SpittingTrashcan

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  1. I think that if someone has done ill, they must accept the consequences, even if their intentions were good. On the other hand, good intentions are a better indication of future trustworthiness. In both cases, the objective is to prevent future harm.
  2. My not-a-Warshade, the Benthic Avenger, is a channeler, psychopomp, and SCUBA enthusiast. She fights crime with fish ghosts.
  3. SpittingTrashcan

    Vanguard Stuff

    I think it's something of a shame that I have, on the one hand, several characters holding piles of Vanguard merits that they can't buy anything more with besides temp powers they don't need and won't use, and on the other hand there are so many folks out there who'd kill for those costume bits but I can't even *give* them away.

    Then again, I don't much care for per-character conditional costume unlocks in any case.
  4. And now that the necessary caveats have been listed, can I just actually give an answer that will be correct in the vast majority of cases?

    It's Stone Armor. Strong defense, strong resistance, strong regeneration, strong protection against mez and end drain, a strong heal with +HP, and an autohit taunt aura that also immobilizes, slows, and damages. Anything that will kill a Stone will kill the hell out of at least half the other sets.
  5. Quote:
    Originally Posted by StratoNexus View Post
    So those powers are good reasons and Salt Crystals doesn't exist?
    Those powers are good reasons, and Tankers don't need to sleep bosses because they can take hits.

    Quote:
    Why did /Ice tankers need more damage? Were they having trouble keeping aggro?
    No, they were having trouble doing damage.

    Let's step back a bit. You seem to be coming at this from the position that specialized ATs should only have powers that cater to their specialty. I'm coming at this from the position that even specialized ATs should have a little of everything, because they aren't always in a position where they can focus on their specialty to the exclusion of other concerns. Tankers needed damage in Frozen Aura because, even though a Tanker's "job" is to hold and survive aggro, in practice people don't always play Tankers with a team that includes damage specialists, or even with any team at all, and need to actually deal damage so that they can defeat enemies. Blasters can use a zero-damage stackable sleep because, even though a Blaster's "job" is to deal damage, in practice people don't always play Blasters with a team that includes survivability support, or even with any team at all, and need to actually do something about enemies that they can't kill immediately so that they don't die.

    Could Frozen Aura be improved? Sure, but I'd bump the sleep to mag 3, to make it more useful without needing to combine it with Siren's Song or Sleep Grenade, rather than adding damage for the sake of damage and thereby eliminating one of the few multi-target boss-level mez options available to Blasters.
  6. Quote:
    Originally Posted by StratoNexus View Post
    Naturally, since tankers are the AT all about damage and blasters are all about aggro control.
    Rather, since Blasters are guaranteed plenty of damaging attacks, and Tankers are not, so they suffer quite badly when saddled with pure utility powers in their secondary. See also: Clobber.

    In fact, name even one Blaster combo that would benefit as much from Frozen Aura doing damage as /Ice Tankers benefited from Frozen Aura doing damage. In return, I'll name you two reasons why Blaster Frozen Aura is better without damage: Siren's Song, Sleep Grenade.
  7. Quote:
    Originally Posted by StratoNexus View Post
    If you're a blaster, Frozen Aura still deals as much damage as Rest.
    This is a true fact. I will still say that Blaster Frozen Aura is not as bad a power as Tanker Frozen Aura was, due to their respective contexts.
  8. Jaegers. Because there's nothing like an ambulatory charcoal grill with a concealed club.
  9. Quote:
    Originally Posted by Duncan_Frost View Post
    As for the worst powers... Frozen Aura always seemed a bit underwhelming to me. A mag 2 sleep for ten seconds? Whoop-de-doo!
    Many /Ice tankers agreed with your assessment. They agreed so long and so hard that the devs finally noticed and gave Frozen Aura the same damage as Foot Stomp.

    Greater Ice Sword is still crap, though.
  10. There's a slightly obscure point here that I don't see mentioned, but it makes a big difference on a few tasks. A few bosses have massive end drain and recovery debuffs, which can detoggle and kill tanks - notably Famine in the LGTF, and Recluse in the STF. Dark Armor's Murky Cloud and Stone Armor's Rooted confer an 86.5% resistance to end drain and recovery debuffs, which make them much stronger against these attacks. Electric Armor has a 103.8% resistance to end drain and recovery debuff in Static Shield, and another 69.2% resistance to end drain in Grounded, which makes it completely immune to end drain and recovery debuffs. It's generally a minor consideration, but I've heard of Stone tankers in Granite being twoshotted by Recluse because they didn't have Rooted up, and tanks without these drain protections must be more careful during these encounters.
  11. As a Dark Armor player, I'd be willing to give up Soul Transfer for Eclipse.

    Never happen in a million billion years, but I can't think of any other power that'd fit as the DA tier 9.
  12. Quote:
    Originally Posted by FunstuffofDoom View Post
    Have the Devs released some edict from on high that the game must be played their way, and no other? Have they got some sort of vision they're trying to adhere to?
    Well... yes, obviously. The devs release "edicts" in the form of the game, and the game is presumably intended to be an implementation of some driving vision of how the game should work. Which is not to say that the game as we play it is not also the result of a number of happy accidents, or that the vision has not evolved over time. But to take a wild guess, I would assume that part of the developer vision is that for any AT and sets you might choose, there's some reasonable performance-based (as opposed to aesthetic) argument to making that choice over any other choice you might make. If Pistols is so benighted as to not have any such argument, then it's probably not working as intended. I don't think it's quite reached that point.

    Specialization does get a lot of traction in game discussions, yet the nonspecialized ATs of redside tend to be just as popular and effective as the trinity ATs blueside. Conversely, however, Khelds have a reputation for being a jack of all trades, but in a modal fashion, so that you can only be almost as good as a specialist at one thing at a time*. It remains to be seen whether Pistols are the villains of blast sets, or the Khelds.

    * Before I am shouted down by Kheld players, I'm aware this is not an entirely accurate representation. But it is a common complaint, and it does take some insight and a fair amount of skill and effort to not play a Kheld this way, and that does limit the popularity of the AT.
  13. Quote:
    Originally Posted by FunstuffofDoom View Post
    What if something has to be capable of ridiculous performance for me to want to play it?
    That depends on your definition of "ridiculous". There's no absolute standard to measure performance on, beyond the minimal standard that the devs design to: able to solo at +0/x1 without IOs. Pretty much all considerations of performance are relative. It's fine if one choice of AT/sets has greater potential in one aspect of performance than others, but if you're not happy unless you're playing something that clearly outshines every other possible choice by a wide margin, then you're not happy unless you're playing a badly designed game.

    On the larger topic of Dual Pistols: It seems like a set designed for corruptors and defenders. The selection of secondary effects seems much more handy when you have a significant secondary effect multiplier in the AT, and the fluid attacks seem well-tailored for a character that doesn't mix up the pistol blasts with attacks from their secondary. Also, Dual Pistols is the only blast set I can think of with a direct synergy with Sonic Resonance: +resist and -damage combine quite nicely.
  14. SpittingTrashcan

    Redside Heroics

    My villains run a considerable gamut from unrepentant monster all the way up to pacifist crusader. One or two are just vile for the sake of being vile. Some are upstanding members of their own community who simply have alien moralities, either not affording humans the benefits of being 'real people' or having such a long view of history that individual lives don't matter. A few are fanatics who believe that their ends justify the means; several others are simply selfish and greedy and don't look beyond the next paycheck/haul.

    And there's even one who is in the Isles specifically for altruistic reasons, trying to improve people's lives while doing as little harm as possible. He's a MA/SR stalker who uses pressure point strikes. For his last 10 levels, I challenged myself to minimize the number of defeated enemies per XP. It's an interesting challenge.
  15. There is a beautiful bug in the last mission of Captain Mako's arc dealing with the elimination of Ace McKnight. Our boy Ace is trying to leave the Isles on a boat, and has hired a band of mercenaries to protect his escape. Unfortunately, he apparently didn't do the research, because the mercenaries he hired were the Knives of Artemis. Who knows what words he exchanges with his hired bodyguards while you're out of earshot, but by the time you get to him they're already laying into him with caltrops and swords. After being jerked around by McKnight during Willy Wheeler's arc, it's easy to imagine the Knives' reaction to his smug snake routine.

    Technically this is a faction error, but I hope that it is never ever fixed.
  16. Quote:
    Originally Posted by Dispari View Post
    Taking up three power picks and a bunch of slots that you could use elsewhere sounds pretty harmful to me.
    I meant more in the sense of "at least it doesn't do much damage if someone has it and uses it every chance they get." Contrast: Dimension Shift, Black Hole, Gale...
  17. A little surprised by the lack of love for Defenders. I found the stronger numbers on the secondary effects to be pretty compelling. I went with Son/DP: the primary isn't very busy, so there's not much redraw, and the resistance shield has nice synergy with the -dam effect from Chemical rounds. Not a swift soloer, but safe as houses, and I get to spend most of my time blazing away.
  18. Quote:
    Originally Posted by Dispari View Post
    when was the last time you talked to someone who was considering [Invoke Panic]?
    Right about now. *wave!*

    Of course, I freely admit I'm doing it for concept and set bonuses. It's not very good. On the bright side, at least it isn't actively harmful.
  19. Mm. I think it's not as simple as dividing people into "farmers" and "not". People decide what to do based on the rewards they'll get, in terms of XP/inf/drops and in terms of enjoyment. During DXP, the rewards for grinding increase to the point where people who normally don't feel it's worth the trouble will change their evaluation. That's pretty much all that's happening here.

    Generally, I don't PL people. During DXP, I PLed some friends, because I only had to do it half as long for the same benefit. Now that DXP is over, I'll go back to casual teaming and hanging out.

    Of course, if you (rhetorical you) actively decry farming/PLing as immoral most of the time, and then do it during DXP, that would be hypocritical. But people changing their activities in response to a changed reward structure is not in itself a sign of eroding public morals.
  20. I'm surprised that nobody in this thread has yet given this advice: tell the PB to Dwarf up. If you have two Arch blasters, you have enough AoE damage already - you want someone to gather mobs up and keep them gathered, and dwarf form has a taunt - and a PBAoE with knockdown, which keeps mobs in the rain.

    If they don't have Dwarf, the next best thing is to let the rains drop before opening up with blasts. If they can't do that, then everybody is probably better off if they solo, since disrupting team DPS kills your own XP/time as well...
  21. My top 5:

    Rain of Arrows
    Blaze
    Shield Charge
    Granite Armor
    Rage
  22. I am currently working on a Dark/Dark brute with Touch of Fear, Cloak of Fear, Intimidate, and Invoke Panic. I'm not doing it for effectiveness, though. I just want to have a character with the maximum number of fear powers. If I were building for effectiveness, I'd drop the Presence powers: as others have stated, they are significantly more expensive and less powerful than any primary or secondary fear power.
  23. With respect to the fear that end-game content will be too challenging for existing level 50 characters, I think it might be worth pointing out that enemy level, per se, means nothing.

    Let's say for the sake of argument that "end game content" is the content that is available at combat level 50 - in other words, the definition excludes all enemies that don't normally spawn at level 50 (and aren't GMs, etcetera). Now, what is the minimum level at which this content is available? Generally, 35-40. Thus, what I expect of the new end-game content is that it will be about as challenging to a level 50 character as, say, Rikti or Romans are to a level 35 character, or Malta or Carnies are to a level 40 character. In other words, a noticeable bump in challenge, but not so overwhelming as to be insurmountable - and that's before you pick up any of the improvements this content rewards.

    In summary, I'm not worried.
  24. Lightning Rod.

    Getting an idea for a character design, and realizing that yes, I can do that.

    Not being afraid to die.
  25. With respect to double mire, at least, that's working as intended. For a long time, detoggling a costume change power canceled the animation of a power that was activated before the detoggle, allowing a new power to activate immediately. This was apparently OK as long as only Khelds were using it - one of several examples of dev negligence being to the AT's benefit - but when people started doing things like turning off temp costume powers to cancel out of Full Auto's animation into Buckshot, the devs finally got around to preventing this from happening. The various instant-cancel macros that Kheldian players were using were considered an acceptable casualty.

    (And in my opinion, rightly so.)