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Posts
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Quote:Umm, so? A storyline does not impact the design of the AT. I don't see how that could be any more clear. Yes, khelds were designed with an epic storyline. However, they were not a well designed AT. VEATs were designed with a crap storyline. They are a well designed AT.See prior definition of "epic." One which, btw, was handed down from the dev team. And then see what that was posted here in reply to.
Now yes, someone else might have used the term epic in a sense the devs didn't initially mean for khelds, but I'd say his meaning is closer to the truth when it came to VEATs.
I find it amusing that you compared them to controllers and defenders elsewhere since that's completely off base. Those are force multipliers. Khelds are not.
Also your general disdain for the VEATs is something I find odd. I would assume you know how they work, but then to dismiss them with nonsense like "taking the leadership pool on another AT is the same" is totally inane. That isn't even vaguely comparable, especially redside where no other AT has even defender levels of leadership, much less the VEAT powerset values.
Are they buffbots? I suppose that depends on how you define the term. My crab hands out the equivalent of fortitude to everyone within range, and yet blasts with the best of them. He also has status protection to match a tanker. I don't have to spend any effort buffing, and yet the team is greatly improved by my presence and I get to happily blast away. That's a fun AT to me.
Now I won't say he's the greatest soloist, but then I didn't make my build that way. The beauty of the VEAT builds is the amount of flexibility available. You can go in many different directions and make them effective. -
Finished getting my dom to 50 finally. This leaves only 2 ATs for that goal.
Got a smattering of levels on a bunch of others as well. Twas a fairly productive (only in the game of course) weekend. -
The issue of whether or not you built and effective VEAT is not necessarily tied into whether or not one can build an effective VEAT. I know mine is quite effective (I should say both of mine since I do have a crab and a widow).
Also, the issue of whether the VEAT story arc is crap has no impact whatsoever on whether or not the AT was well designed. -
Quote:No, people like the VEAT buff because it is a force multiplier(this is of course dependent on the VEAT actually taking the team buff powers, they are not actually inherent, their inherent is minuscule actually). It makes everyone on a team better rather than just adding one better individual.
I think people just like the VEAT buff more because we're innately selfish and like getting buffed ourselves.People talk about the devs hating villains, but they did give villains easier to appreciate powers at times. VEATs buff their teammates, Corrupters and Doms are a bit more able to solo than Defenders and Controllers, etc.
A kheld only acts in an additive fashion when joining a team. They don't offer buffs or debuffs which make everyone more effective. A team stocked up with khelds would be so so, a stacked team of VEATs is a superteam.
As for desirability, let's not fool ourselves. Khelds are nowhere near the top of the heap in "I need one of those" when you are picking a team for something hard. In fact, I'd say they are bottom of the heap. If I've got a slot open for DPS, I might grab one, but I'd take a blaster or scrapper first. Sure a kheld might be well built and played and be as effective as that blaster or scrapper, but I'm gonna play the odds and assume it's not. They are harder to build and play, and if I assume a general level of not overly high competence, a kheld will be less useful to the team. If I know a player, and know he's good, then sure his kheld is more than welcome. However out of the blue, no dice.
I do like the idea of the inverted inherent somewhat. It would at least give them force multiplier appeal. -
Oh, and i forgot to mention that war mace also beats electric melee like a rented mule when it comes to single target work. Overall it out performs it to a degree which makes it look like it's standing still.
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Quote:OK, time to prove you wrong then. Let's compare to War Mace, since I happen to like that one.Do better? In ST? Sure. In potential AoE damage? Nope. I don't think there is another combo in this game, for Brutes, that will out damage BU + LR + TS. Toss in a Shield Charge and/or Patron AoE and you got one hell of a farming Brute*. I have no issues being proved wrong if someone has the math skills to support or refute my claim.
Electric melee has four AOEs. Two are many target ones, two are five target.
Jacobs ladder 8 s recharge 62.56 damage to up to 5 targets. Hard to get a whole lot in there because of the small arc(50 degrees) and reach(7'). Nice short recharge though, which is atypical of electric melee. It's one of the better performers really even as a single target attack since the rest of the set is full of slow animations.
Thunder Strike- here's the bread and butter AOE. 10 target maximum, 7' radius and 40.04 in actual AOE damage. It does do more to the initial target, but we're talking AOE here. Recharge is 18 seconds (and the animation really sucks at 3.3 seconds).
Chain Induction- Now that it's been fixed, it's a fair AOE, kinda. I have to say waiting a long time for a pretty meh power like this is rather silly though. Again you have heavier damage to the first target and some carried over to others. 5 target maximum, easy targeting since the jump takes care of that. AOE damage is just 38.93, which is nothing to write home about. Recharge is 14 seconds.
Then we get to the 'crowning glory' of the set, Lightning Rod. This power has the stupidly long recharge of 90 seconds coupled with the strange effect of doing most of it's damage in a tight radius. Outer radius is huge though (20') which is nice.
55.61 damage close in
77.8 to outer radius.
So in effect, it's like the other AOEs in the set which try to enhance single target work for no apparent reason. The one big plus of this is the 16 target max.
Ok, how about War Mace:
Whirling Mace
46.71 damage to up to ten targets in an 8 foot radius. This is on a 14 second recharge. Thus you do more damage to a bigger area than thunder strike, with four seconds less of recharge. Easy win for war mace.
Shatter
Ok, we have a narrow cone attack here, but roughly the same as Jacob's ladder (45 degrees for this vs 50 for JL), however the radius is longer, so you probably get more targets in with this. Damage 95.09, which is very nice. Recharge is 12 seconds. This seems to fit the formula with JL, doing about ~50% more damage for 50% more recharge.
Just to be a math geek we'll compare areas: JL 21 sq ft.
Shatter: 25 sq ft
oh, and for the full circle of TS vs WM it's 154 sq ft for TS and 201 sq ft for WM.
Then we have Crowd Control, 67.15 damage to up to 10 targets in a 180 degree arc with a 12 second recharge and 8' radius. (area is 100 sq feet)
Let's compare the damage over a period of time(say 5 minutes) with each hitting the maximum number of targets. Only one target in LR will get max damage however.
Electric melee- JL- 37 activations for 5 targets and 62.51 damage. Total is 11730.
TS- 16 activations for 10 targets and more on the single target. 695 for that one target, and 40.04 for the 10 total which gives 6670. So 7369 damage.
Chain Induction: So 21 activations for 5 targets with 54 damage on the first and 39 on the rest. So this comes to 4243 damage.
Lightning Rod: you can pop this off 3 times. Damage will be 56 damage on one target, and 78 on the other 15. Total damage is 4346 (ooh barely edged out Chain induction).
Total: 27688 damage.
Now War Mace:
Whirling Mace 21 activations for 46.71 damage to 10 targets. This comes to 10009 damage.
Shatter: 25 activations for 95.09 damage to 5 targets. This comes to 11886 damage.
Crowd Control 25 activations for 67.15 damage for 10 targets. This comes to 16787 damage.
Total: 38682
Thus War Mace is doing about 40% more damage over time.
If the numbers look a bit funny, I rounded off in the sentences above, but didn't in the calculator. This was a constant for both sets, so again a wash.
This comparison is also probably more kind to electric melee than it should be since the best performer, Jacob's Ladder, will almost never hit five targets. I don't know if I've ever nailed more than four and I herd things up to optimize this. I do consistently hit 10 with whirling mace and crowd control however (and thunderstrike for that matter). Now I suppose I could add in more damage for LR since in theory the higher small radius damage could hit more than one, but even if I gave it to all 16 targets, it wouldn't change things in the big picture by much. (2k damage, which still leaves the set well behind WM).
Quote:*ELM gets a huge boon from +recharge or you can pair with a secondary like Shield Defense. Lightning Rod not up? Shield Charge + TS + Patron AoE. SC not up? LR + TS + Patron AoE.
Quote:I have a ELM brute at 50 and I'd be lying if I said I still play the set but it has nothing to do with the Primary and everything to do with the secondary, Dark. I just don't like Dark all that much on Brutes.
Lastly, if you're questioning the damage output of a ELM Tanker...why didn't you post in that forum? -
Quote:I know this might come as a shock to some, but it is possible to gauge comparative effectiveness of sets across ATs. I can get a feel for how ,say, SS(or stone melee, or fire melee, etc) is compared to Elec Melee by playing both on a tanker (and I've played most sets on tankers and brutes).Roll up a ELM brute and then come back please. Stating Tanker ELM is weak is just stating the obvious, IMO.
It is not rocket science to realize that, yes, surprise surprise, a brute will do more damage with electric melee than a tanker. However that doesn't mean a brute can't do better with a different set. -
I'm game. I'll bring what's needed.
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OK, I've now gotten my Elec/ElecM tanker up high enough that I got to try the set. I'm unimpressed. It's a tepid combination of weak AOE with weak single target damage(yes Lightning Rod is cool, but on a 90 second timer, BFD). About the only really positive thing I can say about it is that there is some synergy in endurance drain that can offer some defense once I use power sink. However that's not an overly reliable means of self protection.
The set could really use some help.
The most annoying thing is the in game listing of chain induction makes it look like it's a heavy hitting power, but the average damage number is assuming it makes the leap. In actuality it doesn't hit all that hard. Feh. -
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While I don't seem to get this effect when I'm trying to click on things that much, I do get a POV shift pretty often which drives me nuts. I'm not on a GM Mac. I've got a 23" iMac here. OS 10.6
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The last version to go live brought the mouse coordinate problem to live. Now I get the random POV shift every so often. It's not as often as it was during i16 beta, but it is still pretty annoying.
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Quote:A while back I made an attempt to get an all rad team together. It didn't go too far since a lot of the players(who I knew locally in person) migrated to WoW, so I didn't really have much to work with. However what little we did was pretty sick.4 rad/sonic defenders would just be plane sick.
Maybe replace one with a FF defender to keep everyone soft capped and reduce the necessity of heals.
At one point a team of three characters, 1 grav/rad, a rad/rad and a FF/dark defender curb stomped all the AVs in the Faultline arc, even with the rad defender still being in DOs. Adding in that bubbler made it completely safe, though they didn't really add much offense at all. -
Quote:Toss me in the stacked corruptors camp.
I'd mix it up some, get say two Son/ to double those debuffs, a Fire/ for the pure damage, a /Pain for the odd heal, /Kin cause really how can that not help, a /Cold and a /Son would have +def and +res shields for buffs and the cold for debuffs. Toss in a Dark/ for the -acc debuffs
hmm no rad tho.. drop the pain and switch it to Son/Rad.
Son/Rad
Fire/Cold
Son/Kin
Dark/Son
that'd be a fun group
Bad idea. You need to stack like effects to really get where you want to be. With one /cold and one /sonic you aren't going to be anywhere near either the defense or resistance cap.
Do:
3 sonic/sonic(hell make then fire/sonic if you like)
1 fire/kin
This way you will easily be at the resistance cap all the time, have very high status protection when necessary, debuff resistance like a madman, and still get the wonders of FS eventually to cap damage.
Or conversely
3 fire/cold
1 fire/kin
Then you easily softcap defense, and get the mean variety of debuffs from cold (and with SB, they are up nice and often), and the oh so pretty wonders of FS.
It's always better to stack like things rather than taking a hodgepodge given the way mechanics work in this game (assuming you aren't way past the caps). -
Others have mostly covered the bases. However I'll point out some of the top superteam builds:
Heroside: fire/rad controllers in packs are so devastating that no content can stand before them. They chew everything up to a fine paste. Rad defenders are also mean as hell, especially rad/sonic. However the fire/rads are still king (unless something has changed). Most defenders or controllers stacked are mean as hell, though rad, dark, and storm are probably the meanest (imo).
Villainside you can stack corrupters for the best buff/debuff teams. There the fire/darks and fire/rads are hell on wheels. Also stacked thermals are pretty mean, but their lack of permanent debuff without some work is a downside. Stacked MMs is mean simply because again you get buff/debuff stacking and MMs are mean solo, so more firepower never hurts.
I don't know if you have access to VEATs, but stacked soldiers of arachnos and widows are very, very mean from an early level. When those were first released I ended up on teams full of them and the game was a breeze. We tore through everything on relentless without any problem. -
I'll sign on. Let me know what is needed.
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Put Snow Leopard on my machines this weekend and it's a positive in my case. The Mac client had been crashing intermittently during loading on my 10.5 iMac since I've been playing on it. I've upped the memory to 4 GB and tried a host of different graphics settings to see if they helped. They didn't. Installing 10.6 did help and lowered the amount of loading page crashes noticeably.
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Actually I've been having what I consider a serious problem with my camera POV in the beta. Using the same machine and the same controls as on live, my camera POV shifts randomly at times. I'm be moving along and then whoop, I'm looking at the top of the character or from the side or something. It happens enough that I eventually get dizzy from spending time on test. I've bugged this repeatedly now in game.
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I remember when that set first came on line it was disparaged as sub par. It had a broken power and wasn't particularly strong in any area. Is this still the case? I know Chain Induction was fixed finally, but did this have enough of an impact to move the set from the status of lacking?
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You are a wise man to drop the game for college. There will be more than enough distractions without it. Considering how much time I wasted on games of nowhere near he level of addiction of an MMO in my college years, I'm quite glad I didn't try one (well they mostly didn't exist back in that prehistoric era).
I imagine you have been warned, but engineering is pretty much among the hardest majors at any school and you will be taxed to keep it it. There will likely be a weeding out year, but if you stick through that the rest will be doable, but not easy. In the end, though, you will be justifiably proud upon getting that degree. Engineering is a very respectable profession, and you will likely be able to work on many cool projects. -
I just thought of something. I wonder if we'll get any new character slots with GR. I'm about to run out of slots on two accounts on my main server (not freedom), and it would make things a bit tricky to take advantage of the new stuff without new characters.
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I'm up for the repsec. Got a 32 corr or a 26 corr as needed.
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I got a strange thing on my laptop where it quits saying that there's already an updater running. Of course the box is still on 10.4 so I'm a bit doomed. Does anyone have a suggestion though? the current patch does work on 10.4 on my desktop machine.
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Not so sure.
Some issues are 'mechanic/system heavy' while others are not. Issue 15 gave us two TFs with some story, 16 is more about the mechanics. I expect Going Rogue will have a metric ton of story, arcs and systems as well.
While I have no doubt the Devs are enjoying players writing arcs, they aren't under any illusion that a large section of the playerbase enjoys canon stuff.
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I guess I've just been seeing more mechanic stuff lately, though it could just be perception.
There's been nothing even close to the level of story addition of i10 since i10.
I'll go down each on with my views:
i11 - some nice mechanical stuff, and there are the Ouroboros arc and TFs, and much story stuff was hinted at. We've seen nothing since then which advances the story from the hints.
i12 - ITF, and a new zone. Also a story arc to get you into the zone. Hard to say how much any of this issue really advanced the story though, at least the one hinted at in i11.
i13- mostly mechanical things. There were a couple story arcs both sides, but they all seemed to be throwaway rather than big plot movers.
i14- all architect, all the time.
i15- a TF and SF which make for a very small story advancement.
i16 -yet to see anything about the story. -
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I understand your post but I wanted to note there was some new content released in Issue 15; a task force and strike force.
I don't care to bicker about how well they are written, blahblahblah, but that is content and is a valid counter-point.
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Yes, but it was a pretty minor amount of content. It's been a pretty long time since we got significant story advancement.
Mind you, I do appreciate that there is good MA content out there. I play a fair amount of it. I just am left wondering about dev story content at this point.