Stolid

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  1. Just looking at the in-game info for Eagle's claw, it's interesting that the property isn't listed in the description or the detailed info for the power at all. If you don't read the patch notes I don't think you'd even realize it was buffed in this way.
  2. Stolid

    Kinetic Melee

    Yeah, one-handed or two-handed, Concentrated Strike looks like you're about to break your back trying to gather the kinetic energy in the attack.

    I've got a KM/SD up to 48 now and he's going good. Don't be afraid to spam Power Siphon as the proc chance to insta-recharge it with Con. Strike is pretty high, and there's been numerous times where it's been recharged the very first time I use concentrated strike after popping it. Quite handy.

    Shield Charge + Burst with a stacked AoO + Power Siphon is deadly, of course. Makes me hate knockback on teams after taking the time to pack them tight, though.

    Skip repulsing torrent, skip confront as usual. I skipped quick strike since you end up with so many attacks you don't really need it, but some might suggest otherwise for leveling or some such. I have vet powers and the low levels go so fast for me I didn't notice a problem.

    It's nice that the set has knockdown in focused burst and burst, and stuns in the others. Burst can really help if you get a nasty alpha with the RNG hating you.
  3. Quote:
    Originally Posted by Kractis_Sky View Post
    My tight builds will still be tight. As others have stated: the high-end game is more about slots than power abundance. This IS a huge QOL feature and will afford some nifty choices to garnish toons, but performance-wise not earthshattering. Great move, Devs.
    I figure most people know that this change isn't for the veterans at all, but most likely done to help with the new players that they've garnered with GR. Now that there's new low-level content, they're looking to make that content a little less of a drag in the way it's always been mentioned.

    I like it, especially since I like to take swift and hurdle for my characters just for the small boosts to maneuverability. I'll be one of the people with four new power picks.
  4. Quote:
    Originally Posted by KillerShrike View Post
    Put a few more levels on my KM character, got Concentrated Strike and slotted it. Wow. Very nice.

    The animation is...well, lets just say I'm not 100% sure I like it.

    But the damage is considerable. I often one shot even lt's with it when my damage bonus is high enough.

    Good times!
    animation's kind of weird with a shield, but I love the power itself. It feels very easy to proc the insta-recharge of Power Siphon, which is very nice. It makes me not often consider the normal recharge time of the power.
  5. Quote:
    Originally Posted by StratoNexus View Post
    That assumes the game is all about scrappers and the primary reason devs made NPC powers was to counter scrappers.

    The Regen debuffs that are so strong are supposed to conceptually STOP all regen. They are not there to just slow you down a bit, they are intended as a dead stop. Therefore they made them so very high to make sure no matter how many buffs you had (AB/RA/IH) your regen was still stopped cold.

    IME, this is actually a very good type of debuff. It is strong enough to have a noticeable effect and yet it is not an instant gank on the player once you are hit with it. It makes you have to think about how to proceed, instead of just insta-splatting you (which can happen real fast with defense debuffs).
    That's not what he was trying to assume.. He's saying that the regen debuff is so strong, the only ones that could've ever reached that actual value, if anyone could, would be a /Regen scrapper with Toggle IH. I don't think he meant to imply the game is all about scrappers, or all debuffs are put in just to screw with scrappers.

    As for it being not an instant gank, I tend to disagree. If a /WP or a /Regen is hit with a -Regen debuff, you tend to feel it right away and 2-5 seconds of being in the middle of a CoT group with a mage's -regen will drop you fairly fast. Certainly I wouldn't say it takes more time than cascade defense failure causing a death. One is just a single debuff versus an escalating decline, but the total time is about the same.
  6. I assume it's the frequency of the cascade failure problem that made defense debuff resistance necessary in the first place.. But isn't -Regen becoming seen more and more, and to an even worse degree than Defense debuffs? Even the worst defense debuff isn't comparable to most -regen debuffs--Pretty much any -regen debuff you get on you is going to completely stop your regeneration for its entire duration. Cascade defense failure (usually) requires multiple applications.

    I can't get nearly as in-depth as you, Arcana, but regeneration seems to be the only form of mitigation that doesn't help itself mitigate debuffing. Defense does it via being hard to hit in the first place, and iirc Resistance debuffs still are subject to the resistance value they're debuffing.

    I feel like /Regen is due for some help, with that kind of thing. Over time /SR has had DDR put in place and I think you're still trying to get it away from being the one-trick pony of *just* defense--most new sets try to diversify to do many different things. /Regen feels like it was left to do one thing and while it can do it, it has no back-up support like /SR had put in place, or safeguards to ensure it can always do the one thing it does (regen), wheres SR's 95% DDR means it's pretty damn hard to cause cascade failure.

    But that's conjecture, I'll admit. I don't have numbers to prove that the disparities I see are viable mechanical differences that warrant helping /Regen. Certainly *feels* like it needs some sort of protection from those kinds of things, though.
  7. Quote:
    Originally Posted by Arcanaville View Post
    I believe the devs consider this to be a bug, but not a punishable exploit. However, I wouldn't fall in love with it. In theory, they added tech intended for the Incarnate system that *could* fix this problem at any time if they decided to retrofit for it. If they do, I believe the devs have the right to do so without warning or explanation, because it is still technically acknowledged as a bug.

    Anyone who thinks the devs should provide ample warning before making such a change, should consider this ample warning. I have no knowledge of the devs actually considering this, but the fact that the technology exists to fix it now and the devs' primary reason for not addressing the problem in the past was a lack of tech to do so should cause everyone to assume this bug is no longer a safe bet in the long term. Whether it happens tomorrow or two years from now, it should not come as a surprise to anyone.
    Thanks for the clarification Arcana. It'd be cool if you could get things like more Defense Debuff resistance via Incarnate slots, though..
  8. Quote:
    Originally Posted by Werner View Post
    However, I've also heard that they've said, basically, "Hamio 'exploits' are now an accepted part of the game."
    Not doubting you, but I'd like some confirmation of this--Have they directly or indirectly stated this and I missed it? I sometimes unsub and don't pay attention to the game for months on end, so I might've missed it, but last I knew it was an exploit they looked down on and were hoping to fix one day.

    If it's more 'accepted' now that's great, as when I slot my KM/SD I won't have to hold back from doing it, but I'd like to be sure.
  9. Quote:
    Originally Posted by Pinny View Post
    Repulsing Torrent is skippable, I think Focused Shot could be skipped too, unless it's Focus (claws) level good.

    In elec armor you of course want your three shields, grounded for KB/Immob protection, lightning reflexes because who doesn't like faster recharge and movement speed, the heal for obvious reasons, and that's as far as I've gotten with elec armor so far.

    Theres a debate over whether KM does its -damage all the time or only under the effects of siphon power. Speaking of siphon power: GET IT! It is your best friend. Aside from that, Quick Strike knocks down, so you can find a cheap KB +chance for smashing damage IO to put in there to help make up for it's lack of damage.
    I wouldn't say Focused Shot is skippable--it isn't quite as good as Focus from Claws, but it's still a respectable attack to have in your chain.

    There isn't a 'debate' whether it does its -dmg all the time or not. There's fact that it does, and uninformed people that say it doesn't because of how it's listed in the power stats, most likely. But there's no debate there.

    Of any attack, I'd skip Quick Strike, Repulsing Torrent and Confront. It just ends up not doing enough damage to keep in your attack chain when you end up taking so many other attacks from the set.
  10. Stolid

    RTTC - Change?

    It's been stated by the developers that Willpower's very weak taunt aura in RttC was an intentional build weakness. As so many others have pointed out, it's because Willpower has no real downsides otherwise, gaining a little bit of everything (and a lot of others).

    I would suggest you trust Sarrate's information regarding how aggro contro/taunt effects work, as I think they're one of the few people who really have paid attention to what little info there's been about taunt mechanics and tried to understand it, to help inform others. Gauntlet and taunt together can easily make the taunt aura a non-issue.
  11. As a general rule I would say self-rez powers should be the last things to focus on of any set. If it ever came down to helping the other powers or the self-rez, I'd always choose the former.

    That said, the self-rez could include a brief +def time (10-15 sec) after it's used.
  12. Quote:
    Originally Posted by Talen Lee View Post
    Am I perceiving this right when I think 'Wow, this should make FE for brutes very strong,' because they're pouring it through so much baseline damage buff? Or am I just counting six of one and half a dozen of the other?
    It works off of your base damage, so it'll be correspondingly lower with the Brute's damage scale. In such a case, I would imagine it would even out (more or less). It might still be a bit better just from the sheer number of damage buffs you could stack with it though (like Rage + Fury).

    On the flipside, I'm sure it's crazy with scrappers. Power Siphon can be a very reliable +100% dmg buff even early game for it to be pretty amazing.
  13. Jlove can't receive PM's, when I tried to do so. Not sure who else to contact in this case so let's hope for the best.
  14. Hopefully they'll realize the bug and fix it in the next patch, then.
  15. I've got a KM/SD up to 34 now and it's pretty amazing. AoO + Power Siphon = Fury for Scrappers. Concentrated Strike is my only real complaint, as its animation looks rather weird with a Shield. I can deal with it for the crazy, 500-damage hits in the 30's, though.
  16. I have one character who presently uses the Tai gloves option on a Huge model character.

    I made a character for GR and played them up and wanted to give them the same thing, and discovered that I could not. Further testing shows that if I try to edit the costume of the character that has it, they're immediately given the default glove option set as if making a new character (althought I can cancel the costume change and keep the costume piece).

    I have purchased the Martial Arts super booster, of course, so there should be no problem there. Furthermore, other types of chests (robed for example) allow the Tai gloves to be used, but the normal 'Tight' chest option no longer has 'Tai' gloves listed as an applicable choice when it clearly used to be.

    I'd like to get this settled somehow. Any and all help would be appreciated.
  17. I think Kinetic Melee is good overall, but everyone seems to be in agreement that Repulsing Torrent is worthless. Admittedly, the rest of the set is good, but it'd be nice if something happened to the power to make it more worthwhile.

    As for Kinetic Melee's secondary effect, I agree that the duration is too short. It'd be nice if they were all standardized to be 10 sec or so.
  18. Quote:
    Originally Posted by Stupid_Fanboy View Post
    Phalanx has two buffs. One is the base, unenhanceable buff that is on all the time. It's 5% for Tanks, 3.75% for Scrappers.

    Then there is the buff gained from having teammates in range. This teammate buff is affected by enhancements AFAIK.

    I believe there is a weird technical reason why the in game detailed info can't show both the teammate and self buff from this power. The fact that the game can't do this could be considered a bug but the power itself is not bugged.
    I knew there was a reason it wasn't on the list already. Never paid much attention to SD until I started playing one recently. Thanks for the clarification.
  19. Huge male models, using the default 'Tight' overall upper body option. I made one character with the 'Tai' gloves option (I have the Martial Arts booster pack) and it works, and they have it.. But it's no longer on the list of available gloves for any of my other characters. I went into the character that has it to see if I was just missing it, but it seems to have truly disappeared from the list for no known reason. If I use a 'robe' overall option it seems to be there, but not for the default 'Tights' one. Please fix.
  20. Phalanx Fighting says it accepts Defense Buff enhancements but the defense buff is flagged as unenhancable. Should that be added to the list? It seems like someone would've reported it by now since the set's been out so long, but it doesn't seem like anyone has.
  21. I would sooner take away Practiced Brawler and add the mez resistances to one of the three toggles. Having a click mez protection is not really beneficial in SR's case anymore, since toggles don't drop if you get mez'd. Turn Practiced Brawler into something else--perhaps a small amount of damage done to every opponent of which you dodge via your defenses (not a natural miss--I think internally it calculates when you dodge from your defenses, as opposed to when they just miss from the natural 50/50, doesn't it?) while it's active. of course, that's more effective for brutes than scrappers, since they have a taunt aura..
  22. Energy Melee

    For the love of god, Energy Melee. Please, give Bonesmasher, Energy Transfer and Total Focus alternates so that they aren't all double-fist animations. Once is okay, even twice before the changes to it was alright.. but once all three became double-fist animations, I never played the set again.

    Dark Melee would be nice to have alternate animations for Siphon Life and Midnight Grasp.

    I would love you forever if you gave Super Strength more alternate animations for its attacks, namely in line with Vander's avatar (I think that's the name, anyway). Nice stuff there.

    Crippling Axe Kick should just be redone, period..

    Alternate animations for weapon sets would be nice.
  23. Finally. Kamehameha in CoH. We needed that.

    On another note, since the Tier 9 doesn't 'crit' like normal and instead recharges a power, does it give the 'Crit' message as floating text, or any indicator similar to the normal crit one to show the power's recharged? Is it hard to tell it's back up or not a problem?

    I'm thinking I'll be making a KM/SD scrapper regardless of the changes to SD. Seems like stacking the +Dmg effects on a scrapper could lead to insane stunts and wonderful AV soloing..
  24. Quote:
    Originally Posted by Leo_G View Post
    That said, I'm all for alternate animations that give different flavors of an Axe Kick. Actually, I'd really want another that is more acrobatic for my monkey scrapper. There are other options that could work:
    -Flying Axe Kick = that extra feint you don't like is more obvious as after you bring it up you switch feet and kick with the other foot while in the air.
    -Spinning Axe Kick = basically an axe kick but with a turn, bringing your eyes around first then following with the kick. Possibly put a jump in there to make it cooler looking
    -Aerial Axe Kick = looks more like a trick to me as I've never actually practiced or been taught such a thing but it basically a front flip ending in an axe kick-like attack...I'd actually use that on my monkey scrapper ^_^
    -Falling Axe Kick = As performed by Tsunade. Basically leaping up like in Eagle's Claw but falling with the kick.
    Flying might work. Spinning Axe Kick would make it too much like Storm Kick is now, unfortunately, and I don't see Storm Kick being changed at all for CAK (though its animation has been completely redone before). Aerial I think would be great.

    Tsunade's attacks on principle I would say No, as she's clearly more Super Strength than Martial Arts. I also say No because I like the fast nature of MA (Tier 9 aside), and doing that treatment to it would slow it down a lot for flare, and I tend to think MA does well at having flare without taking ten minutes to do so.
  25. Thanks for the detailed numbers. Kinetic Melee seems like a good set for fighting solo, difficult targets, isn't it? Siphon Power seems like it would shine against an AV or something.