Wavicle

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  1. Basically, if you look at the way StJ and Staff have been designed for Stalkers, it's easy to see that several of the older sets would have been done differently by the current design team.

    So they should redo them.



    There's this other popular game where they frequently make drastic changes to the powers system. I don't get why it's such a big deal here.
  2. Quote:
    Originally Posted by BrandX View Post
    If they give Cobra Strike, Crane Kicks animation, my suggestion would be to turn Crane Kick into a more power Dragon's Tail.

    If not that, then turn Thunder Kick into Dragon's Tail, and either let them have it at lvl 1, or move Crane Kick to level 1 and put DT into CK's current spot.
    Well, Synapse has stated they aren't planning to Remove any powers. That's why my suggestions all involved altering existing powers.
  3. For Martial Arts they could make it so for Stalkers the first Storm Kick within 2 seconds after a successful hit with Eagle's Claw is a small cone. That way it's strategic.
  4. Heck, they should put splash damage on ALL versions of Energy Transfer.

    Maybe about a third of the damage, no crit chance.
  5. At the very least, Placate should not be part of any combo. Either that, or it should be made very fast for all sets so that it is not a dps loss to use it.


    Your reasoning about the ST niche Stalkers fill is Fine (Spines? Elec? Kin? StJ? Staff?), but it in no way justifies keeping these two sets gimped by giving them no AOE at all. No other AT in the game has any set with no AOE at all.



    That's a good idea, about the End of AS...maybe instead of just a straight up End reduction, tie it Assassin's Focus. Make it so AF gives a stacking End Red buff to AS along with the Crit buff!
  6. Quote:
    Originally Posted by Benchpresser View Post
    I really have no experience with Claws so I'll stay away from that one. However as for the rest- there's no need whatsoever for splash damage in MA, neither does it fit the powerset. Storm and Thunder Kicks are single-target animations, and they should stay that way. Not every set should be a AoE specialist, doubly so for stalkers. Eagle's Claw maybe... but I'm still not convinced.

    EM- Forget splash on ET.. I'd rather have it on Barrage and modify Stun ala Clobber.

    DB? With the changes to AS coming.. having the Sweep Combo at 12 now and can be used out of hide is more than enough. A Combo at 6? You fly through the low levels so fast that a Combo is wasted. I'd argue that DB is getting the MOST boost from the AS buff, anything else isn't needed.

    As for your request for Quick Recovery? Wishlisting- not needed at all and highly unlikely to happen. Would Quick recovery be nice? Sure.. but Stalkers are BURST specialists- not sustained DPS like Brutes.. if you can't manage End on a Stalker than QR isn't going to help. (DA would be the only secondary that would need more END... Regen and WP it's overkill)

    I do like the SR suggestion though!
    Asking for a small amount of aoe on 1 attack in the sets that have None is Hardly asking for every set to be an aoe specialist. There are NO scrapper or brute sets that have 0 aoes. I see no reason stalkers should be any different.

    Hopefully you're right about DB, but I'm unconvinced.

    As for QR, after the changes Stalkers will in fact be single target DPS specialists and will therefore be in need of some endurance help sometimes, imo.

    There is no such thing as Burst damage in AV fights, and the new mechanics encourage us to scrap it out more. Placate is now only a survival tool, not a dps increase, in most situations. Which is probably as it should be.
  7. The following are my suggestions for spot fixing those Stalker power sets that will still need help after the upcoming changes. These changes would, of course, be ONLY for Stalker versions of the sets.



    PRIMARIES

    Claws: Add some splash damage to Eviscerate or turn it back into a cone.

    Martial Arts: Add some splash damage to Storm Kick, Crane Kick, or Eagle's Claw.

    Energy Melee: Add some splash damage to Energy Transfer.

    ----------------------

    Dual Blades: Redo the combo system so that Stalkers get a combo at 6 AND so it does Not involve Build Up OR Placate.


    Here's a suggestion I think would work well:

    Nimble Slash: Continues Weaken
    Power Slice: Continues Empower, Attack Vitals, and Sweep
    Ablating Strike: Begins Empower and Finishes Sweep
    Assassin's Blades: Begins Attack Vitals and Sweep
    Vengeful Slice: Begins Weaken and Finishes Empower
    Sweeping Strike: Finishes Attack Vitals
    One Thousand Cuts: Finishes Weaken


    In addition to Build Up and Placate neither being used in NOR INTERRUPTING combos, and Sweep available at 6 instead of 8: there are two combos that Begin with AS, no combo uses both Nimble Slash and Power Slice, neither Nimble Slash nor Power Slice starts a combo, Attack Vitals finishes with the cone, and Empower does not involve AS.

    ----------------------


    SECONDARIES

    Regeneration: Add 30% enhanceable Endurance Recovery to Fast Healing. If you must change the name then call it Quick Healing or Fast Recovery.

    Super Reflexes: Increase the scaling resistance from Agile and Dodge to match the total of a Scrapper with Agile, Dodge, and Lucky.

    Willpower: Add 30% enhanceable Endurance Recovery to Fast Healing.

    ----------------------




    I also believe fixing the bugs associated with Placate is necessary so that it functions the same for all powersets.

    With the changes currently on test and some or all of the changes I am advocating here, I think Stalkers would be pretty much fine.
  8. Quote:
    Originally Posted by Zwillinger View Post

    Since 2004 he has been there.

    He guards over Paragon City, ever vigilant, ever watchful. He has always been a beacon of justice and a bastion of hope, the citizens of Paragon knowing that no matter what, he would be there, ready to protect the helpless and to stand against whatever threats may loom on the horizon.

    In 2012, Statesman will die.

    How will he die? What is the future of Paragon City in a world without Statesman? Uncertainty surrounds these events as you play through this epic story line which will forever change the face of City of Heroes Freedom. As leader of the Freedom Phalanx, Statesman has represented the potential and pinnacle of what players can achieve in the world’s first super heroic MMORPG. In true comic book fashion, Statesman’s backstory is deeply entrenched in the lore of the game’s various villains and heroes, and his absence will create a power vacuum for players to fill. It is for these reasons that his death signifies a significant shift in the story of City of Heroes Freedom.

    Statesman will meet his fate in Signature Story Arc 1: #5, available for free to all VIP subscribers.

    I just really want to strongly suggest to the developers that they leave some things ingame to represent the history.

    Much as Atlas has a statue of him (a lifesize statue), Statesman ought to have a memorial statue and plaque somewhere (perhaps larger than lifesize, he's a bit short). The mission in which he dies, and those missions in which he no longer will participate, will be more powerful if the fact of his having once lived is memorialized in the game.

    Heck, there's a memorial in Kings Row for a character that only existed in the comic book, surely Statesman should have a memorial?
  9. Quote:
    Originally Posted by Captain-Electric View Post
    but I honestly run into way more comic book readers as an adult than I did as a kid.
    That's because the comic industry has Failed to make comics interesting to today's youth, so adults are a greater and greater portion of the readership.
  10. Quote:
    Originally Posted by Zyphoid View Post
    The stalker changes look great, and I am sure they are going to make a lot of people really happy. It looks exciting, however scrappers are still stuck with unreliable and random crits while every other AT has it's inherent revamped.

    The rest looks amazing.
    Yea, scrappers have it so bad...um what?
  11. ok, so if I'm debuffed, I'll hit my toggles
  12. I'm running perma Light Form and my Resistance is capped without the toggles on.

    Here are my questions:

    If I get Resistance debuffed will my Resistance go up if I then turn my toggles on?

    Would I get debuffed less if I had my toggles on before getting hit with the debuff even though I was already capped?




    Mind you, I'm not going to drop the toggles, they are good mules, and nice to have if exemping below level 33, but I want to know if I should bother running them since Light Form is perma.

    Here's my build:


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tesseraction: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Leaping

    Hero Profile:
    Level 1: Gleaming Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7)
    Level 1: Incandescence -- Aegis-Psi/Status(A), ImpArm-ResPsi(39)
    Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(29)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(50)
    Level 6: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21)
    Level 8: Proton Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dam%(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25)
    Level 10: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27)
    Level 12: Inner Light -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
    Level 14: Luminous Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
    Level 16: Shining Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(33)
    Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 20: Quantum Shield -- ImpArm-ResPsi(A)
    Level 22: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(48)
    Level 24: Quantum Acceleration -- LkGmblr-Rchg+(A), Flight-I(42)
    Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 28: Thermal Shield -- ImpArm-ResPsi(A)
    Level 30: Glowing Touch -- Numna-Heal/EndRdx(A), Numna-Heal(48)
    Level 32: Photon Seekers -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Rchg(40), C'Arms-Dmg/EndRdx(42), ExRmnt-EndRdx/Dmg/Rchg(43), C'Arms-Acc/Dmg/Rchg(43), ExRmnt-Acc/Dmg/Rchg(43)
    Level 35: Restore Essence -- RechRdx-I(A)
    Level 38: Light Form -- ImpArm-ResDam/Rchg(A), ImpArm-ResPsi(40), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(46)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 50: Cardiac Partial Core Revamp
    Level 50: Clarion Core Epiphany
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(13), Numna-Regen/Rcvry+(45), Numna-Heal/EndRdx(48), Numna-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(46)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Flight-I(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+(A), Flight-I(42)
    ------------



    oops, should have been a Heal in the self rez, not a recharge
  13. Quote:
    Originally Posted by SlickRiptide View Post
    Ignoring the implied "burn", where do you then draw the line where something is "too important" for "It's. Not. The. Real. World." to apply? Because if there IS a line then it pretty much says that is a bogus excuse, as I've been saying.
    I don't. If they wanted to redraw the map of Paris I would be totally ok with that.

    There is no such line. It's not the real world.


    EDIT:

    I draw the line at gross physical features like ocean and continent shapes and the number of moons orbiting the earth.
  14. There's a real simple difference:

    Paris is important.

    Providence and Seattle not so much.
  15. No, it's a side issue. I did bring it up myself, but it's not the point I was talking about. Forget it. Some people are just fixated on Arachnos being godlike no matter what other people are trying to discuss. This conversation is not what I am interested in. Happy New Year.
  16. Quote:
    Originally Posted by Aneko View Post
    Maybe you just ENJOY using all CAPS to stress what you WANT people to BELIEVE.
    don't be a tard


    what do you want, I should put italics or underline tags every time I want to emphasize a word?
  17. Quote:
    Originally Posted by Hopeling View Post
    How is that more limited than other ATs, which are totally locked out of certain options at level 1?
    And even once you pick a path and get locked out of the other one, you have more options available to you than a normal AT, not less. A Night Widow, for example, has 14 "primary" powers (13 even if you count follow up/build up together as only 1 power since they're exclusive) and 13 secondary powers, which is more than the 9/9 available to most ATs. Plus, a NW can basically change power sets to a Fortunata with a respec or second build, which other ATs cannot do.
    Look at what ACTUALLY is available in those power picks.

    The secondary of the Widow has several powers that BY THEMSELVES are noticeably WEAKER than other ATs equivalents (TT:M stands out, compare it to the Time Manipulation Farsight ability). The Widow has those extra powers because it NEEDS them to match up in power to a real support set. Want your Widow to be a ranged damage dealer, great you can respec to Fort, but by doing so you Lose the advantages of the Widow.

    The point is not that the Arachnos ATs are soooo limited (they're not, they're great and fun, I play them, I like them) but rather that they are not any Less limited than any other AT.


    I don't even know why I'm responding to this, it has NOTHING to do with the topic.
  18. Sorry guys, wasn't able to respond for days because the ******* FORUMS WON'T LET ME LOGIN.


    To answer a question:

    Limitations of the Arachnos archetypes.

    This is pretty obvious and I'm kind of amazed people don't get it.

    The Arachnos archetypes are THE MOST limited of ANY AT. You make choices at 24 that totally lock you out of certain options.

    I understand opinions differ on this subject, and that's ok, I'm really not here to argue whether blasters are more or less powerful than any other existing AT.

    The OP was meant to address a SPECIFIC request that several people have made, that the Arachnos ATs do NOT fulfill. People want an AT that allows you to choose from the various existing Blast sets paired with options of the various existing armor sets. Like Fire Blast/Regen or Energy Blast/Super Reflexes (for example). Obviously the Arachnos ATs are not that.

    I personally believe such an AT would be either overpowered or gimped, depending on the numbers.


    Regarding Blasters damage and how it compares to, say, scrappers. People often forget that with even just two fast recharging single target ranged attacks you can keep up decent dps numbers while avoiding anything going on in melee. Specifically at endgame, this means that Blasters can keep dpsing during Obliteration Beam, or World of Agony (the pink stuff in MoM, whatever it's called). The scrappers (no matter what they picked for epics) cannot keep up the same dps and survive during those periods.

    That's a very limited point, I'm not trying to say that that one point completely evens the playing field.


    Also, to the guy that said his Crab has better Single Target Ranged DPS than most blasters: yeah, right. That is pure fantasy.
  19. Here's the thing. It doesn't matter whether or not your think it would be an OP tankmage. The devs have shown via the limitations they put on the Epic ATs THEY believe it would be an OP tankmage. Or they strongly suggest that.

    That said:

    Once upon a time I posted the build I was using on my Energy Blaster. It wasn't really a minmax build. Well, since then we have gotten Incarnate powers. I have respecced my energy blaster into a heavily minmaxed build.

    She had to give up Tactics, Hasten, and some +Range slotting on Power Burst and Energy Torrent. But in exchange she now has softcapped ranged defense, ok defense to everything else, of course keeps Temp Invuln and Force of Nature, retains capped HP, and still has good regen and decent endurance. She has Conserve Power and Force of Nature if end becomes an issue. She also has perma mez protection from Clarion Destiny. Between set bonuses, Musculature Alpha and Assault her attacks do around +140% damage Before Aim/Build Up/Defiance (meaning she does slightly better damage overall than was possible before Enhancement Diminishing Returns were implemented).


    I am not trying to say "we already have the range/defense archetype". I recognize that people want this at lvl 1 without huge investments of inf and time (I spent a lot of both on my blaster).

    I'm just pointing out that if you are willing to wait and invest you can make a blaster nearly as tough as a scrapper without gimping its damage output.

    But my initial point I believe cannot really be argued: that the Devs think range/defense is overpowered without Severe limitations (on damage type among other things) is demonstrated not only by the design of the Epic Archetypes but also by the fact that they have not yet made such an archetype. To make it and have it be Neither A) gimped Nor B) overpowered is a balance nightmare.
  20. Wavicle

    New Archtype

    I don't think the numbers you are asking for are tankmage material.

    I also don't think it would be fun. You would be squishier than a stalker and do defender level damage.

    I'm not suggesting you go make a Kheldian or Arachnos, I understand why those don't fit the bill. But you should recognize, the devs DID put ATs that do what you want into the game, but in order to keep them balanced they put quite a lot of limitations on those ATs.
  21. Wavicle

    Difiance

    Quote:
    Originally Posted by Dulittle View Post
    Sorry if this has been covered, but the last time I played a blaster difiance built up as your health declined. I haven't paid close attention to it, and now that I am rolling a DP blaster would like to know how to best capitalize on it and use it to my advantage. Ty in advance.

    Defiance is no longer in any way tied to your health.

    You get some extra damage after you've successfully attacked to help out the next few attacks.

    In addition your level 1 powers (the first two primary blasts, and the first secondary ability, usually an immobilize) can be used even when Held, Slept or Stunned.


    The way you can take advantage is to not stop attacking until everything is dead, even if you're mezzed. Since that's what you would probably do anyway there really isn't much you have to do especially to take advantage.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Lets start the female customer respect train by not assuming all women have the same opinion on the gunslinger pack. Clearly they don't, just based on postings in this thread. And the fact a woman made them, and probably wasn't specifically thinking they were the spearpoint of a war against women at the time.

    There's no question calling the pack a "gunslinger" pack was an error. There are *some* players that believe having a costume pack whatever it was called contain a male gunfighter outfit and a more frilly female outfit was also an error, but if it was an error, and not everyone agrees, that was an error in judgment, not a case of misogyny.

    Not all women feel disrespected. Some men do. Lets try to keep some perspective.
    Sure. Absolutely fair.

    And I should amend my statement:

    This is the moment for you to step forward and show your commitment to treating your customers with respect.
  23. Devs: You need to step up.


    This is the moment for you to step forward and show your commitment to treating your female customers with respect.

    You must have female versions of things like a gunslinger outfit. This is really unacceptable.

    David, we know you know better than this.
  24. Quote:
    Originally Posted by DarkSideLeague View Post
    I really hope the devs remember to put an Astral and Empyrean vendor in DA so we don't have to break crossfaction teams.
    great idea!
  25. Quote:
    Originally Posted by Arcanaville View Post
    That is really, really hard to do. Or rather, its really really hard to do correctly.
    hopefully I'm not breaking any rules when I say: WoW does it all the time.