Blaster, RGBee. The character is a humanoid sized bumble bee with "optical" blast powers. Here's what he looks like when Hasten hands don't assert themselves:
Anyway, I have zero experience with Blaster builds. I know that I want Rise of the Phoenix for sure--its one of my favorite powers. Everything else I'm a little "eh" on. I've constructed an extremely expensive S/L based "goal build" that gets him to around 44.2% SL defense and 50% SL resistance, with backup support of Aid Self (a power I'm aware many people dont like but I tend to feel naked without--I use it as a patch up tool between fights so that I can save greens for when they are really needed).
To get there, I had to make some tradeoffs. What's hard for me to judge is when the tradeoffs are "too much" though. I have no real sense of what a high level Blaster should be capable. Specifically, in the build below Aim and Build Up could recharge somewhat faster, Ring of Fire could be slotted for Damage, and a -resist proc (which I am not, in honesty, that impressed by [edit: but maybe should be]) could be snuck in somewhere. I also seriously doubt I will ever bother actually getting the PVP defense IO. I have other builds that also sit at around 41% defense, awaiting the fantasy PVP IO, and they seem to do okay though.
BTW this build definitely assumes I'm using Cardiacs to control endurance usage.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
RGBee Ranged: Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(27), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(31)
Level 2: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-%Dam(27)
Level 4: Neutrino Bolt -- HO:Nucle(A), Dmg-I(43)
Level 6: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 8: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(23), RechRdx-I(31)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(43)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(36)
Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Acc/EndRdx/Rchg(19), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(21), Amaze-Stun(23)
Level 20: Aid Other -- Heal-I(A)
Level 22: Aid Self -- Heal-I(A)
Level 24: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Knock%(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Acc/Dmg(46)
Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dam%(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43)
Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam(48), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(50)
Level 32: Weave -- LkGmblr-Rchg+(A), DefBuff-I(33), HO:Cyto(45)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 38: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Bonfire -- RechRdx-I(A)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam(45), RctvArm-EndRdx(46), GA-3defTpProc(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Maneuvers -- HO:Cyto(A), LkGmblr-Rchg+(50), DefBuff-I(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
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IMO Mind/Radiation Controller would work very well for the traditional "magical pixie," as would most variaties of Mind Dominator, especially Mind/Psi since it is almost entirely ranged except for 1 or 2 powers. The reliance on sleeps and confusion is what seems "pixie-ish" to me, and the set can be played from Hover without any issues.
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I decided to stick with the Blaster. I think I was just at one of those level ranges where the full potential of the character wasn't yet apparant. Acquiring Burn and (suprisingly) Bonfire completely changed the character's damage output and life expectency. Thanks for the feedback guys.