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Quote:Oh, no kidding. My comments were limited to the escape phase. In fact, the 9CU's in a large group can wipe a full team pretty quickly- a mind/perma dom makes all the difference between a crowd of bossbots obliterating a team in short order and a crowd of them obliterating each other in short order.Yeah, but on the upside, the boss-rank 9CUs that reinforce Siege -- and accrue outrageously high +ToHit and +damage buffs just for staying alive -- heavily favor Domination-fueled control powers. Bonus points if they're long-duration powers like Mass Confusion.
And in the Lambda sabotage phase (the most crucial phase of the trial, arguably), Mind/* Doms are spectacular, particularly if they have stealth.
In general, confusion with domination is one of the best tools for both trials, just because it allows a team to focus on objectives and allow extraneous targets eliminate each other. I guess my only complaint goes to the way fear is the only effect minions resist. -
It pushes minions, but not any others. As it's a long recharge, 5 target repel, to be functional at all you need to target a minion. (a fleeing lt/boss will just cause chaos as a target- as they move, the direction minions are pushed changes.) As it is so changeable, and so much is going, it's really not worth it. Better to use mass hypnosis/dominate/mesmerize/total domination/levitate. Levitate is particular is fun. Yank runaway minions skyward while killing them in bits.
Too bad terrify has no effect, and confusion is useless. -
Let's look at the means of balance. I do not see a "judgement vs. nuke" so much as a "balance vs. balance" thing.
Judgement powers:
Minuses:- You must be level 50.
- You cannot enhance the effect, except through alpha's. (minus spiritual)
- For full potency you need to use alpha enhancements on the power
- For full potency you need to do a huge ammount of time and/or in-game resource investment.
- Cannot be buffed
- You must do incarnate trials, or burn a LOT of shards+Inf.
- High Endurance cost.
- Minute and a half recharge.
- Limited by target cap.
Plusses:- High AoE damage
- High potency out of the box.
- Can be layered onto full abilities of any archetype
- Avoids AT modifiers, so low damage archetypes get high damage.
- Do not require a power pick
- Do not require Slots
- Can easily be swapped
- Do not crash
- Exceeds the target cap of any other powers.
- Huge damage at base rank
- At highest rank, these are the most damaging player powers in and of themselves bar none.
"Nuke" Powers:
Minuses:- You must be 32, or 38 if you have a blast secondary.
- For full potency you need to use slots on the power
- For full potency you need to use enhancements on the power
- Uses a power slot
- Modified by archetype modifiers, so low damage archetypes get less mileage out of the box. (minus Blizzard)
- You must have a blast set.
- Only available to archetypes with lower hitpoints, so large burst AoE is a survival consideration.
- Uses all endurance
- Player cannot use any powers for 10 seconds out of the box
- Turns off all toggles
- Can only be used every six minutes, out of the box.
- Can only hit 16 targets** (-Blizzard, if you count blizzard ticks)
Plusses:- Can be buffed
- High AoE damage
- Highest damage powers available within respective blast sets
- Can be acquired fairly early on, if you have a blast primary.
The only reason I put in Judgement is because they are another example of Burst AoE in this game. They have different plusses and minuses, so of course their balance is different. However, the similarities are enough, I would argue, that one can look at them, then at the list of balancing factors of "Nuke" powers and ask the question: are all the minuses necessary to balance the power's plusses? I would argue that there are too many downsides present on nuke powers. Especially since they were balanced for a pre-ED and pre-target cap performance. -
Quote:One could say that it's easier for a level 50 to obtain a base judgement 'nuke' than it is for a new character to gain their level 32/38 nuke.Because you get it at level 32 and not at level 50 and only after going through some difficult content multiple times?
The Judgement powers are great for destroying mobs quickly, the only downside that you won't have the ability to do so for another minute and a half. Still, they can just keep on doing what they do, and this is not 'unbalanced.'
If such is the case, then how is doing so to a lesser degree earlier from your 'ultimate' blast unbalanced? Out of pure, honest curiosity, I'm just wondering what makes a level 32 blast's crash a balance necessity? I'm especially curious in light of the judgement's treatment. -
I very much agree. Nukes haven't had much attention, correct me if I'm wrong, since the target cap was implemented. A nuke that can level a ZONE's worth of foes in a dumpster? Worth a crash. A nuke that can take out one group of foes? Not seeing it. Heck, I wouldn't mind if they left the -recovery and just removed the -end.
C'mon devs, I have rain of Arrows and it isn't 'overpowered.' Let the other sets feel the fun of toasting foes and not having to hang back!
Also, while you're looking at tier 9 blasts- full auto. Narrow cone, max. 9 targets. C'mon, guys- some extra spread and the 16 target treatment would help assault rifle a LOT. -
Quote:Correct me if I'm wrong, but I seem to recall destiny had a rapid decline in power so that they have a high peak that rapidly weakens into a valley. All support characters' shields are at 100% as long as they are activated.I agree with almost everything you wrote, because you carefully avoided the problem cases. For example you didn't mention rezzes -- the Barrier power *is* superior to an empath's rez.
But what you wrote above is the one thing I can disagree with strongly. A single incarnate with the huge Destiny buff *can* cover the team as well as a forcefielder and with much less effort. The buff is *that* huge. Consider -- a well-slotted FF shield gives about +40% defense for 4 minutes. The Destiny buff gives +30% defense for 1 minute out of every 2, or about 50% of the time, *in addition to* +30% resistance and a brief period of +90% to both that's easily timed for the start of a fight. And it's *one click*. Do you know how hard a FFer needs to work to keep his team buffed? On its own the Destiny buff almost obsoletes the entire FF powerset.
When you consider that every AT can get the Destiny buff, and you will be playing on Leagues of 16+ people... The FF powerset is now a fossil. It serves no purpose in the high-level game.
For the incarnate content, the big +damage, +tohit buffs enemies get mean that the only thing better than destiny is a shielder layering even more +defense/+resistance to counter enemies. 'Extraneous' defense even counters cascading failure by -defense attacks. -
I've been on teams with judgement being thrown around, and you know what? We still would've done better in the damage department with a blaster. Judgement powers are very cool 'burst' abilities, but between the bursts things still need to be done, which is where powersets come in.
A team of 8 with a healing destiny power won't replace someone with a 6 second recharge heal. A team full of interface-flinging -regen won't match a -500% regen debuffing powerset. A team with a huge +defense power every 90 seconds can't cover the team as well as someone with constantly available everywhere, every time forcefields. A tank with a huge blast can't match the damage a blaster puts out.
In my experience, it just means that there's far less "wait, we need a 'X'!" And that's a welcome change. Yes, I know you never needed an empath, radiation emission character, stone tanker, etc- but now it makes the entry point for incarnates' teams to be far less formulaic. Characters enter the ring with all their normal strengths, and the team benefits from them. When The team comes into a situation the player usually couldn't cover, they now have an incarnate wildcard or two up their sleeve to play in the team's favor. I doubt most teams will disregard players on a wildcard basis. -
The Doms I've been using:
Mind/Psi/Soul: Jack of all trades, master of control. Has literally every single hard and soft control available in the game, debuffs, single target and AoE damage, 3 damage types, invisibility, the whole package. The only weakness is lack of burst damage. Minions? Lock 'em. Lieutenants? Lock 'em. Bosses? Lock 'em. Elite bosses? Lock 'em. Archvillains? Lock 'em. Giant monsters? *calls buddy dominator* Lock 'em.**
**this with lotsandlotsa +recharge, of course.
Fire/fire/fire: Blaster that happens to have imps and a few controls. Very limited lockdown, but you don't need to lockdown much WHEN YOU CAN BURN THE VERY WORLD TO ITS CORE!! AHHAHAHAHHAAHA! >eherm< Excuse me. *Gets clocked on the head, dying yet again.* What did you just do? I will BE REBORN IN FLAMES! LET MY GRAVE BE YOUR PYRE! AHAHAHA!
Plant/earth. Throw in the seeds of confusion, plant my little vines, pull a mallet from the earth and crush skulls in my fresh little forest of death. /Earth gives some extra control to plant/ and the seeds help bunch up foes for /earth's focused AoE.
Fire/Ice- Still maturing. It took it for the dual slow auras- Ice is middle damage, less upfront, so you won't notice all of it you're doing until all lies dead about you. Oh, and hit power boost to watch them craaaawwwl away in panic.
Mind/energy- Hard controls layered with soft controls. Very satisfying up front damage, and many ways to play with enemies' heads. One of the the lockdown masters. Limited AoE, but darned good at smacking stuff down.
Elec/elec- soft controls with sapping, with so very many layers to put down. The controls are not sudden, and take a bit to reach full power, put once they're down, there is no escaping them. -
I was not teamed with you, so please don't take what I said as a personal slight. The situation (Which I will not detail, to avoid a witchhunt) involved a long string of ambushes spawned, with many bosses. With aggro managers sidetracked, they were a problem to those of low hitpoints. Judgement blasts were used, and it didn't do much to stop many of the foes. But yes, debuffs+judgement does make for a very tasty combo.
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Just to note, Judgement is awesome. But please, don't let the power go to your head.
I had someone on a low damage TF team last night assure us that we didn't need to worry about extra groups, all people should hit the boss at all times because their judgement power would kill all else that came near the boss. It really didn't, and the squishies kept getting hammered because the extras were not dealt with. Remember, kids! Judgement: awesome AoE, NOT an "I WIN!" button. -
On an AV, assasin strikes are not as huge, but the bosses/Elite Bosses/Objects? Yes, please.
Heck, the stalkers still can have a whopper of a critical bonus for normal 'scrapping,' where there are so many team members.
Hm. I wonder, the +crit bonus for nearby allies is not improved by league mates, is it? -
Quote:I wondered about how this would work, but it makes sense. Siphon speed is an unresistable -speed/-recharge debuff. Commandos are supposed to have complete resistance to slowing stuff, but how do you resist the unresistable? Methinks I will be dusting off my kinetics characters for the B.A.F. trials this weekend. Best of luck on your run, folks!Well, it sounds like Siphon speed from kinetics might actually affect cammandos as well. Guess we will have to find out. I cant wait.
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For all that stalkers get talked down, (particularly on the forums) when doing the new incarnate trials, I caught myself thinking- "Man, I wish we had a bunch of stalkers!" Yes, all archetypes can do their thing at one stage or another, but with the Lambda grenades/acid, the BAF commandos, and the big bosses on both, 3-4 assassin strikes on the side would be very welcome.
I'm not sure this is coincidence- even if it is, it seems a newish turn of events. "Incarnate trials forming, a couple more stalkers would be nice?"
Anywise. Just a random thought. -
I and my team of 8 were assembled into the Lambda using the turnstile last night on Champion. I explained the strategy, we defeated the 60 praetorians necessary for the 1st stage- rather than rushing the boss inside, we started to clear the walled court. We all started on the first mob inside the walls, and...loading screen.
I checked the chat log, and every single member had 'quit.' As I had given the lowdown, but wasn't leader, all members asked me what happened- none had purposefully quit. And yet the game said we did. I tried to rejoin the last event, only for the game to say it was abandoned or completed. -
Fire/ is fun, but the early levels are a doozy. Even later on, it plays a lot more like a blaster because you only have two 'shutdown' powers commonly available- your ST Hold, and your AoE stun. As such, your focus will more often be 'kill it nownownow!" as your lockdown is a bit more thin. The faster these powers recharge, and the longer they last, the more safe you will be. On the upside, you will have a lot of +regen from drain psyche to recover quickly when damage does get through.
Hm. Because of drain psyche, the other more close-focused sets are also good pairs. Elec/ drain close up, so the +regen recovers from pre-sapped foes- that and the HUGE -recovery means they stay sapped. A less common suggestion? Ice/. It's got low damage, but pairing the close confuse with +regen seems pretty safe. That and the ice/psy pairing will have incredible -recharge it throws around. -
Quote:Errr, let's just be friends.Seldom, I love you. I hope you don't mind that I'm stealing your build, putting it into a gold-lined chest, placing that into a safe, then depositing it into a safety deposit box.
No, I keed, go crazy. (hence why I posted the build.)
I'm an odd duck in that I'm a concept player that's also a min/maxer. This one was a lot of fun because the goal (range!!) seems far less common, so half the fun was 'discovering' this approach. (The other being the death from orbit) Most is pretty darned cheap, but get those bids for javelins in early. They are hard to fill. They can be pricey, so bid ahead and stay patient. The medicine pool is just fun with powerboost, it with the range up can actually save a squishy buddy from quite a distance, not just top them off. That said, it's totally discretionary. If you don't want to play doctor, there are other powers/pools to look at.
I'm also planning on an AR/ variant for another character. Should be fun.
Oooh, side tip. Those Javelins? They give extra range in PvP zones. -
I'm not seeing psy scream. When Psy Shockwave was reduced in damage, psy scream was raised- as such, those two powers are the 1-2 AoE of the set. Taking it will help you fight larger groups more easily. *Edit* Just had to check to make sure, but it seems psy scream does even higher damage than even psychic shockwave. It has a lower target cap, but damage is damage. That and a nifty -50% recharge to all targets hit.
TK thrust is a good attack now, (equal to subdue/mental blast) so at least some accuracy/damage in it will help you, as long as you are taking it.
Since you've gone with the Mu pool, I'd also look at surge of power. A very good defensive power, especially since you might be able to combine its high +res with high +regen from drain psyche.
Not entirely sure why you need both superspeed and superjump, but that's your call.
P.S. since you are a mind/ dom I'd still look at the sleep/confuse purple sets, as they can be very affordable, compared to other purple sets. But that's hardly a necessity. -
*remembers seeing what shadow maul was like when the range in 3 damage/range Hami's worked*
Ahhh, that was a funny oversight while it lasted.
...yeah, there's a reason why they can't become ranged.
*edit* but to the topic: I would like to see more AoE sets, and do wonder about the dearth of ST ranged sets, (many seem pretty meh) but the procs were balanced my single chance rolls, and I have a feeling the bonuses were too. The simplification in straight enhancement would be nice, but the procs/bonuses work against this. So, it has balance issues, and would cause a lot of build shakeups. I'm not seeing much impetus for any merge. -
I'd very much hoped for this when I saw that they had alignment-specific dialogue options. Since all contacts are shared, the contacts could simply list content/respond based on faction.
It would be tricky to have some teams start ouro arcs, as a hero on the team could not get to the red missions. (and same for red to blue) This is currently already possible: see how some hero/villain missions do not allow opposite factions to join. This seems simple enough, but co-op zones often paint rogues 'red' and vigilants 'blue.' I'd hope they get the TF/SF treatment for these arcs, but it's all complicated when there's no 'true' grey alignment. Rather, the game switches faction based on zones, and allows all factions for co-ops. You get what I mean, it has to include those that are red/blue 'lite,' while excluding the pureblooded ones.
Then there's the zone lists to come and go. A shared zone would need all points of access, for reds to go redside, blues to go blueside. It would have to 'lock out' travel options to 'pure' alignment characters. But that doesn't seem huge, as other co-op zones can handle this. Hmmm...the easy solution would be two ouro points of access, perhaps split. Rather than the center entry, have one on the right, one on the left of the stepped platform. If you want to make it obvious, make the center starlight thing glow blue/red for the different sides, with the gold strands and symbol.
I mean in this:
http://paragonwiki.com/wiki/File:Ouroportals.jpg
Eh. Or keep the single, and just grey out those you cannot access.
It is a bit complex, but much of this has been done in other parts of the game. It would need redoing the contacts with some new code/dialogue, but would end up being a great QoL feature for their customers that bought Going Rogue and prefer the greyside. -
Welcome! Champion is HIGHLY concentrated in Global channels. I believe the largest are BMT, Champion United, there's also Champion Redside and several others. Those running the channels would know better. BMT is invitation only, so you'll need to talk with a channel leader on those.
If you select your tabs above the chat window, you can click 'add' the add global chat channels to them, and right click your chat window to chat to the various global chat channels.
Currently, many players are running 50's, so there are fewer lowbies to be found.
Praetoria has a lot more options, but is far more difficult, so many who wish to breeze through early level content they've done many time prefer a the far simpler Paragon city.
As far as groups go, there are none in Praetoria, but I hope you can find one once you finish up there. -
Quote:I could be totally off on this, but I think this is coming down to DPS calculations. Brutes have a fury damage modifier that plays into and boosts their DPS, Scrappers have criticals. Brute's Fury boosts their blazing aura/burn damage, but neither can critical in the hands of a scrapper. So while brutes get fury+soul drain+fiery embrace on these powers, scrappers get only soul drain+fiery embrace. As such, I think it's being assumed that the three boosts for those powers on a brute will make the AoE DPS skew in the brute's favor, compared to aoe performance of a scrapper. I'm no numbers dude, but blazing aura and burn obviously do make up a big chunk of a DM/FA's AoE, so I think I get that.I'm sorry, I don't... understand the question, which concerns me. What factor am I missing that says that the brutes with the same powersets and under the same set of conditions do more AoE damage?
...Or I could be totally off and wrong. -
To be honest, the "team soloing" happens with more than melee characters- any really strong character from any archetype can handle a large spawn. Melee just have easier access (at times) due to the armor, but dominators, controllers, and masterminds can do it on SO's pretty easily as well, with little to no danger.
When your character CAN do this, it's a temptation to show off- but let's look at this from both the pragmatic and player perspectives. Pragmatically, if you can kill a mob and boss or two in 5-6 attacks, your team can attack while you do, so you are spared that last one or two hits. Also, you are limited to one power activation at a time, possibly with a toggle or two running. A full team can activate eight-numbers wise, there is no way even the best solo can outdo 8 players working concurrently.
Player wise, you can prove you are 'better' (stronger defensively/offensively) than your team members, but this can easily become a jerk move. Those members are other people, playing characters they like. If you have to have the spotlight, prove how much you don't need your allies, they don't get time to shine. Relying on a team is never a sign of weakness, it's a way to let everyone feel needed. This way, when the team achieves something they share in the sense of accomplishment, instead of feeling like they simply tagged along. Even if the win is 60% all you, you uber player you, that 40% makes the other players a lot happier than if you make it all about you. -
Quote:Hm. I hadn't noticed Paragonwiki had that- unfortunately, 'tis not true. Too bad though, I can think of the -tohit procs having some handy effects.I'll have to look at it tonight ingame.
Paragonwiki states it has to hit debuff, and Mids shows it accepting tohit debuff enhancements though city of data doesnt, so no doubt you're right.
Just double checked it in-game, no -tohit. Someone should edit that out of the wiki. -
Agreed on many points.
One thing I'd add-know your limits. If you are playing Mr. toughguy to your friend's squishiness, it's easy to think of oneself as being stronger. But every armor set has a weakness, so when you see something that can kill you, think of what your team can do to cover it for you. You pretending there's no problem, then faceplanting can slow the team down, all the more silly if your team could've had your back. If a certain foe does psychic damage to my invulnerability tanker, I ask the control/damage department of my team to take them first. If my brute has endurance problems, I give the dominator time to hold/confuse/etc. the sapper before jumping in.
An aside: not sure where you heard the AV taunt not being autohit. Source? From all documentation etc, all classes of PvE are autohit with taunt, it just sometimes affects them differently. I have had AV's get skittish and start target hopping even after being taunted, (Reichsman) but that seems an AI thing as it worked until he was low health. Also, you might being seeing something stealing aggro by having a higher threat level from some action. -
Agreed on the fear+confuse combo, but unfortunately mind control's terrify has absolutely no debuff. It's a common mistake, though, to confuse mind's "terrify" with dark miasma's "fearsome stare" which does debuff. Both are cone fears, but the mind control version deals psy damage instead. (The debuffing dark cone fear does no damage at all.)