WarronPeace

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  1. I'm actually following this as a pseudo-guide to leveling up my own SoA. I'm undecided, as of yet, as to whether or not he'll go bane or crab at 24. Crab is likely, but Bane might prove fun. Keep up the good work Fury!
  2. Quote:
    Originally Posted by Baracca View Post
    /bind 8 "powexec_name Summon Demonlings$$petcom_all passive"
    Try reversing the order of the commands. The way the game reads multiple commands, it goes from the last to the first, so in that string, it's telling all pets to go to passive, then activating the summon.

    Although, given that the summon is a location power, it's likely impossible to do, since the petcom will take effect immediately after you activate the power, but before anybody could click a location and actually summon the pets. So I'm thinking this probably won't work.

    As for any other way of doing this, I don't know if there are any. Hopefully someone will come along and be able to help you.
  3. Quote:
    Originally Posted by Postagulous View Post
    VEATs are super powerful.
    HEATs are tied into the game's storyline.
    I wouldn't say VEATs are super powerful, at least not in comparison to HEATs. They have a range of somewhat unique abilities that make them a different play experience than the other ATs, but that doesn't make them better or worse. My Tri-Form warshade is super powerful, until she's not, for whatever reason. Every AT has it's strengths and weaknesses. Play to their strengths, and their super powerful. Same if you cover their weaknesses. Put them in the wrong situation and they splat just as easily as any other AT.

    VEATs are also tied into the game's storyline. Unfortunately, the Rogue Isles storyline is kinda weak, so their tie in isn't all that good.
  4. Have you made bodies other than your own or teammates? Then you're doing it right.

    Seriously, I play my warshade like nothing else. I'm just plain crazy on her. Not saying it's awesomely super effective, but debt is so minor and with the ability to set difficulty where it works best for you, debt goes away really fast.

    As far as the issues you are having with cimerorans, going offensive is probably your best bet. All it takes is one shouting to screw over the stun/kill combo you're trying for, so change tactics and just kill, kill, kill. I'd just jump into nova, pop reds and a purple or orange (or both, if a boss is around) and just blast them to death, using your speed and ability to stay above them to keep away from the harder hitting melee attacks they use. Stealth in and Mire whenever it's available, especially if there is a boss around. Just make sure you have a couple purples and/or oranges on you, because otherwise they will smack you down before you can swap forms.

    If you don't have oranges or purples, make them. If you can't make them, buy them. If you die, take the opportunity to restock your insps. When you get to 38 and can grab Eclipse, life will get much, much better for you, especially if you plan for it and start picking up some of the cheaper/easier to get recharge bonuses. As for eclipse slotting, I find that Perf Shifter: Acc/Rech, Eff Adaptor: Acc/Rech, and 2 res/rech from various sets gives you good accuracy and recharge values, plus good res enhancement for when the spawn is smaller.

    If you are going to fight cimerorans, perhaps going -1/x4 or 5 would be better. They won't hit you as hard, and will go down faster, and more bodies for Mire is always good. I've found that for every level lower you go, increasing the spawn size by 2 keeps the actual xp earning rate about the same, so take that as you will.
  5. As far as Elude goes, I'd like to see scaling resists added to it like the auto powers get. It would help in those situations when defense is failing, for whatever reason (Enemies with high accuracy attacks, like Total Focus or Knockout Blow. Man Statesman hurts when he hits with that). It would allow you to get higher levels of resistance earlier, where they may actually mean a difference between life and debt against hard hitting attacks.

    I think that those attacks are the reason defense fails, in this game. Yeah, it's great if you don't get hit, but higher ranking enemies get accuracy bonuses, and if they use an attack that naturally has higher than base accuracy, it's even worse. Sure, you can floor their to hit values to 5%, but if they have 120% accuracy, it goes up to an 11% chance to be smacked down, and with no resistance and enough attacks coming at you, you will get hit and you will get hit hard. A bad streak against hits like that can easily 2-shot you. It's been consistently happening to me on my NW. Just about every downgraded AV (IE, I'm fighting them as EBs, but they have AV level abilities) has managed to kill me at least once. Very frustrating, as my friends in the RO global channel could attest to.

    Personally, I'd like to see SR get some minor resistances in the auto powers that are always there and are unenhanceable. For instance, most auto powers offer 7.5% resistance to whatever they are geared for. Giving SR and similar sets even 5% unehanceable resistance, from the start, to combine with whatever scaling resistance they get, would help a lot with defense failure.
  6. Quote:
    Originally Posted by Kitsune Knight View Post
    At least you aren't a dev, they don't have an excuse
    You heard it here first, dev's are nerfing accuracy in GR!
  7. It usually doesn't bother me, but the Demons are bad for this. The whole idea of realistic sounding pets is nice and all, but in practice is just annoying. I hate teaming with them (though I don't kick them or refrain from inviting.) They're just big enough that it makes selecting a particular target hard to do, they are wide enough that they block my ability to see enemies, meaning I have to spend time rotating my camera, which can be bad for me and teammates. That and they are just plain noisy. If they double the amount of time between their various noises, having them out wouldn't bug me nearly so much, as it'd be much less often that I'm getting hit with multiple roars. And yes, I can turn the volume down, but why should I have to? The devs took the cool factor to far, to the point where it's an inconvenience to others. That is never a good idea, IMO.
  8. Personally, if I'm not going for the softcap, I like to at least get to 33-35%, since at that point a single small purple will softcap you, and it is rather easy to get a small purple between drops and combining. Given that WP is a bit short on DDR, a bit of buffer is always nice in the event of autohit def debuffs like Quicksand.

    That said, with WP, it's a tough call. Since it's not really reliant on defense for the most common attack types, in theory it won't need as much defense as other builds might. Tough stacked with Mind Over Body gives a pretty decent level of S/L resistance, and if you have enough mobs in range (especially debuffed mobs) you'll have pretty damn good regen, which can really help. Also, SS has pretty good mitigation in KO Blow (Knock-up with a Hold attached) and Footstomp (AoE Knockdown, which can buy you some time for HP to regen back). All in all, I'd still try for 35% to S/L, since most of the time that should be enough, and a small purple could easily put you into god-mode levels, for a short time at least.
  9. I think part of the problem with stalkers is they don't really do anything special. Yeah, high burst is valuable, and taking out threats is valuable, but there are other ATs that can do that, and more, often. A blaster can take down a tough target pretty quickly, as well as pump out massive AoE. Scrappers can take down a tough target and play as backup tank. Debuffs can neuter an entire spawn, and buffs can make everyone tough enough that the burst isn't needed. A troller or dom (especially with Domination up) can easily take a tough target out of the fight.

    Another thing is that stalkers don't absorb buffs as well. With lower HP values, resistance isn't quite as good, neither is regen. Defense doesn't do any more for them as it does for anyone else, and damage buffs aren't super special on them like they are on brutes, since they have the same lower caps as everyone else.

    Also, villainside is a different playground than heroside. It's more offensively based, where everyone is capable of good damage, so an AT designed to do only lots of that isn't as valuable. Brutes can deal damage *and* tank. Corruptors can do damage *and* buff/debuff. Dominators can do damage *and* control. VEATs can do damage, and tank, and buff/debuff/control. Masterminds can do all kinds of crazy things. Stalkers just do damage. This does make them less team-friendly than the other villain ATs.

    I wouldn't say they need to be fixed, but maybe give them something unique, that can't be done by all the other ATs. Anyone can stealth around, anyone can deal damage. The fear and tohit effect are very nice, but can be duplicated. I don't know what could be done, but right now they don't offer anything that any other AT can offer.
  10. It usually just takes 24 hours. Wait till around this time tomorrow, and you should be able to do it. If you can't then, consider putting a support ticket for the issue.
  11. WarronPeace

    i need advise

    First of all, you only have 23 powers listed; at 50 you have 24. Frankly, I don't know what advice to give you, other than you can drop both Hover and Punch and pick up Air Superiority, to free up a power slot. Hover on tanks just really isn't all that good. I don't know what you are doing with 2 travel powers, but to each their own. Fly and SS are a good combo, because SS will cover your speed and Fly will cover vertical challenges. Frankly, though, with the rampant availability of Flight temp powers, Fly just isn't needed for this purpose. Only reason I could see taking the actual Fly travel power is that you can enhance it's speed, which isn't as much an issue when you have Super Speed.

    Other than that, I could see dropping either LBE or Hurl in favor of another power. Tankers do best in melee range, and while having a ranged attack is nice for runners, if you are tanking for a team, you will generally serve them best by running in, since the aggro mechanic seems to have a range factor, as in the closer you are the higher your aggro level and the more likely you are to grab and hold aggro. Since Hurl does higher damage and has higher DPS, it would be the better choice. However, if you don't have Taunt, LBE may be better, since it fires and recharges faster, although Hurl has the huge KB and -fly to take into account. Without knowing the actual formula for how aggro is determined, we can't be sure which one is more likely to keep enemies focused on you and you alone.

    I really can't offer up a build, because I don't know how you want your character to play. If you want Tough/Weave, you pretty much have to give up one of the travel powers. Tough/Weave forces you to use 3 power choices, 2 travel powers really cuts down your options. I wouldn't go for Focused Accuracy, since it has been changed, and now gives a rather minor tohit buff and a modest accuracy bonus. It's endurance cost is just too high for what it does, IMO. (for reference, it's a 5% tohit buff and 20% accuracy buff. On it's own, that's a 6% increase in total chance to hit an enemy. If it were used with other tohit buffs, that 20% accuracy is nice, though. Would be good with Rage, if the cost weren't so dang high.) This is just my opinion, of course, YMMV.

    I also don't know what other powers you have available, such as Ninja Run or any potential vet attacks, that could be used to fill in for not choosing certain powers. Give us some more info on what you want to do with the build, and what extras you have, and we'll be able to help more. And as Kitsune mentioned, the Tanker forum would be a much better place for this topic.
  12. Quote:
    Originally Posted by Arkadian_NA View Post
    Wow i actually did not expect such insightful and useful responses after all i had read in the forums about EA.

    Gavin, your suggestion on Stamina, will do! But why is Haste going to be that important?

    Twilight, Thanks for the build suggestion! I have a couple 50 Brutes and several in the 40's but I’ve never IO'd anything yet, so I really needed an experienced builders work to reference! Somehow I had not read your guide before - very informative! You have a very scientific approach in your writing, LOVE IT! Clear and informative without any sense of bias, I wish the news was like that (it was like that in the 20th century)

    I'm definitely going to make some changes to the build.

    It would be easier/cheaper to get Kinetic Combat Sets vs. Touch of Death? I was actually going as much melee defense as i could get. I've got a few Katana and one Broadsword Scrapper and it made me think of how nice Parry's Melee DEF is...but it's weird....doesn't all melee have a Smash/Lethal component?
    The KCs will probably be pricier than the ToDs, but they are better. Yes, all Melee def bonuses have a S/L component, and vice versa, but the secondary bonus is half the primary. So ToD will give 3.75% to melee and 1.875% to S/L, while KC will give 3.75% to S/L and 1.875% to melee, making KC better for sets that focus on typed defenses, like EA, Ice, or Invuln. ToDs are better for sets focused on typed defenses, like SR, Nin, Shield, or VEATs.

    One reason I think the KCs are more expensive, other than the fact that they are lower level and so folks are less likely to roll in their range, is the fact that there is quite a bit of demand for them. For characters who don't have any defense, such as Fire or Elec armors, S/L is probably better than Melee defense, since I think something like 85-90% of all enemy attacks have either an S/L component, be they Melee, Ranged, or AoE, so S/L will give a wider array of protection if you have no other defense to build on.
  13. I don't play Defenders, I play Offenders. Emp is great for that when paired with other emps (Green Machine, mentioned above, is a great example) but otherwise I end up feeling that I should be focusing on allies, not enemies, and that's just boring to me. Which is actually kinda funny, since my first "high level" character (33 at deletion) was emp/rad.

    Truth be told, I'd rather just have a nice dark or rad def on the team. They can heal, too, and the debuffs they offer will most likely do more than any amount of healing can, outside of extreme situations.
  14. I had this happen the other day. I'm running around on my 18 (now 20) El/El tanker and I see a broadcast for Posi 1 looking for a Tank and a Healer. Despite misgivings over the "need a healer" mentality, I decided to join up, since I had nothing better to do, lol. Come to find out there's a Dark defender, a Rad controller, and the leader himself was a /TA controller. He spends about 10 minutes looking for a healer, broadcasting and probably spamming any defenders in /search asking if they were empaths. I was fine with this, since I needed to get new enhancers anyway. Once done, I was getting bored and I sent him a tell saying that with the shear amount of debuffs available, plus the fact that we had 2 blasters and one or two scrappers on the team, we'd be fine if we didn't have a dedicated healer. I also mentioned that the /rad troller would be able to toss out emergency heals here and there, as well. So he grabs a scrapper, and we roll. (Unfortunately, just before we roll, the Dark DCed and we never heard from him. We went anyway.)

    We wipe in the first spawn. But that was due to poor planning and not everyone was ready. So we hosp, get back in, and proceed to steamroll through the TF. Only time we had another wipe was in the last mission when we went to go into the building, only to get hit with a massively huge ambush full of spectral demons and all their tohit debuffing annoyingness. We hosp/base, grabbing insps from where ever we can, and get back in. Was a very fun TF, and I think I managed to show another of the "need heals" types that heals aren't always necessary, and that 99% of the time, debuffs + high DPS is all you need. Loved it.
  15. You want cheap? Fire/SR. While SR doesn't do much for increasing your damage, it can be softcapped very cheaply (Heck, with the right power choices, you don't even need IOs to soft cap, though that can cost you in terms of endurance consumption). 20% global recharge can help with getting hard hitting AoEs up faster, as well, namely FSC, Fire's main source of AoE damage.

    Here's an example of a decent farmer. Will you be faster than a purpled out Elec/Shield? Heck no! But you will be able to farm at a steady pace with no major endurance issues. And as you get more funds, other options open up to increase recharge and recovery (Namely things like Miracle/Numina and LotG, plus purples).

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/EndRdx(25), C'ngImp-Acc/Dmg(34)
    Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(3), S'dpty-Def(3), S'dpty-Def/EndRdx(5)
    Level 2: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(5), S'dpty-Def(7), S'dpty-Def/EndRdx(7)
    Level 4: Agile -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(9), GftotA-Def(9), GftotA-Run+(11)
    Level 6: Cremate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg(37)
    Level 8: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(11), GSFC-ToHit(13), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(34)
    Level 16: Dodge -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(17), DefBuff-I(17)
    Level 18: Fire Sword Circle -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg(21), RechRdx-I(33)
    Level 20: Quickness -- Run-I(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33)
    Level 24: Boxing -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(43), B'ngBlow-Dmg/Rchg(43)
    Level 26: Incinerate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/Rchg(31), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(31)
    Level 28: Lucky -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(29), DefBuff-I(29)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
    Level 32: Greater Fire Sword -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(43)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), GftotA-Def/EndRdx(36), S'dpty-Def(36), S'dpty-Def/EndRdx(36)
    Level 38: Weave -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(39), S'dpty-Def(39), EndRdx-I(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
    Level 44: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
    Level 49: Combat Jumping -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 1: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 28.8% Enhancement(RechargeTime)
    • 46% Enhancement(Accuracy)
    • 14% FlySpeed
    • 125.5 HP (9.37%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.35%
    • 28.5% (0.48 End/sec) Recovery
    • 26% (1.45 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 21.5% RunSpeed



    This is just for looking at, not meant to be a "how to level" guide. I just grabbed powers and tossed in slots as I went along to see what I could get out of it. From what I can see, the biggest ticket items are the Steadfast Res/Def and the Gaussian's set. Everything else should be fairly cheap to buy as you level up. It's always a good idea to look for IOs under max level, since you can often save 2-3 million or more per IO for the cost of a very minor reduction in performance. That's what I do, and I have no complaints.
  16. Is the 225% damage for 10s every 90s or so better than 20% recharge all the time, plus slow resists? Assuming decent global recharge, lets say we get FE down to 60s (that's pretty much ED capped recharge plus 100% global recharge, say hasten and a few sets bonuses). Yeah, the burst is huge, but it doesn't really do much for overall DPS. Whereas the 20% recharge all the time will really help DPS. It's also nice, if you frankenslot, to be able to focus more on end redux or secondary effects, instead of more recharge, since 20% global helps with attack chains more than a short term damage buff.

    So it's more a matter, to me, of what you want to do with the scrapper. You wanna solo AVs or something like that? Go /Elec, you'll have an easier time getting high DPS. You want high burst damage, go /Fire, it'll do more in that department. (Although if you want burst, go elec/shield and be done with it =D).

    Personally, I'd go elec. The resists are better, it has psi resistance, and it gets better debuff resistance. (No end drain, and while /Fire get's the same slow protection, it gets it in Temperature Protection, a power that doesn't do much else. Lightning Reflexes gives the 20% recharge buff as well as a boost to run/fly speed, so it's definitely better in the long run.) Elec also gets KB/Immob protection, something Fire would have to look to outside sources to get. Seems to me Elec is everything Fire wants to be.
  17. WarronPeace

    Imperious TF

    Quote:
    Originally Posted by NovaFactor View Post
    I would like to beat this just once , been on two poorly run ones in the past , which soured me on this , but time to give it another try
    What server you on, Nova? Because if you are on Freedom or Virtue, I could run one for you that is nigh-guaranteed to succeed. I've got good friends.
  18. WarronPeace

    Season of Hope

    I hear you, Atilla. That's how I got here, myself.

    Amazing story, Ascendant. Made me cry, for sure. Hell, still is making me cry. I don't think there's anything more I could say.
  19. Quote:
    Originally Posted by Lightfoot View Post
    You do realize that you can up your level of challenge?

    Using the Fateweavers and the Hero Corps Analysts, you can fight more enemies, you can fight higher level enemies.

    If you really want to challenge yourself, you can flashback in Ourobouros and load up on the challenges (no inspirations, no temp powers, buffed enemies, etc.)

    You can also build a character around a theme, rather than min/maxing the best build you can. Just because you can solo x8 / +1 maps with a Fire / Kin doesn't mean that you must play with a Fire / Kin. You have the option of playing a Grav / Storm Controller and seeing if you can make it work.

    Once you take "fastest xp gain" off the table as your main goal in play, you can make the game as challenging as you like with the options already available to us.
    Upping enemy levels and/or numbers is only so effective. There gets to be a point where 2-3 people capable of fighting +4/x8 isn't challenging. (And yes, that's possible. Give a scrapper softcapped defense via Force Fields and capped damage via a kin def/troller and you'll melt everything, providing accuracy is taken into account. Which two defenders stacking Tactics will provide...)

    I would just like to see challenges where real strategy is involved, beyond pulling or herding. Katie TFs with a /dev blaster (or traps/ def) tossing down a literal minefield while the team works on Mary, so as to nuke the heck out of the next wave, are very fun to me. STFs with an FF or Sonic fender/troller who actually cages towers to kill their ability to buff Recluse make for a fun strategy. It just seems to me that if a team isn't solid enough, the answer is to toss more buffs/debuffs at it, with no cost to doing that.

    Most fun ITF I've ever had was when RO ran it with scrappers only. The autohitting Mire nictus was killing the softcapped scrappers, which in turn made Rommy able to smack us down. I ended up tanking Rommy with my spine/regen, thanks to the Wedding Band and Cryonite Armor temp powers. I didn't have Confront or any other taunt effects, I just kept him on my by beating on him. Many times I was jousting to buy time for Recon/DP/IH to come back, leveraging new MoG for extra time. (No IOs on this scrapper, no tough/weave, in favor of Leadership buffs to help the entire team. I built for this challenge, and even then it was tough as hell.)

    That's an example, to me, of true fun. It wasn't just dogpile on the Big Bad sack of HP. I like challenges where you have to think, to use strategy. The current game is very lacking in that, unfortunately.

    Yeah, I can see players griefing with buffs that debuff, but the whole thing is that it'd be balanced. You wouldn't get capped resists but floored accuracy so you can't die but you can't kill either. Recharge and Endurance would still be used to balance things out, but they wouldn't be the only balancing factors. Right now, it's pretty easy (expensive, but inf literally rains from the sky, it's just a matter of knowing where the clouds are) to get insane amounts of recharge and recovery, so that long recharges aren't as much a factor, and endurance costs can be annihilated. Add to that the fact that most people can get enough defense (softcap is common, but even 30-35% defense stacked with other mitigation can be enough) and waiting 10s more for the uber power to come back isn't a problem. And enough recharge can be added that giving powers long recharges just isn't an effective means of balance anymore.
  20. Quote:
    Originally Posted by Nihilii View Post
    I'm not a mindreader, but looking at all of this I think the idea of buffs with debuffs or debuffs with buffs doesn't seem to fit into the current trends.
    Which is exactly the point of this thread, lol. The current trends seem to be leading to rather bland play; with no major drawbacks, there's no major challenge. I'd just like to see some thought needed before using powers, rather than "OK, everyone's buffed, I'll just nerf these guys and we'll do the same thing to the next spawn."
  21. Quote:
    Originally Posted by Sam_Sneed View Post
    BTW FireWyvern, a passive power that gives you and your entire team about 6% defense to everything when fully slotted, with no endurance cost IS an essential power. It's really not subjective. If you skip it you are gimping your self and your teammates.
    Obviously I'm not FireWyvern, but this stood out to me. You are complaining about widows, but I'm not sure you know what power you are talking about. I can only assume by the "you and your entire team" part and the amount of defense you mentioned, you are talking about Tactical Training: Maneuvers. Unfortunately, it *does* have an endurance cost. That doesn't mean I'm suggesting that everyone skip it, but it's not passive, it's a toggle, and it does have a cost, though that cost is lower than the pool power version. It cost 0.21 end/sec, and when fully slotted gives closer to 8% defense to everyone. A standard end redux will lower the price to 0.15 end/sec, which is pretty decent as far as defensive toggles go.

    However, a player who is new to VEATs won't know that. They may not take the time to compare the info with the pool version, so they may be assuming it has closer to twice that cost. (Pool power has base 0.39 cost, single end redux puts that at 0.28, which is somewhat hefty. Pool version also only gets up to 5.5% defense for widows, same as defenders but still low). So if they don't know the set like you expect them to, and don't take the time to look up the info, they may be assuming it's a direct port and not worth the cost. As for Mind Link, the game info says it's recharge can't be reduced. Most forum goers and experienced players know that it can be via global recharge and multi-aspect IOs, but if they haven't bothered to look at the difference between normal Maneuvers and VEAT Maneuvers, it stands to reason that they wouldn't know about ML either, and would think it's not that good a power, or at least situational.

    Not everyone knows as much about the game as you do. And while vet badges is generally a good measure of experience, it doesn't always mean they know what's generally considered good or not. My best friend, the guy who got me playing this game in the first place, has been in since beta and has 1 level 50 character. He often asks me for advice about powers/slotting and such. For him, perfecting builds isn't important. His one 50 is a Stone tank that (last I knew) had Rooted, EE, Stone Skin, Mud Pots, and Granite. No Rock Armor, no Crystal Armor, no Minerals. He didn't take them because the look of them didn't mesh with the character's concept. He could still tank just fine, but not against higher challenge levels. The important part is he enjoyed the character enough to grind it to 50, despite having a sub-optimal build.

    Rather than /kick indiscriminately, why don't you take the opportunity to give them advice? Maybe they don't know that TT:M is almost twice as good as the pool version. Maybe they don't know just how good ML can be, for rather low prices, especially when combined with TT:M. If they refuse to listen, then kick them, but even then I'd only do so if they were actually hurting the team, as opposed to being less helpful than you expect. Being snobby doesn't help anyone.
  22. I think there is a nice niche of buffing/debuffing that doesn't really get touched in this game: Buffs that carry Debuffs with them. And I don't mean things like Fulcrum Shift or Heat Loss, that debuff enemies and buff allies, I mean powers that you use to buff allies, but come with a debuff of another sort, or powers that hit enemies with one kind of debuff but also give them another buff.

    A lot of the powers in this game balance their effects by number of targets or recharge/endurance cost. The more powerful the effect, the longer it's recharge, so that it doesn't become game breaking. Or take powers like the Leadership toggles, which are pretty awesome on the right ATs, and downright sick when stacked by most of the team. They are balanced by higher endurance costs, so you have to make some sort of sacrifice to run them. But what if the cost was a loss to some other aspect?

    Take Accelerated Metabolism, for instance. It offers a 30% recharge buff and 30% recovery buff, as well as 25% damage and some resistance to mezzes. It's on a long recharge, because it affects all allies in range (teamed with you or not) so it can be game breaking if it was perma out of the box, particularly on Raids or Zone Events. What if we made the recharge and recovery more powerful, easily permanent, but at the price that something else is debuffed? Say a regen or resistance/defense debuff, so you can fight and fight and fight, faster with no endurance issues, but you do so at the risk of dieing quicker? It then becomes a power that you use every time it's up to a power that is situational, but when the time is right for it, it's insane. Or perhaps sonic could have shields that nigh-cap everyone on the team, at the cost of lowering damage output; in this case you sacrifice killing ability for survival.

    Or debuff an aspect of enemies while buffing other aspects. Hit them with a nasty damage debuff that's paired with a moderate tohit buff, so they hit easier, but for much less each time. Neuter their accuracy, but give them +dam so that when they do hit, they hit harder.

    Of course, balancing this is a whole new ballgame, but it'd make things interesting, for sure. As it is now, it can be a bit tedious teaming; buff everyone, toss out debuffs, dish out damage, move on to next spawn, lather, rinse, repeat. There are very rare instances where tactics actually make a big difference. A team of friend who play together often can usually steamroll no matter what the builds, because everyone knows what to do and what's expected of them. Adding some risk in using buffs and debuffs means you have to think before you fight. Some enemies hit so hard that it may be better not to lower their accuracy if it means that they'll 1-2 shot the scrappers or even tanks/brutes.

    I'd like to see a set balanced this way. I'm not suggesting that we go through and change everything around, but maybe give folks a new option that's not just more of the same old thing. More powerful at the risk of being weaker if played wrong.

    Any thoughts about this?
  23. Quote:
    Originally Posted by Fire_Minded View Post
    Can I has Rarity Points for being the proud owner of a Cold/Ice Defender?
    Cold/Ice 50 here, as well. First and only defender I've ever been able to get to 50, no less. I love playing support, but I just can't stick with it for some reason...
  24. Quote:
    Originally Posted by m3lon View Post
    Strongly Disagree
    So nice to know that you have perfect ability to control your positioning regardless of whatever speed you are moving at. Not everyone can do that. (I speak for others, since I rarely have an issue with moving too fast.)

    As for the OP, it looks like a bad response to a bad situation. Everyone is assuming that he was in melee simply to be in melee... What if he was in melee range hoping to god to get a heal? When I (rarely) play a kin, it bugs me that folks who get low on HP run *out* of melee; their effort to avoid more damage reduces my ability to keep them alive with my heal, often resulting in them dieing and me advising them to try and break the habit. If they are likely to die either way, at least in melee there is less of a chance of that happening.

    Transfusion has a 20% increased base accuracy; this means at base tohit values and *no* slotting, it has a 90% chance to hit right off the bat. It actually has a higher overall chance to hit enemies with just 2 acc enhancers slotted than a power at base accuracy has with 3 acc enhancers. Let's not forget, as well, that Sleet was readily available, and probably used often, given the aggro concerns presented. At base values, Sleet will offer -30% defense, more than enough to cap to hit chances against an even con with no accuracy slotting on a base accuracy power. So I don't think it was so much a matter of the kin not being able to hit with Transfusion, as much as a matter of them not using it at all, which against tough foes like Malta and Nemesis, would be a very good idea, since they can dish out lots of aoe damage with very high accuracy. Heals are invaluable against them, regardless of how much other forms of mitigation you have available. And if you see the team taking damage, and you have the heal available, why not use it?

    This Kin defender seemed predisposed to being a buffbot and only a buffbot, which IMO is poor playing. Of course, it's his/her choice to play as they choose, but if they don't want to play healer, why take the heal? Defenders can skip it, no sweat. Unless you are taking a power purely as a mule, or to open up later pool powers (Boxing/Tough, for example), if you have it, use it. If you don't want to use it, don't take it (if you have the choice, of course). Psylenz did overreact, and should have adjusted his playstyle a bit, but so should have the Kin. He (apparently) was using every tool in his arsenal to help the team, obviously the kin was not. You can't force them to change, but neither should they force *you* to change. Teaming is all about adapting to various other folks playstyles, and they should be willing and able to adapt to yours. If you are unwilling (as the kin seemed to be) then you are not being a team player, no matter how much buffing you do. Had I been the leader, I would have finished the mission and then probably consulted with the rest of the team about whether or not we should keep that kin. (I almost always consult; just because I have the star doesn't mean I'm the only one in charge.)

    TL;DR: They were both wrong, for different reasons. It's not fair to dump on Psylenz for having a bad reaction.
  25. Quote:
    Originally Posted by Wanted_NA View Post
    Thanks for the replies guys..but my question stands. Suppose there's someone with softcapped Negative Energy and/or AoE Defence in melee range with Ghost Widow. And then he got hit with a (Power Build Up -> Fortitude) which gives him an additional ~30% defence. Will that drop the chance even more from ~11% to 5%? More particulary, how much additional defence is needed exactly? Or is that accuracy bonus of a level 53/54 AV something that we can't do anything about?
    Accuracy is multiplied by base tohit, which defense lowers. So soft-capped defense is the best you can do (unless there are actual to-hit buffs floating around, like what the blue tower gives Recluse). So that 10-11% accuracy is based off of GW having only 5% base tohit after defense (soft-cap) is calculated. Extra defense would only help if defense debuffs were around (which, IIRC, Scirroco and Mako can both debuff defense, so you may want to be wary if they are in the fight, too).

    Another thought, though, is that -heal affects not only your ability to heal others, but your ability to *be* healed yourself, right? So rather than try to discern which of the nictus is spamming the heal, just toss the -heal power on Rommy for the same overall effect. Of course, weakening the nictus' ability to heal others means you can take down the other nicti first, if that is your plan, but if that is the plan, then just debuff the individual nictus that's being taken down. Of course, I could be wrong about this, but I seem to remember someone mentioning this strategy for Poison (Weaken from that set has -heal as well).