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Posts
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Joined
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I'd prefer Cimerora for the lighting. (Surely everyone who's coming will have a 35?) But I'll certainly go anyplace for it.
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Tony, given the uncertain state of these forums, might you post a link to the Titan Network Forums in the OP where we might follow this?
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Quote:Me too, Voodoo. I'd solo all the time if necessary. This is the only MMO I've ever played. I'm not interested in the fantasy genre.Kind of want to see a Kickstarter to keep it. Or someone porting this into a stand alone game somehow. Yeah, I'd play it all by myself.
I'm so sad, and I don't know where to go next. -
I'm sad and in shock, but...
Thank you, thank you, thank you, everyone who was involved with creating this game. I've never played an MMO other than this, because this was home.
While the end is hard for us players, know that we appreciate and respect what you've done for us, for this game, and this community.
Good luck! -
Sam,
I want to acknowledge the amazing amount of work that went into this thread, but I'd really hate it if this came to pass. The Rogue Isles are why I play this game, don't sweep away all that I love about it. I know you have been very critical of several of the zones redside, but keep in mind that some of us really love the place.
I'm someone who primarily plays redside, and massive changes along these lines are non-trivial to me. I like playing within the dystopian Etoile Isles. The social darwinism of Arachnos, and the challenges that creates for maintaining control of the islands, is a really interesting (and horrible) ideological system.
As it stands now, the rule of Recluse and Arachnos explains both why there is so much room to maneuver in the Rogue Isles and why the US simply hasn't gone in and cleaned up these tiny islands. Arachnos is dangerous in a way that a cluster of fragmented, mutually-opposed governments/rulers aren't. Having the islands unified explains the technological and material wealth available to Arachnos (not fairly distributed, of course, but incredible wealth nonetheless). The mining on Sharkhead, the free power on Cap au Diable, and the gambling and entertainment on St. Martial are the sources of wealth that make Grandville (and Cap) possible. This money funds the technological innovation and military material that makes the Rogue Isles a threat. With the islands completely fragmented, only Sharkhead and St. Martial would have much economic power left, and Sharkhead would soon be completely taken over by the scrapyarders without Arachnos backing up Cage.
I'm not opposed to all changes--I'd really like to see some more clear explanation of what exactly Longbow is doing in Nerva (in my mind, Recluse uses Longbow's presence there as evidence of the "evil imperiousness of the USA" for international opinion). I'd like to see more about the PVP islands. Bloody Bay has a confusing and contradictory lore. I'd like to see more of the islands not currently in game. I'd also like to see something more made of the Abyss, probably the most beautiful zone in the entire game.
I'd love to see the tunnel between Port Oakes and Cap au Diable opened. A friend of mine once suggested that the tunnel itself could be a zone unto itself, with dangers along the way. I've often wondered how many people don't even know that PO and Cap are on the same island.
But these massive changes? Please, no. -
Archery is that set for me. It's not the greatest set, though Blazing Arrow and RoA are very good! I love the animations and it works really well conceptually for my characters.
Trick Arrow/Archery defenders (2 of them)
Dark/Archery defender
Kin/Archery defender
Archery/Devices blaster
Archery/Mental Manipulation blaster
Archery/Energy blaster
Archery/Traps corruptor
Ninja/Storm mastermind (does that count? I took one of the attacks!)
I've been thinking of trying an Archery/Radiation corruptor. -
The sets look really nice. I'd put a little accuracy enhancement in the Heal set for those folks with to hit checks on their heals.
The procs might be a little too strong, especially for the Defense set. -
Yay! It was cake!
Thanks for organizing, GL!!! -
@Pattern Walker, Jakob Frost, Ice/Cold corruptor
I have tier 3 Assault Hybrid, tier 4 Rebirth (radial), will get at least tier 3 Longbow and Diamagnetic -
I just found out that I'm scheduled for something at 5:45 tonight, so I'm not going to be able to make the run.
I might be able to make a later run, though.
Good luck! -
@Pattern Walker, Ice/Cold Corruptor, hybrid unlocked and slotted.
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(tl;dr version: can we please have at least an informal exception to thread necromancy rules for Player Guides?)
I have a question about "thread necromancy. I've quoted the relevant rules below (I've snipped out unrelated rules).
Quote:In particular, I'm thinking of times when I've posted feedback to a player-written guide. Usually it's something along the lines of "I found this guide for Primary/Secondary powerset ATs to helpful because of X and Y. If you do an update, would it be possible to include Z or am I misunderstanding Z? My experience with G is different than the guide and previous player feedback in this thread--am I doing something wrong?"Message Forum Rules and Regulations
5. Non-Constructive posts are prohibited.
Below is a non-exhaustive list of examples of non-constructive posts.
- Thread bumping (posts the sole purpose of which is to keep a thread at the top of a particular forum) is prohibited. To request increased visibility for a thread, please contact a forum moderator.
- Cross posting - As a courtesy to others before beginning a new thread, please look to see if an active thread on that topic has already been established using the Search feature. If so, place your comments there instead. Multiple threads on the same subject clutter up the forum needlessly and many good ideas may be lost. Use the Search link to keep discussions about one topic to one thread only.
- ‘Thread necromancy,’ or ‘necro-posting’ is responding to a thread that has not been active (has had no posts) in at least 30 days. ‘Necro-posting’ is a form of thread ‘bumping’ and as such is prohibited. If you wish to discuss a considerably older topic, create a new post and link to the older discussion.
There are times when I would like to post such feedback to a player guide more than 30 days after the last post. But posting the feedback and questions in the guide thread seems to be more reader-friendly, less confusing, and more efficient than the alternative. I could break the feedback and questions into 3 parts: Cut off the feedback and suggestion about Z and send a PM to the author (hiding the feedback from other, potentially guide-seeking or guide-writing players), ask about Z in a new thread with a link to the guide, and ask about G in a second new thread with a link to the guide.
I'd like to see some kind of leeway on the thread necromancy rules for Player Guides. I suspect that both writers and readers of guides use those guide threads differently than a typical question post. There is value in having feedback and ongoing discussion contained in the guide thread itself, rather than spinning out into multiple hard to find threads across the forums.
Thanks for reading all this. -
Okay, I've planned out my Archery/Hyper-Intellect Corruptor. When is this supposed to hit Live?
Please? -
I know that you want to avoid toggles, but let me tell you how I built my Rad/Kin: I focused on reducing my chances of getting mezzed. Avoiding mezzes allowed me to buff and debuff while using Transfusion to keep myself alive. This meant I took defense powers (Combat Jumping, Tough with the Steadfast +defense proc, Weave, and Scorpion Shield). I focused on set bonuses that offered defense bonuses (S/L/E in particular, due to stacking with Scorpion Shield). And I took Acrobatics.
I know no one takes Acrobatics anymore, but it offers important mez protection--mag 2 protection against holds and really good knockback protection. You can get the -kb via procs, but that hold protection makes a world of difference. With CJ and Acrobatics you'll have some protection against the most common mezzes in the game other than stuns. Your defenses keep holds from stacking and reduce the number of stuns that hit you, and you can use Cosmic Burst to stun stunners before they get you. -
Quote:See, this is where you say that you're being objective and numbers-based, but really you're just privileging your chosen set of criteria (raw damage output alone absent any evaluation of secondary powerset), while denigrating anyone else's set of criteria (say mitigation via mezzes and/or debuffs or synergy with secondary powerset). I fail to see how your set of criteria are objectively superior to mine. Another_Fan points out that there are multiple ways to quantify set performance, and while your attention to almost nothing beyond damage has the benefit of simplicity, that's also the drawback.In response to this, the answer is still really 'No'. While Dark brings -ToHit, it brings substantially less damage. It's offered mitigation is not worth the damage loss. Killing things faster is it's own form of mitigation.
I guarantee you that Fire/Sonic would have been a nightmare of death and debt on my typical 85-90% solo leveling path, while my Dark/Sonic is one of my favorite characters. Dark certainly has the lowest damage output in raw per-blast numbers, but it offers a set of benefits that help make up for some of the challenges of soloing with Sonic Resonance. That has value.
I would certainly welcome any damage buff to all the non-fire/non-ice blast sets, though any such buff would make me even less likely to take Fire blast. Out of at least 20 Corruptors, I've only got 1 Fire blast character (in his mid-30s). -
(sorry for raising this thread from the dead, didn't realize it was almost a month old before I commented.)
Is there a point to corruptor blast sets other than Fire?
Certainly. As someone who tends to solo a lot, and someone who even occasionally turns off xp in order to make sure I hit all the content I want, I value mitigation on my corruptors. When I made a /Sonic Resonance corruptor, I looked for a blast set that would help me cope with the real lack of mitigation in my secondary. Dark blast was perfect, offering both a -to hit effect, some controls (aoe stun and immobilize), and a self heal.
When I wanted to make a /Kinetics corruptor, I knew I wanted something that would allow me to stay within melee range of my enemies (to best leverage Fulcrum Shift, the heal, and the endurance power). Radiation blast offered a pbaoe blast, a targeted aoe blast that can be used in melee range, a secondary effect that helps my kinetics powers hit (the -defense) and a stun in the third blast to help put mezzing enemies out of commission. Fire blast actually would have been okay here, though the lack of mezzing powers or any mitigation would have meant lots of time running back from the hospital.
My main is an Ice/Cold. I made him before I knew anything about synergy in this game, but in retrospect Cold was only doable by a neophyte like me because Ice's mitigation carried me until Cold's late blooming awesomeness began to kick in.
Because I am concerned about character concept, synergy with my secondary, and soloability at all levels, I almost always choose something other than Fire blast. I do really want to make a Fire/Dark. Fire/Dark has good synergy and soloability, but I just haven't found the right concept yet. -
I love the idea of this powerset! Finally, another set that would work well for natural origin characters. And it's certainly a well-established "powerset" in comics.
If it's decided that the set's buffs are too powerful, I'd much prefer the values be lowered rather than making the powers not affect the caster.
And whatever is decided wrt graphics, it'd be great to have a minimal fx option. -
I can't wait! (Though I suck at Hide 'n Seek.)
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These proposed changes make me happy that I tend to use relatively few procs in my builds.
Under the "flat chance to proc" system, I can easily predict how adding a proc to a power will affect me. It is straightforward and the calculations are relatively easy to make. I can make decisions about the tradeoffs of adding a proc versus adding a different enhancement or forgoing a slot in that power.
With the PPM system everything is much more opaque. The math is much more complex, especially with AoEs, and it's much more difficult to evaluate the costs and benefits of adding a proc. I really have no idea, in a very general sense, how often PPM procs will go off in AoEs. This is even more true when I start to think about high recharge builds, where too much recharge (but I don't know how much) can result in lower damage output if I rely on procs.
Honestly, it just makes it tempting to avoid procs altogether. -
Quote:Now I'm going to have to run it again to see what happens if I attack the press conference...Agreed, loved the ships.
I do wish Rula-Wade (and holy cow is that a stupid sounding name) had been more of a challenge. My brute tore through an L50 version in seconds solo, and with a team of 6 we toasted a L54 version pretty quickly.
But here's the best part..."Attack the press conference!" I have never felt more villainous! -
Abyssian -- a survivor of the Devouring Earth destruction on the Abyss. He was a child who slipped away during the chaos with a wolf cub test subject. He gathered the remains of devices found in the rubble and created Flash Arrows, which he then used to hide from Devouring Earth.
He was eventually rescued by Arachnos scouts sent to explore. He is obsessive about destroying Hamidon. BM/TA, of course. -
I've decided to go with Trick Arrow. I know, TA is probably the worst MM secondary. It has no tools for buffing my pets or healing them. I'm going to probably have to invest in the Medicine pool, and that's always annoying.
However, here are some nice synergies between TA and Beast. TA offers several tools for slowing down or stopping enemies from fleeing or scattering. In particular, Entangling Arrow and Glue Arrow are really nice for melee pets. I know the Oil Slick Arrow bug is still around (the pets-fleeing bug, not the OSA-not-lighting bug), but I'm going to try it anyway.
Also, my concept really drove me to TA, and concept trumps all other considerations. He'll be primarily solo, and even if TA isn't the most uber, he's still a mastermind and that's a kind of uber all to itself. -
Do you still find this to be true, even after the AI update the Bruiser got a few issues ago? I play Thugs/Poison, so it's very important to me that the Bruiser get in and stay in melee range (for the tier 9 Poison debuff), and he seems pretty good at doing so. Yeah, he's got to throw that sidewalk first, but just once and then he closes in punching away.
I really like Thugs. To be honest, I'm not sure what else I could pair with /Poison and still find it playable. The Bruiser works easily for Noxious Gas. The great Maneuvers defense buff on the Enforcers along with the ability to slot all the pet-related defense and resist uniques makes the pets very sturdy (near-softcap pre-incarnate when I've got my own Maneuvers running). Adding the new MM ATO proc is just gravy for AoE defenses. The Arsonist is often a problem, but gets much better after he gets another ranged attack with the second upgrade.
Thugs is just a really well-done set, I think.