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Posts
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The whole Croatoa situation is convoluted. But, IIRC -
The Cabal are the remnants of the original Croatoa settlers that dissappeared. The Redcaps came, I don't remember how, and tortured and killed all the men folk. The remaining women banded together for survival and revenge, and began learning their painful magics.
Basically, the Cabal are supposed to be 'good guys,' but they've been trapped in a war with dwindling number, and no way to replace them. This leads to many of the cabal feeling justfied taking what they need/want from the current Croatoans. And (again, IIRC) if they ever loose certain members who act as their moral core - most notably Katie Hannon - then they really will become no better then the things they are fighting.
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Dang, I think I really need to rerun the Croatoan arcs... -
Quick question - is Mercurial Blow (I think that's the name?) worth taking on a non-Tanker?
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Quote:Gee... Late Blooming Primary, Late Blooming Secondary, and still level 10... I think I may see your problem...I made a scrapper Spines/EA and tho he is only level 10 he feels extremely weak..
Seriously, the only real complaint I have with /EA any more is the lack of a 'No Fade or Pulse' option for Energy Cloak. Otherwise, the Dev's have finally tweaked this set into working. -
Quote:...any other suggestions? Like maybe removing Corruptors from the game entirly? 'cause let me assure you, Scourge will not make up for the Defenders having a higher base damage AND more hit points...Part of the reason why I thought Defenders should have a 0.8 damage mod and Scrapper HPs. Noticeable increases, but still a different feel from controllers and masterminds.
Seriously, what Defenders and Corruptors need the most is an identity seperate from each other. If you can work out a way to fix that issue, the overlap with Masterminds and Controllers will be easier to handle. -
Quote:This argument was rendered invalid by the overhaul to Fury.They pretty much said that this would never happen because of the Fury mechanic,
Once upon a long time ago, Fury could only be built by the Brute actually being hit. Enemy attacks that missed didn't count. Ice Armor, between being a Defense based set, and its Slow effects... did not work well with that concept of Fury.
These days, Fury is much easier to build. The Brute's own attacks build fury, enemy attacks, even if they don't hit, build fury... the reasons that Ice Armor was incompatable with Fury are no longer valid. Oh, it would still have an impact on Fury generation, true... but no worse than the Mez toggles in Dark Armor do.
That said, sooner or later, everything that can be proliferated, will be proliferated. Just... don't expect it any time soon. I'm suspecting we won't see any new proliferation until come up short on content for an issue, for some reason. Powerset Proliferation being something of the Low-Hanging Fruit, as it were... -
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Cute... but I doubt it's feasible.
Now, what I'd like to see is a portable store-bot, something we can purchase through the Cash Shop. Something that we can put on a character, so they can set up a temporary store, even inside a mission.
This store should buy enhancements, recipies, and salvage (although at reduced prices from 'real' stores) and sell Inspirations (possibly excepting Awakens) and Level Appropriate Enhancements to the caster.
This way we can dump excess crap, and restock Inspirations or replace enhancements we've outleveled, without breaking the flow of the mission too much.
And, just for the heck of it, it could even look like a vending machine... ^_~ -
Quote:I think it's called 'Parry.'I've heard that Battle Axe and Broad Sword are basically clones from a couple players now.
However, Broad Sword is one of my favorite power sets and Battle Axe is on the other end of the spectrum. I'm starting to wonder why that is now.
Okay, it could also be the better lay-out of powers, with Broad Sword getting some AoE early, and the other major part at level 18; Battle Axe, on the other hand, only starts getting AoE at 18.
On top of that, Battle Axe relies exclusivly on 'Chance for Knockdown' for its additional mitigation. While that's not bad, it's also not exceptional.
For me, the worst part is that they (and War Mace) all use 90% of the same animations... and I know that the weapons don't work that way! You don't wield an axe like a sword! Or even like a club! -
Quote:Well, yes, in general, Resist-based sets will serve Brutes better than Scrappers.Was going to resurrect an old post since Staff is coming next week, but figured I would make a new on the general build area to get input from both the Scrapper and Brute communities. The consensus in my Scrapper post from a few weeks back was that Electric paired better with a Brute than a scrapper, so I am going to pose it this way:
Staff/Energy Scrapper
or
Staff/Electric Brute
Personally, I like fast action, little downtime, being able to survive on my own a lot, and lots and lots of END. For the build, I will focus plenty on +Def set bonuses with an eye toward layered Defenses. Money (ingame) is not an issue.
Discuss...
But as for these specific combos...
Personally, I think that Electric Armor is still the better designed of the two sets, especially on an AT that can reach the 90% resist cap. Between Power Sink and a Lightning Field slotted for Endurance Modification over damage, and you'll be keeping most anything close to you at low-to-none Endurace. (I know it isn't particulalry 'Heroic,' but there's something enjoyable about beating up a Boss or Elite Boss class enemy that has been reduced to standing around and only occasionally lashing out with one of their weaker attacks.)
Energy Aura is no longer armor-plated tissue paper, but some of the odd design features are still there from its origin as a kludge replacement for Ice Armor. Still, it's not a bad choice anymore, especially if you want some form of built-in stealth feature.
Overall, I think the real question here is 'Scrapper or Brute' for Staffs, and on that, I can't really say. I didn't play around with Staff Fighting much on Beta. On paper, it looks like Scrappers won't get as much benefit from Perfection as Brutes will... but that could be far off base.
Good luck! -
I'm not sure that any AT needs overall 'Help' any more. (Possibly excepting Khelds, but I'm not sure they can fix my issues there, being the result of some baffling design decisions.)
I would like to see tweaks made, yes; As previously mentioned in this thread, Tankers and Brutes could use more of an individual identity. Same with Corruptors and Defenders. (Seriously, when the only reason I can come up with to take one AT over the other is 'does it fit my concept better to have better armor/get my buffs or debuffs faster, or not?' then the overlap in the ATs is perhaps a bit too much.)
Similarly, tweaks to Scrappers and Masterminds would be nice, but ultimately not needed.
As for Blasters, most of the issues I have with Blasters (i.e. the issues of Snipes and End-Consuming Nukes) aren't exclusive to them, Corruptors and Defenders have them as well. The only thing exclusive to Blasters I have is the lack of secondary sets to choose from.
Of course, every (non-epic) AT have certain problem power sets... but those are not AT problems. -
Quote:To be honest, Ninja Blade/Ninjitsu would be my second choice. But it's the one that's in the game, so...Stalkers are the tricky one, it seems the pretty common consensus is Stalker = Ninja, but I don't like ninja (They're as tired and played out as zombies, IMO), so I've never really viewed them that way. If anything Stalker = Assassin to me, but that conflicts with the actual design of the AT in that modern Assassins are generally ranged, not melee.
When I think the classic Stalker, I think of a gentleman in a suit, and armed only with a switchblade, and yet can enter enemy territory undetected and take everyone out before most of them realize there is an intruder. (If this sounds familiar to a character from an on-line shooting game... you may be onto something.)
But there isn't a powerset for a single small blade, so I went with the next best option. -
Quote:Honestly? No.Is anyone else wondering if MoG is going to see a change since instead of 'Deflected' coming up the attack reads 'Absorbed'.
Would make sense of Regen that with MoG instead of just being completely invulnerable you absorb all the power of the attacks thus regaining a lot of health.
MoG is working just as intended now. It does exactly what it needs to do, to make Regeneration able to work in the situation it is weakest - Taking a Heavy Alpha.
Now, this new 'Absorb' Mechanic would have worked wonders for either Dark Armor or Energy Aura, but I doubt either of them are going to get retrofit for this mechanic, either. No, I'm sure this is going to be the gimmick in either a new defense set (Psychic Armor? Some form of Kinetic Armor?) or it will be used in a new Buff/Debuff set (...Okay, I'm drawing a blank as to what it could be, but that may just be me...) -
Let me reiterate:
I'm not asking for 'Optimal' pairings. I'm asking for what powers you think of when you consider the Archetypes without any bias toward a name or a backstory. Or, as Trickshooter put it:
Quote:That's what I'm asking for.Not necessarily what I'd play ... ..., but it's what I think of when I think of these Archetypes.
This is purely for curiosity's sake, here. It was just something I wanted to know, when it occured to me how odd it was that the first thing I come up with when I think of a Defender was Empathy/Archery. -
Ahem.
Here's a link to the Medieval Bestiary.
You will notice a distinct lack of 'Wings' mentioned. Near as I can figure, Wings didn't come into play until modern Pen and Paper Role Playing Games. -
This is just out of curiosity, but I want to know what people think of as the definitive power sets for the basic archetypes.
To make this clear... I'm asking what sets you think of when you hear 'Blaster' or 'Mastermind' etc., without any other information at all. Not what you think the best sets are, or the most effective. Just what first comes to mind when you hear 'Brute' or so on.
I realize this is completely subjective and opinion based, but I am curious.
And to start things off, here are mine:
Blaster: Energy Blast/Energy Manipulation
Brute: Super Strength/Willpower
Controller: Illusion Control/Force Fields
Corruptor: Fire Blast/Dark Miasma
Defender: Empathy/Archery
Dominator: Mind Control/Psionic Assault
Mastermind: Robotics/Traps
Scrapper: Street Justice/Shield Defense
Stalker: Ninja Blade/Ninjitsu
Tanker: Invulnerability/Super Strength
I honestly couldn't tell you WHY some of those are my definitive sets... (Controller and Defender especially) but these are what I think of when I consider the AT without anything else.
So... what do you consider the definitive sets of the archetypes? -
Meh... I'm far more interested in SSA #2.
...or rather, far more disapointed that it looks like we will be waiting until I23 to get SSA #2. -
You know, if they were going to include a cat with a scorpion tail... couldn't they have just gone the extra little bit? Make the face human like, and call it a Manticore pet!
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With the addition of dogs and wolves to the game, I've been waiting for certain enemy groups to get some animals added to them. Council/5th Column, for one. PPD, RIP, Cage Consortium, Luddites, Carnival of Shadows, Cimerorians... all of these groups would be logical places to find attack dogs.
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The new CoT that we ended up with look quite nice.
The Catastrophe mentioned is what the CoT revamp originally proposed. As nothing ever seems truly gone from the internet, I'm sure a few pictures of what the Circle was originally going to look like are still sitting around someplace... let's just say that the 'Circle of Thorns' in those pictures forgot their robes, and we are all sadder for seeing them in just their bodysuits. -
Quote:Yeah... I think if the devs were willing to go that route, they'd just make a new melee set, rather than tack it onto EM.Bold idea for cool gimmicky version of Energy Melee!
Cause splash damage to up to three baddies adjacent to the target whenever you hit Stunned opponents with single target attacks.
Fast animating attacks would only cause maybe a procs worth of damage, but the effect would upgrade slow animating attacks (Total Focus) to decent full AoE.
Personally, I'm going to go with the whole 'EM doesn't need more AoE' crowd. AoE would be nice, but personally, I doubt the devs would go for it.
No, my concept of a 'fixed' EM would be:
- Rather than some AoE damage, let's get EM better AoE mitigation; Make the Stun in Whirling Hand a Mag 3 with a 60% chance of firing.
- Either make the Stun in Total Focus a Mag 4 again, or give it a longer duration.
- Cut down the animation time of ET some. I'm not advocating a lot, but bring it in line with other big hitters - 2.33 seconds or less, thank you. (Yes, I do think lossing .34 seconds would make a big difference.)
- Finally, something must be done with Stun. I'm actually liking Eldagore's idea of making it a ranged attack...
Of course, I admit, I'm coming at this from the Brute/Tank perspective, so I'm not really sure if these would have any real impact on Stalker EM. - Rather than some AoE damage, let's get EM better AoE mitigation; Make the Stun in Whirling Hand a Mag 3 with a 60% chance of firing.
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Sorry if I'm asking a question that was answered somewhere in this thread... but will these jet pack back packs have animations when flight/hover is activated?
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Quote:Based on the 'Everything we can proliferate will be prolierated... eventually' idea, we can expect EM to come under Dev scrutiny when it's time comes up for getting ported to Scrappers.Gosh, this is pretty much what I felt when I read this thread. The devs don't even have it on their radar anymore if it ever was there post nerf....So sad lil pink power buffs.
Personally, I'm not sure what EM needs to really feel like something more than a novelty. Reducing ET animation to 2.33 seconds or less would help. Giving Stun the Clobber treatment would probably also make that power slightly less redundant... but that's all I can think of, and I'm not sure how that would impact the set as a whole. -
I expect the Devs to give Energy Melee another overhaul when they get around to proliferating it to Scrappers. (It would be the most logical time to do so, after all.) I have no clue as to what they would do with it then... but I generally agree that there's still something broken with the set. They balanced it out of it's Single Target Burst Damage niche, and left it with nothing truly remarkable about itself except having two very powerful attacks, with two of the longest cast-times for single target attacks. (That, and being one the two remaining melee sets to have a melee-range control with little-to-no damage associated with it.)
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I honestly haven't had an issue with Super Strength since they added the 'Heroic' animations. I pick and choose between the ones I want, and the end result works for me.
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I would LOVE to see alternate animations for the Broadsword/Battle Axe/War Mace group. I would especially love it if they gave them truely unique animations each, but having some form of alternative to at least some of the attacks would be a big draw back to those sets.