Panzerwaffen

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  1. Panzerwaffen

    Power Boost

    Quick question: Does Power Boost from the PPP affect summoned pets such as Triage Beacon or Force Field Generator? And, if so, does the buff only last the normal duration of 15 seconds?
  2. Panzerwaffen

    lvling

    Quote:
    Originally Posted by Tyger42 View Post
    Which is fine. However, that doesn't mean I shouldn't be irritated by lack of courtesy all the same if I don't place myself on hide. This isn't about how to hide under a rock from the lack of courtesy. It's about the lack of courtesy in itself.
    Well, we certainly have gotten extremely sidetracked from the original topic here, haven't we? Sure, I agree with you that it is discourteous to send a team request tell to someone who is flagged as "not accepting invites" with a comment that also indicates this. I simply question the reasoning behind using the big red "not accepting invites" vs. using the Hide tool.

    Seems to me there can only be 2 logical explanations.

    1: Player does not know about the Hide ability or how it functions.

    or

    2: Player wants to let everyone know that they don't want to team.

    So, let me ask you, since you seem to indicate you would rather set your flag and put a search comment up when you don't wish to team: What does that do for you that using the Hide tools will not also accomplish, while also completely avoiding any possibility of getting that annoying tell in the first place?

    Using Hide does not force a player to "hide under a rock" as you put it. (Didn't you say something earlier about hyperbole?) A player can select to Hide from any of the following in any combination: Search, Supergroup, Server Friends, Global Friends, Global Chat, Tells, or simply to block all Invites.

    I just don't understand the logic here.
  3. Panzerwaffen

    lvling

    Quote:
    Originally Posted by Tyger42 View Post
    And, yet, people still send those on not accepting invites and/or who have "not looking for a team" status messages all the time.
    Which is why they would be much better off placing themselves on hide. And for the record, "Not seeking" is not nearly the same status as "Do not accept invites". The majority of players I recruit for teams are from tells sent to those people who are "not seeking", which is the default setting for players that don't use or know about the team search flags. Any player that considers it rude to receive a tell when their team search is set to the default of "not seeking" is being overly sensitive.

    Quote:
    Finding something rude and annoying isn't "getting all worked up". Drop the hyperbole, it only damages your point.
    Sounds like someone is getting all worked up here...

    Quote:
    And "people like that"? People who want to be shown the simple common courtesy of others respecting their expressed wish to be left alone? How horrible for them.
    Here we go... This kind of attitude simply reinforces my opinion that some people go out of their way looking for something to be offended about so they can get all self-righteous over the perceived slight.

    "People like that" is not an insult. It is not derogatory. It was simply referring to other players that don't want to be bothered while solo or performing some other type of activity. I have been known to be one of those "people like that" myself. Which is why I use the hide function when I don't want to be bothered.

    Perfect example of this kind of behavior. The only player online right now on my server set to "not accepting invites" also feels it necessary to have "LEAVE ME ALONE" in all caps as his or her search comment. That serves no purpose, other than to advertise to all out there, the player's "special" status. Now, maybe that person simply does not know about the Hide function. Perhaps that is the case for many of these players. I think I might begin sending them polite tells asking them if they are aware of the hide function from now on.
  4. Well, one thing you should be doing when facing AOE heavy opponents, is doing everything possible to keep the AOE's focused on you, and not your pets. This will require you to be careful with positioning, as well as the ability to not just get initial agro but to keep it as much of it as possible. A MM really can't 'tankermind' without taking the Presence pool, in my experience. Challenge is a single target taunt with a fast recharge, while Provoke is an AOE taunt with a much longer recharge time. Both need to make to-hit checks, so need to be slotted with accuracy.
  5. Quote:
    Originally Posted by Eric_Nelson View Post
    LMAO! I wonder how many people will catch the joke there?
    I suspect a smaller number than the audience of Navy NCIS.
  6. Panzerwaffen

    lvling

    Quote:
    Originally Posted by Tyger42 View Post
    There is if the person is either set to "not accepting invites" or has a search comment that states clearly that they don't want to team. ( assuming they haven't been broadcasting for an invite or some such )
    Sure, but something like that is so obvious it's not even worth mentioning, in my opinion. People like that would be much better off by placing themselves on hide, rather than getting themselves all worked up over receiving a tell in the first place.
  7. Panzerwaffen

    Blaster Balance

    Quote:
    Originally Posted by Obitus View Post
    Edit: It's also worth noting that the very setting you chose -- the solo setting -- is precisely where the Blaster is least advantaged in any comparison. In team play, it's pretty obvious that Blasters are the best damage dealers, generally speaking. In solo play, however, Blasters' squishiness is a larger factor than their various, often intangible, offensive advantages. No amount of single-target holds is going to make a Blaster a Scrapper's equal when it comes to the sheer volume and variety of content they can easily solo. After Issue 16 introduces the team-size slider, the disparity -- which has already been highlighted by the advent of IOs and the so-called uber build -- will only grow less favorable for the Blaster.
    But isn't that kind of the point of the AT? Every AT is going to encounter situations where they do not perform at peak efficiency. Solo is going to be one of those for Blasters and Defenders, in many cases. The flip side of the coin, is that Scrappers while performing well solo, will bring less to a team than a Defender or Blaster in almost all cases. I don't see why it seems to be so hard for some people to grasp this concept. (That's just a general statement and not directed at you specifically.) All AT's are not meant to perform at equal levels in all situations. That would make for an immensely boring game.

    All AT's can solo content on Heroic/Villainous. That's all that is needed. Blasters can handle EB's solo if played competently. Heck, a properly built Blaster can solo AV's as well. Once a Blaster's survivability issues have been taken care, either by a team or through other means, they will in general, be able to defeat larger groups and defeat them at a faster pace than Scrappers.
  8. Panzerwaffen

    Blaster Balance

    Quote:
    Originally Posted by Gr33n View Post
    I would like to see the numbers showing another Blaster primary vs. spines...

    like Electric blast or AR...

    AR is laughable... Electric is good for a chuckle...

    I want end drain protection... inherent
    Feel free to bring a Spines scrapper to the wall in Cimerora and try to keep up with my AR blaster. You'll see what laughable really means then...
  9. Quote:
    Originally Posted by Saffron2009 View Post
    I also like to pimp up the range on the RA so a team doesn't have to be in as tight a gather to get that.
    Just an FYI, Range enhancements do not affect the radius of AOE powers. They usually cannot be slotted in anything other than Targeted AOE powers, like Fireball, and then they only affect the actual range the power can be fired at, not the size of the AOE. When used in cone powers, they do make the cone "larger" simply by increasing its length however.

    Quote:
    I like a little range on the rez on my pure empath cuz she's so squishy. I've been doing a blaster with a toggle for TOUGH. Can I fit that in, in this build? Or is that another power pool I cant get into? Maybe instead of the Dark comsumption? I dunno.
    Might be better off slotting IO sets for ranged defense bonus. Blessing of the Zephyr sets are fairly easy to add to any build, and Thunderstrike sets can be added to any ranged single target attack. Tough does not really add much resistance, and it only resists Smashing & Lethal damage.

    Quote:
    Clear mind is a super fast recharge. Maybe somebody could explain to me what they use the clear mind for. I've been told when somebody rezzes at less then full health they can use it. And when the villains have holds. The pure empath build i have now can keep clear mind on almost everyone all the time if my fingers dont get sore.
    It is usually a waste to try and keep CM up at all times unless facing unusually mez heavy opponents. I would use it reactively most of the time, and try to keep it up on any other Defenders or Controllers as much as possible. Also, don't forget that Scrappers and Tankers have inherent mez protection and CM is pretty much a waste of time on them.

    Quote:
    This is my first post on the forum...soooo be kind!!
    Welcome!
  10. Panzerwaffen

    lvling

    Quote:
    Originally Posted by Tyger42 View Post
    What other methods might those be? Randomly sending people tells or, worse, blind invites is more likely to land you on their ignore lists...
    There is nothing rude about sending people tells. I do it often and other than those that don't even bother to respond, I have never gotten a rude response. Of course, I also send tells that contain proper spelling and grammar rather than "u wnt team?" And to be honest, the type of player that is going to add me to ignore simply because I sent them a polite tell, is not the type of player I would ever want to team with anyway, so no loss there.
  11. Panzerwaffen

    lvling

    Quote:
    Originally Posted by Corebreach View Post
    In my experience, this is currently of negligible effectiveness. Stick with the other methods.
    It's better than running around randomly shouting LFT in broadcast. However, as I mentioned above, for me most teams are through global chat or global friends. I have used the team search flag in the past though with success, and if I am forming a team I always go first to those with LFT set.
  12. Panzerwaffen

    lvling

    Quote:
    Originally Posted by Kazukya1 View Post
    Teams are a rarity.
    No, they are not.
    • Join an active SG.
    • Use your server's global channels; every server has them.
    • When you find other players that have compatible playing styles, add them to global friends.
    • Use the existing team search tool to set your flag to LFT.
    • Using the same tool, send tells to players of similar level that are already on a team and ask if they have room for you.
    • Check your server section on the forum here for events.
    I would say I get 90%+ of teams through either global channels or global friends.
    Quote:
    And im looking for a SG that has patience to teach a newcomer.
    Look in your server's section here on the forum. There should be a stickied thread with a list of SG's in it.
  13. Panzerwaffen

    Blaster Balance

    Quote:
    Originally Posted by DragonEye View Post
    I just want blasters secondary sets to be more worthwhile. I find half or more of most secondary sets are usually completely skippable.
    Disagree as well. Currently, on my AR/EM blaster I have 5 primary powers and 8 secondary powers.
  14. Quote:
    Originally Posted by CryoTech View Post
    The Supremacy description wasnt quite specific enough, they must be on Follow and defensive.
    Despite the description, bodyguard mode will still work if the pets are in Defensive and given a Go To command as long as the player is still nearby.

    And to address the OP's issue, giving an Attack command will take the pets out of Defensive, and therefore bodyguard mode is no longer in effect. Keep in mind than a MM can have some pets in Defensive mode, and still issue attack orders to other pets. For example, keeping Battle Drones in Defensive, while issuing an order for the Assault Bot to attack one target and the Protector Bots to attack yet another target.

    Keybinds give the player much better control over their pets than the default commands, and allow greater tactical variation. There are some excellent bind guides here in the forum. Such as this one: http://boards.cityofheroes.com/showthread.php?t=117256
  15. Quote:
    Originally Posted by Rigel_Kent View Post

    Assault: Same answer as with Storm. Nice to have soloing and exemplaring below 38, but gets less handy the moment a controller busts out Fulcrum Shift, or the moment your nuke recharges.
    Already been said, but not all controllers are /kin and not all teams have kins on them. And the paltry damage from a Defender nuke is not even in the same ballpark as the constant +Dmg to an entire team from a single Assault toggle, let alone multiple stacked toggles.
  16. Quote:
    Originally Posted by Rigel_Kent View Post
    this weird phenomenon where people feel compelled to load up on so-so powers like Leadership toggles
    This made me chuckle... I take it you've never played on a team of Controllers, Corruptors or Defenders with stacked Leadership powers.
  17. Quote:
    Originally Posted by _Murk_ View Post
    Finding/Creating/Joining non AE teams since AE's release is a nightmare, I too have been around this game since it's launch. It sucks to be honest, I haven't seen the game this bad in it's entire run.
    Funny how I manage to get by without ever going near AE except rarely to solo farm some tickets, yet I never have a problem finding teams to join or forming them myself for normal content. Sounds to me like your team finding skills need a bit of work.
  18. I always take my travel power at level 14. The only exception to that, is if the character is not taking a travel power at all.
  19. Panzerwaffen

    HELP! Fire/Em...

    Quote:
    Originally Posted by Santorican View Post
    Those build are out of date. Take both because you are able to attack enemies when you are mesmerized. Also I would advise not taking the fire epic pool because nothing says you plan to die more then Rise of The Phoenix. Take Electrical or Force, they both provide a huge resistance bonus in Force of Nature and Surge of Power. Not to mention Force offers Personal Force Field which is a great power to use when you're in over your head.
    Agreed 100%. Force Mastery is great for increasing Blaster survivability.
  20. Quote:
    Originally Posted by Enoughsed101 View Post
    Ok if I want to create another Character is there anyway i am able to transfer the money I have on my 1st character to my 2nd character ? on the same account
    Are they both on the same server? If so, what server? I'm sure someone here can help you out with the transfer. I'll be happy to if it's Protector, or if not, I can create a new toon on another server.
  21. Quote:
    Originally Posted by Tyger42 View Post
    Most populated also means most likely to be laggy during "rushes".
    Most populated also means more likely to run into ignorant gits at any time..
  22. Panzerwaffen

    HELP! Fire/Em...

    Here ya go. I included melee attacks from EM, but you can easily swap them out with other powers of your choosing and stick with purely ranged attacks.

    I do think you should take a look at IO enhancements at some point. It is pretty inexpensive to frankenslot using cheaper set IO's. You will get more from each power that way than you will using SO's.

    Also, slotting level 15, 25 & 35 generic IO's rather than DO's/SO's will end up saving you influence over the career of your hero, as you won't have to be regularly replacing enhancements every few levels.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Acc(A), Dmg(3), Dmg(5), Dmg(11), EndRdx(29), RechRdx(46)
    Level 1: Power Thrust -- Acc(A)
    Level 2: Fire Blast -- Acc(A), Dmg(3), Dmg(7), Dmg(11), EndRdx(31), RechRdx(43)
    Level 4: Energy Punch -- Acc(A), Dmg(5), Dmg(19), Dmg(31), EndRdx(37)
    Level 6: Fire Ball -- Acc(A), Dmg(7), Dmg(9), Dmg(13), EndRdx(34), RechRdx(40)
    Level 8: Build Up -- RechRdx(A), RechRdx(9), RechRdx(15)
    Level 10: Swift -- Flight(A)
    Level 12: Hover -- Flight(A), Flight(13)
    Level 14: Fly -- Flight(A), Flight(15)
    Level 16: Fire Breath -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx(34), RechRdx(42)
    Level 18: Health -- Heal(A), Heal(48), Heal(48)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Blaze -- Acc(A), Dmg(23), Dmg(23), Dmg(25), EndRdx(29), RechRdx(40)
    Level 24: Aim -- RechRdx(A), RechRdx(25), RechRdx(27)
    Level 26: Bone Smasher -- Acc(A), Dmg(27), Dmg(31), Dmg(37), EndRdx(37)
    Level 28: Conserve Power -- RechRdx(A), RechRdx(36), RechRdx(46)
    Level 30: Hasten -- RechRdx(A), RechRdx(36), RechRdx(43)
    Level 32: Inferno -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(48)
    Level 35: Boost Range -- RechRdx(A), RechRdx(36), RechRdx(43)
    Level 38: Total Focus -- Acc(A), Dmg(39), Dmg(39), Dmg(39), Dsrnt(40), EndRdx(46)
    Level 41: Char -- Acc(A), Hold(42), Hold(42), RechRdx(50), EndRdx(50)
    Level 44: Fire Shield -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45), EndRdx(50)
    Level 47: Rise of the Phoenix -- Dmg(A)
    Level 49: Recall Friend -- EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:------------
    Set Bonuses:
  23. Panzerwaffen

    Blaster Balance

    Quote:
    Originally Posted by Obitus View Post
    Sustainable AoE damage? A very rough calc, below, gives the lie to your statement -- which is, I think, an understandable and likely widespread misconception based on anecdotal experience.
    You make some valid points. I've always felt that Fire's AOE potential was overstated when compared to Archery or AR. I have yet to see a Scrapper that can keep up with my AR/EM Blaster running the wall in Cimerora.

    You left out a couple important factors however.

    Scrapper melee PbAOE's affect a maximum of 10 targets.
    Scrapper melee cones affect a maximum of 5 targets.

    Blaster targeted AOE's affect a max of 16 targets. (60% more damage potential).
    Blaster cones affect a max of 10 targets (100% more damage potential).

    Those factors have a significant effect on damage output when on large teams.

    Quote:
    I also believe that, on the whole, Scrappers have less AoE damage available to them than do Blasters, and that as a general principle, Blasters have an easier time of delivering damage in teams which offer a sufficient amount of buff/debuff support.
    Agreed 100%.
  24. Panzerwaffen

    Blaster Balance

    Quote:
    Originally Posted by Hatred666 View Post
    Defenders, Controllers, and Masterminds can get defense and status protection from Force Field. Defenders, Controllers, and Corruptors can get resistance and status protection from Sonic Resonance. Controllers also have access to status protection from Indomitable Will in Psionic Mastery.
    Your original statement was:
    Quote:
    4. They have no inherent mez protection, and the only AT without such.
    Force Fields, Sonic Resonance and a power from an APP are not "inherent mez protection", as you stated above.

    Quote:
    5. They have very few mitigation tools.
    Primary Sets

    Archery
    Stun

    Assault Rifle
    Stun, Knockback

    Electrical Blast
    Hold

    Energy Blast
    Knockback

    Fire Blast
    Who needs control? Everything is dead.

    Ice Blast
    -Rech, -Speed, and 2 Holds

    Psychic Blast
    -Rech, Knockback, Sleep, Stun

    Sonic Blast
    Knockback, Sleep, Stun

    Secondary Sets

    Electricity Manipulation
    Immobilize, Stun, Hold, Knockback

    Energy Manipulation
    Knockback, 2 Stuns, and to top it off Power Boost.

    Devices
    Immobilize, -Rech, -Speed, Stun, -to hit

    Fire Manipulation
    Immobilize, -Speed

    Ice Manipulation
    -Rech, -Speed, Immobilize, -dmg, Knockdown, Hold, Sleep

    Mental Manipulation
    Immobilize, -Rech, Knockback, Confuse, Fear

    Now, what was it you were saying about lack of mitigation tools?
  25. Panzerwaffen

    Blaster Balance

    Quote:
    Originally Posted by Seraphael View Post
    Adressing the Blaster secondaries would require a lot of work as the difference between Energy and Devices or Ice, for instance, is humongeous in the damage department.
    It also makes your assertion that Scrapper damage is somehow as good or better than Blaster damage look silly. Which, I am confident, is the reason you left it out.

    Quote:
    Also, if purely comparing damage as you do with your inclusion of attacks from the secondary set, then you don't take into consideration that a Scrapper has survivability that ensures the damage potential can be met, while a Blapper would not be able to consistently do so due to the lack of survivability.
    You started off the thread with a lengthy half-baked comparison of damage potential and the patently false statement that "Clearly a Spines Scrapper outdamages an Energy Blaster". Survivability is a separate issue, and pretty irrelevant, since Blasters are, by definition, not supposed to have a lot of defense. In other words, the 'glass cannon' concept.

    But, on the issue of survivability, between their damage output and the controls that just about every Blaster set has available to them, survivability is not nearly the problem you make it out to be. Oh & let's not forget the ability to continue attacking even when mezzed that Defiance grants. Dead enemies can't hurt you.

    Quote:
    Not to mention only half of the sets provides those kind of DPA attacks.
    Electricity
    Charged Brawl: 131 DPA
    Havoc Punch: 96 DPA

    Fire
    Fire Sword: 98 DPA
    Ring of Fire: 82 DPA

    Ice
    Ice Sword: 82 DPA
    Frozen Fists: 68 DPA

    Mental
    Mind Probe: 78 DPA

    Even the 'weakest', most control heavy Blaster secondaries all provide melee attacks that exceed the DPA of the best Spines attack you mentioned, Ripper at 77 DPA. The only exception, being Devices.


    Quote:
    DPA does not tell the whole truth either. Sustainable damage is where its at in most situations. Recharge is not a factor in your DPA numbers,
    Recharge is completely irrelevant once a seamless attack chain is attained. But, since you brought this up, please show me where Scrappers have overall better recharging attacks than Blasters.

    Quote:
    Area of Effect is also not a consideration
    Ah. Thank you for pointing this out. Even the most cursory comparison of Blaster and Scrapper sets shows that by a vast margin Blasters have far more AOE potential than Scrappers. In your comparison above, you've taken the Scrapper AOE specialist, Spines, and put it up against a Blaster set known for fairly mediocre AOE ability, Energy Blast, and the Blaster still comes out favorably.

    If you want to examine AOE performance, more appropriate comparisons would be Spines vs. Archery, Assault Rifle or Fire. All of which far surpass Spines (or any other Scrapper set) in the sustainable AOE department.

    Quote:
    While Scrappers have Build-Up, Follow Up (basically a permanent BU with enough recharge), Fiery Embrace, Quickness, Against All Odds (basically a permanent BU/Aim in large teams). Your point being?
    By point being, that generally speaking, most Blaster primary/secondary combos will have BOTH Aim & Build-Up. Most Scrappers will only have a single damage boosting power. There are, of course, obvious exceptions to this, such as AR & Devices on the Blaster side and Fiery Aura & Shields on the Scrapper side.

    The Blaster inherent, Defiance, also boosts damage by a not inconsiderable amount.