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Posts
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Joined
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Quote:Remember the good old days of RoF + Caltrops?Last time "blaster" and "top performance" were used in the same sentence was from the time smoke grenade was still bugged, to the day in the distant past when Fire/Energy blasters discovered this place called "Dark Astoria."
Ah, to return to innocence. -
How I solo on my PB:
-Knock things down to 1/x1 or 1/x0, no bosses.
-Open by running in, Pulsar, Incandescent Strike on any key targets, beat everything up before Pulsar ends.
-Healing with Reform Essence and Dwarf Reform Essence.
Basically, don't use Nova or Dwarf at all for soloing. Carry about three bars full of nothing but Break Frees and the other bars can be whatever you feel will be necessary.
In short: you really, really should group as a PB. -
You'll need about 65% or so base recharge (plus Hasten) to get it down to 90 seconds. It's actually pretty cheap, since the only really expensive part (the LotGs) can be easily ground out with Hero/Villain Merits. Just grab AE tickets for cheap Crushing Impacts and two Malaise's Illusions and you'll be good to go.
Note that it's not quite enough to get entirely softcapped to Ranged/AoE from what I've calculated. I shored up my Defense with Gaussian's, a Thunderstrike, and Eradication. -
I can live with it on Radiant Strike and all of the other bits, but it needs to go on Solar Flare. It is completely counterproductive to every kind of playstyle, since it's highly inaccurate for herding (or even just pushing dudes towards your team) and scatters like mad (making it harder for you, a person with a lot of decent melee attacks, to melee). There's pretty literally no effective tactical advantage it provides.
I can sometimes use Radiant Strike to knock dudes towards my team, which is nice, but knocking an entire group around does nothing except frustrate the people on my team. Let me put it another way: I want to be able to use my powers without causing excessive frustration to the other people on my team. I shouldn't have to sit there and carefully weigh the advantages and disadvantages of using Solar Flare in a big group of people, because this is a superhero MMO about beating up people, and doing a cost/benefit analysis every time I want to do some PBAoE damage is goofy. -
For me, the most important things:
-Change Solar Flare KB into KD (please for the love of god Black Scorpion do this!!!)
-Make Pulsar's stun a little bit more consistent. Proposal: Mag 2 Stun with the current duration, and then an additional Mag stun that lasts half the base duration. You can thus consistently hold Lieutenants for a little while, while not completely invalidating Controllers.
-Change Photon Seekers in some way (probably whatever Smiling Joe suggests).
-Give Light Form the SoW treatment. As nice as the theoretical invulnerability is, it doesn't really benefit the PB to have this long-duration thing with a ridiculously long cooldown, since its greatest benefit is for short-duration bursts where you need the extra control protection or some additional resistance.
-Give White Dwarf (and Dark Dwarf by extension) some sort of Taunt aura.
-Reduce shifting animation times to make them more seamless.
-Suppress, rather than turn off, Human-form toggles when shifting. -
The melee powers are actually incredibly useful for a Fortunata. What you choose depends on what you want to do, exactly: melee or ranged. Melee generally does more damage, but you expose yourself to more opponents as a result, while ranged can just Hoverblast to your heart's content. Your ranged chain will be something like: Mental Blast -> Telekinetic Blast -> Subdue -> Domination. Your melee chain will be something like: Follow Up -> Lunge -> Swipe -> Strike -> Domination. (These are probably extremely suboptimal because I am a total clown when it comes to actual DPS chain calculations but they give you a general idea of what to shoot for.)
As far as general no miss powers:
-Confuse, because it makes soloing a breeze (especially when you start doing Rikti missions and can confuse Guardians for 2x AM and shields).
-Dominate, for similar reasons.
-Indomintable Will/Foresight, as both protect you from status effects and Foresight gives you very solid defense (and your only DDR).
-Mind Link, since it can help a lot with softcapping and goes well with your team-oriented role.
-Psychic Wail, since it's a pretty good-quality nuke and an AoE CC.
-Aura of Confusion, since it owns for taking care of huge spawns effortlessly.
-Mask Presence, for hot out-of-stealth critical Lunges.
-TT: Vengeance, since it's a gigantic Defense boots (35% or so!!) and is fantastic for keeping teams held together.
The others are mostly optional and up to taste. As far as pool powers go, all of the Leadership ones combo well with your own TT abilities, and Aid Self is pretty good. -
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Quote:Why not simply turn it into an inherent power and replace its spot on the roster with a useful team buff?Sadly I think group energy flight won't be removed, that's too drastic of a move, but it could be made into a useful buff.
Group Energy Flight is a fundamentally bad power in the day and age of i20. Sure, back when the game was first released, it was kind of a fun power, and it had some limited benefit in being able to move teammates around a map much more easily, but it is now possible for everyone in the game, regardless of AT or side, to either buy a Raptor Pack or simply make one from a recipe (they were somewhere in the range of 50 Inf per recipe, last I checked). There's no point for it, aside from roleplaying.
Giving it some kind of useful team buff would help to make Peacebringers more desirable to teams. Right now, you're much better off bringing along a Widow or Soldier, as they give more dependable team buffs and can pump out extremely good damage. Pulsar, Glowing Touch, and some kind of team buff would help to form the core of Human Form's utility.
Just listing some potential possibilities, how about:
-World of Pain-esque buff with an increase to resistances and damage for a short duration.
-Team buff that provides a bonus to maximum health for a short duration.
-Team buff that provides resistances to various debuffs (Defense, Regen, ToHit, etc.).
-Copy of the Corruptor version of Soothing Aura. -
I checked it out, and it actually is 80 feet (like, I can actually use the power at 80 feet). Huh.
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If you're with tanks, you shouldn't be worried about taking damage at all (aside from incidental AoE damage, which Reform Essence will clean up quite easily). That's the point behind Cosmic Balance: it's supposed to push you towards a certain role that your team might otherwise be missing. Its big problem is that the damage boost assumes something approaching a balanced team, when you really just need, say, a good tank with IOs and a Controller in your average non-Incarnate group, and you're still not guaranteed to get that perfect group in an Incarnate group as it is.
Even with the damage boost, you're still considerably worse off than, say, a Super Strength dude, aside from your two big nukes that you practically have to build yourself around to be useful in a group. -
Perma Light Form is only theoretically possible. Even if you IO out to an absolutely absurd amount of recharge (I cooked up a theoretical build with approximately 215% recharge), and had Force Feedback proccing at the right times (for another +100%), and had Spiritual Core, you'd still be around 20 seconds off of perma.
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Quote:It's also a terribly flawed assumption, anyways, since access to perfect information is impossible. In a scenario like this, it's not merely the perfect information of how the system works, but what effects your particular actions will have on the social system you're involved in. If you were a Controller and just spammed the heck out of your AoE immobilize and did nothing else to maximize rewards, this would potentially have a detrimental effect to your standing in the social setting of the server... or it might potentially not, depending on how perceptive the people you play with are. Without perfect information for how others might react, a rational actor might then make a decision based around marginal benefit: is the marginal benefit (more rewards) greater than the marginal cost (people on my server dislike me)?If Adam Smith is the only thing you understand, then I'll translate for you. The free market principle contains as a necessary assumption everyone having access to the correct and relevant information upon which to make any market decision. Failing to disclose information is contrary to the free flow of information necessary for market participants to make an informed decision.
I can only speak for myself, but, in the absence of perfect information, I'd much rather just do my job and then provide suggestions for how the system could be altered to accomodate me doing my job, rather than being overtly greedy. Even if I did have perfect information and was certain I would not get caught, that doesn't necessarily mean I wouldn't do what I considered to be the "right thing," in any case, since I, perhaps, enjoy doing my job of controlling things and watching them beat eachother up than hitting the AoE immobilize button and watching reruns of The Sopranos.
Basically what I'm saying here is that the rational actor model is horse dollop and the argument of "but that's what everyone else would do!" is equally silly. -
It's really necessary considering the hilariously high amount of Defense you can get on your average team. Powerboosted Vengeance is a good 53-55% alone.
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SB (and all of the shield powers in general) need to just be changed to group-based versions with scaling Endurance costs. There's literally no reason for them to only be single target, unless they're specifically balanced around the assumption that it's so annoying to reapply it that no one's going to have it on them continually (which is a terrible way to balance something).
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Just bring along a single Widow of any description and you should be fine.
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My problem with PBs as they stand is that almost everything they can do can be replicated by another class fairly easily, and the PB doesn't bring anything along that compensates for this. I simply don't think an average heal (that can be easily outclassed by Aid Other in most circumstances) and a possibly-Mag 3 AoE Stun, combined with above-average survivability, is really worth the severe damage deficit they suffer, and their heavy reliance on outside buffing, Clarion, endless trays of Break Frees or Controllers/Dominators to not get held in most fights.
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Quote:See, this is the really big, bad problem with a Peacebringer as it now stands: their whole "highly versatile" shtick has been completely thrown out the window with the introduction of classes like the Brute and IOs. Even without IOs, your average Super Strength/Willpower Brute will be able to survive just as well as a PB and deal considerably more damage in the process of doing so. The big thing is that they don't need to switch into a giant glowy crab form to do tanking if they need to, but they continue to deal really goofy damage even while tanking, whereas crab will do Defender-level DPS and have far fewer aggro-management tools than a Brute does.A tri-former adds lots of versatility. which can be nice on a trial.
Warshades still have a decent shtick with their ghost pets + tank-mage abilities when facing large groups. Peacebringers ain't got one. They've got Tanker-level DPS without the perks of actually being a Tanker (namely, mez resist and a taunt aura).
What they really need:
*Higher damage in Nova Form, since they don't have Mire like Warshades do to compensate for their innately low damage. Other potential options: give the Nova blasts useful secondary effects, such as some kind of AoE heal for allies on Detonation, as an example.
*Adjustment to damage/recharge times on some of the Human abilities. EvilGeko posted some good suggestions on the Peacebringer forums for this. Ideally, Nova should be the high damage/low survivability form, Human should be the middle-of-the-road utility/damage/survivability guy, and Dwarf should be the high survivability/low damage form.
*Make Pulsar a guaranteed Mag 3 stun, or up the chance for a Mag 3 to 75%/85% instead. It's a theoretically great ability, but it's way too random for something that's supposed to hold an entire group of weak things down. Right now, it's slightly better than Oppressive Gloom, and that's not saying much.
*Increase the range on Glowing Touch to 60 and up the healing to 20%-25% base.
*Make Dwarf Form have an automatic Taunt aura. Remove the Accuracy check on Antagonize.
*Move the KB down to .67 on Solar Flare. If people really want to knock things back, they can slot it with KB enhancements, or grab Luminous Detonation. I really cannot stress enough how detrimental this currently is to the gameplay of a Peacebringer in Human Form. It's a significant form of self and team mitigation, combined with one of your only good sources of AoE damage as a Human, but you simply cannot use it half of the time because it's incredibly disruptive to a team, since it scatters enemies far and wide (preventing effective AoEing and forcing melee targets to close to their targets again).
Basically, just higher damage and better utility on what they already have. I don't want them to have Brute-level damage, because that would be rather superfluous. What they need to have is competitive damage for the amount of utility they have. This is a difficult metric to hit, understandably, but, as it stands, they simply do not produce enough damage for the minor amount of utility they bring to a party. Your average melee Fortunata will pretty handily outdamage your average Peacebringer, but they also bring 31% Defense to the whole team (with the potential for Vengeance straight after), up to 30% increased damage, +ToHit increases, and very solid single-target controls. I'm not proposing Peacebringers need all of that to bring them up to the same level, because they have the ability to take on any form the group needs, but they need to actually be able to do that role at just mildly under the same level of efficiency as one of the "pure" classes, especially considering that they can only take on one of these roles at a time. -
Permadom is pretty much always worth it if solely for the full endurance refill every 85ish seconds and the blanket protection from all CC.
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A lot of it is just looking for crafted enhancements that are selling for a lot fairly frequently on the AH, then buying the recipe (which is usually cheaper), crafting that enhancement, and then selling it. You can also just run AE repeatedly for a lot of cheap tickets and buy your recipes/salvage that way. I'm a really bad farmer, but my Fire/Kin can usually crank out 1000+ tickets with about 20-25 minutes of work.
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/Energy is better single-target damage and has Power Boost, which is very useful for several different circumstances. (Off the top of my head: really large Aid Others/Aid Selves, making Vengeance give your whole party 54% Defense to everything, making your CCs last a ridiculously long time, increase your own personal Defense to overcome Defense debuffs.) It works well with Mind because it's almost exclusively single-target, so you can easily chain sleep a spawn with Mass Hypnosis and take care of the things one-by-one. In groups, it's somewhat less better, since AoE is generally more valued.
/Psi is better AoE damage out of the two and Drain Psyche is honestly super crazy. Once you get it within perma range you'll basically be invincible with solid enough Defense buffs. It has more trouble with single targets, since you don't have fodder for Drain Psyche and your single target damage is lackluster compared to Energy.
Basically: both are good and will benefit you whether you're teaming or soloing. I would personally pick /Psi if I planned on teaming a lot and /Energy (or Earth, even!) if I planned on soloing a lot. Both work fine in either situation, though, so pick which you think is thematically better. -
I don't think I've made a single character in the past year and change that actually gets a travel power instead of just running around everywhere with Ninja Run + Sprint + Raptor Packs.
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It really depends on when Hasten cycles, but I wouldn't really sweat over it. Even without Hasten, you've only got 17 seconds where you aren't MLed, which is easily covered with a Luck or two (or just being careful in combat).
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That's because I didn't slot in two LotGs. The build I posted will hit 152.5% with them in. Softcapping is superfluous once you get perma-Mind Link (since that + double Maneuvers will easily throw you over the softcap).
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You've got a few too many attacks in there. For Fort, I'd pick whether to go ranged or melee (though you can substitute Subdue for Strike, since they're essentially the same damage, just different damage types) and stick with it. You only really need two AoEs, so something like Spin + Psionic or Spin + Scream would work.
IO-wise, the only thing you should really be aiming for on a Fortunata is recharge. Softcapping is an excellent goal, but you can do basically the same thing with Mind Link, and it will help out your team significantly. It also makes it a lot easier to double-stack Follow Up and to make sure that your big control powers are up a lot more. Aura of Confusion is also #1 The Best for teaming for tough spawns.
Here's a fairly generic melee Fortunata. Aid Other/Aid Self are frankly optional, but I like them as more team and solo support. Some of the 6-slot powers are just there for Endurance management, so once you get Cardiac in your Alpha slot, you should be able to shift them around if you want more LotGs stuck in the Defense powers. I just assumed you might be on a bit of a budget.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Speed
Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
Level 1: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(7)
Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11), Ruin-Acc/EndRdx/Rchg(50)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(46)
Level 6: Aim -- RechRdx-I(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/Rchg(17)
Level 10: Dart Burst -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dam%(21)
Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), EndRdx-I(48)
Level 14: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29)
Level 16: Indomitable Will -- S'fstPrt-ResDam/Def+(A), EndRdx-I(46)
Level 18: Dominate -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/Rchg(31), BasGaze-Acc/Hold(31), Dev'n-Dmg/EndRdx(33), Thundr-Dmg/EndRdx(48)
Level 20: Mask Presence -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(33)
Level 22: Foresight -- LkGmblr-Def(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx(34)
Level 24: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A)
Level 26: Mind Link -- GftotA-Def/Rchg(A), LkGmblr-Def/Rchg(34), RedFtn-Def/Rchg(36), AdjTgt-Rchg(36)
Level 28: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 30: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(37), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(39)
Level 32: Psychic Wail -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42)
Level 35: Tactical Training: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(42), LkGmblr-Def(42)
Level 38: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(43), Mlais-Acc/EndRdx(43), Mlais-EndRdx/Conf(43), Mlais-Conf/Rng(45)
Level 41: Tactical Training: Assault -- EndRdx-I(A)
Level 44: Aid Other -- Numna-Heal/EndRdx(A), Dct'dW-Heal/EndRdx(46)
Level 47: Aid Self -- Numna-Heal/EndRdx(A), Dct'dW-Heal/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45)
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