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Posts
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Quote:Just gonna focus on the FF for Corruptors part. Force Field on a Corruptor would suffer from a similar issue as Trick Arrows, in that it would be nearly a duplicate of the Mastermind version.I really want Poison and FF for Corrs, just as excuses to make moar corrz. Defender Psy Blast on Corrs would also be nice.
For other ATs, Fire Blast for Defenders, SS for Scrappers, Broadsword/Regen/Spines/Ice for Brutes.
The damage from Force Bolt and Repulsion Bomb would be higher, Dispersion Bubble would give a little more Mez Protection, and Insulation Shield would grant slightly higher resistance to End Drain and Recovery debuffs, but otherwise...
Corruptors and Masterminds share the same modifier value for Defense buffs, Knockback, and Mez (Durations or Mag).
Even worse, Personal Force Field for MMs would give higher Defense and higher Resistance than the Corruptor version.
Forcefield is another set I think needs a little work before Corruptors get it. Otherwise, it'll be like Corruptor Trick Arrows all over again (by that I mean).
Edit: Sonic Resonance is pretty much in the same boat; it'll be nearly identical for MMs and Corruptors. -
Sands of Mu is flagged as "Melee_Attack, Smashing_Attack, Negative_Energy_Attack", which means only Melee, Smashing, and Negative Energy Defense can influence the tohit roll it will make.
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As far as the game is concerned, there is no difference between Cones, AoEs, PBAoEs, Location AoEs, Targeted AoEs, etc.
When it comes to Defense, everything depends on the what "Attack Type" the power is flagged to be, and that Attack Type is completely separate from a power's range or damage type.
An attack could be single target, with a range of 100 ft and do Fire Damage, but Attack Type could be flagged "Melee_Attack, Cold_Attack" and you'd only be able to dodge the attack using Melee Defense or Cold Defense.
Some Melee Archetype AoEs are a little inconsistent with whether they're considered "AoE_Attack" or "Melee_Attack". -
Actually, both Yellows and Blues also have incredibly high defense to powers flagged "AoE_Attack", which Quills and Throw Spines both are. Spines is unfortunately the worst powerset to fight the Yellows with, as you can only use 3 attacks: Barb Swipe (Bleh), Lunge and Ripper.
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There have been countless threads like this, but I guess people never get tired of talking about powerset proliferation (it is a wonderful thing).
The only powersets I really, really want proliferated:
Ice Melee to Stalkers
Ice Armor to Stalkers
And at some point in the future, I'd really like Shields to be reworked to fit Stalkers, because I love Shields and I love Stalkers, but I can't have them together!
And I suppose I'd like to try Energy Aura on a Tank, too. -
The damage portions of all Stalker powers, as well as some pool powers, do have a "flag" that tells them to do extra damage if in a Hidden state (the pool powers also include a "if a Stalker" line), but it's not actually tied to the Stalker's inherent power, which is mostly just an icon.
I think what you want is "kind of" possible, but probably wouldn't actually do what you want.
Those powers' control effects could be flagged to suppress while Hidden, I believe, and they'd no longer cause Stun/Fear which could help you stay Hidden, but as long as they're making tohit rolls with "Notify Mobs: Always" (the part of a power that determines whether using it will alert mobs to your presence), you'll probably still aggro enemies.
So basically, it could work in the sense that it wouldn't take you out of Hidden state, but it can't make the power not alert enemies while you're there.
This is all just theory though, based on how I understand the powers systems. -
Is the ocean reflected in her boobs?
Not that I really like those, but curious if that's what I'm seeing. >_>
Anyway, where is the information about a Trick Arrows buff? There's going to be one, right? ...Right? -
The power will not benefit from Accuracy enhancements, as no power the pet uses is set up to accept them. The oil will only benefit from Slow and Defense debuff enhancements, and the fire will only benefit from Damage enhancements.
Basically, you can get Accuracy in the power, but the pet doesn't know what to do with it because it only knows to inherit certain boosts. -
Defender Shriek Damage scale: 0.84
Blaster Shriek Damage scale: 0.84
Corruptor Shriek Damage scale: 1.00
Edit: Several of the Corruptor Sonic Attacks powers cost more endurance and use a higher damage scale than the Blaster and Defender versions. If I had to guess, it's to ensure that the difference between Defender and Corruptor Sonic Attacks looks better after the -Resistance takes effect. -
Don't know if there'll be room, but I'll be showing up in case there is or in case someone else doesn't show up.
Edit: But my VEATs aren't high enough for the RSF yet. -
Think of Conduit of Pain like Mutation, except when you rez your ally, instead of them getting all those awesome buffs, YOU get them instead.
I <3 my /Pain Corruptor. -
Playing Dante's Inferno since it arrived. This is one crazy *** game. It's like someone's psychotic nightmare. I can't even put on these boards what goes on in that game without getting banned.
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But they're not useless for a Mind Controller, just a solo Mind Controller. A power that can only be used on pets would be useless for solo and teamed Mind Controllers unless they were teamed with another type Controller or Dark Defender.
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Quote:They wouldn't allow it to be put on players because it grants an auto power, which means players wouldn't be able to turn it off while it aggro'd enemies around them. If they made it a toggle, it'd be watered-down to compensate for the increased uptime.Why wouldn't Controllers at least get Noxious Gas? They have other powers that only work with allies, after all. And they ( except for Mind Control ) have pets to use them on.
As far as using it on pets, they probably wouldn't allow it just because the tier 9 would be useless for Mind Control. -
My funny what?
Quote:Trick Arrows is anything but weak, and neither is Poison.
"Trick Arrows is anything but weak, and Poison is also not anything but weak."
Hate to be uptight about it, but hey, I'm funny that way. Or I guess so you can read this in your version of English: My funny that way.
Quote:I read your posts on how Trick Arrows is needing to be given more power, and I wanted to reply, but I was laughing way to hard that I couldnt type, so I didnt bother.
Quote:I think Poison would have a following that pretty much matches Illusion Control on Controllers, by being very ST minded.
Quote:Alot of players feel that if they dont take AoE blasts on Defenders, or Blasters, that they are safe from Agro, which would be horribly wrong, so they take Illusion for a Controller, because it focuses on 1-2 enemies at a time.
And wait, is your argument that people incorrectly play Illusion to focus on ST and that Poison would be good for those people?
Quote:Since Plant has so many controls and damage in it, Posion would be a rather decent mix with it.Plant Control eats minions, and most Lts. with very little effort.Bosses are the only hurdle for most Controler Primaries, and looky there, Poison is a Single Foe set with harsh Debuffs.
Quote:Not to mention the Noxious Gas that you could put on your Fly Trap, that half the time stands by you, and the other half of the time, its in melee range bitting a enemy in the mob.Either way, somethings going to choke on your mobile posion trap.So that power is more then effective for a Contoller......except for mind Control.
Besides, all the pets you can get for Controllers are available at level 32, and the Nox Gas would be gained at level 38, so I still yet again see it fitting a Controller.
Quote:I look forward to your next post.Your the one person Iv read on this forum that makes me laugh, keep up the good work! -
I've never understood the "omgwantnao" feeling people seem to have with Poison. You can tell by looking at it that it's built with Masterminds in... mind.
In a few limited situations, it performs well enough (against big, single-target enemies like EBs and AVs), but the rest of the time it's just Diet Radiation. On any other Buff/Debuff AT it would just compete with Trick Arrows as the weakest choice. And it might even come out looking worse, perception-wise, just because it wouldn't have the RPer/comicbook fan following that Trick Arrows has. -
MOAR Strike Forces this time, please. I don't wanna see a single $#& *$&! mention of one of the Phalanx Task Forces.
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Quote:As was said, soft capping Melee/Ranged/AoE will reliably cover more attacks in the game. Many debuffs don't have a damage component to defend against. So it's hard to say one is like the other.So is soft capping smash/lethal fire/cold etc. like soft capping melee/range/aoe?
If you want the kind of reliability that soft capped Melee/Ranged/AoE can offer, then I suggest trying /Nin or /SR instead. /SR will be a cheaper build, will be pretty much immune to defense debuffs, and will reach soft capping more easily, but if you can soft cap a /Nin build, you've got a heal, psi resistance, and some other tricks, but much lower defense debuff resistance. Either one is a good choice, though. -
Quote:I assume it's probably something to do with side-switching, and maybe this is the best option to some issue that popped up.Looks good except for the change to EATs and VEATs. I think it should stay at 50. Getting to 50 is stupidly easy now compared to how it was back in issue 1. We already level fast as hell now. If you cant get to 50 then too bad. To me changing it to 20 cheapens the whole experience of getting to 50 to unlock them in the first place. If this goes thru then why not have capes at lvl 1? We already progress passed all that point in the lore so there is no reason to still restrict it. Changing these ATs is just like cheapening the experience of getting the positron badge for his tf.
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Now that I think about it, I think the issue is that that 25 foot range shouldn't even be there.
Team Teleport is a PBAoE, so it shouldn't have a range, only a radius. Range determines how far away you can be from your target before a power activates, but a PBAoE targets the casting player, and a player can never be any number of feet away from themselves.
That tells me that the range displayed for this power (as well as the self Teleport power) probably do... nothing, and that the real range is somehow stored differently, or somewhere that CoD is not set up to display.
If I had to guess, I'd say that the ranges listed for those two powers is just there for display purposes, and that the 25 foot range displayed for Team Teleport is a typo (or is possibly left over from a point in beta where it WAS a 25 foot range), but because it doesn't negatively affect anything, there's no rush to fix it.
And I apologize for derailing the thread in to talk of Team Teleport. *blush* For what it's worth, I can say that Mental Scramble is definitely not autohit. -
Psychic Clockwork King has no autohit attacks, but even they would show a to hit roll. His Psychic Wail power has two chances to do extra damage, maybe that's what hit you?
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Quote:I don't think it's that CoD is wrong on the range of Team Teleport, just that Range on Teleport powers is funny.CoD is wrong on the range of Team Teleport. It was never 25 ft. But, the in-game 'real numbers' is wrong, too, since it says 25 ft.
So, if the in-game real description of Scrambled is wrong, then CoD will be wrong.
Of course, the easiest way to test this is with a toon that is much higher in level than the Tarantula. If Scrambled doesn't miss that toon, then the Ranged component is missing for that power.
Yes, with the normal Teleport, 300 foot range seems pretty self explanatory: You can place the targetting ring up to 300 feet away while unslotted.
But think about the other powers: Recall Friend has a 10000 foot range, but... can you place the targetting ring 10000 feet away? No, which means there is probably a second variable for the range of that targetting graphic. Same with Teleport Foe.
I don't know what is using that 25 foot range of Team Teleport, but it being there doesn't mean CoD is wrong, just that it's probably missing some hidden bit of data that determines how far away that targetting ring can be placed. -
Ah, I sent Tali because I figured her tech skills would be better. Tried to think a little 'realistically' and either Tali or Legion would have been the best choices in my mind, as Mordin was more of a chemist/biologist than a tech person, eventhough he had some Tech powers.