Vauluur

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  1. I've seen a good number of avatars and signature bars featuring player characters drawn in action packed comic book style, and they are making me "jelly" as the kids say.

    Anyone out there that would draw up an avatar and signature bar for me? I am willing to pay a commission either in game or via Paypal. I certainly don't expect someone to come along and do it for free. Though, that'd be welcome too
  2. Quote:
    Originally Posted by Justaris View Post
    To answer the earlier question: yes, Sonic has alternate animations if you prefer not to scream. The alternate animations have the powers emanating from the hand rather than the mouth.
    Ah good. Then I will probably be rolling a Sonic/Energy. I don't see a lot of either set these days running around, and it fits the initial plans I had for the character. It also avoids the problem of doing next to nothing in the late game, since more resistance will benefit almost everyone all the time, even if debuffs might hold up better to the end game. Thanks for your input everyone!
  3. Quote:
    Originally Posted by Mr. DJ View Post
    you keep using that word...

    while soft capped defense is nice, people slot for other things, like recharge, hp, regen and recovery
    See below:

    Quote:
    Originally Posted by Dr Harmony View Post
    I do agree that the IO system could use more genuine choices. The effectiveness of different bonus types seems to be way off.

    Currently, the big two are Defence and Recharge - they can transform a character.

    Accuracy, Recovery, Hit Points and Regen for sturdier melee-ers, these are not bad, sort of quality of life enhancers.

    Other bonuses tend to be negligible. For example, my Stalker has accumulated +Damage in set bonuses using over ten high quality sets, and to be honest I haven't really noticed the difference.

    My main criticism would be that I tend to use the same sets again and again. The only non-obvious choices I ever seem to make are Defence vs Recharge: Kinetic Combat vs Crushing Impact, and Thunderstrike vs Decimation. Except for that Stalker. If I'd accumulated twice the damage bonus I'd , I'd maybe go that route again on other characters.
  4. Quote:
    Originally Posted by Cobalt Azurean View Post
    To the OP:

    In my personal opinion; No.

    This game hangs it's hat on customization. Invention Origins and their subsequent set bonuses allow me to have my character perform the way I wish it to.
    But how custom is that when your character and everyone else's is performing the same way, with softcapped defense being the main goal most players use for set bonuses?
  5. I understand the argument that goals are a benefit IOs give. However, had the incarnate system been released instead you would have had long term goals anyway. Regardless, IOs need more trade offs in the set bonuses. The fact that it's possible to build up 25% or so defense without even trying and get some decent bonuses on the side is pretty crazy. Especially since combat works the way it does.
  6. I suppose something that is different for me from a lot of people is also the fact that many people enjoy making IOs and spending days and weeks for their build to be just right. I'll admit I like making builds. I do it all the time on the forums. What I don't like is actually going through the process of crafting them in game. It really isn't very hard to buy SOs at a store, and takes much less time than buying/selling everything you need for IOs.

    I also don't think everyone should be able to softcap. In fact, I think the fact that the softcap exists is kind of sloppy design. It would have been much better for the game if the defense numbers were different and the hard cap was 45%. Incarnate content would not need a different cap, and ATs would still have distinguished roles to play on teams.

    A lot of people are saying that without IOs they would have quit the game. I have a hard time seeing why unless all you ever do is craft IOs. Nothing else changed when they put IOs in. I would have much rather seen us getting new powersets and content at the speed we do now than see IOs introduced back then.

    The other thing that irritates me about the IO system is that everyone appears to believe it's optional. It isn't. Enemies may be balanced around SOs, but a major percentage of players have IOs. A character on SOs is markedly less effective at tank-maging their way through spawns than a character on IOs. Which means, if you want to compete in terms of survival and kill speed with other players, you have to use IOs.
  7. Quote:
    Originally Posted by Schismatrix View Post
    Uh? In the time between GDN & ED happening and IOs being introduced i'd routinely run with a few people who would put together teams of Defenders and Controllers and just steamroll missions. When someone dropped to go do something else they'd invite someone new and continue.

    Long before IOs Fire/Kins were inviting "those people i need to pad the team for larger spawns" who weren't even expected to actually come to the mission, and almost any well built and played character could solo anything short of an AV or GM (although sometimes at a glacial pace), while some soloed those as well. The only thing IOs did was open that playstyle up to more powerset combinations.

    Those "good old days" where everyone needed a team must've been sometime between launch and late May 2004, because i never saw them. The fact that IOs helped shore up the weaker combos (as well as the many buffs to underpowered sets since launch) isn't something i have an issue with, and i certainly don't long for those good old pre-IO days either.

    But maybe that's just me.
    That's kind of the point that I'm trying to make though. Back then, the whole teams are pointless mindset was limited to a few powerset combinations that just happened to be overpowered. Most players still actually needed a team, and beyond that they actually contributed to the team in a specific way. Blasters and Scrappers gave damage, Tankers tanked, Defenders buffed/debuffed, Controllers mezzed things. Now, not only do most of those ATs do something else or nothing at all when they are added to a team, but virtually anyone can and does solo 90+% of the game. Maybe it's just a server population thing, but pre-IOs I would see teams pretty much all the time at every level for just ordinary missions. Now, those sorts of teams are limited to the early game and occasionally the mid-20s up to 32. There are virtually no mission teams above level 35. Beyond that, teams now exist for 1 reason. They allow you to run content which has a minimum player count - TFs and Trials. Not that I would ever want to try to solo an Underground or anything, I'm just saying that almost all high level teams are doing TFs or Trials. That isn't how it used to be, and I actually enjoy the multiplayer aspect of MMOs.

    Quote:
    Originally Posted by dugfromthearth View Post
    I played when burn tanks would herd entire maps. It was common to be asked to fill until they set up a mission and then drop so they could solo it. Common as in every 5 minutes you would be asked.
    I remember it somewhat differently. It was almost always asking if you would fill for PLs on that one portal mission with all the Freakshow. I don't recall ever being asked to fill for normal door missions.
  8. I think Siren's could be used pretty well if you position your AoEs well and give it a good duration. You could, for example, only wake up half the spawn. Then you could kill that half before the other half wakes up. That makes it a pretty powerful mitigation tool.
  9. I love the benefits of IOs as much as the next guy, and I use them on all my characters. However, they sure do make a lot of powers and ATs feel broken or obsolete. Part of me wishes that the invention system was only ever crafting temp powers. I love using craftable temps on my characters, and would love it even more if there were more options. Keep in mind, I'm in no way advocating that IOs be removed or anything like that. They've been around far too long to go back now. I was just wondering if anyone else ever longed for the good old days when teams ran around more often because it meant something more than "those people I need to start the TF".
  10. I really hope it's something like Soul Extraction and not making a clone of myself.

    Another thought: Gang War, but summoning the specter things you get earlier in the powerset. Now you go from having 2 of them to having like 12!
  11. Quote:
    Originally Posted by Psynder13 View Post
    Seems ridiculous. Our powers should grow with us. Pets are such a HUGE thematic part of control sets yet ours are rendered pathetic because they dont really benefit from IOs at all aside from the stats. The game isnt balanced around them but we should never be PUNISHED for them. Plus no unlockable pets should ever be more powerful than the pet a freaking PET CLASS gets should they? That just seems stupid.
    What you have here is the same problem as every other AT in the post IO world. It was simply made worse by Incarnate powers, not introduced by it. Every AT has powers in some or all of it's sets that IOs render less useful. Blasters and Corruptors are perhaps the big exception to that, since I can't think of any right away. Kheldians don't have much incentive to be tri-form with IOs, melee ATs don't ordinarily have much use for a T9 power, Defenders* get hit fairly hard as some sets (like Force Field) have no real purpose when everyone is soft capped anyway and the Destiny powers are being fired off all the time which marginalizes the other benefits some sets can provide.

    There is a part of me that hates IOs because, in a way, they irrevoccably turned my favorite MMO into City of Tankmages.

    *On the other hand, Empathy got a lot more useful all of a sudden. I view that as a good thing since it's nice to have heals that aren't from my inspiration tray sometimes. I guess some people might view that as a bad thing though since it supports the H34LZ0R line of thinking.
  12. Hmm, that's actually an interesting question. Sadly, I don't know the answer myself. As for what it could mean for KD heavy primaries, it could mean not having to take Hasten if you are willing to replace the damage proc most people put in each attack with a FF +Rech. As to which of those options would be better, that'd probably depend on a number of factors. The ideal choice might be to have both a damage proc and FF. Regardless, I'm not really sure of the answer to your question so it's purely theoretical at this point.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Just as a general thing if your goal is to provide support at level 50 I'd advise against a Force Field Defender. The fact is that at level 50 (especially in Incarnate content) there are so many defense buffs floating around that a Force Fielder is somewhat superfluous. Even ignoring IOs you tend to get things like stacked Maneuvers, stacked other Defense buffs and even Barrier driving a good chunk of the team to the defense softcap even before you add in the Force Field buffs.

    Now if you want to play a Force Fielder for concept reasons go for it but I suspect you may end up feeling a little bit superfluous at 50 (FF does rock at lower and mid levels though). One option to consider might be Traps, I think that would still fit reasonably well with the ex-Nemesis concept (maybe he's special ops and has gear Nemesis doesn't regularly use?). Traps has FFG which means you are still giving your team a good chunk of Defense and Mez Protection but you add in several other good general-purpose debuffs notably -resistance (Acid Mortar), -regen (PGT) and some crowd control (PGt and Caltrops).
    That's a pretty good point. Ideally, the character should be able to provide support at level 50 and during low-mid game as well. Traps seems like a good set. I've never actually tried it because the cast times for some of the powers seem fairly long. Is that noticeable when you are on teams and trials? It seems as though you would just finish putting out your mortar or just finish laying your PGT and half the spawn would already be dead. Although, in those cases it could be argued that you don't need the PGT or mortar anyway I suppose.

    Sonic Resonance would perhaps be the most direct replacement for Force Field, but does it have alternate animations? IIRC, it's locked into yelling. I guess with some of the costume options that could be attributed to some sort of sonic device though.
  14. This is something of a from the ground up thread. Mainly because I'm coming to you with a handful of concepts and not much else.

    A bit of background before I get into it though. Recently (past few months or so) I've been working on actually getting some of my huge collection of alts to respectable levels. In over 6 years of active account time, I have gotten only 3 characters to 50. 2 of them were deleted because I lost interest in their concept and they were of limited utility to teams anyway. My main (and only current 50) is my BS/Invuln Scrapper. He is therefore a damage dealer on teams. My project just before this (which recently hit 35) is an Invuln/SS Tanker that I can now use to fill a tanking role on many teams. Eventually, the goal is to be able to bring whatever the team needs. I currently am lacking support and control. Since I'm probably going to wait until i22 for a Controller, I have decided to make my Defender now.

    That brings me to the general concepts I have in mind. Right now, the first one is a FF/ that focuses on buffs first (obviously) but also uses KB to provide soft controls by splitting spawns and the like. I'd probably also take a serious look at Detention Field for isolating certain troublesome opponents that the primary damage dealers haven't targetted. I'm also leaning towards getting the medicine pool as I don't see much of a reason not to patch up the people that do actually get hit. For the secondaries, I'm looking mainly at Energy Blast and Sonic Blast (with the alternate animations). I could, however, be persuaded to take something else if it fits the concept. The concept itself first formed as a high-ranking Nemesis leader that Nemesis had been fooling for years into thinking he was doing the right thing. When he learned that Nemesis was behind the Rikti War, however, the soldier would have defected. Assault Rifle could fit, but I'm leaning away from it for 3 reasons. I would have to wait until I got the Unveiler Badge to have the appropriate weapon models, it would cause redraw for using Repulsion Bomb or Aid Other, and when I get around to getting a Blaster to 50 there's a good chance it will have Assault Rifle.

    While I have that concept fairly well thought out, I'm also kicking around ideas for a Shadow Shard themed mutant. That concept I haven't fully fleshed out yet, though, it could allow for a wider variety of sets.

    What I ask of you, Defender Forumites, is to offer up your advice for secondary choices for that first concept. Powers to take, powers to avoid, slotting suggestions, example builds, and anything else you feel like posting is welcome. I'm in fairly unfamiliar waters here.

    If, for some reason, you have a strong objection to FF/ then the second concept leaves room for you to post advice as well.

    Thanks in advance to everyone that bothers to post
  15. Well, the form shift animations are mitigated on a PB since when you are shifting to Dwarf the enemies are getting back up after Nova's AoEs. When you are shifting to Nova, you aren't actually in combat. It may feel slow, but the shifting shouldn't actually have much of a numeric effect as it is right now.

    That said, shorter animations are currently planned for Kheldians and awaiting a moment when the art team can actually make them. That's a change I greatly support.
  16. Vauluur

    Enery Aura

    Quote:
    Originally Posted by Siolfir View Post
    Nitpick: Eye of the Magus doesn't affect Psi, just in case someone was thinking of trying this later on. It's still a great power to have, but that's the hole in it.
    And here I've been clicking it thinking it was helping. Maybe it helps negate the debuff that a lot of psi attacks place on defense? Regardless, that just goes to show how much the psi hole really doesn't matter.
  17. And that's why I said somebody else should translate it
  18. I would go with something like this. At first glance, it seems endurance heavy. That's because it is. But if you use Energize and Power Sink carefully you won't even notice.

    It has a decent chunk of S/L defense (enough to hit softcap with a small purple inspiration) and has good resistances. I didn't worry too much about energy defense because your energy resistance is capped. Overall, it should be fairly survivable. I wouldn't suggest trying to tank for a team though, you don't have the resistance for that without Power Surge. You could try to take Power Surge if you want, but be careful not to sacrifice too much to get it. I personally don't like T9s that include an HP crash. The attacks aren't slotted for accuracy very much because I put Focused Accuracy and a Kismet in there. That pretty much eliminates any accuracy problem and ensures you won't be debuffed effectively. This build will not be cheap, but it should be cheaper than the one you made. Kinetic Combats are hard to find on the market, you'll need to buy them with merits or get them in random reward rolls.

    Here's the chunk:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  19. Quote:
    Originally Posted by OneAboveAll View Post
    anyone know if the -maxhp portion is a % of hp or a set amount of hp. are the values the same for pve critters and pvp?
    It appears to be the same for PvE and PvP. If I'm reading this correctly, it's a set number of HP though.

    That would make sense since certain forum gurus have said Degenerative outperforms Reactive on opponents with less than 600 HP.

    Anyway, here's the link: http://tomax.cohtitan.com/data/power...t.MaxHP_Debuff

    If anyone is better at translating that into plain English than I am feel free to correct me.
  20. Quote:
    Originally Posted by Arcanaville View Post
    No can do. Corruptors don't get FF as far as I know.
    Whoops my mistake. Sometimes I get confused between things I wish got proliferated and things that actually did. Regardless, a ff/ defender could still be pretty strong since repulsion bomb is an aoe blast now. It might be good to look into a ff/energy or ff/fire.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Technically, if you aren't in melee often on a human PB, you're probably heavily gimping your offense. The main difference between going WS and PB is that with a WS, you're diving into the crowd from the start, while with the PB you're either softening them up from range and then jumping in, or letting them come to you while you finish them off with melee. But you're going to be in melee as a Peacebringer: an all-ranged human PB is not, in my opinion, practical.
    Yes, absolutely true. I never meant to imply that you would be able to stay at range all the time on a human PB. I simply meant that while a WS will be in melee all the time, a PB will be able to stay at range and just run in occasionally with their melee attacks or hit the things that run up to them.

    I had, at first, thought that the OP was having a problem with dying in melee on their Blasters and so I suggested a PB since it would play much like a Blaster with higher health and great mitigation tools. If the OP is actually having a problem with melee occurring at all, then I would say a Kheldian is not the way to go. To solve that problem, it may be worth looking at a /FF Corruptor. Force Bubble makes enemies stay at range, and you would have no melee attacks. It also has the added benefit of being easier to softcap and having some (though not a lot) mez protection.
  22. Vauluur

    Enery Aura

    Quote:
    Originally Posted by OneFrigidWitch View Post
    Booo I want to solo everything.
    If you want to go solo the Dr. Quarterfield or any of the other Shadow Shard TFs, I'm not going to stop you. I'm just saying that the chances of running into Rularuu are next to nothing for most players and that there are ways of dealing with them if you encounter them.
  23. Vauluur

    Enery Aura

    Quote:
    Originally Posted by Deus_Mortis View Post
    I was looking at City of Data and noticed a nice synergy with Spine/. Entropic aura does - recharge to go along with the recharge boost to the player. So with Spine/EA you can get:
    Entropic Aura: -16% Rech
    Quill: -8% Rech
    Both 8 ft. auras with max of 10 targets
    Spine Burst: -8% Rech for 8 seconds
    Throw Spines: -16% Rech for 10 seconds
    Still have that 10 target max

    So my typical play style on spine of TS, jump in, SB with quills running will have even level MOBs at -48% Recharge. The other attacks in Spine also give a -8% rech to help keep the -rech on harder targets. Of Course this goes down as the level of the MOBs you are against goes up. But I generally play Spine at +2x6 or 8 so I plan to still get some milage out of the -rech.

    There are plenty of other great synergies between Spine and EA that are covered in other threads, just had not seen this one mentioned.

    I hit level16 on him last night and am having fun. Just the -rech with Entropic Aura and Spine Burst makes a difference in survivability in the lower level.
    Curse you for convincing me that I need to make that Spines/EA I've been thinking about!
  24. Vauluur

    Enery Aura

    Quote:
    Originally Posted by OneFrigidWitch View Post
    But EA has a psi hole. And its a pain in the *** to fill. This cuts off things at high level like rularuu, which will just stomp you flat. I wonder if /elec isnt better than ea, slotted for melee/ranged. You can get 30-32% in both pretty easiliy, to stick on top of elecs resists.
    The psi hole is the easiest thing in the world to fill. You can use Elusive Mind, Wedding Band, a Vanguard Psi Shield, Eye of the Magus, inspirations, or a moderate amount (mid-20s) in set bonuses. That is more than enough. If it works on my /Invuln, it will work on a /EA. It's also important to remember that you're the Scrapper not the Tanker. You'll never be solo against Rularuu and if you let the Tanker go in first you'll be fine.
  25. Quote:
    Originally Posted by Razia View Post
    Thought resist sets would be better on brutes because of the higher HP and because most of them have a dmg aura and this does benefit from fury?
    There's that, and the fact that Brutes typically take more hits than Scrappers because they taunt everything. For that reason, pure defense sets are dangerous on a Brute because they usually don't have anything to turn that around. This means that SR is arguably better for Scrappers than it is for Brutes. Willpower, on the other hand, is technically better on Brutes than it is on Scrappers because of the higher base HP and the fact that it naturally provides layered protection.

    Fiery Aura is better on Brutes than it is on Scrappers as well because, again, Scrappers have lower HP and Fiery Aura has a damage aura that benefits from Fury.