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I love those little side rooms, drop bonfire and stand just out of LoS, they keep run at it, get thrown in the air and never land
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Haha that sounds like fun -
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So Ice does more damage and Cold damage being less resisted than Smashing could explain the difference between IB and HB.
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Wouldn't that have to be the other way around? Smashing/Lethal damage is normally higher as a portion of it is usually resisted. -
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It just always nettled me somewhat when over on the US forums several of the more vocal Kheldian players were always implying (when they weren't saying it flat-out) that tri-form was the only "proper" way to play a Kheldian up to their potential.
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I hate not being allowed on the US forums, there is so much I want to correct them on! -
A Dark Dwarf with sufficient slots has always been a very capable tank against AV's and small groups. It is the larger groups that I sometimes have a problem with because you need at least 3 taunts to get full aggro and that is going to take 10seconds even on a fully pimped build. Teams just don't give you that kind of time.
My Dwarf form has the enough slots to actually out-DPS nova for single target damage now and a well slotted heal means only AV's with massive +DEF god modes are a problem: providing you have enough blues not to run out of endurance!
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It'd be nice for when you are the main tank in a group but for the most part I end up either off-tanking or just form dancing and I've rarely thought "Man, I wish I could taunt more of them".
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I am starting to agree with you now as my use of Dwarf has changed a lot.
Pre-i13 I only used Dwarf when I needed to tank or survive a rogue boss coming to hit my face, but now with the new Mire changes it has become a very good scrapper (So good I say scrapper rather than scranker) and I use it quite a lot in a shape shifting combo where too much aggro could get me killed (Nova to Dwarf, then run in to Eclipse mid battle). If I got a load of aggro from just running in it might see me getting killed the second dwarf drops and before Eclipse fires. -
The thing about Cimerora and RWZ is that they have a point to being there, Pocket D doesn't.
Unless there is a truly world threatening event heroes and villains would not realistically work together, nevermind go to a bar and have a drink with a load of NPC enemies.
The Shadow Shard would be a MUCH better choice of place for a new co-op TF. I know they aren't co-op at the moment but they could be opened up.
I also think Cimerora sets a precedent so they are likely to be opening more places going back/forward in time which would be good for co-operation. -
I have always found pocket d a bit pointless and tacky tbh. I would much rather have a co-op TF based anywhere else but pocket d.
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Excellent idea!
To me the only really reliable use of -end I have seen is on a Kin/Elec Defender using Transference and Power Sink? to drain the enemy, then having lightning field to keep them at zero.
Anything without Lightning Field just seems pointless to me at the moment and this would change that for the better. -
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One question, if you use respec do you do it on your active build or do game allow you to choose which one to respec?
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I'm pretty sure it just applies to the active build. i.e. the respec behaves just like it did before dual builds.
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I think that it correct. -
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Personally I can't understand why a super hero or a super villian would be slumming it in a train or dirty old ferry anyway...
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^This^ -
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I can see your point. There used to be a time when I was always short of respecs, but then I learnt how powers worked and which ones of them had any synergy between each other.
After that my respec sessions have been scarce.
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Strange because that is the opposite for me
When I was new I didn't respec at all, now I know the game I start with one build, respec at 20 normally, respec again at 50 for an IO build then respec once more when I have enough inf for a purpled build
Dual builds has helped because I use build one pre-20 then switch to build two post-20 saving me one respec.
So that tends only to leave me with my vet respec left and some people don't have that option. But the respec drop rate has always seemed a bit low. I have dropped about 20 purples and only 1 respec recipe, and that was AGES ago. -
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i dont do story stuff
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TBH its no wonder you find the content dull if you don't do most of it.
Personally I hate the zones and most of the villain groups in CoV and hate most of the AT's but the one thing CoV does have is a good set of story arcs, together with some nice SF's and nice maps.
As for the VEATS I really wanted one when they came out because I quite liked the costumes, but when I got one I quickly realised they aren't all that, and there are far too few costume options. The team buffs are good but only really on all VEAT teams.
I would much prefer a nictus type, but only if they are semi warshadey. -
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Bonfire doesn't do that much damage even if you were spamming Fire Cages to keep something in it (for the -knockback).
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Thats what I have read in a few places, is mids wrong on the damage? Or do most people just not keep the mobs in it very long since it is a long DoT?
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Basically its just a placeable Knockback patch and it's quite situational. I'm not sure it would get the Fulc damage bonus either (some pets & pseudo-pets get the casters Damage bonus, others don't).
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Ah I never thought of that, hope it does. -
Thanks Psiphon thats pretty much what I though.
I think I will probably be taking Char in my levelling build but once I hit a certain level (Guessing 39) I will probably switch it for the immob as I will be concentracting on containing and killing and the extra few seconds it takes to stack a 2nd hold (Whereas the immob is mag4 so will hold a boss in 1 hit and will stack with Fire Cages anyway) doesn't seem worth it at this point.
Obviously all that may change when I actually bother rolling the character.
As for Bonfire when I hit 50 the duration of Fire Cages will be longer than Bonfire anyway. However mids says the -KB duration is actually less than the immob duration so I would need to hit Fire Cages every 12 seconds, has anyone had any experience of this? -
I have been reading guides to Fire/Kin on the US forums and they all seem to say that Bonfire is a bad power. However looking at it in mids it is quite a big AoE that does a lot of damage (286 slotted, 639 slotted + fulcrum shift) so to me it seems almost unmissable.
What is everyones experience of the power? Is mids wrong?
Also the guides recommend picking Char instead of Ring of Fire, but Char won't hold a boss on its own so are they expecting me to take the time to stack holds or does it stack with something that I am not seeing (The guides seem to indicate is stacks with Flashfire, but I thought stun didnt stack with hold)? -
Cool, I will take back my *mutters* bloody farmers getting things nerfed *mutters* then
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Someone mentioned that Fireball doesn't get containment, is that correct?
If so: *mutters* bloody farmers getting things nerfed *mutters* -
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If you've got two tanks then you can play mob ping pong. Start with two tanks about 70 feet apart. The first tank taunts a mob which must now run towards it. The second tank taunts the mob just before it reaches the first tank. Rinse, repeat.
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As far as I was aware from reading wiki once something is hit by taunt then effectively it is taunted until the end of the taunt duration. So this would only work if the taunt duration lasted exactly until the mob reached the tank, otherwise the first taunt would still win the tug of war. When the first tanks taunt ran out (Assuming he didn't hit the mob, taunt it or have his taunt aura) then the mob would run to the 2nd tank.
The only time a tank should lose aggro is when ranged mobs wont come into the aura and you havent got enough time to taunt them all into range before the squishies open up on them. As mentioned you can only taunt 5 at a time so you may have 5 in aura range that will stay there, 5 taunted on one side of you and then maybe can't taunt the 5 on the other side until taunt is back up which could be 5 seconds. So in those 5 seconds you have 5 mobs quite ready to attack the first person who hits it.
Of course even then you could move to get those 5 into taunt aura range, but granite is too slow to get there and RttC will stop taunting mobs the seconds they leave aura range so the 5 that were in aura range would become untanted again. Other tanks should have no problems with this tactic (Not sure about shield).
Once again getting back onto the real topic:
I really like the idea of tanks being able to cause more damage on mobs affected by gauntlet because the AT description does say tanks should be able to cause medium damage, and some just can't. I didn't quite understand what was being said in my last post.
I also like the idea of defenders getting a damage boost (Say 50%) when the whole team is healthy, and that could drop to 0% when the team is under 50% total health. You could even add this in on top of the existing end discount, so you can cause damage at the start, then try and save the team when it all goes bad, though you may have to drop the damage bonus to 25% if you had both. -
Starscreamer:
The amount of TF's may well be greater hero side but for most of the population the Shadow Shard never gets touched, so thats -4 right there. Katie has been nerfed to pointlessness, so has Eden and now we start to look a bit more even.
Then consider that the villain respec's are nice and quick when compared to the tedious final mission of the hero respecs. So if you are on about merits thats I think 45 merits villains can get every night in just over an hour.
Then consider that all the villain SF's were created with new maps, ambushes and generally better design than the hero ones and I don't think it is THAT far out of whack.
Not to mention that especially high level the villain arcs are so much better than the Praetorian arcs heroes get. You could even call the parton arcs mini-SF's since they are thought out in a similar way.
Yes a 10-15 and a 30-35 SF is probably needed, but because those are levelling gaps, not because there are less TF's villain side.
I think you are making the right arguement for the wrong reasons. "Heroes have more than us WAAAH" isn't cool. -
I think the dual build thing was an incentive thrown to the PvPers letting them have a PvP and a PvE build on the same toon.
For everyone else since the game is apparently balanced around SO's there is no reason you cannot afford to kit out two builds if you sell your drops on the market or have even one level 50 and one friend to help the transfer.
Yes most people aren't going to be able to afford to purple out both sides of a build but that kind of thing is meant to be a long term aim not an easily achievable goal for most. Think yourself lucky your not on EQ where it would take thousands of hours to even get one top end item.
The problem on this game is they are aiming at the casual player, hence balancing around SO's, but they know they need to keep those who play for a long time, hence the IO's, but the casual player can't afford IO's and feels bad because of it. -
If all drops are at the same rate then I expect maps to be cramed fully of AV's surrounded by as many minions as people can squeeze into a map.
Back on topic: I hope there are no more side-specific TF's made as I hate playing villain side in the most part (The SF's are good but I hate the AT's). But they do need something villains can do 30-35 in particular, and another co-op for 40-45 as 10 levels of ITF (Don't even try to tell me most heroes do the SSTF's) can get boring. -
Actually I take back my earlier comment, the boots are ok but there needs to be some kind of big chuky body and leg section to match.
The enforcer boots just don't match the enforcer set. -
I think the GM thing will be removed to prevent merit farming, but I can't see any reason they would limit the number of AV's as I seem to remember something about no xp/influence in these missions?
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Hero side: PB's dont really appeal to me as they just seem to be Warshades with worse human powers.
Villain side: I have a problem playing almost all the AT's but particularly Dominators. I find they are too poor out of domination and too good in domination. Having a greater hold mag than a controller just doesn't feel right to me. -
Not sure about changing tanks because I think the gauntlet power is already very good, but only in teams. I am not sure if I want to sacrifice team performance for solo performance.
Defenders on the other hand do have a big problem. But finding a new inherant is also difficult as some sets have powers you can spam over and over (Empathy aura for one) and other sets are more fire and forget (Bubbles) so something that benefits those using powers more often is not going to work. Similarly front loaded sets like bubbles need an inherant that helps them even before the fight has started, as no amount of rebubbling is going to save an already bubbled team that is about to wipe. But empathy needs something that benefits them when the team is fighting rather than before.
Sadly I have no idea what would help all defender sets equally.