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Posts
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Joined
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My first level 50 took two years.
My second 2.5 years
My third, 3 years.
My fourth 3.5 years.
My fifth, 3.5 years
My sixth, 2.5 years
My seventh, 2 years
My eighth, 9 months,
My ninth, 7 months.
Curse you altitis. I still have characters from when I moved to this account in I6 that are under 30. The Xp smoothing has helped a lot, but there are far to many character vying for my attention...and my main still needs so many badges... -
/Psy's AoE his been shifted from psy shockwave to Psy Scream/PsyShockwave.
Psy scream was boosted: it now outdamages psy shockwave. Skipping it will significantly reduce your AoE capabilities.
Also note that TK thust is almost as damaging as Mind Probe, and Mental Blast is just as good as Subdue now.
If you like melee, open with a control to stop the return fire, then use psy scream, run in for the psy shockwave/drain psyche combo, and use your melee's on things nearby. Does that help? -
Mind/Psi is a jack of all trades with high control and incredible longevity. Since Drain psyche puts you abouve a /regen scrapper when target capped, in worst of situations it starts to really shine. While many don't like the fact that psy shockwave is no longer the power that makes the set. it's often neglected that psy scream got a major buff. /Psi has some very reasonable AoE.
For AV's my Mind/Psi doesn't need powerboost to help, though I can see where it would be handy. Toggling on Telekenisis gives a steady 2-3 mag hold, then dominate is up every few seconds for even more. Holding AV's/heroes that don't have unstoppable is pretty simple. In this case, the -regen is where it shines, shortening the fight pretty significantly...-857% permanently throughout the fight, provided there's not a miss.
The downside is that your single taget damage is nominal, and there's not the powerboost cushion for when you let things slide and the AV gets loose.
Mind/energy is a lot more single target, with more soft controls. Powerboost gives you extra duration so you can be less vigilant with your mez. /Energy is also a different damage type, so things with defense/resistance to psy won't be a headache.
For me? Both are powerful solo. If you're on your game, the Mind/Psi get better with a lot of investment. Mind/Energy on the other handy is better on SO's, and makes straight up control more player-friendly. -
Planet Earth: The Complete BBC Series. (blu-ray version) Seriously, if they showed this in stores the things would sell much better. I made the mistake of bringing this to a friend's New Years party once, the whole party just stopped to gawk at the beauty.
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Quote:This is strange, I ran an Apex a few days ago with CMA and didn't have a lot of trouble getting her to follow me once I figured out a method, and I know she was using her sword when I was close... she dropped one of the scrappers with whirling sword. You may try getting her into the center of the map, there's several obstructions around there that you could use to break LOS.
I do agree that she's frustrating on a melee heavy team since you'll have only a few seconds to attack between having to move out of the blue zones. Still, we had 1 tank, 3 scrappers, 2 controllers (I think Ill/Rad & Fire/Rad) and 1 blaster... I can't remember what the last person was, and we pulled it off. Yeah, it took awhile, and it took me a bit to figure out the best way to get her to move; she does tend to go to her bow. I would jump into melee, nail her with a couple of attacks and taunt then jump out when the blue circle of death formed and hit her with Laser Eyes and taunt again. If she went to her bow I'd duck behind something to force her to move and repeat the process.
This is what I tried...for instance, I jumped behind the train, she jumped over to target me (melee range) aaaaaaaand...crossbow. It was odd, and a bit buggy. I was practically begging her to hit me in the face with her sword, but all she wanted to do was shoot me in the eye, point blank. -
Quote:Believe me, that's the way it's supposed to work. Hence why I posted this in the bugs section.It will work, you'll just have to pull her out. One thing, she's apparently pretty easy to immobilize; nobody on the team tossed one her way did they? The blaster has an immob and the defender, scrapper & tanks have one available in the APP.
I've found that when you attack her in melee and she grabs her sword she'll tend to stay with melee and follow you. If you can't get her to move then either move out of her range or break LOS, she'll come to you then. There's several areas on that map where you can duck behind something and force her to move to you.
I spent a half hour with the team bouncing around in rotation, but she would not even activate her sword powers on me (Inv/ss, fully slotted taunt, softcapped) even for the exended periods of melee confrontation. The only way to get her to pusue was to be outside of her crossbow range, which was a great distance. The lack of cover made corner pulls difficult, but when done to get her face to face, she would use the crossbow. (Ignoring the sword.)
The fact that her iconic weapon was her sword, but her crossbow was her go-to weapon was frustrating, considering that it allowed her to root herself often.
As to immobilizes: the only immobilizes on the team were the blaster, and the possibility in the Ma/ scrapper. The controller did manage a few holds for containment, but that became counter-productive when the melees closed in and the fire always followed, so they had to clear out but she couldn't leave. See: rooting within blue fire problem for melee characters.
I'm well aware of the way the encounter is supposed to work, but refusal to go melee and pursue, using a slower attack chain to my tanker's face (crossbow>crossbow>crossbow>crossbow>etc.) seems buggy to me. Let me be clearer: in a situation where almost any enemy in the game with a melee ability would result in an enemy using said ability and using a melee mode, battle maiden did not do so in my encounter. She was 'stuck' in ranged mode for a half hour until the team quit the task force due to inability to progress. (Yes, I clocked it, as we'd cleared most of her ambushes, and were just working on her. Also note, this was after a period in the encounter before I'd begun clocking, but I won't play that in as it cannot be quantified.) She simply would not put het crossbow away.
The lack of pursuit on battle maiden's part and persistence in using ranged abilities in melee even with a hand to hand engagement for an extended period seemed counter to the design of the encounter. As such, I assume this was a bug, and a frustrating one at that.
Yes, we tried to do the pull circuit, but the limit of my taunt range compared to the ever-present crossbow mode meant I had to get closer to taunt than she had to to shoot; this meant she could be rooted for longer than I, and thus ended up standing cozily within her blue fire kill zones. I assume she is meant to be able to go into melee mode and pursue a tanker taunting, punching, and leading, yet her dogged crossbow training greatly inhibited this.
The part that really made me think it was a bug was this: when I was melee, there would be a long pause between her darts. Yet even if I was melee and she had to choose between a sword attack or the crossbow, she'd be idle until her crossbow recharged. -
For half an hour, as she slowly regenerated amongst the very low damage we could deal.
Here was my process: move out of flame/wait until flame disipates.
When she was in the flame, taunt at as soon at it recharges, while ducking flames.
When she swas out of the flame, open with bruising, throw as high a damage string as possible, taunt when it came up, pulling back when the blue signal went out. She would use one attack while in melee, while at range, while she was moving, while I was moving: crossbow. She was simpling stuck on it.
As I said, standing melee as often as possible, pulling with taunts, corner pulling, the shiny sword of hers made its debut twice over a half hour period. Any pulling/stepping out of melee resulted in the crossbow. The longest string of honest-to-goodness melee attacks she used were three in a row. (I counted.) the rest; crossbow arrow, again and again. I'm not sure whether increasing the crossbow recharge, making her prefer melee, or what would fix this, but the way the AV would stand for extended periods in unresistable/autohit damage areas was pretty crippling to melee damage in the encounter.
I love the idea of a moving battle that keeps one on their toes..but the AV getting stuck in an immobile/ranged rut made the encounter seem a bit buggy, and hurt the whole of the movement. Having her try her best to close in on her targets at all points would help tremendously. -
I ran an Apex TF on my tanker, and found thhat the team had to quit due to low ranged damage and an exceedingly frustrating bug: battle maiden did not want to move..she just wanted to use her crossbow.
As she was immune to the flame, her determination to stand in it flatlined our ability to complete the mission. Before the fire, we were easily capable of lowering her to 50%...but when the showers came, and we had to move more, her AI became 'stuck' on her crossbow. To the point that during the half-hour encounter of the fire falling, she used her sword twice. This was with a tanker pounding her in her face, taunting non-stop, and even doing corner pulls. For whatever reason, her AI seemed to have mistook our movement as kiting, and went 'all-ranged' and would not close in on any target. She would only wait until in range of her crossbow, so for most of the encounter she was standing in areas wherein no melee character could stand.
Our team was low on damage to start with, but was capable until she refused melee, as a good chunk of our team had no ranged capability to start with.
Team makeup:
1 ill/emp controller
2 mind/emp controller
3 cold/cold blaster
4 rad/rad defender
5 inv/ss tank
6 shield/Em tank
7 MA/SR scrapper
8 absent
About half the team was melee. The controllers had no containment opportunities against her, (holds were counterproductive) so that put most of the damage on the scrap/tanks/blaster/defender. We actually did well when we could stepping stone her out of her fire...but she refused.
The mission is designed for movable combat, it would be excellent if the AI could be corrected so that she always gives chase out of the fire fields. (That is, moves.) -
Hm a few suggestions, from my own play-
Dark/psy defender- lots of survival and soft control tools
Plant/earth dominator- toss seeds, summon your thrashing vines, and jump around popping stuff on the head in the chaos with a giant stone mallet
EM/dark brute- soft cotrols galore on a melee archetype
Kin/elec defender- crazy saping ability and some safety features that completely change how kinetics plays.
Sonic/sonic corruptor- /Sonic is very rare...the blast set has excellent debuffs and soft control, the debuffs stacking well with scourge. The secondary? It has two big jobs, and does them well. (+res/-res.) Works best on a team- solo, have a seperate build. You'll have a lot of flexibility as the secondary has 5 ally-targeted powers that you can ditch solo.
archery/EM blaster- arrows from the grassy knoll. Skip the melee, and shoot from range. Archery never need you that close.
Elec/WP brute- the limited AoE range on Electric melee works well with the wilpower regen huddle. You'll be crazy against tightly packed enemies.
There are tons more, but those are a few. -
Slight adjustment on my part.
Hm. There are some skews I see...a lot of the suport types are female, the frontliners skew male. Not a rule of thumb, but it happens. Strangely enough, I tend to be a bit contrary on that, with my female knight tank, pipe-wrench wielding lady brute, and female frankenstein brute. Likewise, my support types skew male.
Hm. I can count on my hand the number of stone tanks I've seen that are female. -
The main issue with /dark controllers is this: the devs might still well make a dark control primary...as such the 'double up' powers would have to be avoided. Secondarily, the heavy controls in the set would actually make a straight port superior to the other versions on the contro end, even though it's a secondary.
As such, I'm betting the main tweaks would come to fearsome stare and petrifying gaze.
Twilight grasp- probably with the reduced radius of corruptors, or even masterminds.
Tar Patch- unchanged, but with controller modifiers.
Darkest Night- unchanged, but with controller modifiers.
Howling twilight- the auto-hit crazy stun/debuff makes this a superior controller power, but the long recharge would be less of a problem.
Shadow fall- unchanged, but with controller modifiers.
Fearsome stare- here's where the controller diferentiation becomes problematic. Their modifiers would make the fear superior to other versions, though the debuff wouldn't be as strong. Also, a Dark control would probably have an AoE fear.
Change suggestion: Dark pit: same tohit debuff as fearsome stare, minion-only stun. No chance for overpower.
Petrifying gaze- Yes, trick arrow has ice arrow, but it is a set with far more offense buffs, fewer defensive buffs. Having a second ST hold on a /Dark controller might be a problem. aso, a dark control set would probaly use this.
Change suggestion: Fearsome gaze: same tohit debuff, hold replaced with fear. No chance for overpower.
Black hole- Hahahaha. No, seriously. They wouldn't need to do much here.
Dark servant- probably unchanged. -
"DPS" is almost entirely theoretical in this game- most enemies can and will die after a suprisingly limited string of attacks. As mentioned, the tools exist for those who wish to seek this info out. Adding it in-game would represent a misinterpretable data chunk to people who didn't understand how little bearing it has in most circumstances.
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Quote:Eh, everyone knows "guided" education beats ignorance. Ignorance believes and follows anything. When you're the one painting the picture, though, you're much more likely to gain their cooperation.Lord Recluse is smart, he keeps the masses dumbed down to prevent revolution!
On topic: for the Praetorian civilian/police/etc populace:
Handrails on inclines: counter to popular opinion, when going up a ramp/staircase, the handrails in the center do NOT present an irresistable force of entrapment. They are not magnatic, gravitational, or sticky. Just move along them, not into them. -
Hmmm..not sure if this game is a good judge of popularity. Tankers are not the most popular archetype in-game. But doms have been upward-trending, starting with the AT's revisions and then once they could go blueside.
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Vote # 423
Defenders +
tankers -
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Blasters 12
Defenders 26
Tankers 75
Dominators 27 -
Interesting idea. Similar to one I'd been batting around for awhile. The trick is that the power, to be worth the development, would have to be 'worth it' to the player. This means one of two things: Either a new, reliable addition to the character, or a crazy WOW power for their character. To balance, the devs have already put this in place: the more readily available the power is, the less powerful it is. The stronger, the slower/more expensive/etc.
So let's try this, as an example: your damage effect enhancement doesn't just give damage to your ranged attack- it adds an endurance cost and longer recharge. Same with your mez, buff, etc.
This way, if the player wants the power all the time, they only throw a few damages into it. If they want a nuke, they have to know it may cost them all their endurance, recharge every three hours, and maybe apply a residual debuff to them.
To this end, I'd suggest something else- the effect enhancements would differ by archetype. If a tanker wants to use a click-boost that would give them resistance, it would have less of a recharge/endurance penalty than if they were, say, a blaster. -
Not sure about this, but wouldn't smoke/smoke grenade/flash arrow help particularly well? This would reduce the normal perception drones have, making a certain level faux stealth against them if it works.
...Or my favorite is to confuse/sleep them, but that requires mind control. -
A dominator? The archetype is extremely varied, and generally fits into the 'jack of all trades, master of burst lockdown' category.
The control/damage combo means that when things are going bad, you can watch your team's backs and prevent catastrophes. You still damage, you just have to be aware. When the team's great, you're better as the 'problem target control' with more time spent smacking/blasting/blowing things up. Many dom secondaries lack damage boosts, so those tend to be 'high but steady' damage, while some do have the burst potential. I love how the secondaries are such different meshings of AoE/Melee/range. A /earth dom plays like a squishy, manipulative scrapper. Others play like blappers, hitting stuff in the face then blasting only on occasion, while others are basically blasters that traded their big booms for holds.
The mez/damage combo also means this: don't waste mez on what you can kill. While your controls are great, your attacks take targets to watch off your list permanently. Kill fast, control what you can't.
On teams? A dominator who's on the top of their game is rare, so once you get a hold of things you'll be a valued commodity. That said, some power gamers that only invite controllers for their secondaries will dislike you for not being able to buff/debuff, and will think of you only as a 'pity spot filler.' This is due to a lack of understanding that control actually increases efficiency by debilitating all problem mob abilities for a time. Thankfully, most folks know just how useful the instant lockdown dominators bring is a good thing, and will be happy to have you.
But again, you are best flexible. don't let squishies die because you have target fixation with your attacks, and don't get stuck playing team babysitter with controls when you can eliminate with your attacks. Dominators target hop a LOT, and need to adjust to circumstances. Oh, and if it's safe, release your AoE's as often and on as many targets as possible. You have well near blaster damage. Thinning the crowd makes everyone's lives easy.
I hope that doesn't seem too harsh or daunting, it boils down to this: if something's being a threat, you have a lot of tools to give them a time out. You also have a big stick to kill them with. Doms use both abilities, and the combination of making everything helpless while smacking it into the dirt is a very satisfying and impressive thing. -
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Vote # 413
Takers -
Defender (givers) +
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Blaster 16
Defender 24
Tanker 73
Dominator 27 -
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Vote # 402
Tankers -
Blasters +
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Blasters 16
Defenders 25
Tankers 69
Dominators 26
Stalkers 4
__________________ -
Most of my mains are easy enough, but some do get mixed up.
Persephone Lee: Persephone is pronounced "Per-Seff -oh-nee" not "Per-suh-fone." Yeah, it surprised me too. Thankfully, nobody gets "Lee" wrong.
Nenia: (a death song) pronounced "Nen-aye-ah" not "nee-Nee-yah"
Lady Vasilisa: It's pronounced Vah-see-LEE-sah. She even makes this clear in her bio.
The oddest one, the most mishandled name: The Deathsman.
People can't seem to get this one right. They always call him "death man;" a 'deathsman' is an executioner. A "Death Man?" I don't know, sounds hokey. -
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Vote # 397
Blasters +
tankers -
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Blasters 15
Defenders 26
Tankers 67
Dominators 26
lolStalkers 6 -
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Vote # 386
Dominators + evening the score
Tankers - Enough bullying, big guys.
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Blasters 15
Defenders 25
Tankers 64
Dominators 25
Stalkers 11 -
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Vote # 371
Tankers -
Defenders +
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Blasters 16
Defenders 24
Tankers 62
Dominators 24
Stalkers 14 -
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Vote # 365
Tankers -
Defenders +
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Blasters 16
Defenders 23
Tankers 59
Dominators 24
Stalkers 18