WhyNot

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  1. No one's mentioned a Grav/Energy Dominator yet?! Unacceptable!
  2. WhyNot

    Unusual but fun?

    Just a QR: read the thread and saw many folks coming *close*, but none proposing the hilarity that is a Grav/Energy Dominator. Made one as a lark while my preferred realm was down, and that villain was easily the most fun I've had getting to 10, ever.
  3. Quote:
    Originally Posted by Arcanaville View Post
    The problem is really something that you couldn't predict, which is that for reasons not completely understood (at least by me), CoH players quickly and uncommonly came to believe, on average, three things that are not universally believed in other MMOs:
    To me, actually this was a logical consequence of the early game. Before ED, before GDN, there was a long span where the best way to build a character was:

    Take Hasten
    Slot all attacks 1 Acc 5 Dam, or 2 Acc 4 Dam if you wanted to play cautiously.

    The winning strategies really were to throw more offense at it, and for a long time. Hasten by itself divided players into two separate tiers, and after that (level-wise) Stamina did the same. Defnsive sets, for ATs that even had them, either made you nigh invulnerable without even trying (often off of a single power, like Invincibility, IH, Granite) or flat out didn't work (anything Defense-based, Darkness' non-stackable shields); either way, tinkering with them was largely fruitless.

    This set the tone very, *very* early on. Turning blue bar into orange numbers was not merely the best thing, but the *only* thing (City of Blasters, anyone?). Slots go in attacks, reds go in slots, go, hunt, kill skuls. (Yeah, I'm still bitter about how hard the game was if you didn't jump on board all this, and find a way to cram Fitness & Hasten onto *every* character by 20.) Those echoes are still rebounding even now, the background radiation of the CoX universe.
  4. I'm going to agree with the general advice others have given, that it really depends on how you want to play each character. It really does come down to picking a set that either removes an annoyance you had with the character or gives a neat, new power that you know you'll just love to use.

    If you want to toss out a specific AT that's making you scratch your head the most we could at least give some brief overviews of the different sets available to it. Rest assured that just about all of them are cool and powerful, just in different ways.
  5. QR: I've read the other suggestions posted, and as you're saying the Ice/Kin isn't quite working out for you I've got a few suggestions I can add to the thread.

    For a character with Storm Summoning: Try a Dark/Storm Corrupter. Dark adds a lot of variety given that it's a blast set with some very useful (and strong) debuff and control abilities.

    For variety and flash: I'm going to second the suggestion to try a Dominator, and specifically one with Plant Control. This will get you several very neat abilities, including an AoE regenerative power in Spirit Tree and a powerful pet in Fly Trap. Any of the secondary assault sets will go good with it: you can keep to the plant theme with Thorns, whallop opponents with a mighty hammer with Earth, smack opponents around with flashy Energy blasts, or conjure a sword of Ice and chill them to their marrow.

    For a Bard-like character: try one of the special, unlocked villain classes, either the Arachnos Soldier or Widow. Both get stronger versions of the Leadership auras, boosting the team's damage, accuracy, defense, and in the Widow's case a power that gives the whole team a huge boost if any member ever goes down (Vengeance). The Widow probably has slightly more variety, also, as you can really mix close and ranged attacks while also keeping your buffs going.
  6. I haven't seen Sonic Resonance mentioned yet, and honestly I think it has a relatively strong synergy with Energy Blast out of the available sets.

    Energy Blast is a set with high damage-per-blast (with appropriate recharge and animation times) split between two damage types. Sonic Resonance offers a single-target resistance debuff to start, good for picking one nasty target to burn down with your high-damage alpha strike. Sonic also has some thematically matching (and controllable) knockback components in Sonic Repulsion and Liquefy, without becoming as madcap as Storm + Energy do. Finally, and this will sound silly, dropping Disruption Field on your main melee'r gives you a handy graphic to aim for when trying to "putt" stray enemies back into PBAoE range of them (and your own selfish motivation for tossing them there, for the Corrupters in the crowd ).

    Other sets that benefit from a choice of Energy Blast are those with placed debuff areas: Dark (Tar Patch), Storm (Freezing Rain), and Traps (several). Knocking stray runners or missed groups back into the patch is a very useful back-pocket ability to have.

    Storm has its own measure of control through knockback, and while I'd consider this a point of extra synergy it also adds a large measure of extra trickiness, so I couldn't recommend without caution (i.e., "are you *sure* you want to do this?". Rest assured, though, it can be great).

    Otherwise, while Energy doesn't have a strong affinity for any particular set it likewise doesn't pair badly with any set either, letting each shine quite strongly without getting in its way either thematically or mechanically.
  7. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Other than the ever-so-fun Boost Range in Energy Manipulation, do any of the Blaster secondaries have any particularly notable synergy with Dual Pistols?
    Honestly, I find Energy Manipulation to have two other strong points:

    1. The knockback you start with in Energy synergizes well with the default knockback chance that pistols have. The synergy's not huge, but it's helped my low-level soloing and kept a few dangerous foes on their backs for the entire fight.

    2. Power Build-Up applies to the secondary effects of Swap Ammo.

    So far it's what I'm enjoying. I could see a similar argument for taking Ice Manipulations and using Cryo Rounds (stacking slows, and you still get Power Build-Up).
  8. Gonna toss in a vote for Ice Armor here. As the OP mentioned aggro management, Ice is very strong here, plus it has the advantage of a slowing aura that ensures that even if something slips away from you, it's not getting far and not doing as much damage as it could be. A margin of error is good for someone learning to play the Tank role.

    Willpower would be my second choice, as it's the easiest set for a new player to manage. The tradeoff is that it's a bit tougher to hold aggro than with the other sets, but this too can be good to learn on as it shifts your attention to the active duties of someone taking on the Tank role, and it's every bit as capable of top-tier performance.

    Stone I'd honestly avoid recommending for a new player, as it's almost too focused on survival; some folks become frustrated with the set once they get to high level. If you do take it and end up frustrated, think about whether you're frustrated with the set or frustrated with Granite specifically. The set is still very, very capable without taking Granite and its associated tradeoffs, and if anyone gives you guff just tell them you like seeing your costume while you're playing.
  9. Am I the only person here who picks based on whether fisticuffs or cold steel make more sense for the character?

    I seriously go by what looks right for that hero or villain. Truthfully, it means the axe more often than not as it's easier to justify a character having an odd item than having sparkly, speedy fists. (Plus I do just think the axe looks cool, heh.)
  10. Honest answer?

    It was evident IN BETA, back before CoH went live the very first time (we're talking Issue 0 here), that two things elevated a character to a completely seperate, higher performance tier:

    1. Taking Hasten and perma-ing it (very easy at the time).

    2. Taking Stamina.

    In my opinion, this change has been needed from Day 1, from before Day 1, specifically to prevent the formation of divergent and irreconcilable gameplay experiences due to truly separate performance classes. I cannot state this strongly enough.

    Note that this originally also meant, prior to respecializing even being possible, that an effective character had to take either five or six pool powers within the first 20 levels (depending on whether Super Speed was the player's desired travel power). Playing through such a large portion of the game with such a small number of in-AT powers was... well, I'll just say there are reasons I feel strongly about this change being right. (Not that I'm bitter, heh.)

    Much like the change in Defense And ToHit from being additive/subtractive to being multipliers, this is indeed a major shift but one that has also been a known issue from before Day 1. I am glad it is being addressed, I absolutely consider it necessary, but if one wanted to propose some alternate ways of awarding the powers besides making them fully active at lv. 1, here's a couple of ideas one could discuss:

    1. Award them at the levels they would normally be choosable, for the sake of retaining the same flow and feel to character growth.

    2. Make the powers do very little or even nothing until and unless they are slotted with an Enhancement by doing something like the following (using Health as an example):

    Change Health to have a 60% enhanceable bonus to Regen and a -40% UNenhanceable penalty to Regen. At three SOs, roughly the same maximum value of Regen bonus (near 80%) is achieved. At zero Enhancements, 20% is gained. At one SO in the default slot, the same 40% effectiveness as the unslotted original power is gained.

    Exact values resulting in nearly equivalent performance at default single-slotting and max slotting could likely be calculated. Similarly, the enhanceable bonus and unenhanceable penalty could be set to identical values (80% and -80%) to make the powers do literally nothing without slotting. Also, implementation could be very non-trivial despite apparent simplicity; I'm not meaning to imply the devs haven't already thought of this.

    This does have the benefit of having the powers gradually ramp up as the player graduates from TO to DO to SO Enhancements, and it could theoretically be combined with awarding the powers at the same levels they currently become available, though the benefit of doing both rather than solely one is likely marginal.

    Regardless, the above are presented solely as thought exercises, as I'm also not saying they're particularly good ideas. Instead, let me end by saying I stand by the opinion that making Fitness inherent is and has been needed, BADLY, for a long, long time.
  11. Have an INV Brute, but closes WP is a Scrapper, but anyway...

    Generally agree with the comments here, but want to be sure to say that while WP starts stronger and offers smoother progression, INV starts lower and slower but can reach a fair distance higher. If you're really focused on building a Tanker-esque Brute and are planning on getting some IOs happening, you'll be happier with INV at 50. Otherwise, WP is a smoother ride.

    (Bias: I AM doing the pseudo-Tanker thing with my Brute, going so far as to even take the passives in INV. I kinda regret not going WP, as I happen to like the fire-and-forget, more regen-based nature of it, but on the other hand I really like having a Brute that's even tougher than he looks.)
  12. WhyNot

    Noble Savage

    Quote:
    Originally Posted by Noble Savage View Post
    [SIZE=2][COLOR=#800080]Hey, folks. David Nakayama here. So as you can see, I've finally adopted an honest-to-goodness board handle and am now going by 'Noble Savage.' This also happens to be the name of a brand-new signature character who you'll meet very soon in GOING ROGUE. For those of you who haven't already seen the concept art we revealed yesterday, here it is. Enjoy!
    Someone saw Van Helsing one too many times...

    (I keed! I keed!)
  13. Quote:
    Originally Posted by Night_Savior View Post
    I believe that the Malaise pattern was unique from day one. IIRC, it only worked with cargo pants that were tucked in.

    Luckily, I still have them in one costume slot.
    (Haven't read whole thread, so sorry if this has already been posted.)

    They were put in to be unique to a named, in-game character; they weren't intended to be accessible in the character generator, but for a decent while they were. I still have a character with them (whom I even named Neural Malaise since I was having trouble naming him and knew nothing, at the time, of the in-game Malaise.)

    Having said that, I'm here specifically to second making it available again. It was a really cool texture with some neat behaviors. I understand fully if it's a no-go, but I do want to put in the request.
  14. I've read the whole thread, but am replying in a new thread just for threads' sake.

    First, I don't think Devices would be balanced if it was uplifted by adding damage. That also wouldn't address the playstyle issues that actually keep people from playing it in practice (bribing people to play a powerset they don't naturally enjoy by adding extra damage is harmful in the long run).

    I also don't agree that Taser needs augmenting. As stated, there's synergies with other possible stuns, and it's useful enough as-is in a general sense. I could see a 30% or less chance of adding +1 mag to the stun, but don't agree it's needed. I would be distinctly amused if a largish -End component were to be added, as this would in its own small way aid the Electricity primary's issue of having few sets it has that synergy with (even if it's just this one power). But adding a -End that doesn't in practice do anything at all without other -End powers is highly misleading to new/unknowing players.

    The powers I think could be augmented and would like to toss my own thoughts into are these:

    Time Bomb: the "remote detonator" idea is one I like, but in practice there's enough trouble getting the Oil Slick pet to behave the way it's supposed to. Still, tech-wise, I see how this can theoretically be done:

    - First, choosing the power awards two "powers", Time Bomb and Detonate. This is likely possible in the same way Swap Ammo awards multiple toggles.

    - Second, using Time Bomb spawns a pet that essentially deals damage in an AoE when it dies. The pet dies when it runs out of health.

    - Third, the pet casts a "buff" on itself with a certain duration when it spawns. All this does is deal 1000%* damage to it when it expires. (*not a typo. Needs to guarantee death.)

    - Fourth, "Detonate" is an PBAoE attack with an appropriate range that affects solely the Time Bomb you spawned*, dealing 1000% damage to it. (*this is tricky, having it only affect yours and not everyone's). Is only "clickable" while the Time Bomb is spawned. (Alternate approach: clicking the button orders the Time Bomb pet to activate a power targetted on YOU, whose only effect is to apply damage to itself. There are already powers, such as Shared Pain and Energy Transfer, that harm the user, and possiblt several other ways the power can behave this way. This wouldn't require a check of everything in a possibly large radius, and if you're outside its range it would naturally fail to function.)

    I see this not as a way to buff the set, but as something that would be worth implementing just for the sake of being cool.

    Smoke Grenade: I like the general concept of a 30% (at MOST) chance of choking/coughing animation as a quick and easy boost to its utility, but I'm not convinced it's fully appropriate. Alternatively, for synergy with the rest of the set and for the sake of providing something unique I'd like to recommend this be given a Placate (with brief Stealth) effect similar to the power from Ninjutsu. A Devices blaster would then have a unique way to escape a fight, especially when combined with Cloaking Device. Tricky part: providing blasters a way to shed aggro is likely too powerful of a tool, even if the powerset gives up damage to do it.

    Cloaking Device: on the other hand, I think making this work like Hide and provide a damage bonus to your initial attack steps on Stalkers' toes a bit much. The ability to engage the enemy on your terms is powerful enough as it is. To set it apart from other Stealth powers and abilities (such as the Stealth you can add to any travel power now), I could see adding a larger BUT suppressed Defense component, making the Blaster more likely to evade an attack when s/he hasn't broken Stealth. Tricky part: Blasters are already soft-capping Defense with IOs. Giving a large Defense value, even if it suppresses, could allow for abuse of the power. Also, this with a non-aggroing Smoke Grenade could similarly be abusable.

    (Counter-argument: the Blaster inherently builds up a rolling damage bonus as s/he fires off attacks. A damage boost of a level that represents the average a blaster is expected to get from their inherent makes a certain sense, as a blaster in non-suppressed stealth is all but guaranteed to be outside the durations of those bonuses. This would give the first shot the same damage boost anticipated for the rest of the blaster's shots, which wouldn't disturb the balance equations so much. This boost might not be more than 15% or so, though, which won't necessarily SOUND like enough.)

    Targetting Drone: I'll admit, I'd rather this didn't boost sniper attacks, as it's a synergy contingent on taking a specific other power that not every set has. If it didn't, I think there would be more room to argue for a first-attack-from-stealth damage boost in Cloaking Device. I also feel this power provides a very strong boost as it is just in adding Accuracy and Perception. The one thing this power could do to make Devices play more uniquely would be to have a small but constant +Range component (!), which would have broad synergy with many of the Blaster's powersets. I propose this mainly as it's thematically consistent and doesn't tread into the more murky areas of balance. Tricky part: adding this now would likely make this power too much of a must-have within the set. It's too many different benefits coming from a single toggle.

    The remaining powers I feel are largely good as-is. Anyway, my two cents and food for thought.
  15. Quote:
    Originally Posted by The Television View Post
    So I was just shooting in the dark on that one. Are we actually saying the second monitor is looking like it's causing the problem? That's extremely useful information.

    Edit: (Thanks for testing so quickly by the way!)
    "Are you pondering what I'm pondering?" Do you think it's a matter of splitting the output to two devices (whether audio, video, or what) but the garbage collection only cleaning up one of the twinned outputs?

    That would explain how it might involve the graphics or sound, or even odd hardware configurations or mainboard designs involving neither. Pretty low level leak, too, if it's true.

    (Just a thought, hope it's helpful. )
  16. I think it's really a question of grouping versus soloing. Getting the attacks earlier and doing more damage with them is a boon for Corrupter. Getting higher base percentages for all effects (meaning normal, ice *and* chem rounds, as well as the effects in Kinetics and Leadership if you take it) is a boon for Defender. The smallish percentage more damage of Corrupter matters more when alone, the smallish percentage greater effects matters more if grouped.

    I will add, though, that I chose Defender and the most frustrating thing is how many levels are between me and the DP attacks I want.
  17. WhyNot

    The Summoning!!

    Check the "Defender Guides and FAQs" sticky thread on the Defender forum for guides to Storm Summoning. Reading them will give you a strong impression of how Storm behaves and what the powers can do.

    With this, you'll get a feel for how to slot the powers for your playstyle, and what works where. That'll let us give better critique and guidance as we'll be able to see where you're hoping to channel things.
  18. Hello all,

    First, while I'm sure there's a Halloween Event feedback thread, I couldn't find it, so I'm posting this here hoping some kind soul will report it and have it moved to where it should be.

    Second, it's small, but I really think the text for the hunter badge should be augmented:

    "You have defeated 20 of the nefarious Vampires, lords of the night who rose from their graves on Halloween."

    Bold bit is the added bit.

    Let's just say I noticed a pattern to the other badges and don't want this one left out.
  19. WhyNot

    So, now what?

    QR:

    Blasters feel faster than many other ATs to me, and I haven't seen any recommended yet. I'd recommend an Archery / Mental Manipulation Blaster. Try it, you'll like it.

    (Conversely, stay away from Energy Blast, it's kinda the Broadsword of the set)

    I can also back up the folks who have recommended Claws, as I've got a fun one of those at lv. 22. Quick and deadly.

    (Somehow, this QR originally ended up in the wrong thread. Fixing that now. )
  20. QR:

    Blasters feel faster than many other ATs to me, and I haven't seen any recommended yet. I'd recommend an Archery / Mental Manipulation Blaster. Try it, you'll like it.

    (Conversely, stay away from Energy Blast, it's kinda the Broadsword of the set)

    I can also back up the folks who have recommended Claws, as I've got a fun one of those at lv. 22. Quick and deadly.

    EDIT: How in the heck did this end up in *this* thread? I could have sworn I was posting to a different one. Gah! :P
  21. QR

    It's worth it now that it's been fixed. Been fixed for some time now, actually, and yeah, the initial version... just not worth it. But I'd say try it out now.
  22. WhyNot

    Claws/?

    Quote:
    Originally Posted by bAss_ackwards View Post
    Claws/Fire

    Think about it. What is deadlier than a Claws Scrapper? A Claws Scrapper that is on fire.
    This, if only because I have one too. :P

    But, on a serious note, there is a synergy between FU and the damage auras of Fire and Dark. The always-on damage bonus, especially double-stacked, make those powers worth the End.
  23. Quote:
    Originally Posted by Talen_Lee View Post
    QR

    My em/nin stalker ASes once a mission. Then the rest of the time he's charging from target to target, killing things.

    The 'cute trick' problem that plagues most people's estimation of the stalker seems to be a non-factor for my style of play. In the lower levels, you can - and probably should - play sissy stalker games. But after about 25 or 30, my stalkers just wind up playing like st-specialised scrappers with more utility in a team.

    YMMV.
    This. I have an Elec/Nin/Elec Stalker. Qualifier: I've taken every power in the primary, and skipped Caltrops, Smoke Flash and Blinding Powder (to get Stamina, in case it needs to be said).

    It's not that AS isn't being used enough (I use it on average once every two spawns), it's that with this build, opening with a crit Thunder Strike out of hide and knocking down a group is sometimes the preferred option (and then following up with Chain Induction, Lightning Rod and/or Ball Lightning, depending). After that, he's very, very able to scrap it out, charging from target to target or clump to clump. They *are* AoE beasts and can scrap like crazy *if* built for it.

    That's not to say the differences aren't noticable. He is slightly more delicate than my Scrapper, and not quite as straightforwardly strong. But, AS will break up an alpha strike, I can start out positioned right where I want to be in a fight, and I can selectively eliminate the specific mob that's going to be the biggest threat or annoyance. This is a big difference in how they play; ironically perhaps, it's the Scrappers that feel more like just flipping out and killing people.

    Also, given that Elec plays very differently from the other Stalker sets, I can't really speak for the AT as a whole. The "missing" powers compared to their Scrapper counterparts make the sets *much* more distinct, which may be part of it (for folks that tried one or two before writing the AT off). Also, coming to them with expectations from either Scrappers or Blasters will likely put one off, as they don't play similarly to either.

    I'd say give some serious thought to trying them again, and when you do give some serious thought to what you're really hoping your Stalker does when you play it. Choose your powersets based on that: for example, I chose Nin specifically because I wanted a Defense set with several skippable powers, and I liked the thought of having a click-heal. I knew this from originally trying an MA/Regen Stalker, who was able to get into the teens using only Reconstruction but for whom ASing mid-fight was much more difficult.

    I have no hard feelings if someone doesn't personally enjoy the AT, but in my experience they are a very good AT.
  24. WhyNot

    Vigilance

    QR

    Remember that the history of Vigilance is partly that teams *wouldn't let* Defenders do anything but buff/heal the team, since anything else was a "waste" of their precious Endurance. Vigilance was partly a solution to a people problem, a problem I'd hate to see return.
  25. [ QUOTE ]
    [ QUOTE ]
    With the proliferation, is this a brute or a scrapper?
    If it's a brute, head to the brute forum for better advice.


    [/ QUOTE ]

    I posted in the Brute forum as well, since you suggested it. I figured since Brutes didn't have Claws currently, this was the best place to get good answers. But I'll take a good answer from where ever I can find it, I'm reading both and checking both.

    I'm sure the Scrappers and Tankers are trying to figure out how to make the set as durable as possible too.

    I've heard a lot of add Defense and adding Defense really does little for you because of amount of defense reduction present.

    I think everyone agrees that additional health and regeneration are great to use, but can those get to meaningful levels?

    How much help is Aid Self really? Can I really fire it off?

    [/ QUOTE ]

    That's kinda the problem, "meaningful" is subjective, and there's ALWAYS more you can do to increase your survival (at the cost of giving up other things). The question is really, where does your character start to feel right to you?

    Aid Self can either be saved for between fights, or a bit of interrupt reduction can be slotted into it to make it do-able in battle IF you're careful. It's potentially a big help because you get it when you need it, an active response rather than a passive, general boost to your overall toughness (like the passives and pool-power toggles are going to be). Is it a big help? Try it on the test server and see how well it complements how you tend to play.

    Seriously, play it by ear. If you go too far towards your character's durability, there will come a point where you'll start noticing the tradeoffs you're making to get there. Also, decide whether spending Inf is an eventual issue for you. ANYONE can potentially get one or two positional defenses close to the softcap using IO set bonuses, but it's not cheap.

    As an aside, thanks to the person who pointed out the other post. Just plain helpful, that there.