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Quote:You forgot the part about it being totally and completely useless to the purpose of this thread. Ironically, the commentary on fun is threadjacking this thread, thereby causing a decrease in someone's fun.So I was going to reply to you saying I totally agree with you and this game is meant to be fun, and a challenge is great to have! but I spent like 10 minutes staring at this post thinking to myself,"You can't state anything better or new about this post"
Truly well said.
I'm all for fun and challenge, too, but this is a thread on purples, and folks that admit to not caring about 50s probably are not good sources of advice for folks asking about an enhancement that can only work once you get to 50. -
Quote:In short: No, it's not.
There really is no reason at all that anyone should want a Purpled Out Build, much less "need" as is so often said. In fact, no one really should have to use Inventions at all... everything in this game is completeable with SOs and/or teammates. In fact, the only thing that necessitates their use in PvP even, is the fact that other people in PvP will surely have them.
It is beyond me why they are so sought after, beyond simple vanity. In fact, one of the only reason I even dip into IOs is out of convenience... I know that I will not need to buy many enhancements after I hit 32 (I keep level 35 common IOs in most all of my characters from 32 onward).
That's a pretty pessimistic post, and like posts of its kind it is rather ignorant as well.
Purples have a few big advantages:
1) The set bonuses they improve on are the largest of their kind.
2) They don't expire while exemplaring.
While everything is doable with just SOs, IOs can completely change the balance equation in this game. Endurance and Recharge, for instance, are two primary balance mechanics and set IOs can make those into a complete joke. A lot of powers in this game are balanced around rather lengthy recharge timers that global recharge through sets can drastically alter. Set IOs can make endurance a complete non-factor for most builds.
Is it required? Certainly not, but it does change the game in a very definite way beyond just vanity. -
Knockback enhancers will only increase the knockback distance and magnitude. It has no effect on chance for knockback, which is 60% for energy torrent.
Whatever you do, do not slot Discharge for end modification. You get no endurance back from them, and its base is only -5 endurance (meaning fully slotted is only about -10). With endurance draining, it is only worthwhile if you can sap all of the endurance and hit them with -recovery to keep it there. If they have even a sliver of endurance, they may as well have a full bar. -
Quote:My line of thinking there was to point out that, so far, the devs haven't gone down that road when justifying the split markets, for which I am, so far, thankful.
But, by the same token, have they denied it was for RP? Anyone that assumes that it isn't about RP, without such a statement, is thereby equally wrong. -
The contagious proc, imo, is quite overpowered like that.
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Quote:I'm just curious whether Empathy will still be held in high regard once Thermal comes to Defenders. I personally love Thermal, but could never get into Empathy.
Its popularity could be cut in half, and you wouldn't even notice.........it's that lodged in people's heads. -
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Quote:This is really true. Especially if you know if it's the last thing you plan to craft for a while. I can catch myself at both extreams...I'll find myself balking at paying 50k for something that ususally sells for 5k...And then a few days later I'll slap millions on top of a bid without thinking twice about it. I blame it on the fact that it's play money.
I'm so cheap that I'll sit with a toon with billions of inf and I won't budge higher than 250 for common salvage.......... -
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Quote:They do benefit greatly, in fact, because the extra 5% defense and 10% resistance go a long ways to making them less vulnerable, especially with hurricane going. Ninjas/Storm isn't a bad power combination at all, although you'll want to play around with it to find the best course of action when attempting large mobs.
I really like my Ninja/Storm to go against smaller, tougher groups because that's really what they're better at, but for big groups the more effective way was to not use Hurricane, but instead to use Oppressive Gloom + Thunderclap and Teleport Team into the mob.
Storm gives you that kind of flexibility, but whichever route you choose to use, you really need to make sure to keep spawns as tightly packed as possible to help with the Ninjas limited AOE, and you need to either have the mobs heavily debuffed or controlled to keep those spastic slashers alive. The def/res IOs do help Ninjas a lot, but be very mindful that the range is rather small on those and that the Ninjas heavily prefer to be in melee.
The other recommendation is to put a goto command on an extra mouse button. It makes it very easy to point and click, and you'll be using the goto command literally all of the time with the Ninjas. Doing this, I find the Ninjas one of the easiest sets to control. -
Quote:Ignoring for a second those that think that if it ain't first, it ain't worth playing........this list can be very flexible depending on how aggressive you are willing to be with inspirations.
Main things that you require...
Aoe Immobilise
Aoe Hold / Stun
Aoe Damage
Self Heal
Self Endurance buff
Inspirations can compensate for damage, healing, or endurance depending on what you need for your powersets. Inspirations drop almost a half rack on average if you're soloing a map set for 8 man spawns. You can keep a steady +200% damage bonus due to inspirations with just a few simple macros to convert everything to damage, provided you're moving at a decent enough pace to keep the inspirations rolling. The same can obviously be done with healing/endurance if those are what you need. The only time that idea gets short changed is when you have to start filling many gaps that way, but for troller combinations that is rarely the case. -
Quote:I may be misinterpreting this, so pardon me if so. Energy as a primary is strictly middle of the road, damage wise, both in AOE and ST damage potential. The combination of Energy/Energy improves ST through the use of the melee attacks, but there are obviously many combinations out there, and therefore many that still exceed this combination.Energy Energy blaster, use to be and I think still is, the strongest blaster out there damage wise. You have to be careful about the Knock back though.
Quote:Force Field, Force of Nature and Temp invulnerability is great power choices for your mastery pool. When you have them on, you max out all your defenses and resistances, now I don't know how it exactly works because my Energy energy blaster isn't that high yet, but maybe someone else can tell you about it.
Temp Invulnerability provides 33% (slotted) resistance to smashing/lethal and is a toggle. Force of Nature, when combined with Temp Invuln, provides capped resistance (75%) to Smashing and Lethal, and about 55% to everything else, save for 0% for psionic.
I still prefer Elec Mastery, instead. Static Discharge provides more AOE damage. Charged Armor is very similiar to Temp Invulnerability, but with a little less S/L reistance (2% less) but with the added Energy resistance. Surge of Power is similar to Force of Nature, and when combined with Charged Armor caps S/L/E, provides 55% to everything but psionic, but only 45% to negative (as opposed to 55% for the Force pool combo). Surge of Power also comes 3 levels before Force of Nature. -
Quote:I can see that. I'll still give it a chance though, it seems worth it. Now, why are the cones a problem? To much aggro? Also, is static discharge really that bad? I've never used it.
Static Discharge does standard blaster damage for a cone. There are a few blaster powers (very few) that are extreme outliers, and people ignorantly think that those that are not the outliers on the high end are therefore weak.
Static Discharge does the base 56.9 damage as a Blaster primary cone attack. -
Quote:I'm sorry, but I do not accept that the majority of random PUGs operate this way. If you happen to be encountering experienced players running this who know what they're doing and drag in some random players, that's not what I call a PUG.
I said nothing about the majority. I'm disputing this exact statement:
Choose your words more carefully. In your definition, a PUG has to be inexperienced? That's how you read. I don't know of anyone that would agree with this definition. -
Quote:All while transferring it into the gibberish language.Wow, it's like he carefully went through the history of this board and picked the worst ideas that have already been mooted a million times apiece, then threw in "speed up fly" just to round out the set.
Reading this thread is kinda like going to your boss with a proposal written on napkins with crayon....... -
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http://boards.cityofheroes.com/showthread.php?t=130298
http://boards.cityofheroes.com/showthread.php?t=194974
http://boards.cityofheroes.com/showthread.php?t=190416
http://boards.cityofheroes.com/showthread.php?t=187395
http://boards.cityofheroes.com/showthread.php?t=136448
http://boards.cityofheroes.com/showthread.php?t=136016
http://boards.cityofheroes.com/showthread.php?t=131479 -
Quote:Gekkoh-
What would you do with Bonfire, Repel and Repulsion Field?
These powers (and Im sure there are others) have knockBACK as an inherent balancing factor. Turn that into knockdown and you have Bonfire becoming an Ice Slick or earthquake with very nice damage, and Repel and Repulsion Field becoming autohit boss level mez auras effectively, both of which are hideously overpowered.
Play a Stormie during the Zombie Invasion..........you're a GOD. I'm not lying one bit. An overpowered, always on, costs very little endurance giant -tohit patch...........where do I sign up? -
Quote:This goes in the suggestions forum, where it will satisfy this month's quota for said idea.Could dev add Team Switch about Knock Back ?
Like team leader can choose Knock back allowed or not.
When KB not allowed, all KB power effect to KU or KD.
If feel KD or KU is too useful, how about add high taunt effect to KB power ?
I know Knock Back is 1 of most important action for "Hero feeling".
But in game play, especially team play, knock back is just harmful.
I saw many team wiped because KB happy KBing toggled mob to next group,
melee toon chasing KBed mob and bring more aggro etc
and I rarely seen team never broke after 4-5 wipe like that.
((Yes, it literally comes up every month)) -
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Quote:The same thing happens with Explosive Blast, only in reverse. Despite the fact it is a clone of several other blaster powers, and has the same damage as even more blaster powers, the fact is it is a tier 8 power......and therefore it "sucks" because it doesn't do more damage than it does.Additionally, Arctic Air suffers from what I like to call "Flash sucks" syndrome.
It is just one of those things everyone has to learn is that tier isn't always relevant. Lots of similar powers have vastly different tiers assigned to them. -
I have a few consistent salvage niches that I've used for several years now to fund lowbies, and this happens constantly on those. As you say, we're talking a difference of ten fold or more, and on a weekend day you can watch them buy and sell despite the discrepancy.
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Quote:Yes, and the difference is this:Wow. Seriously? Opting for a no-damage KB effect instead of a high damage attack? I have total focus on my /EM blaster and although the animation is a little long, it's pretty much an integral part of my damage chain once I'm in someone's face.
Energy doesn't have Shocking Grasp and Total Focus in more damaging than Thunder Strike. Charged Brawl/Havoc Punch/Shocking Grasp does more damage in less time than Thunder Strike does. You'll find that advice to skip Thunder Strike to be rather common, for that reason. With the damage and low activation of the other 3 attacks, Thunder Strike simply isn't needed for damage purposes.
I'm not suggesting necessarily to take Lightning Clap (I personally don't) but if it is mitigation you want, Lightning Clap does that job far better than Thunder Strike does because of the long animation.