Quixotik

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  1. I think my Human/Dwarf Peacebringer is the weakest character I have. Khelds are rooted in the age of Nerfs. Before there was PvP. CoX has changed alot since then. Soldiers of Arachnos were not given the stack of flaws that were handed to Khelds. Buff from dead things, weak blaster/weak scrapper with no status resistance.

    Anyway, in my opinion Khelds are still a work in progress. If they were OP'd they would have been nerfed within the first six months, but an AT that needs fixing? That could wait 5 or 6 years.

    I think what is needed is that Khelds need to be able to do one of the three forms as well as any regular Archetype. Instead of three weaker forms, players should be able to choose one form as the focus and the form receives special bonuses like status resistance, or better attacks, or better armor, or a combination. Maybe this is done sort of like an epic set of powers for one form only.
  2. Just responding to the op/title.

    I can off-tank with my BS/DA Scrapper. The trick is to get your Dark Regeneration slotted for Acc,Heal, Recharge, End. You won't be able to use a complete IO set, just mix and match IO sets to max those four effects. DA lives on Dark Regeneration.

    At least you don't have to take Acrobatics now. DA was really hard back then.
  3. Quixotik

    Shield/KM Tank?

    The last power, Concentrated Strike, has a Stun and in the Scrapper version has a 20% chance to instantly refresh Power Siphon instead of critical hit. Does the Tanker version have a chance to refresh Power Siphon?
  4. Quixotik

    Shield/KM Tank?

    I am playing a KM/Shield Scrapper which starts off a battle hitting lightly, but ends them with some extreme damage.

    I was wondering if the Tanker version worked similarly, or is Shield/Mace better for a Tanker? (I am playing Shield/Mace now and seeing some nice AoE stuff from it)
  5. Quote:
    Originally Posted by UberGuy View Post
    I'll gladly take the benefits IOs over rolling back ED. And yes, I do think there's no way in blue blazes they'd let us have both.
    heh, true enough. I just wish they would throw out that, "works on paper", excuse and fix the powersets they broke with ED! Regardless of what the paper says, fix the nerfed powersets to perform in gameplay as those that fit the ED modeled classes.
  6. Get rid of Enhancement Diversification. Now that was back when this game was good!

    Many of the Powersets were never re-adjusted for ED. Devices is a prime example. We are just told it works on paper, but it doesn't work in the game as well as other powersets which have Build-Up. AR/Devices used to be as awesome as any of the other powersets when you could take advantage of Targetting Drone and 5-6 slot damage into AR attacks. Many players don't even take TD anymore. But, hey, it's working fine on a paper full of numbers somewhere... or so I am told.

    To add insult to injury Targetted AoE Recipes do not boost damage either, which is what most AR attacks use. That can't be balanced.
  7. What still bugs me about KM is the long wind-ups make the attacks seem fake. Even though the activation times are no longer than the other sets, the impression is alot of hand-flapping for weaker damage. As for power-siphon, it seems weaker than say Soul Drain at least at lower levels. My question, does all this go away with faster recharging later on or does it always seem like weak damage-hand flapping?
  8. My solution was to skip travel powers and fitness and take the two Heals from Medicine. With the heal I can usually outlast the Bosses and Heal Other is nice for teams who expect you to have a heal, even though it's a very modest heal.
  9. Quixotik

    A, AR, or DP?

    Quote:
    Originally Posted by Neogumbercules View Post
    Dual Pistols is fun so far on my defender, but it's definitely the big spoiler and exhaust tipped equipped Honda Civic of CoH powersets. All show, no go.
    Dual Pistols shines as a DP/MM Blaster. Run in, hit Drain Psyche, Concentration, HoB, Psychic Shockwave or Bullet Rain, next. Of course, it's a Blaster combo, but alot of fun.

    I think RoA plus Scourge x 2 is the way to go for a Corrupter though.
  10. I was just thinking, maybe Corrupter/Defender damage needs to be buffed. Masterminds get many of the best Defense sets and do extreme damage too. They have a few less HP's, but just switch their pets to Defense/Follow and they become mini-tanks.

    Anyway, MM's are excellent team defenders and they do high/widespread damage, and, it hasn't caused CoX to explode. Maybe a guideline for other team defender AT damage lies in MM's?

    Quote:
    Originally Posted by Luminara View Post
    Maybe Archery needs a better secondary effect.
    That is certainly true also. It seems Archery and Trick Arrow is actually the worst pairing of possible powersets. Ice Blast/Trick Arrow would have no problems with any mission, for instance.

    I remember one of my old suggestions for Archery was to change Aim to a Poison buff that effects attacks with a secondary effect along with the To Hit and Damage buff. That would be in line with the RP of an Archer.
  11. Quote:
    Originally Posted by Crimson_Archer_EU View Post
    Can you post up the build for your archer? Something seems very wrong. My TA/Arch is level 50 and I've played him both solo and in teams with few of the problems you've mentioned.
    The 43 TA/Archery Defender can solo Boss missions because it has a very good second Hold power from the Epic powersets. EMP Arrow solves the rest. Prior to the Epics most ranged bosses slaughtered it.... unless it had a pile of purple insp.

    My Corrupter Arch/TA is only 22. I have Bosses turned off (nice you can spoon feed the missions now) but it usually gets slaughtered on the new missions involving clones and Tip/Morality missions. It's funny, my MM and my Brute did all these Tip/Morality missions and, when soloing, had the settings for +1 level, Bosses on, for two players and were only defeated once, due to my mistake. The Archery/TA has Bosses off, same level, 1 player and gets faceplanted at all the parts that are supposed to be exciting, and they are some nicely scripted missions. Just too beaucoup for Archery/TA.

    Maybe TA needs a special inherent that spawns 4 purple insp. when bosses appear?
  12. Quote:
    Originally Posted by Tangler View Post
    Eh... you do know that half of defender's primary sets do not have a heal right? And even then only 3 of those have anything that you can actually call a good heal.
    Most Defense sets offer very good damage mitigation in some way. Either a heal or damage resistance or defense or combination with some good control powers. My FF Defender has no Heal but rarely takes that much damage... unless it's PvP, but that's a seperate issue.

    My point is TA has little effective damage mitigation. Now if TA could fire several effects with one arrow, that might do it, but TA will never change that much. TA just needs something to make it more solo-able. Teams are great, but you don't always have one and the game's mission arcs are directed at one player. My TA/Archery Defender is level 43 and has only completed a half dozen story arcs. Most contacts have never even been contacted and that is probably fairly common for TA. No powerset should be that weak.

    And, great Ceasar's ghost!!, Oil Slick Arrow is working. Amazing!
  13. Archery/Trick Arrow is one of the zenith's of roleplay in CoX. It's weaknesses are well known, so 'probably' the only reason you take Trick Arrow is to pair with Archery.

    The problem is TA is modeled after Defense sets with HEALS and does nothing special except Oil Slick Arrow which (actually only works 10-20% of the time) and takes way to long to aquire, level 26 or 35. In truth most other Defense sets do almost the same thing as TA with fewer activations... and they get a Heal too. So Devs, why did you make a Defense set with no Heals and nothing over-the-top to help players counter this when soloing?

    As for stacking Holds, my Ice Blaster can do that easily in 3 to 4 seconds at level 26 and can also slot 7 "Chance to Hold" IO's, ensuring everthing is held and stays that way, but of course Power Boost handles that already. My Ice Blaster also gets Build-Up, and my Ice/Ice Blaster gets stacking Slows and perma-AoE Knockdown instead of Power Boost. Surely TA can be modified a bit to help the player solo levels without breaking CoX or TA.



    http://www.youtube.com/watch?v=6bMLr...eature=related
  14. Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.
  15. I looked at the damage numbers on this power before taking it and it seemed like a decent attack that does DoT damage, but it only does one tick of damage and stops. Is it bugged or just a bad description?
  16. Actually, I hit Bosses with everything, but if they have ranged attacks, nothing my Archery/TA does can outlast the boss. I don't have Ice Arrow 6-slotted yet, so that might help a little when I can freeze bosses for a bit with it.

    I would like to add however that there is nothing that TA does that isn't done by most other Defense sets, but those Defense sets also get a Heal of some type, usually a very good heal. TA seems to be weighted to using Oil Slick Arrow in place of a Heal. OSA is nice when and if it actually works, but TA needs better mitigation or HP replacer nonetheless. It is surely never going to get a Heal so I'll pitch the idea of Ice Arrow getting a 50% chance to apply and additional mag 2 Hold. If TA is supposed to be the offensive defense set it is touted as it needs to be special in that way and not just mold itself after defense sets with heals.


    http://www.youtube.com/watch?v=6bMLr...eature=related
  17. I would go DP/DM. Solo is a fun half of CoX that I would never skip. The team won't notice whether you are DM or Kin, just that you are there helping, so go for the whole enchilada.

    I think a DP/Dark has some fun RP to it also.
  18. Obviously if they are melee bosses who can be immobilized, you can, after 2 to 3 minutes of relentless attacking. However, if they are ranged at all or immune to immobilize, your TA dies without 6-8 Defense inspirations.

    It's very disappointing to fire off 7 or 8 shots at a boss and still see them at 70% health even though they are debuffed with Acid Arrow and your toon is running Assault, pretty much full SO's on major attacks.

    I have a level 43 Defender TA/Archer who relies more on it's one epic power than anything in TA. That's why I stopped playing CoX regularly. Spending so much time on something that never functions is unacceptable to me.

    Should I shelve the Archery/TA Corrupter, or does it eventually solo same level Bosses well?
  19. Yes, I know. They rarely change anything. HoB works ok if you are surrounded.
  20. Quixotik

    AR/DEV. Why Not?

    Quote:
    Originally Posted by JD_Gumby View Post
    Or use inspirations. Or be on a team. But I guess if you can't solo everything, the combo must be horrible. (which, I guess, means Ill/Rad Controller must be a horrible combo since my L48 had to call in help to take out Tyrant last night)
    There is nothing you can't defeat with enough Trip Mines, and the roleplay of AR/Dev is very good. It's just the implementation of Enhancement Diversification was not addressed sufficiently. Since ED, Blasters rely on a fast damage buff to not faceplant and at level 48 no one is going to wait for you to setup your Trip Mines, they just call in a couple of Controllers.
  21. Hail of Bullets is to short range for what it does and mostly what it is. A bullet.

    HoB is designed like Nova or Inferno, but does half the damage. A reasonable balance would be to increase the range to 40 feet. This would make HoB a unique power, but not an overpowering one. It would give the DP blaster freedom of movement. Similar to Assault Rifle or Archery, though not as much. A good balance.
  22. Quixotik

    AR/DEV. Why Not?

    Mostly Lethal damage/no buffs means you will rely on Trip Mine stacks to defeat tough Bosses.

    AR/Devices was designed around the original game when you could 5 or 6 slot Damage SO's by running Targetting Drone. Enhancement Diversification destroyed the AR/Dev Blaster and they never fixed it. Although they say it looks fine on paper, it's pretty weak sauce in the actual game.

    Roleplay-wise it's very good. I have one at 34. You can do better with the gameplay with Dual Pistols or Archery and Devices and AR/NRG is good. I am working on an AR/MM, but too early to tell much, probably good too though.
  23. Yep, they hosed it with 'ED' and never fixed it. Still true after all these years.
  24. Quixotik

    No Mouse Cursor

    Having this problem also on both advanced graphics settings and normal. Nvidia 250 GTS-1GB DDR is the card. I get the Hand (Use) icon when hovering cursor over door, but it is untextured. This happens in both Color and Compatability mode.
  25. Quote:
    Originally Posted by GuyPerfect View Post
    Solution: do not use Hail of Bullets as a nuke, because it is not a nuke. Problem solved.
    Then why is it a PBAoE and not a Cone or aimed AoE and why does it do less damage than RoA and Full Auto and take twice as long to recharge? Dual Pistols is far from finished. Saying I should not use HoB as a Nuke, which it is supposed to be, does not fix what is broken with DP.

    Dare I say DP was rushed into a premature release? Anyway, my level 33 DP/MM is a XP Debt collector of the first order. After working on it all double XP weekend, I have shelved it. Not by choice really. Just dosn't work.