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I still think we should get a recharge bonus instead. It would allow us to use all of our powers faster, both offensively and defensively.
If you ask me, a recharge bonus would make more sense for an inherent called "Vigilance" than endurance reduction. I can pop a blue to get endurance. I can't pop an inspiration to make my powers come back faster.
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with the vast differences between support sets, it wouldn't be out of the question for the inherent to do both end reduction and recharge. Case in point, FF really doesn't benefit much from +recharge but does Endredux, but Kin does benefit more from +recharge than endurance reduction.
However I think focusing on the blast sets as the basis of the inherent would be a lot smoother and easier than trying to balance the support sets around one. Such as it's easier to do Critical debuffs on blast sets only than it is to do Critical debuffs on support sets and have it be balanced. Archery/AR could have critical accuracy or damage to supplment their lack of debuffs and after that it would only need to tone down sonic blast some from it's current stats. -
as little detail you put into your post, you do have a point.
Specifically in regards to Defenders and their inherent, but let's go down the entire list of ATs first.
Blaster - Defiance - fine as is, pretty balanced with both Fury and Scourge in function and playstyle
Tanker - Gauntlet - utter crap compared to any CoV inherent. Really needs some kind of bonus associated with taking damage kind of like a one-way Fury, just like Defiance is the other version of a one-way Fury.
Defender - Vigilance - utter crap compared to every AT inherent. The problem is this isn't an easy one to fix since the support sets are all completely erratic in numerical values and they all need to be balanced out some to even start talking about a redesigned inherent for the entire AT.
Scrappers - Criticals - boring and unengaging inherent but it being passive is a huge plus and it does it's job. It's not perfect but it works, which is more than you can say about most hero ATs
Controllers - Containment - Containment is great when it is active, however the damage gap from when it is active and not active is a bit too extreme. Such an extreme makes the inherent less of a perk like Defiance, Domination, and Fury are and more essential for the AT to even function right. Narrowing the gap between active and unactive containment would make this inherent a lot smoother.
Kheldian - CB/DS - only issue here is the values could stand to be adjusted slightly and/or a defense bonus be add/replace the damage resistance buff. Defense would work as a halfway status protection since it's avoidance and would even out the buff source disparity on the status protection.
Brute - Fury - Fine as is.
Stalker - Assassination - not so much the inherent but more of the base survivability of the AT here. It's a pretty sick joke to give them blaster base hp and hp cap and then give them regeneration as secondary.
Mastermind - there is none basically they are completely unique already.
Corruptor - Scourge - fine as is.
Dominators - Domination - I would say fine as is, but it's a slippery slope both ways downhill on this one. In some ways domination is overpowering and in other ways it isn't.
SoA - no real inherent here, but fine as is because the branching system allows for a lot of specific focus on specializing your character in different ways.
Biggest hurts for Defenders and Tankers is that their damage sucks and their inherent does nothing to smoothly make it better by them doing their AT's role. Tankers naturally should be taking damage and should receive a damage bonus from attempted attacks at them but not for the tanker's attacks.
Defenders however are a mess because of how random performance is going between support sets. Only thing I can think of is critical debuffs on blast secondaries since the blasts are really the only thing two defenders are going to have the most in common. -
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Unless you are specifically seeking AV's or pvp then benumb is probably the most skippable power - especially for a troller.
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Benumb is IMO one of the main reasons to play /cold.
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especially so since it reduces mez resistance and mag protection abilities.
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What specifically would it lower the protection on that any controller would have issues controlling?
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plenty of custom foes in AE and Fortunata Mistress/Night Widow npcs.
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hmm I can count on one hand the number of NW's and Forts I faced on the journey to 50 with my last troller.
I'll give you AE, but the way most people seem to build their customs it isn't just the "occassional" one it is all/most/hordes of w/e enemy type they have built. I sincerly hope benumb isn't being relied upon in any meaningful way, that will be some slow progress.
I guess if you go looking for the situation you can find it.
Just so we're all clear, benumb has no affect on the innate protection bosses have, so no 1 shot holding them unless you roll an overpower.
So that leaves the incredibly rare npc's that use a mez protection in addition to normal boss protection. Or specifically looking for them in AE.
I'll stick with my original statement.
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I think you don't understand the value of -dmg and -special when used on bosses that can't be controlled easily. This is especially true has you go higher towards +4 con and the duration of your controls start to lack and even a purple patch water downed benumb is going to be incredibly important. -
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Unless you are specifically seeking AV's or pvp then benumb is probably the most skippable power - especially for a troller.
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Benumb is IMO one of the main reasons to play /cold.
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especially so since it reduces mez resistance and mag protection abilities.
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What specifically would it lower the protection on that any controller would have issues controlling?
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plenty of custom foes in AE and Fortunata Mistress/Night Widow npcs. -
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Granted, it would be difficult for a Controller (particularly one who likes to rely on powers like Arctic Air) to skip Stamina without sizeable +recharge bonuses to power Heat Loss.
I tend to assume, though, that when we're talking about Numina and Miracle, that we're also including a budget for +recharge bonuses. Controllers have a pretty good situation when it comes to slotting for global recharge, too; a lot of controllery sets are (much) cheaper than their melee/ranged/AoE attack analogues.
In any case, giving some though to rerolling my Ice/Storm as Ice/Cold. Storm's not doing it for me lately. Then again, I have a Cold/Sonic Defender I really like already, so maybe we'll give it a miss. I'm glad Controllers have the option to take Cold now, regardless.
Edit: Still wish Jack wasn't such a pansy, though. I haven't played extensively on my Ice Controller lately; Jack's attack cycle is still a little borked, isn't it?
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yeah, I can't get up the motivation to roll a controller over a dominator or corruptor these days since I enjoy the raw attacks over control + containment. Domination and Scourge feel more like a natural bonus and not something that is absolutely essential like containment is where it loses appeal with me. -
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While I agree with you, FW is marginally more useful to controllers who solo, since then they can at least use it & the shields on their pet(s). No, I'll never be taking this power myself (tried it a bit on my Defender--was pretty useless).
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It's useful as a mule for heal IOs, in the event that you skip Fitness. If you take FW for the +recovery bonuses (which, yes, you'd have to refresh every two minutes, but if you have a pet anyway ...), then you can save two power picks and still have some decent recovery if/when you exemp below Heat Loss.
Kind of a niche use for the power, I admit, but it's not as if it's entirely useless on its own merits.
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Yeah, but I can't see a */cold controller skipping fitness. Defenders and Corruptors usually can't manage to go stamina-less using Heat Loss exclusively and blast sets aren't as heavy on end as control sets are. Do able I guess with Conserve Power, but it would still be pretty rough unless you have a lot of recharge bonus for both Conserve Power and Heat Loss. -
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Unless you are specifically seeking AV's or pvp then benumb is probably the most skippable power - especially for a troller.
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Benumb is IMO one of the main reasons to play /cold.
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especially so since it reduces mez resistance and mag protection abilities. -
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I think I remmeber putting frostworks on 1 imp at one time, just to check that, and I'm pretty sure the 1 frostworks didn't cap them. (I forget if I was slotted)
Either way... use frostworks on your team mates not your pets.... ><
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Frostworks is the most skippable power in the set. And yes, for those not in the know, Cold is brutal for power selection. It's pretty much on the level of Mind control. If you think Mind/rad is difficult to build...mu ha ha ha.
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Mind you really only need 4 powers if you don't care for the aoe control, I don't, Rad you only need 5 powers.... not too tough.
Cold on the other hand has every single power being useful, and it is hard to fit it all in... moreso on a pvp build than a pve build.
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Frostworks and Snowstorm are the only powers I would consider skippable for an ice/cold controller. Snow Storm mainly because you already have Artic Air.
Frostworks however is awful and unnecessary even for defenders and corruptors. Since Controllers bring far more damage mitigation naturally than Corruptors then you won't ever be needing frostworks. -
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I'm not terribly upset by this. Kheldian power colors are kind of their signature, and while it is indeed easy to get lost in a crowd of nictus, it's not a deal-breaker for me.
Plus, do you REALLY want to see pink novas and dwarves? Well, do ya? Think of the children!
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Rainbow Nova team FTW -
that might be taking customization a step too far I think. Now disabling specific sounds is a completely different story.
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REALLY hope that it is an oversight, I really dislike the animation/colors of hasten and super speed... so much.
[/ QUOTE ]The list on the overview page is the stuff they've got ready. There's still time between now and i16 to get more sets in, and I think BAB said they're working on Traps already.
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yep and it's primary/secondary of non-EATs first before pool powers. -
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ice/cold..
is it possible to slow someone's recharge so much, that they go back in time?
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Yes but by then you've made them immortal. -
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To make the CoP worthwhile, they have to revamp bases first.
So don't hold your breath.
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not really. They could just as easily remove the Base Raid component from the IoP part or remove the IoP completely and replace it with either it's own merit system with special IOs and costume pieces. That's all assuming they can get the multi-team aspect working. -
keep in mind that EAT powers are unique to their AT, there are a lot of them, and the color of said powers are pretty bound to in-game story. Kind of puts them dead last on the list for power customization.
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Changing all the fire and electric effects on Sarix the Devourer, Sarix Porter, Captain Sarix, Tarix, Arch-demon Tarix, and Kraticax to purple (since their powers are derived from netherworld flame called the Shadow Flame).
I'll probably also make TA/Fire blaster version of Lady Farsight to get her Flame of the Purifier showing along with her bow.
A lot of my characters though will keep the default colors because they are supposed to be generic versions of those superpowers and not anything exotic like listed above. -
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Blasters -Dark Blast (though I admit, Rad Blast is a fine choice)
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Dark blast is the weakest blast set in damage and really would need to have some stuff changed around to mesh with blasters a bit more. Although it is easier to make a Dark Manipulation set on the fly than a Rad manipulation set, but one could always say Energy Manip. is close enough for Rad anyway.
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Brutes - Regeneration
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They are just delaying possible balancing headaches involved with brute HP and the Regen set.
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Controller - Dark Miasma
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Dark miasma is almost a control set itself so it's pretty unlikely to get ported before Traps.
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Corruptor - Poison (though Trick Arrow was a fine choice too)
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Poison would require so much rework going from MM to any other AT that it would almost be an entirely new set. The values of weaken and envenom are too high for MM support values by design and the overall set's performance is poor at both protecting the team and creating an offensive advantage.
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Defender - Poison
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Same as above, also it's been stated they don't want to port "Poison" to hero side just like how they didn't want to port "Empathy" to villain side.
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Dominator - Illusion
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Doesn't mesh with the Domination inherent so it would have to be reworked to have less pets.
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MM - Kinetics
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Never going to happen because of Fulcrum Shift + Pets = insanely overpowered. See the issue 5 nerfs to controller pets because having 15 fire imps out with fulcrum shift was literally unstoppable.
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Scrapper - Super strength or energy melee or fire epic powers
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SS and NRG melee have ridiculous extreme damage attacks that would have to be removed or adjusted for scrappers because of how criticals function. Not so much of an issue on brutes though since you have to ramp up to a damage bonus instead of it being a set random chance to do double damage.
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Stalker - Shields or fire melee
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Shields doesn't mesh with most stalkers sets or the stalker theme. Fire melee functionally double but breaks theme since how stealthy is a man on fire?
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Tanker - Spines or energy aura
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Spines I could see, but energy aura is a crappy substitute to Ice Armor since they couldn't add sets with heavy -recharge to brutes when CoV was released because it hampered fury generation. -
Assuming they ever get the multi-team in one instance (basically a "Raid Group" as other MMOs call it), then the CoP will be put back in. However that's a pretty big if since implementation of IOs and the merit system and AE.
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I want poison.
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In the end, true, Poison is what I've wanted all along too for Corruptors...but I guess TA will do for now heh.
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Poison would need significant revamp much like they did with empathy -> Pain domination in order to work functionally outside of the MM AT. It's a VERY weak powerset to begin with and it has mishmash of high and low values that wouldn't port smoothly as well as powers that completely incapable of being ported.
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Thats probably a reason why they skipped it this issue, with them working on GR and Power Customization and animations for SS and MA.
Hopefully when they do get around to it, they could tinker with it and make it more team friendly.
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I think it would be nice, although like I said the whole set needs reworking both numerically and designing new powers to make it functional as corruptor secondary -
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I want poison.
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In the end, true, Poison is what I've wanted all along too for Corruptors...but I guess TA will do for now heh.
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Poison would need significant revamp much like they did with empathy -> Pain domination in order to work functionally outside of the MM AT. It's a VERY weak powerset to begin with and it has mishmash of high and low values that wouldn't port smoothly as well as powers that completely incapable of being ported. -
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Guess that TA-Arch defender of mine is getting re-rolled a Arch-TA Corr ... hehe
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only keeping my TA/A defender lying around for STF runs, as soon as next issue hits, I'm rolling up a Fire/TA and A/TA for co-op and villain runs. -
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Corruptor TA values, using current TA (cause it could change), will be practically a duplicate of the sad MM values. There will be a slight increase on some powers (1.25% more -ToHit on Flash Arrow, -5% more Defense on Acid Arrow, and -5% more -Damage on Poison Gas Arrow), but I really hope it's getting some work on it's way over.
Even if it doesn't, I'll still be rolling one because I'm a [censored] for Archers.
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Since corruptors share the same values for all support sets as controllers, it's pretty safe to say it's going to be the same values as controller TA powers, not MMs. -
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I'm so pumped!!
I've been wanting a fire/ta for such a long time!!
*high fives TS*
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*high five* -
pick an old well-known film, like Them! or It's Alive! and make a story arc with a similar premise.