Psiphon

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  1. Thanks alot guys.

    I was hoping for more on Footstomp but better that nothing I guess.
  2. Hi all,

    I'm looking at taking the assault hybrid on my SD/SS TANK and was wondering how effective it would be. Not being a maths guru, can someone tell me how often the double hit would proc in Footstomp and the ST powers?
    Would Core be a better way to go?

    Unless there's a very good return it might be better to go Melee, which looks great!

    One other quick question, all info points to this being a toggle, as such always on but with no end cost yet I've seen posts saying how disappointed they are in Hybrid. Why is this, it seems great to me or am I missing something?
  3. Quote:
    Originally Posted by Aett_Thorn View Post
    Yeah, from the leaked images I saw, I think the bonuses were roughly the same as the current ones, but I'm betting those will change. At least they had better. If Brutes and Scrappers once again get the better defensive bonuses than Tankers do from the ATOs, I'm going to be mad.
    I've just been looking at investing in the Tank ATO for my Sd/SS and was comparing the values against the Brute and Scrapper sets, as you said they seem poor in comparison.
    Have the dev's given any justification for this?
  4. Psiphon

    Which combos

    Quote:
    Originally Posted by Sagamemnon View Post
    Depends greatly on your playstyle. Both combos will be really good.

    Personally I think Fire gets the most out of Dark Affiinity. Great heal to keep you alive verses Times so so heal. Tar Pit makes things in your hot feet melt blistering fast very early on. Gobs of -to hit and some nice -dmg to further help keep you alive. This is very important since Fire Control is the weaker of the 2 control sets for safety. You also get fluffy which will help with heals and debuffs. True time has a nice debuff aura to go with hot feet and some great defense boosts if you plan on building for defense since you gonna be in melee most of your career. Time is agreat set but I think Dark Affinity just covers the survivability gap in fire control, better. Given the choice of the 2.
    Thanks for the response, I followed your advice.

    My main concern was whether Dark Affinity had enough ability to keep the imps and myself alive compared to Time, from what you've said it has.

    Thanks again
  5. Psiphon

    Which combos

    Hi all,

    I'm looking to make two new controllers, one Illusion and one Fire, with these I wanted to use Time and Dark. Originally I was gong to go I'll/Time and Fire/Dark but from recent threads I'll/Dark sees to be a very good combo, what about Fire/Time?

    Which combos work best?

    Thanks
  6. Quote:
    Originally Posted by Black_Assassin View Post
    I would do it on an hourly basis and exclude the time i take to roll from the count

    if a standard cave is about 35mins and costs about 300mill, thats approximately 510-515mill/hour

    So I could point this maths out to the paying customer and then say charge a discounted price of 450mill/hour. This will maybe make them want to stay with me and then i can do my ticket farm thing and get my 15-18k tickets ON TOP of the 450mill i just made - WAY more profit for the farmer if they did it this way

    The way i farm on union is the person/people im levelling bring a tray of reds and constantly feed me to keep me at the damage cap - the more they take part in the farm the faster i go - more xp no?

    I've got an MM that i no longer enjoy playing but want to take it to L50 for reasons of closure. Currently he's L39, how many runs and how much money would you estimate it take to hit L50?
  7. Quote:
    Originally Posted by Local_Man View Post

    As much as possible, here's a comparison:


    Fearsome Stare vs. Spectral Terror -- This is a hard comparison. FS and Spooky both have -15% ToHit Debuff. FS has a 30 sec duration cone fear and a 40 sec Recharge (easily Perma) while Spooky is a 45 second duration pet with a 45 second Recharge, so it is perma out of the box. Both are great powers and it is hard to say which is better. FS is a one-shot cone while Spooky is a persistant immobile pet. I'd probably lean a little more towards Fearsome Stare, since it is a "use every group" power. Spooky isn't really needed as much if PA have the aggro.

    I'd rate Spooky over FS as its self stacking so fears bosses.
  8. Quote:
    Originally Posted by Synesence View Post
    Let us pray this NEVER happens...
    What issue would you have with this?
  9. Psiphon

    Which Epic

    Hi,

    I've got a Bots/FF MM that is approaching the Epic pool level and was wondering what to take. For reasons of concept I'm limiting myself to Charge Mastery, Field Mastery and Mu Mastery.
    Has anyone got any advice or recommendations?

    Thanks
  10. Quote:
    Originally Posted by Stealth_Bomber View Post
    First of all the cottage rule can no longer be in effect with changes to Stalkers and Gravity. Good riddance.

    Devices: Change Time Bomb into Hand Grenade. Use the animation from the temp powers that already exist. Adjust damage to be appropriate.

    Devices: Add a defense bubble to Gun Drone. For gosh sakes the set gets no Build Up and Drone is a level 38 power.

    All Blaster secondaries: toggles like Chilling Embrace, etc should not toggle off when you get mezzed, just suppress.

    Devices: Smoke Grenade and Taser should accept Range enhancements. It's a ranged AT, these are ranged powers.

    The upcoming Summer Event IOs looks like they will make Dark Blast: Umbral Torrent a much more team-friendly power, so no complaints there any more.

    I'd like the devs to add a chance for all attacks to crit when targeting drone is running, this would work thematically and increase damage.
  11. I gave up playing Ninja's because of Smoke Flash, I can't believe that you need to give it out every 10 seconds or so.
    This should operate the same way as an upgrade; choose a ninja and all get it if they are in the vacinity and keep it until they are defeated. The AI can be adjusted to make sure that it's not overpowered.
    This change is the only thing that would make it fun for me to play Ninja's again - I see this more as a QoL change not just performance.
  12. Quote:
    Originally Posted by Kractis_Sky View Post
    That's fairly situational. There damage cap is higher (775% at all levels - probably a relic of GR where their damage was to draw argo to be more tank-y) than scrappers (210% until lvl21 then 500%) but scrappers have a higher attack modifier (1.25 compared to .80 - same as tanks). Brutes will always start lower and have the potential to end higher; whereas, scrap typically have higher damage outright and more predictable performance - that's our boon. My guess is we think that they (brutes) do more damage because our methods of testing them (Pylon) offers a steady environment allowing them to steadily build fury, then we just add on the 775% potential as an after thought. This may or may not reflect any one teams experience. Now on Itrials, I would give the edge in all areas to Brutes because they are just buff sponges - their limits are vast both in damage and mitigation. I'm *definately* not known for making good conclusions, however. Not on these forums anyway.
    Alot of people get confused by the percentage numbers; I read it incorrectly the first time I saw it.
    They see that a Brute has a damage cap of 775% and a Scrapper of 500% and therfor think that the Brute has the higher damage cap.
    What they dont' take into account is the fact that this is a percentage increase on the base damage. The Scrapper has the higher base damage than the Brute and when both are multipled out has the higher damage cap.
  13. Psiphon

    Elm/EA advice

    Thanks for the feedback guys.
    I was looking at JC as a poor AoE, not a ST damage, I'll pick it up and see how it goes.


    Thanks again.
  14. Psiphon

    Elm/EA advice

    Hi All,

    I've recently started an Electric Melee/Energy Armour Stalker and was looking for some general advice on what to take and what to skip.

    Currently I'm looking to take all of EA and only skipping Jacobs Ladder and one of the two initial attacks, does that sound about right?
    Also which Pools?

    Thanks in advance.
  15. Quote:
    Originally Posted by Psiphon View Post
    How about a power called, for arguments sake "Resolute"

    This has similar mechanics to Fury, but it builds as foes attack the Tank not when the Tank attacks.

    As foes attack, the Tanker gains:
    A damage buff (obviously not as much as Fury on a Brute)
    Each mob attacking has a -to hit applied to it (whether this is solely when attacking the tank or also other team members?)

    This would have the benefits of adding a damage boost, both solo and in teams
    Increase the survivability of the Tank both solo and in teams
    Applying a debuff would increase threat and as such ability to hold aggro.
    Sorry My bad, meant to quote this one.
  16. Quote:
    Originally Posted by Psiphon View Post

    2 On the basis that the game engine allows for this, a "Bonus to Defence". As we all know minions have x value to hit depending on the defence of the target, with Lieutenants and Bosses having a higher chance to hit. Tanks could have all mobs having the same flat rate to hit as a minion, irrespective of whether they're boss etc. This would benefit Tanks of all levels and would allow them to have a defence advantage over other AT's even at the cap.
    Hi

    There have been no comments on whether this is a good idea or not, I assume from that, it's not.
    Just wondering why, is it simply lackluster or not suitable for some reason? Just wondering.
  17. How about a power called, for arguments sake "Resolute"

    This has similar mechanics to Fury, but it builds as foes attack the Tank not when the Tank attacks.

    As foes attack, the Tanker gains:
    A damage buff (obviously not as much as Fury on a Brute)
    Each mob attacking has a -to hit applied to it (whether this is solely when attacking the tank or also other team members?)

    This would have the benefits of adding a damage boost, both solo and in teams
    Increase the survivability of the Tank both solo and in teams
    Applying a debuff would increase threat and as such ability to hold aggro.
  18. I'd like to see.

    1 Raising the damage cap so that Tanks can benefit from team buffs

    2 On the basis that the game engine allows for this, a "Bonus to Defence". As we all know minions have x value to hit depending on the defence of the target, with Lieutenants and Bosses having a higher chance to hit. Tanks could have all mobs having the same flat rate to hit as a minion, irrespective of whether they're boss etc. This would benefit Tanks of all levels and would allow them to have a defence advantage over other AT's even at the cap.
  19. Quote:
    Originally Posted by Deus_Otiosus View Post
    Their mitigation is not close to tankers.

    30 minutes in mids will show you this.
    Mids doesn't tell the complete story. Mids operates in isolation of buffs, both team and Insperations

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Their damage does not exceed scrappers.

    If you have a Brute and Scrapper using equivalent powersets, and the Brute is out-damaging you - its very likely that your build sucks.

    Hint: Add persistent +damage bonuses. Musculature is a good start.
    I'm playing devils advocate. Alot of my thoughts are based on what I've read as well as what I see. I often see threads on "X Better on Scrapper or Brute?", often it goes the way of the Brute - you yourself were involved in this one.

    http://boards.cityofheroes.com/showthread.php?t=265173

    The point is it shouldn't even be open to debate - the fact that it's discussed shows that the damage is too close.


    Quote:
    Originally Posted by Deus_Otiosus View Post
    They're already midway between the two.
    I was under the impression that Brutes and Tanks both capped resistance at 90%, has that changed?
  20. Quote:
    Originally Posted by Blue_Centurion View Post
    and HEREIN lies the problem. The thread is about how to improve Tanks and a good percentage of the answers are "Nerf Brutes" Seriously. Thats like a mechanic asking you how you want to make your car better. You answer "Thats an easy one dude" and start shooting at other peoples cars.

    The question is "How do you make Tanks better."
    Performance is gauged relative to others; Tanks are fine against most AT's but not against Brutes.
  21. Quote:
    Originally Posted by Scirion View Post

    Brutes were intended to provide near-Tanker survivability, while providing near-Scrapper level damage. Unless I'm mistaken, it's been proven on several occasions that with similar builds, a Brute at full Fury outputs roughly the same damage as a Scrapper.


    [/I].
    And here lies the problem!!
    Brutes are hybrids, they should sit between Tanks and Scrappers for both damage and survivability.
    Currently their survivability is too close to Tanks and their damage often exceeds Scrappers.
    They should have their resistance caps reduced so that they sit midway between the two and there damage needs to be reduced - the last time I looked at the Rikti Pylon list it was topped by Brutes with Scrappers bringing up the rear.
    Where's that bat gone? /looks around.
  22. Psiphon

    Smokebomb

    Hi Guys,

    A quick question about Smokebomb on a a Ninja MM:
    How exactly does this work? do I need to pass it to a pet every time it recharges? or is this a general give it to the pet that you want to use it - a one off. I've been handing it out everytiem it recharges as per a guide I read and its driving me mad. Pleae let me know because I'll delete the character as it stands.

    Thanks
  23. One point that hasn't been mentioned, is that they offer different types of defense; Ice is Typed while SR is Positional.
    Ice will have Psi hole which can be a problem in the Forties onwards, most psi attacks have a positional element so SR will be stronger against that damage type - for that reason I would go with SR.
    Also on a high defense AT, Aid Self can be used mid combat with a couple of - interupt IO's, I do this running at /x8 on my Shield Tank without issue.