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Thinking about it...they should have made it rely on a certain number of defiance stacks...for Blasters.
Makes sense conceptually...if you assume that "charging up" is the cast time on snipes and the defiance stacks...
...before a fight...if you want to use a snipe...you have to "charge up" to use it...but in the middle of a fight...you're already constantly "charged" by your constant attacking...allowing you to use this attack much more efficiently. -
I'm looking for a description on the Preemptive and Spectral Interface FX applied to the enemy.
Thanks in advance. -
Quote:A lost power within a set is a lost power within a set...just because you believe QR is better than those other powers lost does not make it unanimously better.If you look at the other sets, usually an AOE damage toggle is what's lost. Wholly different proposition - if anything, they'll have a bit less END usage to worry about to begin with.
With Willpower and Regen, though, QR (additional +recovery) is one of the reasons for taking it in the first place on a scrapper. With Stalkers recent changes providing (more) encouragement to stick around and scrap it out, that loss of more +recovery is more noticable.
Also, for reference, the Stalker secondary sets "Lost" powers:
Dark Armor - Death Shroud. Cloak of Darkness modified to Shadow Dweller since we have Hide already.
Ice - Icicles. (We keep chilling embrace.)
Electric: Lightning Field
Energy: Kinetic Dampening adds the effect of Dampening Field. Lost Energy Cloak (stealth.) Gained Disrupt.
Nin: Nothing lost, unique to Stalkers
SR: Lost Lucky (auto power,) but given Hide gives AOE defense anyway...
So, really, you're comparing apples and antique farm equipment.
You say QR is one of the main reasons people play Regen and WP. Which means you're saying that it's one of the main reasons Scrappers/Brutes/Tankers play these sets...since they are the only ATs with access to the QR within the set.
One can also say that the damage aura in Fire, Ice, and Electric are the main reasons people play those sets.
Maybe...this should be a suggestion for adding +rec as an inherent to Stalkers...so that Regen and WP don't get treated better than the other Stalker sets. -
This is a tough one...because I love QR.
However, where Regen and WP give up QR...other sets have to give up something else...and they never even had access to QR...so how do you go about giving them back their replaced power?
If the lack of QR is killer for SO only regen and WP builds...then how have the other sets without QR been played?
You can't be saying that all other sets without QR are only played by people with access to IOs and Cardiac Alpha... -
Quote:That was just hyperbole to get my point across.*cry*
I know you don't mean that personally, though. I hope. =P
Those SFX are why I won't even throw Winterblack's ice armor on the team unless the content seems rough. I think I hate it, too. It'd be easier to not do if the buffs were less helpful. I would be sad if all my costumes were ice-people. A nice frosty aura would be a great alternative visual.
On the plus side, it makes it easy to spot my minions...er, teammates...in a crowd.
You know I always team with you when you're on Winter. -
Quote:Well my suggestion is for either global taunt or just adding it to the attack it is slotted in. Which ever is better...with global being better in my opinion.The only issue, not to discount your suggestion, lies in the fact that a global taunt would go off in anything that did a single tick of damage. This would be great for anything wanting to tank at all times, effectively giving every character gauntlet. The downside would be such a thing would be blatantly stepping on the toes of tankers, and would make it more difficult for them to establish aggro control, due to aggro rules.
This also becomes problematic in two more ways: if this is in a universal damage set, it means that a great many characters could not access the x6 bonus because they'd end up taunting everything they attacked. (Not everything with damage wants to tank) Likewise, IO's are permanent, so they would have no way to turn it off if the situation arose where they wished to do so.
Also...no one would be forced to take this set and the IO.
You mention people not being able to get the full set bonuses because they don't want to slot the IO...
...the same can be said for the KB to KD IO set.
If you don't want your power(s) to taunt...don't slot the IO.
No one is able to get the full set bonuses of this hypothetical IO set as of right now...so I see no harm in adding a set that some people may not want on certain characters. (assuming the IO suggested is possible) -
Quote:That would be great as well.I'd always thought about the lack of purple resistance/defense/healing sets, and had wondered how one could handle a purple resistance/defense set, as unlike all other purples those two have only three values to enhance. The solution I thought of was for such a set to have extra "effect" enhancements, and I thought a resistance+"taunt aura" purple IO might make sense. This would also perhaps grant a more convenient place for such an enhancer; resistance tends to be in toggle form, giving such an aura persistence- but as an aura it would still allow you to pick and choose when/where things were taunted or not.
Why not add them both...assuming they are both possible. -
This is great.
I appreciate all the info. Will try to set this up later on. -
Well being able to bind them to specific powers instead of tray slots is actually the better option.
Am I able to do that for every power in the game then? -
With the new Knockback to Knockdown IO coming...
Would it be possible to add a similar Universal Damage ATO set that includes a Global Taunt IO?
The Global Taunt IO would add inherent taunt to all your damaging attacks...in the same way that Tanker and Brute attacks currently taunt...
...or at the very least...add a taunt to the attack the IO is slotted in...in the same way that the KB to KD only works with the power it's slotted in.
(though being global is the much better option in my opinion) -
Quote:Does <power1> <power2> mean the power in tray slot 1, slot 2...etc.?This should be doable through /bindloadfile
To do this, you will need to create some .txt files in your <COHInstallFolder>\data folder (often C:\Program Files\City of Heroes\data)
You will need to replace items in < > brackets with the correct values for your controller.
controller1.txt
<buttonnameright> "+$$bindloadfile controller2.txt"
<buttonname1> powexecname <power1>
<buttonname2> powexecname <power2>
<buttonname3> powexecname <power3>
controller2.txt
<buttonnameright> "+$$bindloadfile controller1.txt"
<buttonname1> powexecname <power1alt>
<buttonname2> powexecname <power2alt>
<buttonname3> powexecname <power3alt>
Then, in game, type /bindloadfile controller1.txt
After doing this, if the bind file is properly configured, pressing button 1 will activate <power1>, button 2 will activate <power2> and button 3 will activate <power3>. Holding down the right trigger will load controller2.txt, setting the three buttons to their alt powers. Releasing the right trigger will reload controller1.txt
Sometimes, hiccups (such as pressing and releasing the trigger quickly) may cause controller2.txt to be the "default". In these cases, it's suggested to have a reset bind or macro that runs /bindloadfile controller1.txt -
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Here is a build using most of your same power choices.
I added Tough, Weave, and Combat Jumping.
I dropped Hurl and kept LBE...since I figured LBE was for concept...and you would only need one ranged attack.
I dropped Unstoppable, Focused Accuracy, and Air Superiority.
Reasons: The Unstoppable crash should speak for itself. Focused Acc...while great for the -tohit res...Rage and Invinc will be good enough for those situations. Air Superiority since it's a redundant attack.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Tender Touch V2: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45), Aegis-Psi/Status(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 6: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(25)
Level 12: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/Rchg(13)
Level 14: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Knockout Blow -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(21), SMotTanker-Acc/Dmg/Rchg(21), SMotTanker-Dmg/EndRdx/Rchg(23), SMotTanker-Acc/Dmg/EndRdx/Rchg(23), SMotTanker-Rchg/Res%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 24: Fly -- Winter-ResSlow(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), SW-ResDam/Re TP(50)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(36)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/Rchg(48)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40), Numna-Heal(40), RgnTis-Regen+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(39)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I'm wondering if there is anyway to set up a controller to work like this...
Buttons 1, 2, 3 being mapped to three powers.
Hold in the right trigger...and buttons 1, 2, 3 are now mapped to three different powers.
Is there a way to do this...either in the game through binds...or through 3rd party programs? -
Is there a way to set up a costume change by just clicking a key?
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I know this has been suggested many times.
Give us the option to receive buffs without the associated FX.
The buffs themselves are great for the team...however, the related FX that comes with them is ridiculous.
Sometimes I just can not stand to team with players who turn you into a block of ice or set you on fire for the whole mission, etc...
Was this an intended "drawback" for the sets. Were they designed as great buffs...but your team is forced to deal with the FX?
I understand that I can visit Null the Gull or just cancel the buffs themselves.
My point is that I want the buffs...I want the players who choose these powersets to still be as useful as they are...I just don't want the FX that comes with it. -
Quote:I understand what you're saying...however, your post did come across as more than just an opinion.And THAT is the key phrase there. "In my opinion." To tell me that I am wrong and have no idea what I'm talking about........I never said that building for defense is wrong and stupid. It's my opinion that you should build for the strengths of the powerset as I said. Never said anybody was wrong or that they didn't know what they were talking about or doing. My way works too, it's just not YOUR way.
It does read as if you're saying their way is wrong and your way is right...so you can understand why someone would interpret it that way.
Quote:Defense is great, as I've said. But put a SR Tank and a WP Tank in a mob of Cimerorans and watch how fast the WP Tank's Defense gets shot to hell. Furthermore, put a WP Tank designed with Defense in mind vs. one that has better Resists and higher Regen and see which one will last longer.
That's the problem I see in a lot of Resist builds now. People think that Defense is the best route to go. If you don't get hit, you don't take damage. Unfortunately you are going to get get hit, and when that defense cascade fails on you you are going to take damage like crazy.
This is a big clue as to why building for layered mitigation works so well on other sets. This is why people suggest building for defense on resistance sets.
Again though...as was said...these are all opinions...and people play the game differently.
To each their own. -
Quote:Alright...that was just bad wording on his part...though I don't think he meant for it to be taken literally.Because building towards resistance caps is "nearly impossible".
Obviously it's possible to build "towards" the resistance caps.
That being said...building towards softcap defenses is most definitely the better way to go with most builds...in my opinion.
I can only speak for myself...but WP is amazing with high defense. -
Quote:It's definitely helpful...learned some things I didn't know.This isn't a guide to completing a Magisterium Trial; it's information you could probably use to develop your strategy. I'm just trying to clear up some false information. I've seen so many assumptions made about every AV in the trial, that I thought it would be helpful to clear up some of the confusion.
Just wanted to point out why I think the lights are one of the important parts to the trial as a whole.
Also, I agree with your take on assigning only 6 to the lights...and ranged ATs at that...but I'm the same way...I just like to join the trials...not lead them. -
Quote:We are still presented with a choice within the system itself through the different trees.Its explicitly designed to do so: this was discussed when Alpha was being beta tested. It is an explicit feature of the Alpha slot that each alpha ability would interact with the other powers in the incarnate system in different ways, presenting a choice to the player within the system itself.
That's one of the reasons Alpha exists at all: its the only way to buff the other incarnate powers.
While that may be one of the reasons Alpha exists at all...I believe the boosts to our primary/secondary/power pools are the main reason...since the Alpha is the very first Incarnate power we unlock.
Edit: As for SoW...and also One with the Shield...they are part of a powerset. Within that powerset...other powers are boosted by +rech. If you look at Incarnate abilities as a "powerset"...not a single incarnate ability is boosted by +recharge. -
Quote:No one is upset...it's just my opinion that Alphas should not boost Incarnate abilities.Obviously the Devs didn't want Judgement and Destiny coming up any faster.
The balance comes in the options you take. You want to max out damage potential? Take a +damage with your Judgement. Want maxed out survival? Take an alpha for your Destiny. Improve one or the other. Or don't. But they obviously don't want you maxing out both potentials with your alpha.
Makes sense to me. Nothing to get upset about.
Outside Defense/Resisance/Healing/HP/Recharge/Rec boost can make your alpha boosted Destiny power "not needed".
Musculature will always make Judgement do the extra damage. You never "lose" the boost to Judgement from Musculature through outside buffs. -
Quote:It's of my opinion...that if you're not going for "The Really Hard Way" badge...that the lights should be a big deal.THE LIGHTS. The Lights of the Well do not buff Tyrant. So please stop freaking out over them. The Lights of the Well serve one purpose: For each Light that is defeated, players will gain a level shift, up to +6 total which would put you at 50+9 to Tyrant's 54+5. In other words, defeating all the lights puts you at Tyrant's level for a few seconds. This is the time to spam him with sticky debuffs. Yes, they are important to the fight, but things don't get worse if they're not immediately defeated. They are big and bright and every player has the ability to see. We know when they show up, so go easy on the caps lock (LIGHTS. LIGHTS ARE UP. DEFEAT THE LIGHTS. COME ON GUYS, GET THE LIGHTS.) Currently they are bugged and only affect 16 targets each, which is why you might run in to people who don't want to use pets.
Once Tyrant is below 50% health, he will start gaining a scaling Regeneration boost. The lower his health, the stronger the +regeneration. As his health recovers, though, his regeneration levels will lower back down, reaching their normal level once he is back to 50% health. Again, his regeneration is in no way directly tied to the Lights of the Well.
I was on a team where there were 9 assigned people to take out the lights...and yet there were always 1 or 2 not taken out...and when people mentioned this...some players were trying to say the lights don't matter or "stop complaining about the lights".
The fact is...while you are technically correct that they are in no way directly tied to his regeneration...they are "indirectly" tied to his regeneration and survivability. The Lights being taken out quickly could very well be the difference between completing or failing the itrial. -
Quote:My point was that I don't think any Alphas should work with incarnate abilities.And +def/+res Alphas are the only way to boost Barrier. It's a give and take. It's the same reason we have only so many slots for our builds, and so many power choices. You have to make a choice. And while you may prefer to see it as limited, there's still a choice there. You can boost this, or that. Not everything.
I can't remember what they call it... ballet... balloon... what's the word I'm looking for?... OH YEAH! BALANCE!
+damage Alphas boosts the damage of your primary/secondary/power pool attacks...and Judgement.
+recharge Alphas only boost your primary/secondary/power pool powers.
Where is your balance on that? -
Quote:A change like that doesn't make any sense.Johnny is right in that Tankers do need at least some more damage now that Brutes can come over blueside with their same Threat Level modifier of 4. I would state the biggest thing to improve tanking would be to always have the highest Threat Level modifier of any AT, as I keep hearing about tankers losing aggro to brutes who can survive just as well while pushing out even more damage, the Tanker AT does seem more and more redundant like the Blaster AT.
A Tanker should want to protect his team...and be the "best at doing so"...but an increase in threat is not the way to go about improving this.
An increase in a threat modifier just makes them the center of attention if they are teaming with Brutes who can tank...while that Brute could still perform the same exact task when a Tanker is not on the team. This would also "make" Brutes who can tank, not want to team with Tankers...because then they would easily lose all agro to Tanker...therefore reducing their damage output...in situations where a Brute could just as easily tank those 17 enemies.
I made a suggestion in the Tanker forums about increasing Tanker's survivability and their agro cap. This would make them the "best at protecting the team".
Therefore...while Tankers could still "lose agro" to "tanking Brutes"...they would be able to hold more agro than them and have better top end survivability. So in situations where two groups are pulled...the Tanker can still maintain control over all the agro...while the Brute could not.