-
Posts
35 -
Joined
-
Are we voting here?
If so, I vote for 3-d death column that extends above and below target. Maybe a nice bright red targeting column. -
Please excuse me while I giggle and look over the build...
Edit: Okay... I looked over it... and I'm really not sure what you're trying to do with this, perhaps you could explain your goals? -
-
Quote:Seconding this, for all the stated reasons.Of those you listed I would favor the Rad. With /Traps your going to want to be in close to toe bomb and get the most from your traps. Rad gives you a PbAoe and a Taoe to use while your mixing it up inside.
Managing the KB of energy in a way to not waste the effect of your traps can be an exercise in frustration.
Psi's main advantage the range on the attacks is wasted on /Traps since you do your best work in tight. If you wanted to be a lay out traps and pull kind of player than it might work alright but I have never met a team that wants that kind of trapper around.
I have to agree that Energy would be the worst to pair with traps out of all the blasts. Rad is solid, but I think a lot of the other blast sets would benefit, and benefit from, traps more.
I also agree that Dark is strong with it for the aoe immob and the debuffs. -
I actually think that these are reasonable bonuses. Sure, they're better than MOST of the bonuses you can earn through in game play, but not all of them. Granted, the person who goes through all the effort to slot all their purple sets and then buys these will still be ahead of someone who only slots all the purples, at that point I think the advantage will be insignificant.
And if I understand correctly, only one of these sets can be slotted per character. If we could slot the full five, an extra ~10% rech is significant, but many defenders can run the full set of lotg globals without much difficulty, in addition to some 7.5% rech in a hold, and there's a ranged damage set with 6.25% rech at five slots...
So while I agree that things purchased from the store shouldn't be better than what can be earned in game... I don't feel the +rech crossed the line here. The purple +rech bonus surpasses it, with less slot investment. Someone who grinded out or farmed enough to slot every purple +rech they possibly can is going to have more +rech than someone who didn't and just bought that.
However, it is a slippery slope. If there are a LOT of similar bonuses that build up, the line could be reached very quickly, but in most cases it's a matter of greater convenience instead of being strictly better.
Like the attuned IO's. I think we're still at the state where we're paying for convenience rather than superiority.
Is the time it would take me to get a purple set worth more than the defender AT set will cost me? Almost certainly. Is the AT set worth the point/money investment? Potentially.
Do I care that people willing to spend it have access to that much more rech than I do? No. Will I care when there are certain builds that are possible and work only through monetary investment? Yes.
It's a threshold thing.
Also let me start on an Optional Tangent
This is also a matter of perspective. It's very hard to argue with builds that use IO's are not strictly superior to those on SO's and HO's... yet many subscribers are okay with IO's being behind a pay/subscriber wall. Why? Because it's at a level of money we're willing to spend, and have been doing for quite some time. Am I okay with this? Yes.
Likewise, Incarnate abilities, although I would venture that Incarnate abilities are not as far above an IO'd build as a well-crafted IO build is above an SO build, Incarnate abilities are strictly limited to people who can pay every month. Again, a lot of people are okay with this, they had to pay every month to play at all for so long.
But a lot of people think that isn't fair, because people who pay every month have abilities that make them superior to people who have IO's unlocked forever and aren't paying every month, or people who pay less every so often to use IO's.
So where do you draw the line? Personally, and i'll admit this is horribly biased, I think that the VIP, the subscribed customer, should be where the balance line is drawn in terms of power available, even if the game is balanced around IOs. I think spending money on items in the store should offer equivalent or less power at greater convenience. I feel that's what the AT IO sets do. It's less than purples, but greater than the common IO set, and more convenient for some people to acquire than purples. Other people will find purples more convenient. Some people will get both, but it's not as though they just got an extra 45% recharge to their powers, 30% of which ignores ED.
From the perspective of lower tier Preems and freebs, this is completely a game where you are required to spend money or you're almost certainly inferior to the people who do, so the addition of the AT enhancements for money just puts the pinnacle of power that many more dollars above where they are currently.
End Tangent.
That said, I wish the +heal bonus was something else, like a +end or +recov or even a small global endurance discount would be more broadly useful. Of the people who will benefit the most, the emps, I honestly can't say I care that much about a little +heal on top of all the +heal I'll have from other sources anyway. -
Quote:My trapper is less than one small insp away from the iTrial softcap, and if I wanted to sacrifice my +rech, I'm moderately certain I could build to that cap... and since maneuvers and other team def buffs are common, it's rare that I need the insp.Hmm... If you mean I-Trials, then softcap is higher there. Honestly, I can't quite see a squishy having 59% def without too much sacrifice in their buffs and attacks.
On the larger trials, I'm more often way over-defended, but I can also solo a crate or containment thing if necessary with a purple or two on hand if my initial volley of traps and AOEs doesn't get it under control. The only irritating thing is staying in the FFG's range and having it need to be recast at bad times.
Also, being able to use the seeker drones to take alpha strikes is fantastic.
That said, I love cold, and it's also fantastic in the end game. After I finish my Therm, I'm going to work on my cold defender. So, really, pick whichever you enjoy more, or flip a coin. -
When I clicked into this thread it took me straight to Arcana's reply...
Also considering it's WP, I agree with the statement that you're mostly okay. Just watch for people throwing boulders... -
I'm surprised people had trouble soloing this; I did it just fine solo on my defender, which I use as my measuring stick. If defender solos just fine while exemped, everything else I have should be good, too.
I enjoyed the cameo that ponytail guy made in the last mission.
The last fight was definitely tougher, and I dislike missions that have a 'stand around and wait for ambushes' component, but they spawned and died quickly enough.
Overall I give it an A, because the awesome factor outweighs my minor dislikes. -
I think they'd be pretty fun, and I'd like to do a run of them. I had a Lamb/BAF run a couple weeks ago that was mostly defenders, controllers, and corrs, with a couple masterminds, a single blaster, and a lone brute as our only melee. It was fantastic.
I think I might even want to try them as master runs (where possible).
I could most reasonably do this on the 22nd or 23rd, and I'd prefer to do it on Virtue as that's where my preferred Defender is at the moment.
The BAF and Lambda should be a breeze, and I'm brainstorming ideas on Keyes and Underground.
Someone suggested letting the radiation defenders, with some FF and Sonic support, handle Anti-Matter and I really like that idea. Fight X with X, turn about, etc. -
I'm personally a fan of Mace for the web nade it gives, but being dark you might not need it as much. Also the Scorpion shield is a nice place to toss a Lotg +rech and the pet is nice.
I've also grown fond of dark for the self rez. I'm completely unafraid of being the first one to take on a full team spawn, and do so regularly on my trapper. Dark makes face-planting or using all my end both trivial matters. Not that either happens very often. Soul is also good. -
On a related/unrelated note.
I would very much love Arachnoid arms as a purchasable back feature >> -
I don't play brutes much but... do you really think medicine will be necessary or useful with heal in both primary and secondary?
-
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Special Ops: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Caltrops -- RechRdx-I(A), Ragnrk-Knock%(50)
Level 1: Single Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(36)
Level 2: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), H'zdH-Heal/Rchg(7)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(11), Achilles-ResDeb%(11)
Level 6: Acid Mortar -- LdyGrey-%Dam(A), AnWeak-Acc/Rchg(17), AnWeak-Acc/Rchg/EndRdx(19), Dev'n-Hold%(21), Achilles-ResDeb%(21)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(9), LkGmblr-Def(23), DefBuff-I(23)
Level 10: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
Level 12: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(13), NrncSD-Dam%(13), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), UbrkCons-Dam%(17)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(39)
Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-%ToHit(42)
Level 20: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(27), Decim-Dmg/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 26: Tactics -- AdjTgt-ToHit/EndRdx(A)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 35: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dam%(39), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45)
Level 38: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Det'tn-Dmg/Rchg(46), AirB'st-Dmg/Rchg(46)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48)
Level 44: Charged Armor -- HO:Ribo(A), ResDam-I(45)
Level 47: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(48), Clrty-Stlth(48), Zephyr-ResKB(50)
Level 49: Assault -- EndRdx-I(A)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(50)
The build you have up there looks good. These are the changes I would suggest. Puts more procs in Acid Mortar and gives it a slightly higher recharge, also, you get a little more accuracy and a fair chunk of +recovery. -
Personally... I adore the procs in traps. I immediately noticed the difference when I added them.
I put three in poison trap (two psi damage and the hold) and I think three in Acid Mortar. Putting them in seeker drones will probably be almost as nice but I needed to slot a set there for the set bonus.
Poison Trap is already up around every thirty seconds, and additional recharge would only net me a couple seconds at that point, and all my positional defenses are over 46.5% (the only build I have on this computer is more expensive and its positional defenses hit a minimum of 47.5)
In longer fights I tend to have end issues in longer fights which I plan to stop with incarnate, and I also hope the panacea proc will help when I get it (it works in triage beacon).
I find the +hold procs to be amazing, and my general strategy is to toss seeker drones into a spawn and then run in to lay down poison and acid, and then drop AOE's on. If I'm in a group, usually the melee either beats me into the spawn or isn't far behind, but I definitely notice the +damage and +hold in both traps.
With three 20% procs, there's almost a 50% chance that at least one of them will fire on any given mob it hits.
As for caltrops I didn't have the slots to spare, I have enough global rech to double stack it while hasten is down, so I just put one Posi's proc in it. -
-
Fix khelds... like they fixed PvP?
I don't mean that as saying that the devs did wrong there, but it was a fix that made a lot of people unhappy.
There are some people who like them as they are. They can't make major changes without making them unhappy.
I suppose what it comes down to is this 'Can they be fixed without drastic changes'? -
Quote:I remember that. It was always my job to see where the tech was before the team leader even zoned in.They're still pretty stupid. It's probably really hard to fix though. There's a reason the tech in the RSF (which was a common cause of /petitions and/or restarts) was changed from an escort objective to a "release" one.
I feel like they've improved. I can now use sprint without losing them all the time. -
-
Quote:My ill/emp got kicked from a team once. The tank complained a lot to the team leader that I was 'aggroing too much' for him which is why people kept dying.Pay attention to what powers people are running. I used to play an illusion controller a lot and I would routinely scout ahead. I can't tell you how many times I would run into a room and someone would follow me and die instantly.
Me: What were you doing?
Corpse: I was following YOU.
Me: I'm invisible.
Corpse: . . .
I was running past the mobs to draw PA into them, which did take me a bit nearer other spawns, but it wasn't I who drew aggro... Interestingly, after I was kicked, I seem to recall an Earth/Rad on the team named Loony McAggrophile quitting team as well, since he popped up outside the mission beside me.
Edit: Also, for a while I had a character who was glitched so that he was entirely invisible. I forgot the enemies could, and would, target me, as I wasn't stealthed. -
So, one time, I was teaming with a group of real life friends. We were in Faultline, and I had become separated from them on my kin when we split. I quickly got in over my head and siphoned speed and proceeded to flee and cry for someone to teleport me out of there. I had my teleport prompt off because I trusted my teammates.
To be teleported, mid high-speed jump, to the top of a sky scraper. I could only watch in horror as I went over the edge, fell, dropped down to a sliver of HP.
Of course, the Arachnos spawn I dropped into didn't miss my sudden arrival, and after they recovered from their surprise they drew their weapons and finished me off as I fled.
Then my unconscious form was teleported back to the top of the building and handed a wakie.
This was when I learned that A) momentum carries when you teleport and B) you need to be still when being teleported.
For more Recall mishaps... I was in charge of the stealth/tp portion for my group's regular RSF. I was always careful to drop them in the very corner of this big room full of longbow before I went off to trigger the ambush on the capture Ms. Lib mission.
One day, when I teleport in our third and final mastermind... his mercs decide they need to go for a quick jog to loosen up their muscles. They proceed to run around the perimeter of the ENTIRE ROOM, alerting Longbow to our presence. My poor Stalker was crushed in the ensuing volley of attacks and excess aggro as the pets died, while I could only stare in disbelief. Of course, my sacrifice was not in vain, as Fallout and Venge aided my surviving allies.
It wasn't even my turn to be the Venge bait that time. -
-
Glad to know I'm not the only one who got curbstomped on Justice.
Rolled up a new character there (deciding to branch out on servers), managed to get to level 2 when it decided to disconnect me. Couldn't get back in.
Curiously, all servers are listed as 'down' on the server status page. -
Quote:At this point I kinda want to run an 8 man defender something with the agreed upon restriction that no one will use their secondary...Well, "support" is too broad a word to use. Note the responses so far and see what keeps coming up. Storm on its own can put out a lot of damage, and Trick Arrow has a juicy damage power (though it's on a fairly long recharge). Now realize that both of those sets have -resistance debuffs, multiplying the damage potential of both sets.
I don't even want to talk about the damage proc potential (also boosted by the -resistance debuffs!), as a shirtful of drool isn't very attractive.
I'd go Storm/Storm and issue a written apology to my endurance bar beforehand. All the kaboomy goodness! -
Storm/Storm...
Double tornado, all away across the sky? -
I suppose you're letting dark/kin speak for itself.