-
Posts
1698 -
Joined
-
[ QUOTE ]
Wait... I didn't say any of that!
[/ QUOTE ]
I wasn't quoteing you -
[ QUOTE ]
And any really good team will have learnt to cope with it and to react accordingly. Storm defenders and controllers might have a hard time getting a PuG of newbies because they are so strongly associated with knockback. Experienced players dont mind, because they know how to handle the chaos and to use it in their own favor.
This might sound arrogant, but if there are team leaders out there who would kick you for using Knockbacks, I would counter with if they cant handle a little knockback, then theyre clearly not up to my standards and I'd kick them in return.
[/ QUOTE ]
TBH rather than arrogant it really does sound like you are less than good teams. Lets take a typical makeup of a team I get in with a tank, ice/psi perma-dom, warshade, blaster and a few controllers or whatever tagging along.
Tank runs in basically to take the alpha, followed by the domi with PSW while the WS and Blaster open up on the AoEs and the rest use whatever debuff/team buff/hold happens to be up at the time. The spawn melts and we move on.
Now throw some PB into the mix knocking all the mobs out of range of PSW and the AoE's and you will be slowing us down. Yes we are all experienced enough to switch tactics and kill the scattered mobs but you will be judged the noob for using the PBAoE KB when it wasn't needed.
Forcing people to adjust to a poor playstyle is why nearly everyone hates KB and gives PB's a bad rep.
As for the [ QUOTE ]
handle the chaos and to use it in their own favor
[/ QUOTE ] there is pretty much no such thing with radial KB. The best you can do is adapt and cope with is. Having all the mobs in one place is ALWAYS better than scattering them. -
I think the pet recharge sets are currently broken, but will hopefully get fixed so don't worry to much about that.
If EM Pulse has an end crash I would skip it as I don't think you have a +end power. Flash on the other hand is a useful power to have, but not something to rely on. It works well as long as you use invis to get in the middle of a mob, though sometimes you will fail to hold a few bosses and will die, its a risk worth taking imho.
Don't have mids at work so can't make any more comments. -
[ QUOTE ]
That spawn will have its defense debuffed, unable to do any damage for several seconds, and assuming the tank has any aggro creating tools like an aura or have used taunt, will run straight back towards the tank as theyre still aggroed to him.
[/ QUOTE ]
The point you have missed though is that if you did that in the middle of a spawn you would be preventing those with the really big damage AoE's from killing them for the few seconds it takes to get up and go back to the tank.
Mitigation is good on low damage teams or where you have lots of people with only single target attacks, but if you had say a fire blaster and a WS in Nova form behind you then you would have cost your team speed by picking that attack over another attack (And I won't mention that if you have a tank you would be better off in nova form).
If you use that KB on a side mob or avoid the main cluster then thats fine, but you seem to be claiming that using it in the middle of a mob isn't a bad thing. -
[ QUOTE ]
i would go for capping f/c/e/n though
[/ QUOTE ]
Is that worth it if I have to sacrifice some HP or Regen? I am not really sure where the balance between DEF/RES and Regen lies -
They better fix this fast, I have 4 pieces of the Expedient Reinforcement set in all my pets on all my characters
-
[ QUOTE ]
My suggestions: Gravity/FF and Illusion/Radiation or Kinetics for little PA downtime.
[/ QUOTE ]
This ^ -
[ QUOTE ]
I take it you haven't seen my replies in some of the threads by people complaining that TF's enforce teaming and wish you could solo them?
[/ QUOTE ]
Probably have and have probably agreed with you too! I am just very bad with names in real life nevermind names on forums
I was just saying that it is quite obvious changes have been made for soloers (Such as less 'click 2 glowies at once' missions) and any new content is also likely to be pitched at the 2 hour mark, which means quick teams are going to steamroller than in 1 hour and speedrunners in 30 mins.
Sad, but probable. -
[ QUOTE ]
Merits aside, if you've got the time why shouldn't there be a chance to team for hours on one venture?
[/ QUOTE ]
I take it you haven't seen the people complaining that TF's enforce teaming and wish you could solo them?
I haven't read all this thread, but have read the US version (And the version on our SG forums) and it is definately a lack of long content that is affecting villains rather than low rewards. But even then you get some people asking for long TF's and other people saying they don't want long TF's, and other people saying that no matter how long the TF is a villain group will find a way of speedrunning it.
As long as the majority of villain players are the more hardcore players they will lose out on merits to heroes who have more newer/casual players. And I can't see that changing because I think the main difference is that hero AT's are just easier to get into than villains. Adding more TF's or increasing the merit drops won't bring over the type of players that villains need. -
I think by pseudo tanks he meant you can cast disruption field on PA?
-
I have dusted off an old scrapper of mine and thought he could do with some investment, so I have come up with a build to try and maximise on HP and Regen.
Sadly I have had to leave out the Kinetic Combat sets I would normally go for beause they are rare as hell and there is no way I am saving up 5000 merits for this dude. So before I go spending all my cash I thought I would get some opinions on:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Black Ink Man: Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Power Slice -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(13), Mako-Dmg/Rchg:50(15), P'ngS'Fest-Acc/Dmg:30(15), P'ngS'Fest-Dmg/EndRdx:30(33)
Level 1: High Pain Tolerance -- ResDam-I:50(A), ResDam-I:50(3), Numna-Heal:50(3), Numna-Heal/EndRdx:50(5), Numna-Heal/Rchg:50(5)
Level 2: Ablating Strike -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(23), Mako-Dmg/Rchg:50(27), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/EndRdx:30(34)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(7)
Level 6: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(9), ResDam-I:50(9)
Level 8: Swift -- Run-I:50(A)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(11), DefBuff-I:50(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/EndRdx/Rchg:50(17), Mrcl-Heal:40(19), Mrcl-Heal/EndRdx:40(19), Mrcl-Heal/EndRdx/Rchg:40(21)
Level 18: Vengeful Slice -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(36), Mako-Dmg/Rchg:50(36), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/EndRdx:30(37)
Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(21), Efficacy-EndMod/Rchg:50(23)
Level 22: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(29), Numna-Regen/Rcvry+:50(29), Mrcl-Rcvry+:40(31), RgnTis-Regen+:30(31), Mrcl-Heal:40(31)
Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(25), Efficacy-EndMod/Rchg:50(25), P'Shift-End%:50(27)
Level 26: Sweeping Strike -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(37), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(39)
Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-EndRdx/Rchg:50(34)
Level 30: Blinding Feint -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(40), Mako-Dmg/Rchg:50(40), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/EndRdx:30(42)
Level 32: One Thousand Cuts -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Rchg:50(40), Sciroc-Acc/Dmg:50(42), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 35: Typhoon's Edge -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg:50(45), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 38: Strength of Will -- ResDam-I:50(A), ResDam-I:50(39)
Level 41: Boxing -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(46)
Level 44: Tough -- ResDam-I:50(A), ResDam-I:50(45), Aegis-ResDam/EndRdx:50(45)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-EndRdx/Rchg:50(48)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50), LkGmblr-EndRdx/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Personally if I was to pick up FF I would definately do it on a controller as it is a pretty lazy set and you need to pair it with something active, but no matter how active you blast with defenders I just cannot get enthusiastic about it without a debuffing of self buffing primary.
To that end I would not pair FF with Illusion, because Illusion is a fairly lazy set too, or at least the main powers are. Illusion/FF would leave you with only spectral wounds and blind (Really) to play with in between summon and buff cycles.
I have no idea about Gravity but if it is an active set then it would probably mesh well with FF.
My personal fave set to pair with Illusion is Kinetics because it is so active, but Kinetics isn't to everyones taste. -
TBH I would swap Health for Swift because Health isn't going to be doing a great deal for you, you will either be able to keep alive with Transfusion, or you will die. And if your low after a fight just be brave, pop invis and open with Transfusion on the next mob
But Knightly is right about Speed Boost only needing one slot for EndMod, and I would put the extra slots into Siphon Power to get 2 Acc 2 RechRdx.
Fulcrum Shift is also WAAAAY over slotted, you only really need 2 Acc 1 RechRdx to have it perma, especially when stacked with Siphon Speeds.
6 slotting armor is over slotting too, outside of set bonus' I would just 3 slot it.
I would also do my very best to get Hasten in the build somewhere to help get Phantom Army up more often, its a great power.
Lastly if you really want Teleport as your travel power I would 4 slot it with 2 Range 2 EndRdx, or at least 2 Range 1 EndRdx.
Actually thats not last, the last thing is Transfusion could do with 6 slots as it is one of the best AoE heals there is and great vs AV's to allow everyone to safely pile in. I would go 2 Acc, 3 Heal, 1 RechRdx or EndRdx. -
Sadly I have to agree with Col_Blitzkrieger on this one, especially when you consider that 200 damage is what you could be doing in Nova form without scattering them all over the map, and then 1 seconds later could be following up with another 150 damage.
KB is great mitigation when solo, but on any half good team it just tends to slow things down.
Just be careful the first time you solar flare around a footstomping brute and knock everything out of his footstomp range -
Flash isn't such a bad power once it is slotted, although thats talking from a +rediculous recharge build.
With superior invis you can (If you are brave/foolish) get into a mob and hold it before the team arrives, but its not really a good 'in combat' hold power. I have the chance for +2 mag and 5 of the purple set in mine and it holds pretty much everything when I do cast it (More accurately when I remember about it). -
[ QUOTE ]
The things i see at the moment is, US side both players and devs don't give a damn about what happen to EU players so why do i care for them and continue their game anymore?
[/ QUOTE ]
The Americans are generally so insular they don't care what happens to another state nevermind another country. It's not that the people there wish anything bad to happen, but they have been brought up to not care about anything other than god/democrats/the other party.
Also they still fear the King of England coming back to claim their country as his own -
[ QUOTE ]
I almost wee myself with joy if a shielding Defender joins my team
[/ QUOTE ]
Haha yes so do I
It is a good point though that often a tank and controller can cancel each other out on teams, and given a choice I would prefer the controller. So a normal tank would be obsolete, but a warshade can just jump to nova -
It is the sleep part of Blind that I was referring to, though the damage is the real point of the power when in teams as the sleep is largely useless (I couldn't remember the name of the power when I made the post). Actually the BEST reason for the power is for holding a purple set that costs <5 mil made
It is good solo though because you confuse 1 mob, sleep another and attack the third one (Before pets that is, or when PA is down). -
[ QUOTE ]
If this is the case, why bring one along? Why have any khelds in any team when a "pure" class can do the job/role far better?
[/ QUOTE ]
The word you used here that nobody else used was FAR. A pure tank is not FAR better at holding aggro or surviving it than a Dwarf form, though it is better. However that tank is unlikely to be able to put the smack down like a Dark Dwarf.
On an LGTF last night with no tank/brute but a I was causing 250+ damage each time I hit Mire and it was up every ~5-6 seconds, that is PSW damage and we all know how overpowered PSW is! Yes I had a kin but a tank + kin wouldn't have done that kind of damage. On top of that I was able to hold the aggro of anything that needed tanking including the AV's. A real tank would have held more aggro easier than I did, but would have been overkill as that just wasn't needed at the time.
Similarly in Nova form although I would fight my case even against a good fire blaster I know that blaster would win in damage, but can he be the first to attack any group without risk of death due to capped resists?
Then consider the ITF, we always have an off-tank for the healing Nictus but is taking a 2nd tank the best option? Probably not because I can be laying Nova smack down all the way to the last mission then switch to dwarf and safely hold all 3 fluffies while the team pounds on Romulus. -
[ QUOTE ]
One TF that would be quite good would be if you had to have 2 villains and 2 heroes in a team. Then the team effectively had to split into 2, heroes and villains. Then complete missions in their own side at the same side. Sort of a click the glowies together but on different maps.
More than likely impossible, but it would be cool.
[/ QUOTE ]
Not necessarily in Pocket D (Or even co-op) but I do like this idea.
One thing I was hoping to do in the mission designer was create a mission that would be almost impossible unless the team split up but two different maps would be good too.
But then again they removed most of the 'click two glowies at once' missions because of the solo whiners, so this isn't likely to happen. -
I thought exemplaring down didn't work in TF's unless it was auto-exemping to max level on a low lvl tf?
Surely the 50 could just un SK and clear the map quickly?
Also why does everyone argue that taking on a hard TF on max difficulty with a poor team balance and players likely to quit halfway through should be the yardstick for difficulty? -
[ QUOTE ]
This is still the thing that gets me killed the most. Dropping defenses to try and pull some off some snazzy human form combo instead. Those Mired nukes & mini-nukes are just too tempting, especially when you know if you manage it your going to outright kill most of the spawn shooting at you (and thus have a lot of bodies to feed off after it)
[/ QUOTE ]
Haha yes
I am pretty sure I could go forever without getting killed but where is the fun in that?
[ QUOTE ]
I was actually considering suicide at one point simply to use my Self Rez as I'd end up with more Health and End
[/ QUOTE ]
Another tactic I have found myself doing before -
Gotta put my vote for Ill/Kin.
I think they work well together because in teams you chuck out PA and Phantasm then can concentrate on the /kin side of things (Unless you feel the need to chuck out a Spectral Terror or two). You can use the confuse too but its best saved for mobs that have healers etc.
Solo you chuck out the pets but mix in the confuse, sleep and spectral wounds amid all the /kin powers too.
With /kin too once you pick up Fulcrum Shift the whole world becomes so much squishier as your damage potential rockets and you laugh like a maniac! -
The only problem with confuse is that the targets worth confusing tend to be those people go for first.
Coming from an Illusion controllers point of view (Only a single target confuse) on PuG's I no longer bother as even with a bind people just attack anyway, but I mostly play on a team made up of roughly the same people who trust me to confuse the FFG's/Surgeons etc and then its great fun
I actually have a targetting bind on my T key that looks for voids etc (Comes from mainly playing a WS) and I have a whole bar with macros in that will adjust the T key to also pick up targets depending on who I am facing, so if I press my 'Roman' macro then T key will find voids etc plus surgeons. -
1 - On my Ill/Kin I never even bothered to take a travel power. The raptor pack and jump pack from the lowbie bank missions are more than enough to see you through. Add in Siphon Speed and you become very quick when you actually hit a target, and not much slower than everyone else if you miss.
Also if you are an ill/kin (As deducted from another thread) you can just confuse any dangerous targets so you can Siphon Speed from them safely should you ever need to.
Then when you pick up Inertial Reduction you just use that to get from A to B and since you didn't take a travel power don't need a respec!
2 - I am pretty sure Carnifax is right, it should be an 'always on' buff affecting you. At least I hope so because thats where mine is going