-
Posts
3613 -
Joined
-
Heh. Reminds me of the old Wizard of Id strip where the visiting Sultan tells the King, "I have [a large number of] wives, each more beautiful than the last."
"Each more beautiful than the last???" the King says, his eyes bugging out at the thought.
"Well, only if you line them up that way," the Sultan concedes.
To the OP: Fire/Dark has been entertaining to me from the earliest levels. -
Wouldn't hurt if the "The store is offline" message upon log-in mentioned that it would affect character slots you'd paid for.
-
I'm guessing that their record of your e-mail account is outdated. Same thing happened to me, but as I no longer have access to that e-mail account and have neglected to update my profile, I assume they sent the invite to the dead account and just flagged me as invited.
-
Look, they're NOT going to put something into the game just because some clown suggested it on the forums.
-
You can pin it AND lock it, ya know.
-
Quote:Well, given that I'd go Ice/Rad or Ice/TA. Rad is tons of debuff potential plus one really good team buff that affects you too; TA is lots of separate debuffs (very powerful IF you have the time to stack them up, which Ice ought to give you). Ice/Rad can stack Arctic Air and Choking Cloud as described; Ice/TA can eventually use two knockdown patches with dual Slicks. It has more control, but it has no buffing to speak of.Hmm, I'm considering Ice/Therm and Ice/Rad after reading your descriptions. I don't want a pure team buffer, and would like something with a mix of control (or buffing) and Debuffing. Both seem to offer just that after looking at the abilities. TA is also in the running.
-
Quote:Correct -- it's not that you have IO bonuses, it's the way they are displayed after the patch. The same IO bonuses displayed just fine in previous patches. But now by adding lines to the display and removing the same lines several times a second, it causes items beneath those bonuses to jump up and down as the lines are added, making the display unreadable.This is a bug that was introduced with Issue 17. Previously, each bonus type (for example, Moderate Recovery bonus at 0.02 end/sec) would combine into one number in the Combat Attributes, so 5 Moderate (0.02 each) and 5 Huge Recovery (0.03 each) bonuses would read as 0.10 Moderate and 0.15 Huge. In I17 they split them up so you would see each individual bonus, but they're still combining into subgroups sometimes (so instead: 0.02, 0.02, 0.04, 0.02), which results in the jittery behavior you see now. The bonuses are all still there, they're just being displayed differently for half a second or so.
I can't imagine it's intentional. -
Quote:Right. And furthermore, a Tanker in situations where the enemy aggro is dangerous will be spreading the damage around intentionally to hold aggro. By targeting through him, a Blaster is also spreading the damage around, keeping targets alive as long as possible, instead of wasting a specific guy or clump of guys before moving on to the next. It's less efficient.When I'm playing my own Tanks with a team, I don't stay targeted with a single foe for any significant amount of time. I'm constantly alternating Tab and an attack to try to cycle through every foe near enough to me to hit. I'm also on the look out for foes at the fringes of my aura to use Taunt on them when it recharges. In addition, I do have a couple of ranged attacks (Nem Staff, Black Wand) to use too. So there's not much point on targeting through me as even I won't know what I am or will be targeting sometimes.
Basically, a damage-dealer's targeting priorities should usually be very different (if not diametrically opposed) from a Tanker's.
PLUS there's the issue of surrendering a lot of control over your character's actions to someone else.
When I tank, If I have everything under control, I will often deliberately check out nearby groups we have not engaged yet. This is especially frequent when playing a Granite Tanker (because the good attacks are recharging, and I get more utility out of planning ahead than spamming Brawl as filler). Someone targeting through me, especially without mentioning it to me, is liable to drop a fireball onto a dozen red Nemesis soldiers and get his or her butt wasted. -
-
Quote:I'm not pushing for a buff to Axe. I'm really just noting that it's silly to have the 10 target limit on Cleave -- silly to the point of being a (very minor) irritant. It would be like having a set balanced at slightly lower power "because of that 20th enemy you aggro." But you can't aggro 20 enemies, so that would be a meaningless and mean-spirited penalty.lol
Really if you want to push Battle Axe for some type of buff you're selling yourself short by trying to make it an exact statistical copy of War Mace, a set it's already virtually the equivalent of.
You can't hit 10 people with Cleave. Ever.
I've labored with training crowds behind me and I've gotten six for sure, but it's hard to do. I don't know if I've ever gotten seven. But having the "benefit" of a cap of ten is just silly.
That's all. It wouldn't hurt the set, or me, if it was never touched again. But it remains weird and very slightly irritating that one of the "balance points" is this impossible-to-reach target cap. -
-
Quote:No, I'm NOT insinuating that -- if you read my posts, you'll note I say this:Are you insinuating that WP isn't survivable enough because it doesn't have 90% s/l res? That's hardly a fair metric because a) most Tanker primaries would fail under that criteria and b) if SR Scrappers are soloing +4/x8 content, then I think a Tanker with "just" 70% s/l res, soft capped (or close to it) defense, 50%+ more hp, and a healthy dose of regen will be able to manage.
Seriously, alpha strikes stopped being a concern after adding Tough/Weave to my build in SOs.
By the way, WP can hit the res cap while under the effects of SoW, which is up 40% of the time.
Quote:This is NOT to imply that Willpower is an inferior Tanker -- we're splitting hairs here, and the same argument can be reversed against Invulnerability against energy/negative damage, anyway. And sets that I rank under those three are still strong sets; my two current Tanker romances are with Fire Tankers, for example.
[And whoever neg-repped me for calmly stating my opinion is a pinhead.] -
But it's NOT 90% S/L resistance...which you cannot reach...and if you take enough alpha, 1.7 BILLION regen isn't enough. What you're saying here is that at less than the most dangerous content, WP is the equal of other sets. No one disagrees with that.
-
-
Decent analysis, Acemace, although I still personally wish the Cleave cap of 10 made more sense somehow.
I would add a peculiarity that I think I have observed that may or may not be accurate -- whenever I swing Pendulum in a large crowd, it feels like I get 5 knockdowns almost every time, which seems inconsistent with the 50% chance to knockdown -- if it were calculating 50% on each of te 5 guys I hit. But maybe it's calculating 50% knockdown chance on all the foes in the cone, then just capping that at 5 actually knocked down/damaged.
Try it out. I feel like I do way more than 2.5 guys knocked down with each pendulum swing; it's nearly always five at one blow...IF the crowd is substantially larger than 5.
If true, that makes the 50% knockdown chance a lot less limiting. -
Quote:While I also rank Willpower in the top 3 (despite what Shields fans assertwhen i think of the three toughest tanker def sets my mind goes to... Stone, Invuln, Willpower. No defense sets for a tanker comes close to those three. And frankly... if you really build it right, and spend a fortune... i'd be willing to claim except under very special circumstances, a WP tanker would probably out tank those other two.
Frankly, the only circumstance that comes to mind where WP doesn't outshine those two is in a solo fight with an AV...), I feel that I would add "...or against ANY large number of high-damage smashing or lethal attacks" to Willpower's vulnerabilities. That's much more common than the "solo AV" scenario you describe. Willpower lacks high defense against s/l damage AND has good-but-not-as-great resistance to s/l. Result is that an Invuln or Stone can hit the soft defense cap against s/l damage much more easily and can hit the hard resistance cap of 90% as well, simply making the s/l damage threat go away instead of being ready to rapidly heal it back.
This is NOT to imply that Willpower is an inferior Tanker -- we're splitting hairs here, and the same argument can be reversed against Invulnerability against energy/negative damage, anyway. And sets that I rank under those three are still strong sets; my two current Tanker romances are with Fire Tankers, for example. -
-
"Hey, officer...you know how sometimes people come out of the bathroom trailing toilet paper stuck to their shoe?"
-
-
Quote:The ratio of Inf required to purchase Prestige isn't really supposed to be about getting you more Prestige; it's about destroying Inf. It's one of the few Inf. sinks in the game (and they really need more to combat rampant mudflation.)I'm just saying make it easier to earn prestige or buy prestige in exchange for inf. The ratio of inf to prestige right now is TERRIBLE. That should be an quick and easy fix.
One thing that's missing from your OP is exactly how much Prestige that work actually cost. How can we judge whether it's a lot or a little without some sort of number? The SG could have been active for 5 years but with no one in SG mode earning Prestige, for all we know. If we knew the cost, we could better compare it to our own experiences. -
-
Quote:Well, I don't know that I hold them in active disdain, but I generally feel like if I'm a decent player, I should be able to group with any random powerset combination unless we're doing specialized content like a Hami raid.I've always looked at players that state "we need X and Y" as inferior players.
So it's a point of pride for me to try to make any old weird random team work smoothly. If asked "What does the team need?" I usually say "Bring whoever you like." When pressed, I sometimes go so far as to list what we currently have, and let the player figure out what he/she wants to bring based on that, but I seldom request anything myself. -
Dude, your name has "hammer" in it. Jus' sayin'.
-
How do you feel about dying? Some of us play "hardcore" City of Heroes with the Iron Eagles II Supergroup on Justice. Any defeat after level 9 (basically, one that would entail debt) is considered permanent, and that character is deleted, or at least removed from the SG (you could continue the character as a non-hardcore character outside the SG, of course).
This is harder than it sounds -- defeat is more integral to comic book battles than some other settings, and the game has a way of throwing surprises at us. And to remain an Iron Eagle you have to be perfect, defensively at least.
But here's a game where defeat matters. A team who is paying attention and not clicking while watching TV. A battle where the other half of combat -- not just damage dealt out per second -- also matters. A place where your Defender will always be greeted with enthusiasm.
We're few, we're small, we're mostly poor, we level slowly. But we're scrappy and we've earned every level enduring the greatest risk possible, permanent death.
There's a thread in the "Player Events" section if any of this intrigues you.