Sailboat

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  1. Quote:
    Originally Posted by Mad Grim View Post
    Gorillas don't move like rikti monkeys. The monkeys bounce around and leap into the air, that would look ridiculous on a gorilla.
    Frankly it's not very dignified on a monkey either.
  2. Quote:
    Originally Posted by _Hush_ View Post
    That bad. I just feel sometimes I have to sacrifice a lot to get that def cap, but lose that acc or vise versa.
    Uh...the "def cap" (more properly, the defense soft cap) is an extreme level of power. You literally can't get any more effective (at defense, anyway). Every powerset in the game is made with the understanding that it will be able to function well short of the defense soft cap.

    It's not only appropriate but highly desirable, from a game-design standpoint, that you should have to sacrifice other options to get to the soft cap. And on powersets that don't have much built-in defense, such as electric armor or a Blaster, it's appropriate that the sacrifices be "a lot," because the powersets are already designed to work well without defense and you're adding all the defense anyone can effectively get, making the character extremely potent.

    If everyone could just casually be "the best" without investing any time, thought, power choices, or influence/infamy, well, then we'd all be identical...and nobody would be "the best."

    It would be Syndrome's sinister plot from The Incredibles: "And when everyone is Super, no one will be."
  3. Queuing for the Summer Blockbuster has thrown me into more completely unplanned teams with random total strangers than I have done in years.

    Almost without exception, these strangers have been decent at the game and no trouble to team with, and (despite the somewhat rushed nature of the event) many of them have taken the time for social pleasantries. Everyone has been accommodating of the learning curve for players new to the event, and often taken care to make sure others get to pick the role they prefer or get that badge they want. One guy and I had different opinions on how tough one of the AVs was, but we discussed it mildly and without rancor.

    I've made some additions to the friends lists.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Not everything in the game needs to be spastic, and "corpse-blasting" has never been a reasonable argument. If your team is killing everything before your animations complete, they probably don't need your damage contribution to begin with.
    True, but even more to the point, think about what would happen if ET was super fast and killed the enemy before your teammate's attack. Yay!

    Then your teammate's attack is wasted blasting that corpse. Either way one of you wasted an attack, a big one, too, if the soon-to-be-corpse had enough life to justify using ET. One or the other of you has grounds to complain about "corpse-blasting."

    And if both of you hit simultaneously somehow and the game assigns you "split credit" for the kill, you'd still be "overkilling" the enemy and have something to complain about.

    It'll happen more often the faster the team is mowing through content, so as Sam said, raising the difficulty will reduce the number of times it happens, but it will never be eliminated. All sets "corpse blast" from time to time. Talk to me about the times I hit Aim and/or Build Up just before someone else kills, knocks away, or phases all the enemies in front of me.
  5. Updated total:

    Acc/Dam -9
    Acc/Dam/End - 11
    A/D/E/R - 6
    Proc - 2
    Dam/End/Rech - 4
    End/Rech - 4

    Two procs in 36 runs so far.
  6. Quote:
    Originally Posted by Sir Mason Stone View Post
    You've all given me a lot to think about. Now I'm wondering: what sets are good for typed defense
    For that sort of question, bookmark this page and also this one.
  7. While I have not followed the evolution of Bio Armor and have insufficient understanding to opine on the changes either way, I will note that it's important that new powersets fall roughly into the continuum of existing powersets and do not completely eclipse them, since the goal is to add variety to the powersets available (and a powerset clearly better than some of the older sets will decrease variety by becoming the only obvious choice.)

    I hope they do a good job of hitting that elusive window.
  8. I also see I overlooked put an end-producing IO into Health (Miracle or Numina) and a couple of other things.

    I've never used an ATO set before, but perhaps I could swap out one of my two purple sets for the Scrapper's Strike ATO set, which would give me a slight cushion against debuffs for melee defense as well as the crit increase.

    Not sure how difficult it will be to round up the merits for it, though.
  9. I read this thread and skimmed the official thread and still can't see any clear statement that it was changed, or how it was changed if it indeed was. I might have missed it, the signal-to-noise ratio is pretty bad.
  10. Quote:
    Originally Posted by Eldorado View Post
    the tanker was able to pull six of the villains off the scrapper at a time with Taunt.
    You're an overachiever. The Tanker Taunt power is capped at 5 targets per use (multiple uses will let you stack up to the aggro cap, of course).
  11. I've really motored through the early levels so far on my first Staff character. The flexibility of the forms really helps -- I usually run Body for damage, but after I got Practiced Brawler and before I could slot it with SOs, I ran Mind to help keep PB active; and I switch to Soul on long AV fights.

    But the real reason Staff has been leveling quickly is the early availability of significant AoE. I've been mowing them down in bulk compared to, say, Super Strength or Martial Arts or Dark Melee, which are mostly or entirely single-target until later.
  12. Quote:
    Originally Posted by JayLeonHart_EU View Post
    So with that in mind, why would I *not* put it in Explosive Blast over Energy Torrent?
    Doesn't Energy Torrent have the same effect, maybe not quite as pronounced (possibly because the range is simply shorter, making the angles less noticeable?) I really don't think the Devs invented any special mechanic just for Explosive Blast, they pretty much have to work the same way. Since so many people assume EB does radial knockback despite the testable fact that it does not, I tend to ascribe all claims that it behaves "differently" to the same sort of assumption being made. I could be wrong, of course, and it's been a while since I looked at the power very carefully, but I think at least Oedipus_Tex would back me up on this.
  13. Wow, thanks.

    It's possible that I had accidentally checked off Maneuvers in Mid's (can't check until I get home), but I thought I had it turned off and was at the softcap (45.3 melee, 45.3 ranged, 45.6 AoE, iirc) without running it. I only took it as a pre-requisite for Tactics, which I took to fit in the Gaussian's set -- Maneuvers and Tactics were intended just to be a way to move the Gaussian's off Build up.

    Does Gaussian's (at 35 or even 50) really have the same recharge as the two big hitters? I've always seen builds where Build Up has Gaussian's and recharges in something like 42-47 seconds and Lightning Rod & Shield Charge recharged in 35 seconds and thought to myself, "why mess up the beauty of synchronized "Build Up-Boom-Boom?"

    I'll look at Jacob's Ladder again. I hadn't put together a specific attack chain -- with only 4 melee attacks that recharge on a normal timeframe, I just assumed I needed all the speed I could get.

    Purpose of the build is general mayhem and "big-bada-boom," to quote the Fifth Element. The character, Daisycutter, is named after an enormous bomb.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Specifically, that they're intentionally designed to be consumed faster than they're replenished, meaning that they're not something you can rely on for baseline performance but rather for performance spikes in unusual circumstances. If this weren't true, then they wouldn't be consumables in the first place.
    That's where Hurricane comes in -- aggressively-used 'Cane diminishes the consumption of breakfrees to well below their drop rate, majing them a much more reasonable option.
  15. Please give this Elec/SD build a look and see what you think.

    Non-perma-Hasten, regular softcapped, expensive -- it's got all kinds of things on its wishlist, but still, looks pretty good to me.

    I've capped my bonus sets at 35 for some exemplaring functionality (down to 32).

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Daisycutter Dream Build: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(3), Mako-Dmg/Rchg:35(3), Mako-Acc/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:35(11), Mako-Dam%:35(11)
    Level 1: Deflection -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(5), LkGmblr-Def:35(5), LkGmblr-Rchg+:35(13), ResDam-I:50(46)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(7), Sciroc-Dmg/Rchg:35(15), Sciroc-Acc/Rchg:35(15), Sciroc-Acc/Dmg/EndRdx:35(17), RechRdx-I:50(17)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(7), LkGmblr-Def:35(9), LkGmblr-Rchg+:35(13)
    Level 6: True Grit -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19), S'fstPrt-ResDam/Def+:10(21), GA-3defTpProc:10(21)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(23), Armgdn-Acc/Rchg:50(25), Armgdn-Dmg/EndRdx:50(25), Armgdn-Dam%:50(27), M'Strk-Dmg/EndRdx/Rchg:50(27)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 14: Boxing -- Acc-I:50(A)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Chain Induction -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(29), Mako-Dmg/Rchg:35(31), Mako-Acc/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:35(31), Mako-Dam%:35(33)
    Level 20: Tough -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(33), Aegis-ResDam/EndRdx/Rchg:35(33), Aegis-ResDam:35(34), Aegis-Psi/Status:35(43)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+:25(A)
    Level 24: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(34), LkGmblr-Def:35(34), LkGmblr-Rchg+:35(36)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 28: Maneuvers -- Ksmt-ToHit+:10(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:25(A)
    Level 32: Lightning Rod -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(37), Oblit-Dmg/Rchg:35(37), Oblit-Acc/Dmg/Rchg:35(37), Oblit-Acc/Dmg/EndRdx/Rchg:35(39), Oblit-%Dam:35(39)
    Level 35: Shield Charge -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(39), Oblit-Dmg/Rchg:35(40), Oblit-Acc/Dmg/Rchg:35(40), Oblit-Acc/Dmg/EndRdx/Rchg:35(40), Oblit-%Dam:35(42)
    Level 38: Char -- Acc-I:50(A)
    Level 41: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dmg/EndRdx:50(43), Apoc-Dam%:50(43)
    Level 44: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46), JavVoll-Dam/End/Rech:50(46)
    Level 47: Tactics -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:21(48), GSFC-ToHit/Rchg/EndRdx:21(48), GSFC-Rchg/EndRdx:21(50), GSFC-ToHit/EndRdx:21(50), GSFC-Build%:21(50)
    Level 49: Grant Cover -- EndRdx-I:50(A)
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Heal-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(48)
    ------------



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  16. Sailboat

    Thanks for Joy

    Quote:
    Originally Posted by Nyghtmaire View Post
    Special thanks to Sailboat for the concept of, "Broadsword is a toolbox, and every tool is a can opener. And the can contains Whoopass." I thought of this everytime I hit a critter. Every. Single. Time.
    My pleasure! I have recently been leveling another BS/Shielder named the Unmitigated Gaul, and having a lot of fun myself. There's a certain pacing to the attacks -- it's not dizzyingly fast-feeling, like, say, Staff -- but it's very satisfying. I keep opening that particular can.
  17. Waaaaait a minute...

    Quote:
    Originally Posted by Hqnk View Post
    */storm corrupter
    Quote:
    Originally Posted by Hqnk View Post
    ran into Rikti for the first time on this character...and got owned.

    I've been playing this game for a while and I feel like I should be over that cold water moment when your so awesome toon gets perma held and cut down.
    Did Hurricane stop working?

    Storm is an aggressive powerset. When soloing (and sometimes even when teaming) you have to take it to the bad guys and debuff them before they do worse to you. Hurricane on a Corruptor can by itself reduce enemies' to-hit to the same point being soft-capped would. Point of fact, it's actually better than the defense soft-cap because it reduces range while moving them away and rag-dolls them -- they can't act at all while ragdolled. Consistent application of 'Cane will result in being hit fewer times over the course of an adventure than a soft-capped Scrapper.

    If you get held through that, pop a Breakfree and retoggle Hurricane before the debuff it already put on them wears off (you've got ten seconds).

    Steamy Mist is a big part of this formula, as it allows you to get into Hurricane range before they know you're coming. In the case of Rikti Drones, you may have to corner pull or bum-rush them to debuff them before they can react, but they're a very unusual case.

    Sure, it messes up neat piles of spawns. Also it requires you to consciously tag everything and go back and re-tag it if you're taking too long to kill it, distracting from pure DPS. But it gives you enormous survivability in exchange.

    On teams, let someone else take the aggro, and save 'Cane for self-defense or crises.

    Storm can be very powerful for Defenders defensively -- it also adds offense. But you have to deliberately mess enemies up -- when I try to stand back and play cautiously, I find Storm doesn't work nearly as well. Take the chaos to them and make them regret they never saw you coming!
  18. My numbers:

    Acc/Dam - 7
    Acc/Dam/End - 7
    A/D/E/R - 4
    Proc - 1
    Dam/End/Rech - 1
    End/Rech - 1

    One proc in 21 runs so far.
  19. Quote:
    Originally Posted by Asha'man View Post
    I'm sure there has to be a reason it hasn't been mentioned but what about Nova? With the lowered rech and no end crash, this may be a good spot for it.
    Yeah, but since you only get to put it in ONE power, you have to weigh the choice carefully, and the nukes still take a lot longer to recharge than something like Energy Torrent.
  20. Quote:
    Originally Posted by JayLeonHart_EU View Post
    Then why, when I Hover/Fly over a group of enemies and hit them with Explosive Blast do they scatter outwards and don't just fall over, as they would with Energy Torrent?
    Because you're above them, so the angle downward and outward from you to each one of them is slightly different (picture a cone radiating down from you with targets around the circle it makes touching the ground).
  21. Note for the record that any DDR over 50% (and you're at 58% currently) means you have the third-best DDR available in the game, after Super Reflexes and Stone Armor. And 73% beats Stone Armor, moving you into second place. So you're still sitting pretty. Invulnerability gets a mere 50% DDR and can be pretty hardy against debuffs if one invests in a bit of a cushion (although it does get additional defense from enemies in range of Invincibility).
  22. Also, while we're at it, here's a list of suggestions I've made over the years, some of which seem like they'd be easy, and all of which are narrowly focused on straightforward changes, not elaborate wish-fulfillment.

    Variable Power Animations

    New "Targeted AOE" Invention Sets

    Add "Scaling Slider" for Tails

    Chat Should Report Badge You Just Changed FROM

    Naming Your Base!

    Replace Debt Reduction Property on IOs
  23. Chat settings not saving default channel.

    Freezing Rain bug.

    Hurricane change. Back when PVP was introduced, Hurricane was soon nerfed (its repel frequency made much more erratic) because players were using it to more-or-less permanently pin other players in PVP. At the time, the Devs were sticking with the "powers will work exactly the same in PVP and PVE" rule, and 'Cane was too much.

    Years later, PVP was changed to have powers work differently in PVP zones (Diminishing Returns, and what I'll call "damage-based-on-activation-time"). They work VERY differently in PVP now.

    Although it's not truly a "bug," it would be nice if the old functionality of Hurricane was returned strictly in PVE -- it would remain as-is for PVP. Now that we're no longer married to powers working the same in both regimes, there's no longer any need to keep the "nerf" that was made only because it was overpowered in PVP.
  24. Yeah, I've seen a bunch of them. Playing a melee character on a team with them is a little like going to a water park for vampires -- you're just deluged in waves and torrents of blood splashing everywhere.
  25. Quote:
    Originally Posted by Airhammer View Post
    No its not the range. Its because Energy Torrent knocks foes back in a straight line and is therefore more predictable. Explosive Blast is like PbAoE KB and scatters foes in all directions which is more problematic.

    Eventually they will make another -KB IO for something else and then many will play it in Energy Torrent as well.
    I've read repeatedly that Explosive Blast does NOT do radial Knockback -- it only looks radial. It knocks things away from the user, which will be radial if you're standing in a crowd with enemies in all directions. If you're standing at range from the group, they should all be flung in the same direction like Energy Torrent.

    I can't say I've definitively tested that, but I'm pretty sure I've seen it behave that way.