Trickshooter

Legend
  • Posts

    819
  • Joined

  1. I've seen maybe 1 Energy Blast Corruptor in the last year, so I'd guess that one. Not that it's bad, it's a good set damage wise. Nobody seems to appreciate KB, though. Personally, I find it hilarious.
  2. Trickshooter

    Bubbles !!

    Before powerset proliferation, I would have said that the reason Corruptors don't have Forcefields was because the Devs seemed to only want them to have sets that were both buff and debuff, not one or the other (which is why they lacked Empathy, FF, and TA). But my current theory for Corruptors not having Forcefields after powerset proliferation is that it would be almost a duplicate of the MM version. I mean, they would be more similar than Corruptor and MM TA is.

    Corr Personal Force Field

    63.75% +Defense(All)
    30% +Resistance(All but Toxic)

    MM Personal Force Field
    67.5% +Defense(All)
    40% +Resistance(All but Toxic)

    Yes, the MM version would be better than the Corruptor version


    Corr Deflection Shield
    11.25% +Defense(S/L/M)
    30% +Resistance(Toxic)

    MM Deflection Shield
    11.25% +Defense(S/L/M)
    30% +Resistance(Toxic)


    Corr Force Bolt
    8.34 Damage(Smashing)
    14.96 KB

    MM Force Bolt
    6.12 Damage(Smashing)
    14.96 KB


    Corr Insulation Shield
    11.25% +Defense(F/C/E/N/R/AoE)
    69.2% +Resistance(Recovery)
    69.2% +Resistance(EndDrain)

    MM Insulation Shield
    11.25% +Defense(F/C/E/N/R/AoE)
    52% +Resistance(Recovery)
    52% +Resistance(EndDrain)


    Corr Detention Field
    4.77 Untouchable/Only Affect Self/Immob

    MM Detention Field
    4.77 Untouchable/Only Affect Self/Immob


    Corr Dispersion Bubble
    7.5% +Defense(All)
    6.92 Protect(Hold/Immob/Stun)

    MM Dispersion Bubble
    7.5% +Defense(All)
    5.2 Protect(Hold/Immob/Stun)


    Corr Repulsion Field

    4.99 KB

    MM Repulsion Field

    4.99 KB


    Corr Repulsion Bomb

    41.71 Damage(Smashing)
    0.67 KB
    9.54s Stun(Mag2)

    MM Repulsion Bomb
    30.59 Damage(Smashing)
    0.67 KB
    9.54s Stun(Mag2)


    Corr Force Bubble
    10 Repel
    0.1 KB

    MM Force Bubble
    10 Repel
    0.1 KB
  3. Quote:
    Originally Posted by Madam_Enigma View Post
    Actually, I have to disagree with the OP's basic thesis too. He goes by the assumption that Trick Arrows is a set without enough damage mitigation.
    That's because it is. The basic design behind Trick Arrows is obviously to be more offensive than other sets, and that's great and everything, but what can Trick Arrows do when being defensive is more important?

    It can put out the weakest AoE -Recharge debuff in any buff/debuff set.

    It can put out the weakest AoE -ToHit debuff in any buff/debuff set.

    It can put out a good AoE -Damage debuff that might sleep minions.

    It can put out the third worst ST Hold in the game.

    It can put out the weakest ST Immobilize in the game.

    And then of course there's EMP Arrow, which is fantastic but... why should the rest of TA be so weenie by comparison? EMP Arrow is designed to be situational, not uncommon for tier 9s, but in actual gameplay it's not. It's actually the best option in nearly every situation, because it offers a level of damage mitigation you just can't get in the rest of the set.

    Quote:
    he also disregards the amount of -recharge the set has, and why -recharge stacking is powerful with the set.
    I don't disregard the amount of -Recharge TA can potentially offer, I just don't convince myself that -45% total, from 3 separate powers, on maybe 3 enemies is all that big of a deal.

    Quote:
    Let me explain it by describing what TA was before issue five launched, and why it was changed.

    During open beta for issue five Trick Arrow could apply so much -recharge that enemies would just stand there with nothing to do. They would effectively be held because it also had so much -speed that mobs could not move very fast. This was mainly due to Glue Arrow.
    Excess -Speed was never a problem, and still isn't, as Trick Arrows actually puts out the most AoE -Speed of all the sets. Yes, more than Cold. The -Recharge in the set was brought down, as Positron put it, because they were redundant and made the set very powerful. As a result, the recharge debuff from Entangling Arrow was removed (later readded at scale 1.0), the recharge debuff of Ice Arrow was lowered, and the recharge debuff of Poison Gas Arrow was removed. Glue Arrow's debuff value was never lowered, it's the same amount today.

    Quote:
    It originally had a 45 second duration I think, but only 6 second or so recharge. And it self stacked. So that 20% -recharge could be stacked six times AT LEAST by one defender. Everyone knew this was too powerful and would be changed.
    It had a 45 second duration and 20 second recharge, same as Quicksand. The difference between the two that made stacking a problem was that Glue Arrow's debuff was "sticky" (no pun intended).

    As far as I can remember, nobody ever thought it was considered "too powerful", just "too Controller-y".

    Quote:
    Snippets about -recharge
    I don't think you understand how -Recharge in this game works. Recharge time is calculated by BaseRechargeTime/(1 + RechargeBuffs - RechargeDebuffs). So let's look at some -Recharge from the sets.

    Let's assume you're fighting a level 50 Carnie Illusionist, and she uses her Blind on you. It has a 9 second recharge, and it's hold time is 7.45s, so already not perma, unless... the sleep goes off, which lasts 14.9s, giving her the oppurtunity to perma mez you.

    You only have time to use one of your -Recharge debuffs on her, which will increase the recharge time of her Blind...

    Glue Arrow will bring the recharge of her Blind to 11.25s. Sucks to be you, I guess.

    Lingering Radiation will bring the recharge of her Blind to 36s.

    Freezing Rain will bring the recharge of her Blind to 18s.

    Infrigidate will be stopped by the -Recharge cap and will bring the recharge of her Blind to 36s.

    Web Grenade will bring the recharge of her Blind to 24s.

    Quote:
    Trick Arrow also has as much or more -damage in one power then many buff/debuff sets have. Sure kinetics has more if stacked and Cold has a -damage power with twice the effect. But Benumb is on a 2 minute recharge timer. It takes heavy +recharge to make it perma ON ONE TARGET. 3 standard SO enhancements make poison gas arrow perma without additional +recharge set bonuses or quicken.
    Darkest Night offers more -Damage, and then later you get Fluffy who has his own which is only 1.25% less than PGA's debuff.

    Kinetics, with the easily stackable Fulcrum Shift, can also go higher.

    Radiation is lower, but by only 6.25%, and higher if against a player. Radiation also has Fallout, which offers another source, though not much lives after Fallout.

    Also, 3 standard SO enhancements do not make PGA perma. Even if you used 4 to get to +100 Recharge, it would still have 2.5s between applications, and PGA doesn't stack at all. Managing to get it up before the previous one ended... will cause the previous one to immediately end.

    Quote:
    The -resist debuffs btw are weaker then comparable powers in other sets due to stacking issues too. While sonic gets two -resist powers which stack (at higher values) one is single target (acid arrow is an aoe, even if a small one) and the other has a really high endurance cost to run. How high? 1.04/sec unslotted. Since base recovery rate is 1.67/sec that means it takes almost all your base recovery to run.
    Freezing Rain self stacks (easily) to -70% resistance and can hit 16 enemies.

    Tar Patch self stacks to -60% and can hit 16 enemies.

    Sleet self stacks to -60% against 16 targets, and then gets another -30% from Heat Loss on another 10 enemies.

    Trick Arrows, at it's best, can get to -60% against 10 enemies.

    Also, let's look at endurance costs... If TA wanted to debuff at -40% for 30 seconds, it would cost them 30.16 endurance (1 Disruption Arrow, and two Acid Arrows because they only last 20 seconds). That's 1.005 endurance a second. Not much better than Sonic.

    Quote:
    Honestly, Trick Arrow is very effective as it is right now. Buffs would be apreciated sure. However it doesn't underpreform as badly as the OP thinks. It does have a serious lack of strong tohit debuffing. However it's one tohit debuff is perma out of the box, and unresistable. Which means vs an AV or GM flash arrow is as effective or more then other sets applying tohit debuffs.
    TA is effective as it is right now, never said it wasn't, but it's clearly at the bottom of the totem pole. Yes, someone has to be, but not by such a huge margin.

    And yes, Flash Arrow is good against AVs and GMs. But they make up, what? 10% of the game? Why is a tier 2 only good for 10% of the game? And that's like... the last 10% of the game, why are we even getting it at tier 2?

    Edit: My mistake, Quicksand is actually 30s recharge.
  4. Madam_Enigma, I look forward to responding to your post after I get off work. I'm not going to attempt such a lengthy post on my G1. :B
  5. I'm not a huge fan of Poison on teams, but I'd love to solo a Poison Defender.

    For those curious, Poison in the hands of Defenders would look like this. Enjoy!

    Alkaloid
    Heal 176.698
    Res(Toxic) 20%

    Envenom
    DefDebuff -37.5%
    ResDebuff -40%
    Res(Heal) +20%
    RegenDebuff -50%

    Weaken
    DmgDebuff -37.5%
    ToHitDebuff -18.75%
    SpecialDebuff -74.5%

    Neurotoxic Breath
    SpeedDebuff -81.25%
    RechDebuff -81.25%
    Hold(Mag2) 4.47s

    Elixir of Life
    Revive
    RecBuff +200%
    RechBuff +100%
    DmgBuff +50%
    ToHitBuff +37.5%
    Res(Toxic) +20%
    DmgDebuff -50%
    ToHitDebuff -37.5%

    Antidote
    Prot(Mez) -12.99
    Res(Sleep) +216.5%
    Res(Cold) +10%
    Res(Slow) +50%
    Res(RechDebuff) +50%
    Res(Toxic) +20%

    Paralytic Poison
    Hold(Mag3) 11.92s

    This one is just a guess that they won't change Poison Trap

    Poison Trap
    Sleep(Mag3) 11.92s
    Hold(Mag3) 4s
    EndDrain -10

    And I don't know what they'll do with Noxious Gas, so not even going to guess for that one.
  6. As others have said, Energy Melee could use a buff, but trying to get ET changed again is not likely to happen.

    You'd probably have better luck, and improve the set much more, by trying to push for Whirling Hands to be buffed in some way.
  7. Quote:
    Originally Posted by chriz2ferx View Post
    Edit: It appears that I found my answer: Hide + Stealth + Stealth IO

    This leads me to another question. If I put the Stealth IO into Sprint, and I leave Sprint always toggled on, will the Stealth IO proc remain perma? Or do I need to actively toggle off/on Sprint every 120 seconds to maintain the proc? Thanks
    Yes, putting the Stealth IO in to Sprint and then leaving Sprint on all the time will keep it perma (it will suppress when you attack/are attacked, though, like other forms of Stealth).
  8. Trickshooter

    Archery

    Rain of Arrows gives a sense of satisfaction you just don't find in any other tier 9 a Defender can take. Take it, slot it, use it, love it.

    It has a long animation, but it's usually worth it. It's especially nice when your teammates combat text is spammed by "[Archery Defender name] has defeated [enemy]".
  9. I'm glad you were able to get yours to 50. I only wish I could stop getting frustrated with mine long enough to get there.
  10. Quote:
    Originally Posted by Muon_Neutrino View Post
    One thing nobody's explained yet is exactly *why* power boost has this limitation. It's actually due to a rather obscure quirk in the CoH powers engine, and is neither fixable nor arbitrary.

    Resistance effects are a multiplier on damage. Thus, deep in the guts of the power engine, resistance buffs and debuffs are actually damage effects - and *must* be, since they do their work by multiplying the incoming damage by a (either larger or smaller than 1) number. Thus, both resistance effects and damage are increased by the same class of buffs. So, in actuality, resistance enhancements and damage enhancements boost the *exact same thing* - different powers are simply flagged to accept one or the other type. You can actually see this in hami-os - if you manage to slot an acc/dam, dam/mez, or dam/range into a power with enhanceable resistance, it'll enhance it (by 33% to boot!), and if you slot a res/end into a power that deals damage, it'll enhance that damage by 20%. This is due to an inherent limitation in the powers engine, and would take a lot of work to fix.

    So what does that mean for power boost? Well, obviously, resistance boosts being affected by damage buffs/slotting is not exactly what the devs want - especially given the magnitude of damage buffing some powers can hand out (imagine if a resistance based tanker's shields suddenly offered an extra 300% of their base effectiveness when he was fulcrum shifted!).

    Thus, you somehow have to stop these resistance effects from being affected by damage buffs. There are only two ways to do this in the powers engine as it stands: mark the resistance effect itself as immune to boosts (which also makes it unenhanceable), or make the power as a whole immune to outside buffs.

    So, if you want a power to have an *enhanceable* resistance buff, the entire power *must* be marked 'immune to buffs' in order to prevent the resistance component from being increased by damage buffs on the player. *This* is why a few powers, like the ice shields, fail to benefit from power boost - since the resistance offered by the shields is enhanceable, they must be marked as immune to buffs. Power boost not boosting them is a regrettable but unavoidable side effect. Thankfully this doesn't affect very many powers, since most powers with enhanceable resistance don't also have attributes that power boost would normally enhance.
    Wonderful explanation, sounds so much better than how I would have worded it. I think I'm gonna save this to copy and paste in the future when this question comes up again.
  11. Sorry I wasn't there guys, but glad you all were successful!
  12. Trickshooter

    Boomer!

    Happy birthday! *looks over shoulder*

    Another year ol-- *looks over shoulder again* ...der...

    Another ye-- *looks over shoulder once more* Oh God, it's here! Run! RUN! *is tackled to the ground and dragged in to the shadows by unseen creature* Save yourselves!
  13. Well, I didn't mean Corruptors were better on teams overall, I meant their damage would be better.
  14. I believe for the damage to be increased, they have to have been hit by a -Res before, so if a proc goes off on your first attack, then not it won't be boosted, but if a proc goes off on your second attack, while the enemy is still under -Res from the first attack, then that proc's damage will be boosted.

    If that made sense.
  15. Quote:
    Originally Posted by lordseraph23 View Post
    That's just not fair to the villains who might want to do it.
    It's not fair that some of us have to dual and triple box just to fill in the needed roles for the Villain raids, either. If more people step up, so will we.
  16. And we move another year closer to the end of days they'll bring about...

    Happy Birthday guys!
  17. Trickshooter

    Stuff from Pax

    I want to make a Kinetic Melee/Ninjitsu Stalker right away.

    Also, Yay a Staff set!
  18. Quote:
    Originally Posted by Soundtrack View Post
    Sorry to trudge this up again...

    Just want to double-check: Is it a known issue that the OSA doesn't ignite 100% of the time? If so, then I can live with that and won't get frustrated when it happens.

    I'm knew to TA/A so I thank you for your patience!
    Very well known, it's been broken since fall of 2005 when it was added to the game.

    Check out the "Current Defender Issues" thread for any bugs with powers.
  19. I'm not sure why it matters whether a solo Defender is better than a solo Corruptor. This is an MMO... Corruptors move right ahead of them the second a single teammate is added. Maybe, I don't know, haven't been invited to a closed beta since I13.

    I mean, have we all forgotten that Tankers have higher base damage, higher base defense/resist numbers, and better aggro management capability than Brutes, but Tankers are still the ones people are claiming will be made useless by blueside Brutes? And why? Because Fury is more fun than Gauntlet. And maybe for some people, Scourge is more fun than Vigilance 2.0.
  20. Quote:
    Originally Posted by Negate View Post
    Pilgrim what lvl did you drop the toon? Honestly At 39 or 40 your dmg should be teh uberz...just the recharge in oil slick can be a bit...tough.
    I know my damage is. It helps that my Oil Slick Arrow is down to like a 45 second recharge, though.
  21. Quote:
    Originally Posted by Negate View Post
    Hopefully we can get Lumina or trickshow in here ot answer that one. I saw him in PI today and the way he farmed the PI protector put me in awe...I forgot he was a defender!
    Trickshooter*

    And d'awww *blush*

    But to the question, I can't really compare TA/A to A/TA, as my Defender got to 50 a long, long time ago in the dark days of TA at its release. But the trip to 50 on my A/TA Corruptor was very frustrating.

    Archery was a fairly solid set, as anyone might expect, but it just didn't make up for the lower debuff values and shorter controls of the Corruptor's version of Trick Arrow. I expect that if you used it with a Primary that added on more debuff or control, like Dark or Ice, it would be better.
  22. Quote:
    Originally Posted by Asha'man View Post
    Trickshooter, I'm absolutely loving the link to your characters. I bow to your tailoring prowess. Those costumes, along with their names, look awesome.
    Thanks so much!
  23. I'M my favorite archer!




    (also, ta/a because it's so fast and some hefty recharge bonuses, while expensive, can make it pretty awesome)
  24. Quote:
    Originally Posted by Negate View Post
    Indeed well I am set on Arch/kin anyway just b/c I have yet to see one on red side. I've only seen Kin/Arch on Blue. I will go fire eventually I hate everything about fire b/c it's just not who I am lol. I do know though that Fire's High Dmg and Sexy Aoe's is great for taunting for your team...if only a cadaver could hold aggro :P.
    You're not a fan of the burninating? Madness! We'll have to fix that.