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Posts
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I'll try to show up for this if I can. If getting people to fly is an issue, my level 50 Controller took Group Fly for concept reasons, which would be useful here (for once). If not, I'll bring my Rad/Sonic.
Also, after my (horribly failed) one-man assault on a Drop Ship last night, I'd like to point out three things I found out. First, the drop ships have EXTREMELY HIGH accuracy. While they don't auto-hit, they are able to hit through four purple inspies at 95%. Second, according to said log, they inflict energy damage, so if you can get it, energy resistance would probably help. Finally, according to their attack description [Energy Burst], they're spamming a PBAoE with a range of 250 feet and target cap of 1. So, taunts do indeed sound useless, but at the same time there's no guarantee they'll hit you twice. -
Yes, though I'd say not both sets in the same pack. I have the CoH collector's edition, but not the CoV. What would happen if I tried to add a "Collector's Booster" that contained both item sets?
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Off the top of my head with no weapons for single/AoE mix? I'd say Fire Melee.
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As true for all melee toons, anything/SR will work just fine. Some sets have better synergy (Kat/BS with Divine Avalanche/Parry, Dark with -tohit and self heal, etc.) but none of the combos are bad.
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First, my opinion on the original topic.
Choking Cloud? On a Rad/Sonic Defender, I'd say heck no. Sure, Rad/Sonic loves melee, but, especially if you're using Screech, it'll get far more mileage for less endurance out of Oppressive Gloom. OG does come much later, but well-slotted Radiation Infection coupled with (if solo) Siren's Song will make you plenty safe in the mean time. Jumping into melee with OG is just icing on a rather devastating cake.
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The feeling could come from the lack of Aim.
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Ok, now I'm starting to see how it'd all come together. Well, at least as far as I can without actually building, slotting, and getting killed a few dozen times to get the hang of it. I'll just need to go check prices on those cheaper purples/PvPs and then see what adjustments I can make after class today. I've seen very little Disruption toons on my server (taunt/webnade-spamming Brute and Elec/Kin Corr) and those didn't even see to be full on, so it should be both fun and interesting to pull out a dedicated Disruption and see how much rage I can generate.
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Interesting, sounds like you're normally in a different (probably much more serious) PvP environment than I am. We normally don't have pre-planned structured teams and there's often people without super specialized or with sub-optimum PvP builds (such as a DB/SR Brute) who show up. I've gotten away with winning a no-travels FFA on a BS/SR specced for AVs even. PvP specced support is rare (I can count three) and so is heavy KB (I can count two who KB through Acro by itself).
And yes, I haven't looked at Purple/PvP prices in quite awhile for most sets (last time I did the Hold set was actually pretty expensive). I could certainly dip for a couple of the cheaper sets. I'm willing to sink a few hundred million on what's going to be more of a "just for fun" PvPer, but not billions. I'd rather put that kind of investment into my other PvPer.
Anyway, that tangent aside, a few question so I can get a feel of some of the choices made in your build...
I'm assuming Health/Stamina will be meant to be slotted in the same way I mentioned above with the Miracle unique and Performance proc? Also, why the double up on Holds/Immobs? If it's purely set muling, I can understand that. Or shooting two separate targets perhaps? Also, why no Lift? I've been able to achieve Mag 30+ on it, wouldn't that pretty much send anyone not slotting tons of -kb into the air (and I'm pretty certain most of my usual opponents aren't)? Why Conserve Power? Grav/TA is the most end-light sets I've played. That and, in my experience, it doesn't help a whole lot against a Thermal, though that might be my other toon's large number of toggles working against it. And I take it Power Blast is meant for actual use and not set muling?
And Hibernate and Phase Shift both activate No Phase? I never paid attention if Hibernate did or not, but that completely ruins my double escape power idea if it does. -
Quote:No, because that same Defender is also buffing me, giving me more defense to overcome whatever defense debuffs that get through, enemy tohit, etc. They're also giving me toxic and end drain resistance. It'd be about the same as me using Elude on top of my toggles without the recovery and speed buffs or the nasty crash.But you have no problem with them softcapping the Blaster standing next to them? Not to mention the fact that your SR Scrapper has much higher damage, more comprehensive mez protection, DDR and scaling resists.
Additionally, the Blaster's defense is only good for four minutes and they have to stay close to said Defender. They wander off, they lose around 15-20% defense. Buffs expire, they lose the other part of the defense. Whereas my defenses are constant, self-sufficient, and and on until I tell them not to be on, the Blaster is at the mercy of the Defender's attention span, distance, and if said Defender is staying alive or not.
Now if the Defender could buff himself with the bubbles, he could have constant, self-sufficient defense equal to mine at level 22 with SOs. Sure, he doesn't get scaling resistances, as much mez protection, or defense debuff resistance, but he does have Personal Force Field, Force Bubble, Repulsion Bubble, Detention Field, and loads of knockback that, all combined and used properly, would give him insane survivability and enough defense to exceed SR's main gimmick at an earlier level with just SOs and a power pool pick (comparing to SOed SR, its more even with IOed SR, but that's not considered IOed FF). If that doesn't scream unbalanced to you, then I don't think much of anything will. -
I'd like some critiques/nitpicks/worse on this build. I've gotten a bit bored with having only a single PvP capable toon and decided to make another. However, true to myself, I decided to try something different. Very different as far as I've seen (though I seriously doubt I'm the first). I've decided to construct a build focused on disruption and annoyance using my Grav/TA Controller. The goal isn't really to kill anyone directly, but harass them and mess them up so they make easy pickings for my allies. This isn't meant to be a solo PvPer, but rather an arena teamer (I don't have a specific, continuous team, usually am doing random or kickball teaming). I severely skimped on damage capabilities in exchange for pure annoyance. However, I'm sure there can be adjustments. Hence why I'm posting it here for it to be potentially torn to shreds.
Before I get to the build, first some notes...
- Aside from a purple sleep proc, this build is meant to be without purples or PvP IOs. Since it's more a "just for fun" instead of "super serious" build, I'm not going for extreme expense.
- I picked both Fly and Super Speed as my travels for a reason. Basically, the idea is to hang out in the air and abuse my -fly and -jump to be hard to reach. If I do get grounded, then I have super speed to keep me from being a sitting duck.
- I have both Hibernate and Phase Shift as escape powers, just to be extra annoying in those regards.
- Flash Arrow was taken for the distracting, giant flash, not the actual power effects.
- Oil Slick Arrow and Disruption Arrow are more meant for aerial denials.
- EMP Arrow is meant to be a "panic" recovery crashed. I plan to only use it right before using Hibernate and maybe Phase Shift.
- Took Air Auperiority over Hover for set bonuses and in case I ever need to actually hurt something.
- Aid Other in case I ever feel like healing a teammate, Aid Self is obvious.
- Took Grant Invisibility over Stealth because Stealth is useless by itself and I can always drop some buffs during the "Buff Players" phase.
- I'm a little concerned about the lack of perception and Acrobatics. I'd have to give up healing and/or second escape power to get those, however.
- The build is I19 compliant. I'll be adding a Miracle Unique to Health and a Performance Shifter Proc to Stamina once I19 goes live.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Lenari (PvP): Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Lift -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Dmg/KB(5), KinCrsh-Rechg/EndRdx(7)
Level 1: Entangling Arrow -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(7), TotHntr-Acc/EndRdx(9), P'ngTtl--Rchg%(9)
Level 2: Gravity Distortion -- G'Wdw-Hold/Rng(A), G'Wdw-Acc/Hold/Rchg(15), G'Wdw-EndRdx/Hold(15), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Dmg/EndRdx(19)
Level 4: Glue Arrow -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/EndRdx(11), P'ngTtl-Rng/Slow(13), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 6: Flash Arrow -- DarkWD-Slow%(A), DefEgo-RecDeb%(50)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Dimension Shift -- Intan-I(A)
Level 14: Fly -- Zephyr-ResKB(A), EndRdx-I(46)
Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), CSndmn-Acc/Rchg(19), CSndmn-Sleep/Rng(31), CSndmn-Acc/Sleep/Rchg(31), CSndmn-Acc/EndRdx(34), CSndmn-EndRdx/Sleep(37)
Level 18: Super Speed -- Zephyr-ResKB(A), EndRdx-I(46)
Level 20: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/Rchg(21), AnWeak-Acc/DefDeb(21), AnWeak-DefDeb/EndRdx/Rchg(23), AnWeak-%ToHit(23), Achilles-ResDeb%(37)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx(25), Mrcl-Heal(25)
Level 26: Wormhole -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(29), KinCrsh-Dmg/EndRdx/KB(29), KinCrsh-Acc/Dmg/KB(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(50)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/Rchg(43), LkGmblr-Def/EndRdx(46)
Level 32: Singularity -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Rchg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc/Dmg(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: EMP Arrow -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/EndRdx(40)
Level 41: Hibernate -- RechRdx-I(A), RechRdx-I(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Phase Shift -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 2.25% Max End
- 63% Enhancement(Accuracy)
- 2.5% Enhancement(RunSpeed)
- 5% Enhancement(Sleep)
- 66.25% Enhancement(RechargeTime)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 5% Enhancement(Immobilize)
- 2.5% Enhancement(JumpHeight)
- 171.68 HP (16.88%) HitPoints
- Knockback (Mag -14)
- Knockup (Mag -14)
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.2%
- 10.5% (0.175 End/sec) Recovery
- 74% (3.142 HP/sec) Regeneration
- 5% Resistance(Smashing)
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 11% RunSpeed
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Elusivity in PvP is to accuracy as Defense is to ToHit anywhere in the game. Basically, ALL elusivity got nerfed, so not only did Forts suffer, but also /SR, /Shield, and other defense-based characters.
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Isaac Tigerheart, a BS/SR Scrapper who's also my main. I can grab different angles/poses if you pick him and you need them.
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Break-frees: There used to be inspirations that were basically what you're suggesting. If you're lucky, you might find one of em on the market for a few hundred million inf (they're named like Iron Will and such). I don't little of their history, but I'm told they were exchanged because they weren't very useful. If you managed to pre-empt the hold, great! If not, you were basically screwed. Especially if the enemy in question was capable of perma-mezzing you, in which you'd be stuck twiddling your thumbs for two minutes while your health was slowly wittled or died (in an extreme, but possible, example). Let's be honest, that's not fun.
Counter-powers: Not possible. Interesting and makes sense, but not possible. Resembled currently in-game with elemental defense sets. Firery Aura resists fire well. Ice Armor handles ice well. Dark lols as dark. Electric Armor and Energy Aura shrugs off energy.
Suppression: No. You'd either have to waste time retoggling a power between EVERY attack, which would really be nothing but annoying, let's not even try to figure out how far it is from fun, or just deal with never having any power that grants mobility toggled on. Ever. People aim for gapless attack chains in this game. They'd be kicked out of all of their movement powers before they even cycled the chain once. Or you'd be force to slow your power usage WAY down, which while great for endurance management, would suck for pacing. Besides, if you need to manage endurance, why are you running Super Speed in combat anyway?
This change would also completely devastate how PvP is played right now, where you NEED extreme mobility. Or it'd make PvP even MORE DIFFERENT from PvE, which is an equally bad change.
Ok, now that I'm done reading and replying to your six topics (tell me again why you made all these seperate?), I really don't see how any of this would improve the game. Maybe it'd make it slightly more realistic in some fashion, sure, but at the same time the damage to game balance would be severe (nerfing Hide and melee mez protection? giving everyone mez protection in travel powers?) and, in my opinion, the damage to the fun factor would be even worse. A lot of these suggestions would add only frustration to the game (make one attack and you lose your travel power and (your suggested) mez protection and make more than one every two seconds and you'd lose stuff like Combat Jumping's and Hover's defense bonus... srsly wut?) by debuffing you or shutting off your abilities for no real good reason. Another large chunk of your ideas aren't possible either (including, unfortunately, a lot of your better ones). That's more forgivable since I'm sure everyone's done it.
I'd want to say more, but I'm not sure how to word it without coming off like a troll. So, instead, I'll just ask you a serious question. The changes your proposing would take A LOT of work and A LOT of testing. They'd serious alter many, many of the current gameplay mechanics, probably more than you and I can think of at the moment. So, in a succinct response, what would be the justification for going through with something like this and what would be the benefit to the player base as a whole? -
Why didn't you just make one long post?
Anyway...
Putting debuffs to stealth on players would make enemies aggro them from farther away. Even if they have no inherent stealth. Also, it'd completely negate Super Speed's stealth effect.
Nerfing Hide? I dare you to post that suggestion on the Stalker boards. The AT's gimmick hinges on that power. Nerfing Hide nerfs the entire AT. An AT a number of people agree needs some love as is.
Jacking with player's toggles would be a reversal of the earlier "toggle suppression" change. Used to, any and all mezzes would detoggle all toggles a player had. Now they just shut off offensive toggles. You might as well go and do something like yank the 5th powers in epic power pools.
Nerfing all existing mez protection? You'd be nerfing FOUR ATs. Have you ever tried to play, say a Scrapper, at, say level 30, with little to no mez protection? It's about as pleasant as gouging out your eyes with a needle.
For the power pools you suggested...
Gills and Grant Water Breathing would be entirely useless. Players never go underwater in this game with the exception of one tiny spot in Grandville that's simply an easter egg. And even then it's not mechanically truly underwater. Super Swimming and Water Affinity would be entirely useless in about 95% of the game. It'd only be useful while swimming. Which is mostly what you do in between missions. Or fighting Lusca. That's about it. All but one power in the set is not possible with the current engine. Fearless, the one power that would work, actually isn't a bad idea. -
Again, no debuff resistances/mez protections are ever going to be added to travel/movement powers. Melee characters get it for a reason. Squishies are stuck with either Acrobatics, some APP/PPPs, or Dispersion Bubble/Sonic Dispersion/Force Field Generator for a reason. Not only would making these changes seriously hurt the game's balance, but you'd also be making major changes to all the travel powers, which almost everyone uses. That's going to tick off A LOT of people.
Also, you made Super Jump, a level 14 power, STRONGER than Acrobatics, a level 20 power in the same pool. -
First, no to mez protection in any sort of movement power, "Go" power or not. That's unbalanced. There's a reason why most native mez protection is only available to melee characters.
Second, how does my ability to run faster help me escape a mental illusion? Being encased in ice? Put to sleep? Held above the surface by gravity? Blinded by light? Punched in the face so hard I'm horribly disoriented? Having my soul being torn from my body? I mean, if you're going to try to bring realism into this... -
So, you're wanting to nerf players for "realism" sake. That's what I'm gathering at lease. This is a game, in a comic book universe no less. So what if we can all Sprint faster than the current world recond, it's a game, and a super-hero one no less. So what if water doesn't slow us down.
Besides, would you really want to swim to one of those far out islands in Talos or Nerva with a 70% move speed debuff or whatever in water? Heck no. This idea seems to fly in the face of your first one that was all about getting rid of the "travel takes too long" complaint.
Also, why would anyone take a new "super swimming" when A) It'd only exist because of this water debuff, B) It'd be useless out of water and C), You could just fly over water? -
First: standard code rant.
Second, a nit pick. Slows are a debuff, not a mez.
Third: Travel toggle would not function for Super Speed. Super Speed already is very close to the hardcap for movement speed, unenhanced, at level 50. It takes one level 50 IO (maybe less) to hard cap your movement speed via Super Speed. The reason for this is that going any faster would cause the server to lose track of where you're at. I suspect the lesser effects of that would include massive rubberbanding. Now, with this in mind, 200% enhancement would probably hardcap Flight, Super Jump, and even Ninja Run. Why would we need Super Speed then? Heck, if Ninja Run hardcapped, why need Super Jump either? Teleport would work just fine with this, at least until it hit the range hardcap (not sure what it is or how close the power "Boost Range" gets you to it).
Also, causing all of your powers to start recharging would make the longer-recharge situation powers even more useless. For example, Mission Transporter takes two hours to recharge. Accolades take twenty-five minutes. Self-Destruct takes a hour. Several defense set tier 9's take sixteen minutes. Force all those to recharge from scratch? Yeah, I don't see that being popular.
Third: Stantionary. Just ask how much people liked the old Rooted, Unyielding, etc. that prevented you from moving at all. Just ask. Not worth 5% resistance.
Also, 20% activation time debuff? Like, your powers animate 20% slower? Should I even say how unpopular this would be? I'm not even going to touch if the engine could do that. 20% recharge debuff would also be equally loathed. Not worth 5% resistance.
Finally: Charge. The closest you're going to get with the engine's current capabilities is Shield Charge and Lightning Rod. -
So what? I'd be very unhappy if a level 22 FF/ Defender could soft-cap themselves with four power picks, eight slots, and 12 defense SOs when it took my /SR Scrapper nearly level 50, 12 power picks, a large number of slots I'm not going to count, and a few expensive IOs to softcap. As much as I life FF and Defenders, there's no reason they should be able to overshadow my defense set's personal survivability.
I'd imagine /Shield users would be even more annoyed. -
I can't get that to work on a Mac though. And we shouldn't have to use command lines to do this.
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Quote:Once they pick a side (blue or red) they get access to the standard lists for that faction and their chosen origin. Just means they can't get titles at all until they go to primal at 20ish.
Oh I know. I just don't see why Praetorians can't get any titles at 15 (or in Praetoria for that matter), whether cut and pastes or their own. -
Not quite what I'm talking about (and that program's no good on a Mac anyway). I mean choosing between the three defaults (Heroes, Villie, and GR), not getting in-game support to import whatever splash image we want.
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It'd be nice if we could set what splash screen we get on start up, and, if possible, whenever logging out of a character regardless of alignment, in-game. For example, I've been wanting to set my splash screen to only display Going Rogue since that's the new shiny expansion I have to play with. However, the only way to do that is by editing some line somewhere on a Windows or, if you're on a Mac, I'm not even sure how you'd do it. And even then, it's just the start-up, not after logging out too.
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It's worth noting that Praetorians can't be any of the above. Or anything at all. Their title field is blank, even though the trainer is like "Grats, you can have titles now!"
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Quote:Seconded. I had a Scrapper rather annoyed with my Dark/Rad Defender's difficulty settings and wanted me to turn it down. Not my problem they can't handle +0/5x pre-level 30!Meanwhile I don't know why (if?) the radius of Dark Miasma's heal was changed but the set is still very strong regardless.