Seldom

Shady Shyster
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  1. It's funny, I have seen one or two sonic resonance characters on trials. Given the autohit nature, or at least high tohit, of some of the nastier trial damage sonic does pretty well. All the same, every trial has had at least one empathy/radiation emmision/kinetics/dark miasma character. Cold, thermal, and forcefields are less common, as is traps.

    I have yet to see one trick archer.
  2. Quote:
    Originally Posted by Shubbie View Post
    ...Yes, but adding a blaster takes away a spot that could be adding more buffs.
    One good fulcrum shift can get you near the damage cap. Two will, period. More debuffs can lower enemy resitance more, but in all but .1% of the game, that becomes superfluous if you reach the damage cap. Of course, this is just paired with kinetics. But in all but AV killing, a boosted blaster will level things so fast with just about any buff/debuff saturation that an extra rad/kin/cold/dark playing their tricks couldn't be missed. Heck, I can tell you from experience that they might 'complain' that their debuff setups are wasted when you kill everything in seconds.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Then it's not just blasters. This game should be City of Defenders/Corruptors. Everything else is a "wasted" spot on the team.

    In truth, though, the more buffs and debuffs you add, the more the blaster's value gets multiplied.
    This is true. I was on a team with 2 kinetics players, controller and defender. I was playing my archery blaster. Forget rain of arrows, with two fulcrum shifts fistful+explosive arrow just about killed the next couple spawns.
  4. I find once you get dominators enough recharge to be "Perma-doms" They're exceptional damage/defense-wise. Throw down an AoE Mez, go to town on your helpless victims. The mez approach also means you don't have to sweat nasty enemy abilities, either. Your weakness is missing.

    Brutes are quite strong, in both offense and defense. With high caps, and an inherent begging them to steamroll, they are quite powerful. Their weakness is related to their secondary, and to their offense requires more specific positioning. (Melee being close, close cones, and close point blank AoE in many cases.)

    Crabs are on paper tank-mages, all but immune to mez, with pets, almost unlimited AoE, incredible defenses, and debuffs besides. This is true in practice too, most of the time. Reliance on Defense with no DDR can be a hassle, but not too often. Their weaknesses are their endurance, their lower base HP, and their 'modest' burst damage abilities.

    Blasters, especially those with buildup and aim, can destroy huge swaths at mobs at a time. Tricks like softcapping, huge +recharge, smart powerpool picks, and/or good inspiration usage make them able to decimate foes and live with ease. Their weakness is their lack of mez protection, and low HP. They require both more alertness and/or careful building to reach longevity to size up to their incredible damage.

    Scrappers are easy- high damage, good defenses. Weaknesses relate to their secondaries, again, and their offense needs specific more positioning. (Melee being close, close cones, and close point blank AoE in many cases.)

    Both Defenders and Corruptors can turn their medium damage into something incredible through debuffs and boosts. They also usually get limited mez and healing to counter trouble. Their weaknesses include moderate starting damage, low HP, and often lack of mez protection. There are also some secondaries that won't improve their offense as well, but these are better on the defense side, in most cases.

    Controllers can have high mitigation, and use tricks to reach high offense. Their weaknesses are the low HP, often lack of mez protection, and the need to layer mez in many cases. To reach very high offense, they usually need to choose from a subset of available abilities. (Illusion/, Fire/, /Kinetics, /Cold, and /Radiation having some of the better tools for doing so.)

    Masterminds are the force multipliers that bring their own force. My mastermind can do things in their sleep other characters can only dream about. An army of robots, ninjas, zombies/etc? Pu tthis with some good buffs/debuffs, and you can go crazy. Oh, yeah, tank mode if you want/need it. AoE Seems the only weakness, and a few secondaries offer less reliable pet/personal protection.

    Huh. Must've listed just about all the archetypes there. Go Figure.
  5. Quote:
    Originally Posted by Shubbie View Post
    It really doesnt matter is every other At is overpowered or blasters underpowered

    Its the same

    A corruptor or scrapper is better in any situation than a blaster.

    Remember its not do blasters work

    Its are blasters as good a choice as the alternatives.

    Hence superfluous as in not needed because the role is already filled.
    Actually, if you have a tanker/brute, some support and/or control on the team, I'm trying to think of a situation where in a pure number perspective a blaster isn't better than a scrapper. :-/
  6. Bravo to the art team, the buildings and architecture look very convincing, and shows how far we've come from the original blocky skyscrapers.
  7. Eh. "Squishy" is relative, so it doesn't bother me. Using cover, timing, pool powers, inspirations, inventions and so on any of my "squishies" can 'tank' for a team as survivably as a melee character. It just takes different tactics, and more awareness.

    As far as damage goes, blasters have better damage attacks that activate faster and refresh more often. If I just want to blow stuff up, I use a blaster. They are the most reliable, fastest, easiest damage. Yes, other archetypes have AoE's. Heck, all of 'em with incarnates. But blasters have the hardest hitting, and usually most readily available.

    I never fealt the damage/survival scale was off on mine, this is soloing at x6. Maybe I have to be canny about my approach, but I dig that. On teams, I kill things way faster/reliably/more easily than my judgement-sporting scrapper buddy. But hey, If you don't like blasters, that's you thing. For the life of me I cannot get into scrappers. Gosh I find them boring. To each their own, right?
  8. Er, forgive me if I'm wrong in this, but don't all the Null options revolve around received effects?

    Changing how powers affect any given NPC seems something very different than changing how your particular player character, with all its saved settings, responds to a subset of abilities.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    This, therefore, is my question to you: What ATs do you play, and what kind of themes, styles and concepts do you see them as representing?
    Dominators: To borrow from comic book mythos, these are not the 'superman' characters, who simply shrug off any damage. They are more the 'batman' types: If you could land a hit, they'd go down and fast. But you won't because they can out-think you, using their tricks and abilities to incapacitate and gain the advantage. They also can lay you out pretty darned fast.

    Blasters: These tend to verge toward the vigilant/rogues for a reason for me. They seem to be the no-holds barred, 'scorched earth' characters. Enemies are the problem, and the solution is taking all of them out without questions.

    Brutes: The unstable fighters. These characters usually have some sort of mental instability that drives them to fight on, harder and harder.

    Controllers: These are the manipulators. They don't just jump in, they find/make opportunities to gain an advantage, then strike down their enemies when it's to their advantage, usually waiting until the enemy is helpless through control, debuffs, or overwhelmingly strengthened allies.

    Corruptors: These characters tend to verge toward being either sadists that enjoy finishing off those that are wounded, or the callous that have no qualms finishing off a target that has become increasingly vulnerable.

    Defenders: These tend to be the thoughtful characters, more interested in finding/making advantages than in outright combat. They aren't afraid to blow stuff up, but their priority making certain the fight is to their own/ the team's advantage first before they start taking down foes.

    Masterminds: These vary a lot. From the leaders, to the manipulators, to the oppressors. They go from those that persuade/inspire undying loyalty by their character and/or charisma, to those that hold unwilling servants that they can send to their demises without remorse. Do they command others because they value teamwork, or because they don't want to get harmed and could care less for their unlucky compatriots? It changes quite a bit, from character to character.

    Scrappers: These are the warrior/brawler characters. They fight. Complexity is rarely there, they solve problems by killing things with sheer force, and are usually determined/brash enough to simply approach their foe and hit them in the face as hard as they can.

    Stalkers: these tend to be the strategic fighters that dislike blatant 'jump in and pound' combat, and think a more measured/thoughtful approach is better, and are able to spot weaknesses to quickly eliminate a target.

    Tankers: These flip between the selfless characters that will stand between a foe and a weaker target, prone to self-sacrifice, or the overwhelmingly stubborn character that simply won't give up and die, and thinks (perhaps rightfully so) that nothing is tough enough to take them out. In some of my characters' cases, it's a combination of the two.

    VEATS: These usually verge toward the mercenary side. They are usually canny characters that use their abilities, awareness, and training to their advantage, overcoming their own vulnerability through shrewd decisions and finding weaknesses in their foes to exploit. They are more than willing to use allies to do this, imparting their canny tactics and observations to their team to get their way.
  10. I'd waited to make a thugs/ mastermind, wanting to pair it with /sonic. (concept) Now, I will be able to make "Fidon't," the disobedient, howling mastermind pup and his roving pack of pet people! (They're neutered, of course, properly house trained, and most of them know how to sit and stay)
  11. Quote:
    Originally Posted by freewaydoggy View Post
    Thanks guys, the endurance thing still seems to be working. What is "perma"? Also, btw, my entropy shield is still entropy shield, not aura.
    Sorry, the buffs are coming with issue 21. (which might be early fall or so.) "Perma" means permanent. In other words, the +defense effect is assumed to be something you will have at all times, on top of all the normal defense toggles.

    Huh. This should be interesting.

    A brute with:
    all normal energy aura defense
    Raised passive resists
    Scaling +recharge, that makes foes 'stick"
    A non-suppressing stealth so that the foes outside those 'sticking' don't notice.
    An endurance drain/refil that boosts defense by the number of foes nearby
    An endurance discount that also heals, gives +regen. This has a long timer, but the set has a scaling +recharge.
    A godmode if you want it.


    Put those all together, you have a very interesting set.
  12. Seldom

    Why no /sonic?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Sonic has major problems against Psi damage. It offers zero defense or protection and can't heal the damage back. Force Field is vulnerable to a subset of Psi (derrived from Mind and Illusion Control mainly) but Sonic gets absolutely destroyed...
    Insert shameless plug for sonic resonance (as well as forcefield) improvements here.
  13. Quote:
    Originally Posted by Dz131 View Post
    Its useless unless you can perma it
    Heh. whatever the recharge, making powers "perma" will be easier on /energy due to the +recharge.

    <--is looking forward to the changes. A new +defense? A bigger heal? A +regen? a +recharge? Higher resists? yes, please!
  14. Read the post again:

    Quote:
    1. Resistance on the set’s auto powers were slightly increased and now include endurance drain protection and slow resistance.
    2. Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user. The Stalker version of the set doesn’t have a taunt aura, but it offers a small Recharge bonus.
    3. Repulse for Stalkers has been replaced by Disrupt, a stun aura.
    4. Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
    5. Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. This power works identically to the Electric Armor version.
    They are reversing the addition of the heal to energy drain, and changing conserve power to a heal just like they did on electric armor. This is understandable, because two heals would be overdoing it a bit. To make matters better, energy drain is almost like a click invincibility now, giving more defense per nearby foe. (Though we don't know the defense values yet.) As it's still labeled energy drain, and the original version was ONLY an endurance drain, the +end part stays.
  15. To the OP: I'm pretty sure the criteria for 'easy port' was as little to no new stuff needed. Likewise, I would hope that dominators' illusion would lose one of the redundant invisibility powers. That opens up a power slot, wherein a new power would need to be placed. If they planned to have that new power, a delay would happen for the 'easier' sets to be proliferated. Yes, other AT's are getting their treats. Those are for you too, enjoy 'em for a bit, it will make the wait for the dominator treats be less boring.
  16. Seldom

    Why no /sonic?

    Quote:
    Originally Posted by Deacon_NA View Post
    Hey, now you get /Sonic!

    I don't see myself making one of these.
    Heh. I've had one waiting in the wings for a while now, name reserved and all. "Fidon't:" Evil Dog mastermind tired of being told to sit and stay, who has a crowd of thugs he's putting through obedience school and controls with his howls.
  17. Quote:
    Originally Posted by InfamousBrad View Post
    ....can we please get Stalker: Dark Armor: Cloak of Fear and Oppressive Gloom also changed to match? ....
    That change happened a couple issues back. They suppress when hidden, and have for a bit.

    As to the proliferations: Yay!
    As to EA changes: Yay!
    As to poison getting buffed: yay, I hope!
  18. Quote:
    Originally Posted by Dromio View Post
    Poison is going to be Proliferated. I'm trying to ask about MM Poison in the UStream chat but the chat isn't working right for me.

    Update: I got through and Synapse said that Poison for MM's has been updated in beta, but he didn't specify what has been changed! It's beta, so it's subject to change, but it sounds like there might be changes out there for us!


    Wooo!
    <--Is happy.
  19. Quote:
    Originally Posted by Thunderheart View Post
    I shouldn't be surprised when I read these posts, but I am. Poison is very good at what the set is supposed to do (neuter hard targets), even if that isn't conducive to farming at x8....I actually quite enjoy this set, despite the fact that the last two powers are next to useless. Those would benefit from some scrutiny, but the rest of the set is fine as is...
    I agree to some extent, that some estimates of the set are a bit harsh, and that the set certainly does have its strengths. I enjoy the idea that a poisoner has a very focused use of debuffs, rather than the more traditional "Turn them ALL to putty!" role. It means you have to be more strategic. That said, my suggestions for /poison base around they way it is NOT the clear winner against a single target. As has been brought up, the stackability of other sets' debuffs/mitigations and similar values on poison's single target powers do make it so that what a poisoner is does not stand out, especially in larger encounters, such as vs. an AV. This is exacerbated by the fact that additional layers of the timed debuffs does nothing, yet an AV resists all the effects by up to 87%.

    This means, without noxious gas present here's what a poisoner can do to a level 50 AV:
    -3.9% res
    -4.68% def (max slotted for debuff)
    -2.36% tohit (max slotted for debuff)
    -8.45% rech
    -16.9% speed (max slotted for debuff)
    -22.5% damage
    -65% regen, every 6 seconds. (SO max slotting, 30 second duration, leading to a -325%, best case on SO's)
    Note: every single power that does the above can miss.

    Here's kinetics:
    -65% regen, every 4 seconds. (max SO slotting, 20 second duration, leading to a -325% regen, best case on SO's and not including +recharge from siphon speed.)
    -20% dam, every 10 seconds. (max SO slotting, 30 second duration, leading to -60% damage, best case on SO-s and not including +recharge from siphon speed.)
    -40% dam, every 30 seconds. (max SO slotting, 45 second duration, leading to -40 to -80% damage, best case on SO-s and not including +recharge from siphon speed.)
    -20% rech
    -100% speed (max slotted for debuff)

    Here's dark miasma:
    -65% regen, every 4 seconds. (max SO slotting, 20 second duration, leading to a -325% regen, best case on SO's)
    -7.5% dam, every 4 seconds. (max SO slotting, 20 second duration, leading to -37.5% damage, best case on SO's)
    -22.5% dam, toggle
    -2.34% tohit, toggle (max slotted for debuff)
    -3.9% res, every 45 seconds. (45 second duration, best case on SO's)
    -65% regen, every 90 seconds. (max SO slotting, 30 second duration, best case on SO's)
    -6.5% rech, every 90 seconds. (max SO slotting, 30 second duration, best case on SO's)
    -13% speed, every 90 seconds. (max SO slotting, 30 second duration, best case on SO's)
    Dark servant:
    -65% regen, every 10 seconds. (20 second duration)
    -10% damage, every 10 seconds. (20 second duration)
    -2.34% tohit, toggle (max slotted for debuff)
    -30% dam, toggle
    -3.12% tohit, toggle (max slotted for debuff)

    Poison is a jack of all trades debuff set that would compare favorably with others if it were AoE. It is single target. I prefer single target. But if it is comparable, even outdone in some ways, by other sets that are also AoE I'd say it might need a look.

    NOTE: numbers taken from red tomax, assuming the level 50 87% resistance of av's, and taking into account that AV's do not resist -damage or siphon speed.
  20. Jayboh, could you include the suggestion that weaken become stackable in the original post?

    I wouldn't mind if the -special remain unstackable, but the -dam, -tohit? The set is supposed to be protecting through debuffs, but its main mitigational debuff limited to one application. I would change this, as it would add the protection poison brings in a prolonged fight.
  21. Seldom

    So lost...

    As usual, it might help to go over all that's been updated.

    Link to summaries of changes brought by various issues, if you hadn't looked them over.

    Welcome back! Also, I'd found the sever to be getting quiet, until I got into some of the server's global channels. If you haven't gotten in, it might help.
  22. 1. Brutes can "tank,' in that they have aggro auras from their secondary, and a single target gauntlet, and can take taunt. That said, they have scrapper-level defenses, so if somebody is asking you to take ALL the punishment, you'd better have a good build or ask for them to help you with survival in return. Brutes gain fury from enemies that have aggroed on them and attack them, so brutes always have some level of aggro. That said, they aren't meant to be pure damage sponges. Things attack you, making you mad, so you get damage enough to kill them faster than they whittle you down. You are a damage archetype that also attracts attention, and can stand up to much of it.

    2. Kinetic Melee is okay. Its boosts to your damage are based off of your base damage, which is lower than most archetypes. As such, your bonus damage will be lower comparatively to scrapers/stalkers with the same primary. That said, it still debuffs and does its thing, so take it if you want it.

    3. Architect mission are popular because you can put in enemies that are weak against you, and that you are strong against. This makes a good way to level, but a bad way to play a character. You won't find what your strengths and weaknesses are, or how to deal with various foes if you only fight the ideal, easy enemies.

    4. Weave and other defensive powers are better the more you have. If you plan on using set bonuses and pool powers to get significant defense on a resistance set like /fire, it is useful. if not, it will have little effect, as you have next to nothing else defense-wise. Tough is a good power on its own, as it makes the common smashing/lethal even less effective against you.

    5. Start with accuracy/endurance. Brutes have low base damage, with fury giving you a lot more. as such, fury is more effective than damage slotting at the start. You need endurance for continuous attacks, and accuracy for the attacks to do anything.

    6. Typical pitfalls are diving into enemies that are too much for you, and not working with the team. be aware of your enemies' strengths, how much damage you can and cannot take, and where you team members are. The team can help lock down/distract/damage/heal/debuff in ways that will help you do your thing even better.

    7. Maybe. I probably missed it too.
    *EDIT* I did!
    You might know this, but Fury comes both from attacking, AND being attacked. Some brutes insist they must have all the aggro, or they will have 'bad' fury. truth is, you can get sufficient aggro just pounding on statues, though being attacked does make things faster/easier. Tricks with fury: leave brawl on auto. It takes no endurance, recharges fast, and animates pretty quickly so it's a great way to build fury by parsing it between other attacks. Also, you can optimize your smashing by peppering one foe to death with fast, low damage attacks, then turning to another full-health foe to use a bigger attack once your fury is high. Even better if you do this with build-up or the like. This way you do a burst of high damage, and don't waste any endurance with a big hit on a nearly dead minion or such.
  23. Seldom

    Age of Heroes

    Quote:
    Originally Posted by Myrmydon View Post
    The best representation of the Golden Age would be the Justice Society members the Flash and Green lantern and the Silver Age would be the second versions of those characters.
    Fair enough. I guess I'm just looking too much at the "bigger picture" comparing the overall aesthetic approach. Which is admittedly hard to define, especially when not doing an 'inspired by' or 'homage' character. Thanks, I hope to see what folks whip up for the event!
  24. Seldom

    Age of Heroes

    Heh. I know the history of the periods. Perhaps it's just me, but the aesthetics of the more iconic heroes is quite similar in approach between the two periods. (tights, with simple/bright color schemes, sometimes capes, boots, gloves, sometimes briefs, large chest emblems, etc.) I was just wondering what distinction was being set.

  25. Seldom

    Age of Heroes

    This event sounds like a lot of fun, I'd love to attend. Though I'll probably be entering as 'golden age,' I was wondering what you were holding as the difference between golden and silver age costumes?