Talionis

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  1. Is there a Fire/Trick Arrow guide?
  2. Quote:
    Originally Posted by Miladys_Knight View Post
    One other vote for the joy of Fire/TA comes from all the stacked AoE fire damage that you do.

    Smoke from Fire/ can be enhanced to a value of -7.5ish to hit.

    Flash Arrow from /TA can be enhanced to like value (it's also unresistable so it doesn't suffer from purple patch).

    You can get very nice numbers in those 2 powers for 4 slots each if you use Dark Watchers Despair (good set bonuses, cheap IOs) Skip the end/rech and the proc. After slotting that's like having 15% extra defense for 60 seconds for the low cost of 10 endurance (best of all those numbers help your team and your imps)

    My Fire/TA opens up with Smoke, follows up with Flash Arrow, then Flashfires to stun the mobs. I move in with Hot Feet running (combat jumping doesn't supress your movement) Cast fire cages in the air (6 slotted 5 posi's all but the Dam/Range and the trap of the hunter proc), Fire OSA (if it's recharged), Hot Feet immediately ignites it, then I cast Fire Cages again, follow up with disruption arrow, and occasionally I'll season that with Bonfire.

    Then I just stand in the middle of the spawn watching them burn to a crisp and spam Fire cages every time it recharges. That keeps the mobs in the Bonfire and I get lots of proc damage. On spawns that OSA isn't ready the imps wade in and contribute their damage instead. You "can" take a pool attack and use it on any bosses in the spawn or you can just alternate Ring of Fire, Char (slot them both for damage), Acid Arrow (proc it out too) ,and Fire Cages.

    It's fun teamed and works very well solo.
    I never thought of this combination before. This actually does sound pretty strong. Not Fire/Kin strong, but maybe just shy of that. Hmmm

    What powers did you take? Did you skip? What pools do you need?
  3. When I first started playing a tank, I slotted a lot of my powers for Taunt Duration. I took taunt. I used Taunt a lot.

    Use Dual Builds to have a Tanking Setup and a Solo Setup. In the team version, be heavily slotted for defense and taunt. Take AoE attacks that can taunt. Take Hand Clap type powers that can be helpful to control the environment. On the solo build, be a little more normal, slot for damage, take powers that you would use solo. That way depending on what the team needs you have both.

    If the team needs a tank, they should be going at your pace. Tanks are really the leaders of most teams I play on. It is your debt if you die, not theirs. So man up and make decisions.

    The control that a Tanker can get over a spawn is magnificent. It allows a team to do as it will.

    Take notice of what others are doing to make things worse for you though.

    1. Often if they aren't letting you "grab" aggro before they attack its their fault. Its much harder to take aggro from other toons than it is to hold aggro.

    2. Knockback can literally push mobs out of your AoE taunt effects. If that's what is causing the problem, the problem is with the person using the knockback, not your tank.

    3. Know that there is an aggro limit. That you can't possibly hold 20 mobs all by yourself. With that many bad guys even rotating attacks will not keep them all taunted. I think you could do this in issue 3, but you can't today. No one should expect you to.

    4. Pay attention to who is buffing you. It is important to know how much tougher you actually are from buffs, debuffs, and heals. Often as things start moving faster the buffers forget to buff you and it can make a huge difference in what you can tank. Debuff's are also important to know because they are less obvious, but still very effective.

    5. Some teams you just can't team with, but usually tight nit communities tend to be more helpful in the long run. They want you to be better and available to help them in the future. But know when a team is asking the impossible and call them out.

    6. As you get better, and learn more, you will get a feel for it. I laugh when I see posts that say are Tanks dead because Brutes can go Blueside. Brutes and Tanks are just not the same. It is laughable because a Brute can be an offensive machine, but it will never have the control ability available to Tanks. Gauntlet is too good an inherent at what it does. Tanks are very valuable, but if you are soloing with yours then yes you are wasting your best powers. Tanks are really support characters and give up a lot in firepower to be able to help protect a team from really hard stuff. And to be honest, teams don't need a tank if they aren't doing really hard stuff, but a Tank's ability even on easier stuff to keep all the mobs in one tight place is so helpful to team speed, since AoE's will be more effective.

    Tanks are awesome bud; they may not be for you but they are awesome. I hope you figure it out.
  4. They should make Fly faster by about 15mph and then give you like 2 times negative stealth and slightly increase its endurance usage. Thus you can be seen from farther away. That would "balance" it, but it would make it more fun to get to places.

    The thing is that none of the travel powers are hard to use safely for anyone that has played for awhile and is paying attention. The one exception might be Super Speed since it has no verticle movement, but even then people make it work for particular builds. I think many like it in PvP.

    I think the logic behind balancing fly is no longer necessary. Don't confuse Fly with Hover either. Hover provides defense and allows positioning for fights. Flight is a separate choice that is really the travel power. Flight generally uses too much endurance to be used during fights, if it doesn't you could increase it to do so, forcing people to take Hover if they want to use it to put distance between enemies.

    I like Ninja Run. I bought Ninja Run and think its a great thing for the game. Now you don't need to take a travel power. But I think creating a gap in travel speed between Ninja Run and Flight is important.
  5. Quote:
    Originally Posted by BloodFairy View Post
    Those guns should have been mixed with melee pistol attacks and made scrapper, brute and I guess tank. So we could at least stand up to things and pretend we dodged it, without getting 2 shotted each spawn. If not, take it out of the game, do it right and put it back in on the right classes. It has no business in there if it's only half done, fast design. Added with no understanding of what it even should be like or is about.
    I too would've been in the camp of making Dual Pistols a Scrapper primary. I never saw a big difference between it and Spines.

    Pistols really are only good at short range, so it could've made sense, and it would've be doable by concept.

    But I do understand why they went with the normal route of making it a blast set.
  6. Talionis

    Swords on backs?

    I would rather have more new powersets than this type of costume only change.
  7. Dual Pistols is probably balanced pretty well from what I can see so far.

    But if it were granted anything like that I would say it should be - To Hit. This is probably thematically more accurate as it would be like cover fire making it more difficult for people to get a good accurate shot at you.

    But to be honest I'd get out of the way and take cover from any of the other blast attacks probably more than I would the Dual Pistols. Think about it a lot of things are bullet proof, they won't be scared and ducking from a couple little guns pointing at them.

    Blast sets just don't seem to have access to that kind of thing. If they did they should be in the form of a Debuff.
  8. If you are soloing then Ninja/Poison should be fine. Its a combonation very good at single target damage.

    Ninja's are good at single target damage, if you can get them into melee. They also don't have a lot of mitigation on their own. That is not always easy especially for beginners. Ninja's do not have a lot of AoE damage, so larger spawns will give you problems. Ninja's are also run fast and aggro the next spawn before you are ready often.

    Poison, is a great AV killer, but it doesn't have a lot of AoE debuffs to make your Ninja's more survivable.

    The combonation you are leaning towards is one of the better AV killers, but it is not a generally great PvE build. You may find that without a lot of IO's invested it will be difficult to play and lag behind most MM's abilities.

    If you really want ninja's go Dark, Traps, Force Fields. I went traps and really liked it. But I would also suggest Thugs and Bots as the intro to Mastermind powersets. Necro and Mercs would be in the middle. I would put Ninjas as the most difficult to play.
  9. Quote:
    Originally Posted by Warkupo View Post
    Increase the enemy cap, but only for tankers.

    Put their threat value higher than anyone else. If a tanker is in the party, and he wants hate from you, he's going to get it. I'd say 20 enemies limit. Make it so that bosses and such value the tanker more than minions.
    I don't really have a problem with this idea. Being able to taunt more would be nice. It would also increase the value of Tank AoE attacks since they could hit more with one shot, but they already are not leaders in damage so I don't think it would be a huge problem.
  10. Quote:
    Originally Posted by Dr_HR View Post
    The classic Brawl...I mean it does Nothing.
    It does three things:
    1. Brutes use it as a filler attack on tiggt builds to keep up Fury.
    2. Everyone can hit someone, it may not do much and Brawl doesnt. But ever toon should be able to punch even if it has the damage of an emote.
    3. IO mule. Its funny to slot it but many squishies dont have other melee attacks to slot, and some bonuses are worth it.

    Last, there is no drawback to it. You had no opportunity cost for getting it.
  11. Talionis

    self heal

    Has anyone had success using the Healing Proc? I noticed the heal is both small and unlikely to happen but on some of the fast recharging attacks especially in say an AV battle it might have applications.
  12. Talionis

    MM Bugs?

    I saw the same bug yesterday. They are still there. I found that as I traveled before I could get where I needed to go they came back.
  13. Talionis

    Dark Armor/?

    Dark/Stone makes for a very tough tank. You'll tank well providing control keeping almost everything near you stunned with Oppressive Gloom and Fault keeping everything stunned. Stone also has a lot of mitigation in Knock Up. Its a fabulously survivable set.

    It will drain endurance.
    Tremor is a slow activating AoE.
    But with multiple aggro grabbing aura's you'll really be a tremendous tank and be able to hold aggro ridiculously well.

    In Electric, don't count on the Endurance coming back to you being very helpful, you always spend more in Endurance attacking then you get back.

    Dual Blades is cheap on Endurance usage, but a little deceiving since they activate so fast you still can burn through a goodly amount of endurance.

    With proper slotting even Dark/Stone works, just make a conscious effort to slot for endurance in your attacks.
  14. Quote:
    Originally Posted by Clouded View Post
    Travel powers are not meant to be used in combat which is why they have travel suppression.
    Fly actually is very useful in combat, hover is better. Just get altitude and many mobs can't hit you with melee attacks. It both allows you to not to need any melee defense.
  15. I think some of the hyperbole and misunderstanding have been corrected in the thread.

    When you say some of these changes may be coming in Going Rogue, that gives me hope, that all the work the Dev's have done really has made future improvements to the game easier for them to do.

    I really am not so fixated on crossbows per se. I really wanted to see what has changed in the engines since the Dev's have added many of the customization features we have talked about in this thread. What are the future types of requests we can make?

    I think there is merit in using the three new customization features in unique ways and I appreciate people going through the exercise of what is and is not possible.
  16. I'm really not saying Ninja Run is too fast. I think its about right.

    Fly on the other hand feels less impressive. I know it has all that manueverability, but manuervability doesn't help you in a fight PvE. It might avoid one, but most players won't aggro with Super Jump. I wonder if the balance reasons for making fly slower may be gone? Have IO's and computer processing power made the slower fly speed unnecessary?
  17. Quote:
    Originally Posted by Jade_Dragon View Post
    The devs might be able to "tack on" a model that allows you to use a crossbow with the Assault Rifle Power Set. With quite a bit more time, they might be able to cross link the weapon you select with animations, and have a crossbow be usable with Archery, using different animations which still have the same cast time and effects as the existing Powers. As there is nothing like this currently in the game, however, we're talking about adding a new feature. Using the selection of the weapon model, the crossbow, to also select the Power animation. Weapon Customization + Animation Customization.

    The final step, actually having the Crossbow do something unique, or have a different cast time, would most likely have to be a totally new Power Set.
    These are what I am talking about. Now we are talking about the same thing. These are the combonations, I've been trying to talk about. The work that would go into making a crossbow set would almost have to be a lot less than the work that would go into making a staff set, which I also think is a good idea. Since stances exist, if activation times dont' look silly when porting from Assault Rifle to Archery than its not really building a new animation. Whereas building a staff set requires models with two hands on a staff moving around in all sorts of strange ways.

    Even if the excersie did require a new powerset, I'm not sure that it would be a wasted exercise, as it might be helpful for the Dev's to have "shortcuts" to be able to add more powersets to the game more quickly.

    I'm curious if this kind of shortcuting could be used to say make a staff set, that could once you coded a staff set, which would realistically really be alot of work, also be a scythe set either by customization, or by doing the War Mace/Battle Axe trick of having two powersets with the deference between two fairly similar sets being one does lethal damage the other does smashing damge.
  18. Quote:
    Originally Posted by Jade_Dragon View Post
    It's POSSIBLE. But it ISN'T. And it isn't likely to ever be.
    So we agree, I'm not a loon. Now we are just disagreeing on how much work it is to actually implement.

    My original post question was, "Is there a reason we can't have crossbow weapons for Archery?" The answer to that is no there isn't a reason it can't be done.

    The answer is that somewhere between the little I am hoping and the a lot that you believe to be true.

    With all the changes that have been made to the game, I'm curious how much of the old idiums hold up. I think the game has learned some new tricks and the new pieces that have been made to the engine now allow for a lot more customization.

    A good example of what I'm talking about is War Mace and Battle Axe. The two sets are nearly identical, cut and paste jobs. War Mace is Smashing Damage and has different skins. Battle Axe is lethal damage with Axe Skins. The animations are near identical.

    I'd be all for a completely new set, but I'd be just as happy with an alternate animation for Archery or Assault Rifle. Both are primarially lethal damage, just like Crossbows would be. I admit the biggest problem is that a crossbow is a hybrid of Assault Rifle and Archery. Neither is an absolutely perfect fit. Archery is probably better thematically, acoustically, etc. Assault Rifle is better visually for the animations.

    Even if you could care less about adding a crossbow animation yourself, I am curious what type of other new things might be added more easily than we originally thought, by combining some of the new mechanics of the game engine.
  19. Quote:
    Originally Posted by Pinkpup View Post
    So the question is, was your team that much better with her gone?

    If so, then you made the right decision.... if not, then you were in the wrong. But due to this, I think you give-up any right to ***** when you get kicked from a team for doing something their TL finds annoying.

    Seems only fair....
    Yes, it ran faster and smoother without her. But I wish I had better advice that could've been more effective in telling her better what she should have done. I also was really disappointed to see such a high level PB unable to adjust playstyle.

    Do PB's really need the AoE knockback to stay alive? It sounds like less a benefit and more a weakness to the power. I never expected Khelds to be "better" than other archetypes. But I expected them to be more team friendly.

    I know Khelds bring a lot of flexibility. I've had good khelds before and not really noticed the ridiculous KB that I had the other day. Even so, I've never made one since the knockback as a secondary effect has kept me away.
  20. My assuming isn't stupid, but it still may be wrong. I say that because I don't want to be as absolute as everyone that doesn't know any more than me who is saying "No it would take a really long time" with no real knowledge of that.

    I think people have jumped on me like pack dogs telling me abjectlly "no, it simply can't be done." Most with no real knowledge of the actual programing. A year or two ago, I would've agreed with each of you because red names had mentioned how hard any of these things was to do. But a lot of the programing has obviously changed since then.

    I'm not trying to bring any one down.

    I know that what the Dev's have already done was not easy. It took a lot of work and I appreciate it.

    My assumption really is that when the Dev's changed the programming to allow alternative skins for Assault Rifle, that they left the code open to add new ones much more easily than first time. So if they wanted to add a new skin for claws it would be much easier to do a new skin now.
  21. Great Guide!

    Well written and full of good information.
  22. People will find it ironic that I'm supporting Gale after ranting about Knockback in another thread. But I feel like people use Gale correctly more often than a knockback power with significant damage in it. Since its only real use is positioning. People use it to blow things back into Tar Patches, keep bad guys away from squishees and near to Tank taunt auras.

    Plus, Gale makes a wonderful opening power to mitigate alpha strikes because of the rag doll effect.
  23. I was too upset when I originally posted. Long day and night and day and night of 2xp. A lot of pressure of managing, recruiting, and keeping a team. So I was too blunt and tactless. Knockback still is a connundrum.

    I really didn't want spend a lot of time to teach a level 49 Peacebringer how to play her toon. And to be honest, I don't know enough about Kheldians, to teach her.

    I do know a lot about knockback. I don't get kicked when I use my stormie or my explosive arrow, but I know when and how to use them. But even then, I often don't use those powers in big groups and I feel like I'm underproducing. If my explosive arrow doesn't kill them all, then it makes it so the next fireball can't knock off three of them in one shot.

    The reason players get so up in arms about Knockback is that in most playing experiences you don't need the knockback to stay alive. And there is huge benefits and synergies to keeping mobs together. The strategy for most toons is to keep the bad guys bunched up and away from the squishees.

    If you have a tank, its not just about keeping bad guys around him for the buff from the numbers. Keeping bad guys near the Tank, keeps the bad guys in the Taunt Auras and off the squishees. It is funny that Tanks get blamed for "not holding the aggro" when the very player that is getting chased around knocked the mob too far from the Tank for him to do just that.

    If the bad guys are bunched on the tank, then Fireball hits them all. And if the bad guys are near the tank, then its more likely the bad guys are in the Tar Patch. Keeping the group together, is an enormous part of team strategy and synergy. Far more strategies for good players revolve around keeping a mob bunched.

    Knockback is a great power. Its enormously impressive visually. It also provides a valid form of mitigation. But it is often missused and even more often if you play correctly it means the power doesn't get used and is more a solo power.
  24. Quote:
    Originally Posted by Zombie Man View Post
    You're right. Ninja Run + Hurdle is faster than Fly. I'm not sure I would call 4 mph "*way* faster" than fly, but it is faster. However, you have to constantly hop to get that speed. On most mission maps, though, someone with fly will easily outpace you as you keep banging into the ceiling.
    Sprint is usually fast enough on most mission maps. I now use Ninja Run for the added mobility.

    But in getting from Mission to Mission the maps don't have ceilings to bump your head on. And when distances are larger is where differences in speed matter. Actually the ninja runners were hopping, but not hopping like super jump hopping. So that is another reason that Ninja Run was outpacing me.

    I'm not as concerned about "balance". I'd rather be able to get from point A to point B faster. Flying is how 50% of superheroes in comics do that. When you had to make pool choices to get Flight. Part of the "balance" was the prerequisites and the fact that the pool was useful, and you could only have so many pools. The other part of the balance is the other benefits the travel powers get SS has stealth. Teleport is really techincially the fastest (on a good connection without lag, I've never had much trouble using this) and it has useful powers in recall friend and teleport foe. Balance doesn't have to be Flight vs Super Jump. It can be Flight Pool vs Jumping Pool.
  25. Oldeb,

    I'm not trying to be unreasonable about it. And I am trying to do exactly what you are saying mix three different new things the Dev's have put in the game: Alternate Weapons, Alternate Animations, and Power Customization.

    My hope is that by doing those three things, the Devs have changed something that was "impossible" because it would take so much work to: "well actually, we have done this, and that, and that, and Talionis is right now that I think about it, we could put those three things together to make a new powerset look, animation, whatever, we can give them crossbows and its not that hard."

    I could be wrong. I am mostly likely wrong. It really depends on how the code was written and how its been changed. My profession is not coding. But on the off chance what I'm saying really does make sense and the three things can be put together to give a good crossbow attack with little actual work, I think its a great idea.

    If its going to take a lot more time than just cut and paste and clean. Then I wouldn't suggest worrying over it either. -- I still want the crossbows. But I'd rather have newer stuff.

    But I think the best suggestion to come from this thread would be to re-examine now that all these changes have been made, what can be put into the game more quickly and easily. Does it make Power Set Proliferation easier? Maybe this will jog a Dev to think of ways to make new stuff in a simplier way.