Timeshadow

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  1. Quote:
    Originally Posted by Pinny View Post
    So if 4 out of 8 bane attacks (yes, 50%) are ranged, that makes them a ranged righter in most peoples eyes...

    Well 4 out of 8 bane attacks (yes, 50%) are melee, that makes them a melee fighter in my eyes.

    The bane melee attacks do more damage than their ranged attacks, that makes them a melee fighter in my eyes.

    Also, complaining about crabs having better AoE than banes? Moot point, because crabs are MEANT to have more AoEs than banes.

    Redraw doesn't kill you. Broadsword, Dual Blades, Claws, Spines, Assault Rifle, Dual Pistols, Trick Arrow/Archery, and every other weapon set does just fine with needing to redraw. Suck it up and stop complaining just because the so called "Epic" AT isn't a powerhouse monstrousity.

    You guys complain and try and compare Banes to stalkers and Brutes in a poor atttempt to justify these buffs, but guess what? Since when do stalkers/brutes, without the help of a APP/Patron pool, get the ability to give out 10%+ to defense, damage and tohit while being able to debuff the boss enemy? Since when can stalkers/brutes do all that while being able to hide, pull out an executioner's strike on the enemy, placate the tough enemy pounding on them to get a breather, and then if they decide to, go into range and hit an enemy with a toxic DoT that also gives a -def debuff?

    Oh wait, stalkers and brutes CAN'T do that. Their leadership powerpools suck, only stalkers can hide and only very few sets actually have a ranged attack, and brutes can only really do any worthwhile debuffing if they choose ghost widow and get darkest night.

    Heres the thing: Arachnos Soldiers (and I mean ALL of them, "huntsman" builds, bane spiders, and crab spiders) all have a diverse mix of offense and support, be it debuffing, buffing, etc. They are not going to be the very best in any of these areas because of how much they can do. If you don't like how you can't one shot everything, then roll a stalker, brute, or scrapper. If you don't like being able to do damage while giving out some buffs, then roll a defender or controller. If you want to tank; be a tank.

    So yeah. Bane spiders are fine the way they are. Crab spiders are fine the way they are.
    Welcome to the Epic AT roundabout. We've been doing this same dance over on the Kheld boards for sometime going on forever.
  2. Throwing in my opinion:

    "What? ...Oh, I see. Hell no. Goodbye."
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    Not to mention the utter uproar there would be from the other ATs.
    Here's the important bit. I think we'd all love more slots even if they were restricted to form only use. Fact is it won't happen because it's unbalanced. If Khelds get 19 more slots for their forms why don't SoAs get 19 more slots for their team buffs or Masterminds for their pets? Your idea would be extremely well received by Kheld players but would surely start a riot with everyone else. That's just poor design.
  4. I've done this mission a few times on my Khelds and SoAs. It's difficult but nothing like what some people have been reporting.

    If I recall correctly the ambushes aren't on such short timers that they frequently end up stacking on top of one another. Then again it may have been that I was just killing things fast enough to not encounter a problem (I usually play on +1/x2).

    As far as spawn composition, Malta's Malta. Sappers and Engineers are just facts of life. Of course they're much easier to deal with if you've got some form of control (Holds and Confuse are particularly useful). But even lacking these tools I didn't find the mission's level of challenge to overreach into frustratingly difficult territory.
  5. I went Rogue with both my Widow and Soldier.

    The Widow (Who I play primarily as a Fortunata) was born in the isles but left for Paragon City as an adolescent. Though she's been influenced by the city's higher morality she loves the Rogue Isles for what they are, a place where the ambitious and resourceful can make their way without all the restrictions of a more ordered society. But she's always disagreed with Lord Recluse. In her eyes his megalomania and total unscrupulousness is destroying the Isles. So she's gone Rogue and is now leading a loose confederation of resistance groups.

    My Soldier (A Bane Spider) joined Arachnos because she wanted to bring some order to the isles after her wealthy parents were killed in a botched robbery (The similarity with Batman's origin is purely coincidental ). When she was assigned to be my Widow's personal bodyguard things changed. Unwilling to accept a mental slave, my Widow freed her from the Bane's network and recruited her as second in command of an elite counterintelligence unit. She's served dutifully ever since, even becoming a rogue and fighting against Lord Recluse.

    Quote:
    Originally Posted by Yunalesca View Post
    For me this will be very interesting and as for now, i never imagine myself to be so happy using epic archetypes in which i love the Kheldian shape-shifting but i must say that i preferred the Soldier of Arachnos.
    On that point I must say to each their own. I enjoy both sides' Epic ATs a lot. I'd definitely say they're my favorite of all the ATs. But if I had to choose I'd take my Kheldians any day of the week
  6. Quote:
    Originally Posted by Captain_Freak View Post
    Yes, Mog is the ultimate fun killer. I want that moment of glory, but players have never had that.....also its almost more than 1/3 of the pps spawned have Mog....whats the matter devs, do you know the others suck? Maybe its time to revamp those powers....not tilt make obnoxious spanws happen more often.
    That seems to be a problem both with MoG and Protectors' power loadout. Most of them are equipped with either MoG or Elude. There's really not that much variety among them, especially in the higher levels. You're up against Claws/Spines Pattern Scrappers or Energy Blasters. If anything I'd want the Devs to adjust their level distribution so we see more of the Fire, Dark and Radiation variants (Who don't have godmodes BTW).

    Quote:
    Originally Posted by Captain_Freak View Post
    But, fun fact about PP's which of course will be changed once the devs get wind of it....Electric Control drains thier end so they cant mog. Poor Electric, it was so much fun to watch......
    That's one way to deal with 'em but it requires a specific powerset, a design attribute that the Devs have made it a point to avoid.

    I'll throw in my vote with reducing the duration, increasing the Recharge, and altering the NPC godmodes so they grant less defense and more offensive potency. That would provide a challenge in a more elegant manner. If I've learned anything in my time as an amateur designer it's that elegance is always better for creating a challenge than just making something stupid tough via brute force.
  7. Quote:
    Originally Posted by DireAngelus View Post
    I wonder if this would work with Eclipse. I know I could slot it in there, just not sure if the stun would hit critters or if it would try to stun me.
    Should be critters because they're the targets.
  8. Hey there Masterminds. I plan to make my first foray into the world of MMs with a Ninja/Storm but I need a lot of help.

    First of all, what are the strengths of this combo? Off the bat I can see some synergies. The little bit of added Defense from Steamy Mist should help with the Ninjas reputed squishiness and the -Resistance from Freezing Rain will help to offset any pesky issues with Smashing/Lethal damage.

    Storm Summoning seems to be best suited for work in melee range, especially alongside the Ninjas. Will the -toHit and knockback from Hurricane be enough to keep me from getting smacked around if I'm busy moving through and around the spawn?

    My ultimate goal with this build is to create a high Defense Tankermind. I'm planning on Cold Mastery as my APP for the shield and running it in conjunction with Steamy Mist and Hurricane. Will that be enough to accomplish what I wanna do?

    Any other general advice is greatly appreciated.
  9. Quote:
    Originally Posted by Firewasp View Post
    Taking Surveillance too late?? I am level 40 and I respec'ed -- who cares where Surveillance is? If you looked at my build you might have noticed that I was only level 40. This wasn't a dream build. Problem with placate is it only uses up 2 slots. If you take it you have to put all those 5 other slots somewhere and when there is no more room you have to hold something back.

    I could hold combat jumping back, but that gives me 2.5% DEF ALL and uses only 0.07 end.

    I did have 1 acc, 3 damage, 2 recharges in the attack powers, but end is sucked out. All that damage does nothing with no end -- Reduces your DPS!

    If you use 1 acc, 3 damage, 1 recharge and 1 end. You will have to wait on a power to become available again -- Reducing your DPS!

    Even with 1 acc, 2 damage, 2 recharge and 1 end I still have to wait a second or two sometimes. I only have 5 attacks, but most have a long recharge.

    My current resistance:
    smash and lethal 31.61%
    all others 10.22%

    My current defense:
    Ranged 42.07%
    All others except psi is 31.45%
    Psionic is 23.95%

    Adding 1 more defense enhancement into Tactical Training: Maneuvers boost my defense a whole half of one percent. I don't think that will replace the 7.29% I get from weave.

    Note: I didn't have tough and weave before my respec last night, but I needed a boost in defense as I was getting my butt kicked. Now I am doing quite well defending against bosses (they used to kill me sometimes, but don't now). I did drop acrobatics and got a steadfast +4 KB (lost 7). Now the EB keeps knocking me over.

    Adding 2 DEF in Combat Training: Defensive adds 3.17 DEF over the base. You can't get these high numbers in defense unless you build it correctly.

    So nothing you have told me will increase my damage or defense. I can't train placate without wasting slots -- maybe I can get it at 47 or 49 when it only gives you 3 slots on the off level.
    ...Okay well nevermind then. Just stick with the Mastermind. I've got a feeling it'll be more rewarding for you.
  10. Apples to oranges my friend. A Mastermind is an entirely different AT and plays in a completely different style. You can't make any sort of qualitative comparison between the two.

    Took a look at your build and I've gotta say, it's terrible. The power selection, placement and slotting are all bad. I'm gonna break this down into sections to make it more digestible.

    Powers
    First off, Banes are like Stalkers in that they're designed around Hidden status. They get crits when attacking from Hide and can even perform an "Executioner's Strike" when you use Shatter while Hidden. You've got Cloaking Device, arguably a Bane's single most important power, at 35. It should be at level 24 as the first thing you take from the Bane Spider secondary.

    Secondly, you're missing Placate and have Surveillance in too late. You sacrificed them for Tough and Weave, powers that are doing you almost no good. Get rid of them, take Placate as soon as you can, and get Surveillance in earlier.

    Finally, consider taking Poisonous Ray and Call Reinforcements. Poisonous Ray is really the only good ranged attack Banes get. Not only does it do some nice Toxic damage over time it also provides a hefty Defense debuff that stacks with Surveillance. Some people slot it for damage, others for -Defense. I went for the latter because three pieces of Exploited Vulnerability grants a small bonus to Melee Defense.

    Call Reinforcements is from the base Wolf Spider Training and Gadgets pool. It summons two Arachnobot Disruptors at a targeted location. They're great pets and come equipped with the same powers as their NPC counterparts, including Web Grenade and Distruptor Tesla (A renamed version of the single target Hold from Electric Blast). When working in tandem they can easily Immobilize a spawn or incapacitate a single tough enemy. They'll make a nice addition to your DPS and help keep the aggro off you so you can strike from Hide.

    Slotting:
    Your powers are really slotted incorrectly. You can't take down any Elite Bosses because your attacks aren't slotted for enough damage. If you're using commons it should be one Accuracy, three Damage and then EndRedux and Recharge to taste.

    Your Defenses are also lacking. You definitely wanna slot three Defense IOs in Tactical Training: Maneuvers. Combat Training: Defensive can go without slots if necessary. Arachnos Soldiers' version of the power only increases Ranged Defense and you'll be in melee most of the time. Cloaking Device gives you Defense too, albeit a small amount. Toss a common Defense IO in it and call it a day. Also, you don't need EndRedux in your toggles. They're relatively cheap in terms of cost compared to attacks.

    Surveillance is way overslotted. If you've got access to level 30 IOs all you need is one Accuracy. After that you should go for as much Recharge as suits you. Enhancing the Defense debuff isn't really necessary and certainly isn't worth two slots. Most critters in the game don't have any inherent Defense to speak of so -15% is plenty. Besides, what really makes Surveillance tasty is the unenhanceable -20% Resistance debuff.
  11. Timeshadow

    Rogue Blues

    Quote:
    Originally Posted by GavinRuneblade View Post
    You can still team up and run any mission you want. Even oro missions, but the person starting the oro mission has to have a supergroup base with a pillar so that you can be on the same map as them when they start it since you can't access Oro yourself.
    Just wanna clarify one thing about this. You can still access Ouroboros but it'll be the one for your native side. So Villains and Rogues still go to Villainous Ourobors which has destinations on Red Side while Heroes and Vigilantes go to Heroic Ouroboros which has destinations on Blue Side.

    Overall, getting around on the other side as one of the shades of gray alignments is probably the biggest challenge.
  12. Currently Praetorians don't unlock EATs of either side. However, if you take a Praetorian to either Paragon City or the Rogue Isles and then respec the EATs should unlock.

    From what I can deduce it's because the game considers a respec as releveling so it checks for your alignment again. At this point if you're a traditional villain or hero AT then you meet the requirements and the EATs for your respective side will unlock. Unfortunately it seems the unlock requirements are still hard coded into the ATs from the pre-GR era.
  13. Quote:
    Originally Posted by Justaris View Post
    Edit: And I notice he's trolling multiple Kheldian threads, so this is probably just me being taken in by a deliberately ignorant troll, but perhaps the information will help someone else.
    Yeah...pretty sure he's a disgruntled player from the old days when mezz was an issue and Voids were dangerous. Funny thing is he's actually making me wanna play my Khelds so he can see me not suck and cry moar.

    Off topic: Gonna talk to Dechs and Memphis_Bill (Maybe Alien if he ever reappears) and see if we can get a new Kheld compendium going. Something concise and informative. Love to have you on board.
  14. Dechs already did a good job of breaking your idea down and countering your points.

    I'll echo what he said. You seem to misunderstand the point of the Kheldian ATs. Their forms are meant to serve as miniature versions of the ATs they're modelled after; not full blown copies. That's the point of a jack of all trades class. They sacrifice top end performance in a particular field in order to gain versatility. Your purposed changes would allow Kheldians to effectively replace two or three other ATs in a team setting.

    To use your comparison of Druids in WoW, they function the exact same way. Though they can be specced to use their forms very well they're still not capable of taking the same levels of punishment as a Warrior or bringing down targets like a Rogue.

    Ideas like this tend to showcase a failure to understand both design principles and knowledge of how to play a Kheldian effectively. None of their powers, including forms, are meant to function as individual power houses. Using them in conjunction is what makes the ATs interesting and effective.
  15. I'll definitely keep this in mind. Thanks Mike.
  16. It goes beyond Praetoria.

    Had the same issue on a Sister Psyche TF. It seems the bug affects all mixed alignment teams.
  17. Quote:
    Originally Posted by Starflier View Post
    Somewhat related: since some electric melee/electric blast powers drain end and return end, how does the Perf Shifter proc work in those cases?
    Still gives End to enemies because they're the target of the attack.
  18. Quote:
    Originally Posted by SkyRocker View Post
    I *don't* like seeing a teammate with the same powerset as mine...
    This. For some reason it just bothers me. I usually play Kheldians though so it's not really a problem most of the time.
  19. Eh...it's technically doable but I certainly wouldn't recommend it.

    Human form is where a lot of your utility powers are. If you don't use it you won't have your heals, buffs, controls, or anything of that nature. And, since you just got it, I'm assuming you're probably still in the single digit levels. Nova can decimate just about anything at that point in your career but, just like the Blaster AT it's modeled after, it stops being a self-contained god of death in the mid levels when enemy difficulty increases pretty sharply.

    Don't get me wrong, Nova's great but it just doesn't reach it's full potential without the other powers in your arsenal. That's especially true if you're playing a Warshade. Their various self-buffs combine with Nova to make it a truly devastating offensive force.
  20. Quote:
    Originally Posted by Microcosm View Post
    This is true; before you have the slots to fill in dwarf's powers though, I would still rather use break free's and remain in the higher-damaging human form.
    Well Dwarf form on a PB is never really gonna be your go to for damage. It plays much more like a traditional Tanker. What it's really good for prior to slotting the powers is the Resistance and, of course, mezz protection.
  21. Quote:
    Originally Posted by Kidou View Post
    What i'd like to see is most of them reduced a bit. Maybe about half of what the players have. 50% Resistance to all execpt psi when at low health is a lot better than 95% res to all that a lot of the mobs with unstoppable have.
    A very acceptable solution. I'd like to see this along with some kinda crash. Maybe not the earlier mentioned Stun because that becomes problematic when you get into AVs and the PToD. Maybe something like a Recovery or Regen debuff.

    Quote:
    Originally Posted by Kidou View Post
    Elude mobs are a bit trickier... Everyone usually has diffrent opinons on how much accuracy you need. But there's a few elude mobs out there that you can't hit even if you chomp 10 yellows. I'd like to see their powers get reduced a bit so you still have somewhat of a chance to hit them.
    Elude is definitely a more complex issue. I don't know if you've ever taken a softcapped toon against an NPC with Elude but it's kinda funny, especially if you've got a self-heal to go with it. You can't kill them and they can't kill you so you just end up whiffing away at each other (Mynx versus my Night Widow was a LOLfest).

    Using Silent Blade as an example, she has the Ninjitsu toggles on top of Retsu. When they're all running your chance to hit drops into the single digits. It's extremely frustrating. I'd say reduce the Defense Elude provides and perhaps make it mutually exclusive to any other source of +Defense an NPC has.
  22. Hey guys. As the title says I'm trying to make a concept shapeshifter. I'd like to have costumes that look similar to NPCs but am having trouble finding anything that's doable. Has anyone made some successful imitations of NPC costumes? I so, could you please either describe what pieces you used or post screen shots?
  23. Quote:
    Originally Posted by Tsuji View Post
    Overall though I think the way the illusionists work is better; some kind of pulsing resist that lasts a short time per pulse. It forces you to time your attacks and pay attention rather than just pressing numbers constantly.
    This I can sort of agree with. Only have two issues with the way the Illusionists work. First off, when they go intangible they're not subject to "Only Affecting Self" status. They can still attack and summon. It's really only a problem with those damned Master Illusionists. Personally, I think they're overpowered. They just summon way too many other things. Also, they phase automatically regardless of any controls that may be on them. So even if you get a Hold or Stun on 'em they'll still become untouchable.

    But overall I have to agree that they're method of adding difficulty is much better.
  24. Unfortunately it can't be done. A macro can deactivate multiple toggles simultaneously but can only turn one on at a time. It's an intentional bit of design that helps to prevent people from creating bots.
  25. We've all seen it before. You're on a team and run across several Paragon Protectors or an EB/AV. You don't have sufficient control or can't kill 'em fast enough and they hit Unstoppable, Elude, MoG, etc. Now you're forced to spend extra time and Endurance swinging/blasting away until it drops.

    There's nothing inherently wrong with giving NPCs these kinds of powers; they need something to give 'em an edge because, by design, their weaker than player characters. Problem is the NPC versions or Tier 9s aren't the same as the ones we get. They're crashless and have much lower Recharge times. That means Statesman can resist almost all of a team's damage just about all the time. Silent Blade can hit Kuji-in Retsu and simply outlast whatever's thrown against her. This isn't unfair but it can certainly be annoying. Especially since, depending on rank, such NPCs have greatly increased Regneration, self-heals or both. So not only are they nigh unkillable for most of a fight after a certain point, they can also effectively recover their Hit Points and make a team repeat the process of whittling them down all over again.

    So I want other players' opinions on giving NPCs these drastically modified God Mode powers. Do you find it a nice change of pace; a rare and entertaining challenge? Or does it make you wanna bang your head against the keyboard and auto complete the mission? Should such powers be left as they are or should they be modified to come with a crash or longer Recharge timers?