docbuzzard

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  1. [ QUOTE ]
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    Oroboros gets you back to the normal zones and to PI without going through Talos. There are portals for all the further shard zones at firebase Zulu. Any other questions or do you have any other ways of displaying your ignorance?

    [/ QUOTE ]You still have to traverse PI from one end to the other several times, which takes at least a minute or so with the fastest travel time...all the travel time in each of the different Paragon City zones...and even if you can get to the different shard zones, they're still insanely massive, so getting to those missions can take quite a while. Then getting *back*, so you can go to a different shard zone for your next mission.

    Now, do you have any other ways to display your misplaced arrogance?

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    If you think a speed team can't deal with a lot of what you bring up, well I'll cite ignorance again. The TF doesn't make you face a slew of AVs so you can afford to have people act at taxis to speed things up. Base teleporters and the veteran base TP power will also help. Travel in the shard is about the only issue at hand, since the stuff in Paragon can be easily minimized. For traversing PI, just leave someone with recall at the FBZ portal while the rest do the mission.

    I'd bet a 1 hour Dr. Q is possible if people plant it out right.
  2. Oroboros gets you back to the normal zones and to PI without going through Talos. There are portals for all the further shard zones at firebase Zulu. Any other questions or do you have any other ways of displaying your ignorance?
  3. [ QUOTE ]
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    I'm sorry, but will you guys ever discuss the disparity? I'm hearing Dr Q is down to under an hour now.

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    travel time is more than that.

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    With Oroboros and other teleportation powers? I think not.
  4. [ QUOTE ]
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    no one will wanna pay the huge prices on recipes, they will dry up and no one will want to waste merits on random rolls when they won't be able to sell them for high,

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    Does anyone else see the fundamental contradiction here? I've seen many statements from people that "Pool C will shoot through the roof" and that "nobody will take random rolls because they are worthless".

    Those things can't BOTH be true.


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    Actually, yes they can. You just don't seem to understand why.

    [snip]

    The random rolls are just too crappy a chance for pool C to be worth it. Most of the pool ranges from so-so to crap. Hence people are going to buy the specific pool C stuff they want via merits.

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    You just argued that prices for Pool C won't go up. Thus, they aren't both true. Thanks.


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    You appear to have mastered the art of obliviousness. You don't seem to be able to comprehend the simple at all. The fact that you claim such a nonsensical conclusion based on what I typed really makes me wonder why I bothered.

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    Alternatively, if the supply of Trap of the Hunters goes to near ZERO, and somebody wants one, are you are saying they would rather spend 10 hours or so earning 250 merits then spend, say, $2M Inf to buy one? And if someone else looks at the market interface and sees the last five on Trap of the Hunter going for $2M or higher they won't take 10 random rolls when they hit 200 merits?


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    Considering the frequency with which Trap of the Hunter is currently wanted, you are talking about an aberrant blip rather than a meaningful event. Such things will be so rare as to be irrelevant. Current prices on such recipes clearly demonstrate that.

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    If I spend 200 merits to get a LotG today, then sell it for 100M influence. What will I think if the LotG goes up on the market to 200M when I need a LotG? I'll think I'm a damned dolt and should have just held onto the merits for when I needed it. Merits are a medium of exchange immune to fluctuations of the market, and influence inflation. I'll sure as heck horde them instead of influence.

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    And if I'm a speed merit farmer, I'll go out there and make 250 merits in 10 hours of play, get a LotG recipe, and sell it for 200M, netting 20M Inf/hour. Even the best Inf farming builds in Catwhoorghs thread couldn't break about 10M/hour.


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    If you are talking about an influence peddler, they don't exactly work in large groups, as in what a TF requires. I suppose it could occur in the future, but I consider that unlikely. A player who farms influence for their builds is a different matter.

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    Frankly, given the speeds I've seen speed TF runners post and the dedication farmers have to Inf farming, I'd be surprised if LotG doesn't end up closer to 20M heroside and 30-40M villianside, due to competition.


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    Of course you miss the point on influence farming. Given that the existence of merits means that there's a new more useful currency, why would anyone in their right mind convert anything into influence? Of course I explained this last post, but your obliviousness filter screened it out.

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    And to people who are betting that LotG prices will go up from where they were before merits, I'd be happy to take that bet. I see no possible way prices on those would go up from where they are with a combination of some demand satisfied (buying with merits) and some increased supply (speed merit farmers reselling the most valuable recipes in the markets).

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    Why would those speed merit farmers resell things? If I engage in speed merit farming, it will be solely to deck out my own alts. Also, why would those merit farmers not charge an arm and a leg if they did want to sell the recipes? They will control the supply. Demand will be set by the poor schleps who don't have time for TFs.

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    If I have 5 bins full of LotGs, that supply doesn't let me control the selling price. I can put them all up for 200M Inf, but I can't make anyone buy them for that. See above example for why speed merit farmers may use merits to buy overpriced recipes and resell them; if they can get more loot per time by doing that, they will. They are VERY good at that. . .

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    What will they do with that influence? Sit on it? Shine the individual bits so they are pretty? You don't grasp that the economy is going to be drastically changed by the introduction of a new alternate currency which enjoys a fixed priced market with no transferability. Hoarding of merits is inevitable. Influence is going to become pretty worthless. This will be especially true if they make purples available via merits. At the moment, those are the only excuse to gather influence.
  5. [ QUOTE ]
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    no one will wanna pay the huge prices on recipes, they will dry up and no one will want to waste merits on random rolls when they won't be able to sell them for high,

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    Does anyone else see the fundamental contradiction here? I've seen many statements from people that "Pool C will shoot through the roof" and that "nobody will take random rolls because they are worthless".

    Those things can't BOTH be true.


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    Actually, yes they can. You just don't seem to understand why.

    Ok, let's look at this simply. What do you do on the market? You buy stuff of course. Some of the most desirable stuff is the pool C goodies. That would be LotG, Miracle, etc. These are currently only gained via random drop from a pool full of crap. Right now the medium of exchange for those goodies is influence(infamy). If someone finds one and decides to sell it, they can score in the moolah. However you do have different people with different needs. If Joe scrapper wants a Numina's + regen, but gets a LotG instead, he can sell off the latter to buy the former. This makes the item available on the market. However in the brave new merit world, he doesn't need to do that. He's going to eschew the random rolls since the chances suck, and just save up for what he specifically wants. Then while he will get the Numina's that he wants, nobody will have a shot at the LotG. The random rolls are just too crappy a chance for pool C to be worth it. Most of the pool ranges from so-so to crap. Hence people are going to buy the specific pool C stuff they want via merits. Those who don't(or can't) TF enough to earn a bunch of merits will still want to be able to get the nice pool C stuff and will bid a pretty penny for them.

    The problem with the merit system is that is is de-coupling the rewards from the market supply. Instead of an individual trying to just stockpile influence to get what they want, there are now two mediums of exchange. One is in a controlled price market, where the medium is not transferable. The other is a variable price market with a lot of exchange medium available. People who can will use the fixed price medium to get what they want. They won't contribute things to the market which involve this medium since it's more valuable because of the fixed prices.

    If I spend 200 merits to get a LotG today, then sell it for 100M influence. What will I think if the LotG goes up on the market to 200M when I need a LotG? I'll think I'm a damned dolt and should have just held onto the merits for when I needed it. Merits are a medium of exchange immune to fluctuations of the market, and influence inflation. I'll sure as heck horde them instead of influence.

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    And to people who are betting that LotG prices will go up from where they were before merits, I'd be happy to take that bet. I see no possible way prices on those would go up from where they are with a combination of some demand satisfied (buying with merits) and some increased supply (speed merit farmers reselling the most valuable recipes in the markets).



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    Why would those speed merit farmers resell things? If I engage in speed merit farming, it will be solely to deck out my own alts. Also, why would those merit farmers not charge an arm and a leg if they did want to sell the recipes? They will control the supply. Demand will be set by the poor schleps who don't have time for TFs.
  6. [ QUOTE ]

    'It's boring, fix it' doesn't really give alot of ideas and taking certian things away may defeat the purpose they had.

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    I mentioned 2 TFs and I will comment on those.

    Positron has been analyzed to death on these forums as to why it sucks. It involves too many missions, with little in the way of a coherent story. There's too much travel, and too many kill alls. I could probably do a search and find a score of threads on why Positron sucks. If the devs haven't cared to read the plethora of complaints on it, I don't need to start another thread to be ignored.

    Citadel is very simple why it is lousy. It's the same damn enemies continually on the same damn maps. One council base after another with little in the way of variety of missions. There's pretty much nothing interesting about it at all. I suppose I should give in and do Citadel because it is an easy TF to be quite honest, but the tedium kills me. I haven't done it since i4 or so, and I'm pretty happy with that.

    Compare Citadel with the Ernesto Hess TF. Those are in the same level range with the same enemies. Hess is easily one of the best TFs in the game with a variety of maps and challenges. Considering you have those two TFs in direct competition, it should be manifestly obvious as to why Citadel simply sucks.
  7. [ QUOTE ]
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    I don't trade in the high end market. I'm more concerned as a customer than as a seller about the supply.

    The ways I make money in the market are unlikely to change at all. But now, I see myself having to grind for these darn things as supply drops into the toilet.

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    This is my concern too - I'm not worried about how much money I'm making on the market, because I don't make alot of money on the market. I'm worried about being able to equip my future characters at what I consider a reasonable rate without being forced into meritfarming for it.

    And in fact the people who do make money on the market, will make more money, more easily, in a lower-supply environment. It's much easier to control the prices for a small incoming supply of shinies than a large incoming supply of them.

    But I'm also someone who likes doing taskforces for the group activity of working with people, and would prefer doing funner, newer, more challenging taskforces to older, grindier ones without being penalized in terms of reward.

    It's ludicrous that TFs which are 4 years old and have at most 1 "boss fight" - with relatively weak and boring bosses, to boot - give as many as twice the merits compared TFs which have more, and much more strategic and challenging, boss fights.

    The merit rewards system has the numbers inverted, and that's pretty much all there is to it. Positron should be giving 25 merits, and the LGTF should be giving 45. Synapse should be giving 20 and the STF and LRSF should be giving 55. The way this is set up encourages people to avoid challenges and embrace grinds.

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    This is the pretty simple truth of the matter. Instead of trying to make the old TFs appealing to play by making them fun, they try to bribe us into playing them. I'm sorry, but you can't bribe me enough to bother with a Citadel or Positron TF. Those are pure tedium. I play the game to have fun.

    Anyone with a lick of sense can see how this merit system will screw up the market royally. Pool C items are simply going to either vanish from the market or have their prices skyrocket. I have to imagine that either the devs are fooling themselves about what will happen, or they want to bork the market. As I mentioned in a general post, this system will be a strong push towards building superish teams to speed the content even faster for the rewards. As it is, I do TFs because I enjoy them. The chance of getting something decent is a extra bit of polish. I end up saving up for the selection of specific shinies I need to round out builds (and TFs give me a decent amount of influence). With the merit system, saving up will be pretty much hopeless, so I will be inclined to speed run a new selection of TFs to get my shinies. To do this I will need to build buff/debuff alts (well, in my case just use those I have), and find people who have like builds to trivialize the content for quick reward.
  8. So with i13 in open beta now, what does this mean in regards to the Mac Beta? I mean there's no place for a closed Beta for Macs now.
  9. docbuzzard

    Guide to Guides

    Since it's getting pushed off the first page, I figure I better mention my sonic guide:
    http://boards.cityofheroes.com/showf...=1#Post8732386

    Though I'm not exactly sure what category in the guide to guides it would fall under.
  10. [ QUOTE ]
    Excellent guide, but it is definatley geared to defenders and corruptors as opposed to blasters. I have a lvl 50 Sonic/Elec blaster on Justice and would like to add my 2 cents.
    <good stuff deleted>

    I enjoyed your guide, and want to say thank you for maiking it, there are far too few sonics out there. I just wanted to add my observations as a blaster.

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    Thanks for pitching in. I fully admit to the guide being more defender/controller centric since those are the sonics I've driven to 50. I have yet to make a resonance corrupter (though I have a sonic/thermal at 36). Information on the blaster point of view is helpful. My sonic blaster is stalled at 12 since I'm just not a big fan of playing blasters.
  11. Something to Shout About
    A Guide to Sonic Resonance and Sonic Attack
    The sonic sets were introduced back in Issue Five. They focus on buffing and debuffing resistance (as even the attack sets debuff resistance). Currently sonic resonance stands as the least used (or maybe a tie with Trick Arrow) defender primary (and controller/corrupter secondary). Now why is this? Well there’s a number of things which might contribute to this fact. The graphics for the set, when first introduced, featured pretty vigorous strobe effects. This gave a lot of people headaches and other problems. The devs tuned these down a good bit, and this didn’t really help much. Sure, the number of incidents of illness went down, but the graphics were made so subtle than nobody could even tell if they were active. There is also the fact that sonic provides much less in the way of protection than does the other comparable defense set, Force Field. While sonic is able to provide a mitigation of about 54% resistance to all but psi, a force field defender can, if they do things just right, can get to a degree of mitigation of close to 80% to everything but toxic.
    Now, with Issue 10 on the near Horizon, and the graphics of the sonic set getting a drastic makeover, I expect sonic to make something of a comeback. In truth sonic has never deserved the neglect it has endured. Sure, the graphics are a good reason not to play it for those affected by the ill effects (soon to be solved), and yes, it is not the king of damage amelioration. However it has a solid bag of tricks, and by doing both the job of lowering incoming damage as well as upping damage dealt can make a solid contribution to any team. I’ve driven a couple sonics to 50 now (controller and defender), and know how much of a difference you can make to a team with these powers. Keep in mind, sonic is the resistance debuffing king on a single target, and a sonic/sonic defender can keep a single target in a state of 100% or over resistance debuff without any trouble. If you want to beat down an AV, you would be wise to have a sonic along.
    The data contained within is taken from coh.nofuture.org.uk/powersets/powersets.php

    Sonic Resonance
    This is really the set which people thing about when you say sonic. It consists of a number of shields, a couple resistance debuff powers, a cage, a knockback field, a status protection buff, and a rather hard to quantify tier nine power. I’ll go through each and offer both quantitative and subjective evaluation.

    Sonic Siphon
    Endurance Cost:8.53
    Level Available:1
    Activation Time: 2.17
    Recharge Time: 16
    Duration: 30 seconds
    Range: 80 feet

    The set starts with a debuffing power. It provides a resistance debuff of 30% for defenders, and 22.5% for corrupters and controllers. Out of the box you can use this to keep two targets almost permanently debuffed. One recharge in it makes it easy. The power does require a to-hit check, so you will need to slot it for accuracy. I tend to go with 2 accuracy, and maybe a recharge if I have the slot to spare. Many people think this isn’t such a great power, and honestly they do have a point. Compared to other resistance debuff powers it is a bit lacking. I personally thing it deserves a bit of dev love to make it a touch more respectable. I’d say a regeneration debuff of maybe -100% regen would give it a bit of credence. For the sake of comparisons, Tar Patch uses less endurance, yet does an AOE debuff (of the same value) and slows the targets. However even with the shortfalls of the power, if you want your maximum debuff capability, you ought to take it.

    Sonic Barrier
    Endurance Cost: 7.8
    Level Available: 1
    Activation Time: 1.33 seconds
    Recharge Time: 2 seconds
    Duration: 240 seconds
    Range: 80 feet
    This is one of the basic shields from the set. It’s function is pretty straightforward. You apply the buff every four minutes, and it provides 20% resistance (base) to lethal, smashing and toxic damage. If you enhance it with SOs, you will get to right around 31% resistance to those damage types. For corrupters and controllers, the values are scaled down to the 75% value, so you get 15% base and around 23.5% resistance enhanced. Slotting is pretty straightforward. You put three resistance SOs in it and call it good. If you have to buff large teams all the time, maybe throwing in another slot for an endurance reduction SO might be a good idea. I don’t bother myself, and stick to the basic three slotting.

    Sonic Haven
    Endurance Cost: 7.8
    Level Available: 2
    Activation Time: 1.33 seconds
    Recharge Time: 2 seconds
    Duration: 240 seconds
    Range: 80 feet
    Since there are a number of damage types left to be covered, there had to be another shield. Sonic Haven is that shield. It provides 20%(base) resistance to fire, cold, energy, and negative energy. If you enhance it with SOs, you will get to right around 31% resistance to those damage types. For corrupters and controllers, the values are scaled down to the 75% value, so you get 15% base and around 23.5% resistance enhanced. Slotting profile should be the same as for sonic barrier.

    Sonic Cage
    Endurance Cost: 7.8
    Level Available: 6
    Activation Time: 1.67 seconds
    Recharge Time: 60 seconds
    Duration: 30 seconds
    Range: 80 feet
    This is your basic cage power. You target something with this power, and it will be unable to affect the outside world, nor be affected by it for the duration. It is best slotted with some accuracy and recharge. I’d say two accuracies, even though it does have some inherent accuracy boost, simply because if you are going to use a cage, it better hit. The amount of recharges depends really on how much you actually expect to use this power. If you intend to consider it as a mainstay, then I’d probably slot three recharges so you can basically keep the foe bottled up all the time. Personally I always skip this power since I don’t like cages. The inability to take out the foe in the cage means it’s a time sink. While it can be nice in certain circumstances, and might be nice solo, I always manage to find some other use for the power selection.

    Disruption Field
    Endurance Cost: .52 /tick (2 seconds)
    Level Available: 8
    Activation Time: 2.7 seconds
    Recharge Time: 8 seconds
    Duration: n/a
    Range: 70 feet
    Here is a major money power of the set. This is the AOE resistance debuff power toggle. It provides a 30% (22.5% for corrupters/controllers) resistance debuff to all targets in a 15 foot radius. It requires an ally as an anchor, though a pet will do nicely (which makes this a good solo tool for controllers, but not for defenders and corrupters). As of a patch during Issue Nine, the field no longer pulls agro to the sonic resonance user. This used to make use of the power pretty dangerous for sonics, but now there is pretty much no downside other than the quite steep endurance cost. This endurance cost is identical to Enervating Field from Radiation Emission, which debuffs resistance to an equal value, but also debuffs damage(yes, that was a gripe). This power probably could use an endurance adjustment, but even at the price you do pay, it is well worth it. I slot it with 2 endurance reduction as a rule. Using only one might be pretty unpleasant on the blue bar, though three might serve you well.

    Sonic Dispersion
    Endurance Cost: 0.26/ tick (2 seconds)
    Level Available: 12
    Activation Time: 2.03 seconds
    Recharge Time: 15 seconds
    Duration: n/a
    Range: 80 feet
    Radius: 25 feet
    Here we have another cornerstone of the set. This power rounds out the resistance granting power of sonic, as well as providing status protection to most common mez effects besides sleep (curse you sleep!). It provides a 15%(base for defenders, 11.25% corrupters/controllers) resistance to all damage types other than psionic, and offers 6.92 magnitude status protection against holds, stuns, and immobilize. If you slot it up with SOs, you get about 23.5% resistance (or ~17% for controllers/corrupters). I usually slot it with three resistance SOs and one endurance reduction SO. I’ve also been known to throw in a recharge reduction, because you generally want this power back up in a hurry if it does go down. It is important to note that this is one of only two normal (non epic) powers which will grant substantial status protection contained in a squishy set. Though it should also be noted that too damn many things which mez will use throw the whole kit and caboodle of mezzes at you, and the sleep will drop this field leaving you vulnerable to the rest.

    Sonic Repulsion
    Endurance Cost: 0.52/ tick (2 seconds)
    Level Available: 28
    Activation Time: 2.33 seconds
    Recharge Time: 8 seconds
    Duration: n/a
    Range: 70 feet
    Radius: 10 feet
    Here we have another power which I view as eminently skippable. This power, after being placed upon an ally, makes them repel foes which come within the radius of effect. There is an endurance cost to this repulsion over and above the already pricey cost of this toggle. While I have seen skilled knockback users in my day, it is very often simply not worth the trouble. This power is a good example of that. On a set which contains an AOE debuff field where packing the mobs into a small space is optimal, pitching them around is rarely helpful. If someone did find a reason to take the power, it will have to be slotted for accuracy, and it would most likely be prudent to slot for endurance reduction. Probably two and two respectively. I guess it could be handy applied to a blaster if you happen to duo, but I’d not waste the power slot myself.

    Clarity
    Endurance Cost: 5.2
    Level Available: 26
    Activation Time: 1.5 seconds
    Recharge Time: 4 seconds
    Duration: 240 seconds
    Range: 70 feet
    This is simply a very powerful status protection buff you can apply to allies, quite akin to clear mind. It provides high magnitude (12.975- 10.38 for controllers/corrupters)) protection against stun, sleep, hold, immobilize, confusion, terror as well as a perception boost. Is it an important power? Well yes and no. It allows you to make a teammate immune to sleep which otherwise you can’t do, and it does provide appreciably more protection from mez than sonic dispersion. However, you generally can work around the defects of dispersion. Sleeps can be ended using aid other, and the other more esoteric status effects (confusion and terror) are pretty rare. One villain side it would have more appeal since confusion and terror are more common. However as a corrupter won’t have access to it till very late, it won’t be saving many behinds over the course of your career. It is a worthwhile power to take at some point, but I generally reserve it for that level 49 slot since it doesn’t need any extra slots and it is very nice to have to Statesman’s Task Force or Hamidon Raids. I generally slot it with a recharge and it’s happy enough.

    Liquefy
    Endurance Cost: 23.4
    Level Available: 32
    Activation Time: 2.67 seconds
    Recharge Time: 300 seconds
    Duration: 30 seconds
    Range: 80 feet
    Ok, so you wait all the time to get to 32 (or 38 for that matter) and you expect to get your cornerstone power which really builds on what the set already has right? I mean Radiation Emission gets EMP, a spectacular AOE hold with debuffs. Kinetics gets the godly Fulcrum Shift. Empaths get Adrenaline Boost which makes the target into a god for a limited time. What do you get? A rather odd little grab bag of effects. What does Liquefy actually do? Well you target a location on a floor and lay it down. It will do a little bit of damage (honestly not worth slotting for), it will hold some targets (though it cannot do bosses, only minions and maybe lieutenants) and it will make things flop around like an ice patch. It also debuffs defense and to-hit . These latter two effects are what actually make it a fairly good power. The to-hit debuff is 37.% which is quite high. If you slot for that, liquefy gives you a good “Oh Crap” power for when things get too hot. For some reason the corrupter and controller versions get a whole lot less in the way of debuff than the defender one, to a degree which doesn’t follow the usual rations, at only 25% base. Best slotting is 3 recharge, 3 to-hit debuffs. It has been confirmed that the knockdown and debuffs are auto-hit, so slotting for accuracy is probably a waste of time as it will only affect the hold and damage aspects which are comparatively minor in value.

    Sonic Attack
    Here’s the other set which we have which is sonic. This is a rather utility oriented attack set. All the attack powers add in a resistance debuff, and other rest of the set includes a variety of control type effects such as knockback, stun, and sleep. It is rather AOE poor, and the animations are rather on the long side.
    NOTE: In listing off attack powers, there are a couple of ways to measure damage that are standard in CoX guides. The old mainstay was always the Brawl Index. This meant the ratio of the damage the power does vs. the damage that brawl does. This always seemed like a nice straightforward method since everyone had brawl. Of course testing eventually revealed that the different ATs have different damage scale modifiers for ranged and melee attacks. This means that the brawl index of a defender sonic attack might end up being significantly different than for a blaster, even though this should not be the case since they are really the same power. A later system called damage scalar (DS) was developed, which involved picking an average damage value power, and scaling all powers against that. I’m not the biggest fan of this since the “average” damage value is not universal. Instead, since the information is available, I will simply list of the damage values for the various ATs at level 50. This should provide a reasonable basis for comparison.

    Shriek
    Endurance Cost: 4.37
    Level Available: 1
    Activation Time: 1.33 seconds
    Recharge Time: 3 seconds
    Duration: n/a
    Range: 80 feet
    Defender Damage: 15.18 smashing + 15.18 energy- total= 30.36
    Corrupter Damage: 20.85 smashing +20.85 energy- total = 41.7
    Blaster Damage: 23.36 smashing +23.36 energy-total= 46.72
    This is the simple, quick first attack of the set. The damage is nothing overly special, but the animation is fairly quick, and the recharge is nice and low. It also debuffs resistance at the value of 20% for defenders, 15% for corrupters, and 13% for blasters. The debuff lasts for five seconds. Defenders have to take this attack, and honestly given the shortage of attacks in this set, there is no reason to skip it on blasters and corrupters. Slotting should be as normal for an attack. Generally 2 accuracy, 3 damage, and then throw in an endurance reduction since this recharges fast enough without any help.

    Scream
    Endurance Cost: 6.86
    Level Available: 1 or 2
    Activation Time: 1.67 seconds
    Recharge Time: 6 seconds
    Duration: n/a
    Range: 80 feet
    Defender Damage: 5 ticks of 4.7 smashing and 5 ticks of 4.7 energy over 1.05 seconds-total= 47
    Corrupter Damage: 5 ticks of 5.84 smashing and 5 ticks of 5.84 energy over 1.05 seconds-total=58.4
    Blaster Damage: 5 ticks of 7.23 smashing and 5 ticks of 7.23 energy over 1.05 seconds-total=72.3

    Scream is another of the limited single target stable. It has decent range, hits fairly hard (if in quick DoT), and recharges quickly enough. The debuff is at the normal 20%, 15%, 13% values, but lasts for seven seconds this time. Of course there is no good reason to skip this power. Slotting should be as normal for an attack. Generally 2 accuracy, 3 damage, and then you can opt between endurance reduction or recharge depending on how your blue bar is generally doing. You might need a recharge so you can have a steady single target chain.

    Howl
    Endurance Cost: 10.19
    Level Available: 2 or 4
    Activation Time: 2.33 seconds
    Recharge Time: 10 seconds
    Duration: n/a
    Range: 50 feet
    Defender Damage: 14.82 smashing and 14.82 energy -total= 29.64
    Corrupter Damage: 20.85 smashing and 20.85 energy -total= 41.71
    Blaster Damage: 22.8 smashing and 22.8 energy -total= 45.6
    Now we get to how. We can ask ourselves, is this a great AOE power? Well to be quire honest, no it’s not. It’s a cone, which can be annoying, and the damage is nothing special(though par for comparably sited AOEs). However it is a nice AOE debuff, which in many ways is the proper way to look at it. Needless to say, this power should not be skipped. Slotting should be 2 acc, and then comes the debate. I generally slot in 3 damage and a recharge or endurance reduction. However a compelling case could be made for sacrificing a damage slot so you can have endurance reduction and recharge reduction. Thus you could permanently debuff up to ten targets.

    Shockwave
    Endurance Cost: 11.86
    Level Available: 6 or 10
    Activation Time: 2.17 seconds
    Recharge Time: 8 seconds
    Duration: n/a
    Range: 50 feet
    Defender Damage: 11.57 smashing and 11.57 energy -total= 23.14
    Corrupter Damage: 13.35 smashing and 13.35 energy -total= 26.7
    Blaster Damage: 17.8 smashing and 17.8 energy -total= 35.6
    Here we have another AOE from the set, though it is honestly debatable if it should be considered a damage attack. Sure, it does damage, but only around 80% of howl, though at higher endurance cost. It also has an accuracy penalty built in. What it does feature is a pretty strong knockback effect. Unlike other attacks in the set, it lacks the resistance debuffing property. Should this power be taken? Well that’s a matter of preference. I’m not the biggest fan of knockback powers, unless they bring something else to the table. Explosive arrow or Shockwave from Claws at least both do good damage to go with their knockback. This power does not share that characteristic. Though given the dearth of AOEs, many do take this power, and solo knockback is a nice form of damage mitigate especially given the ragdoll physics we have now. Slotting is pretty much a mandatory 2 accuracy, then you can slot for damage or knockback. I’d probably go damage. Also you will want an endurance reduction, as it’s not that cheap, especially for the damage you get.

    Shout
    Endurance Cost: 11.86
    Level Available: 8 or 16
    Activation Time: 2.67 seconds
    Recharge Time: 10 seconds
    Duration: n/a
    Range: 40 feet
    Defender Damage: 38.32 smashing and 38.32 energy -total= 74.64
    Corrupter Damage: 44.21 smashing and 44.21 energy -total= 88.42
    Blaster Damage: 58.95 smashing and 58.95 energy -total= 117.9
    This is the heaviest hitting single target attack in the set. It also leaves its resistance debuff for a nice long ten seconds (at the normal 20%, 15%, 13% values). During Issue Nine range was doubled, which was a very nice buff as getting in close to use it when the range was 20 feet was a pain. Slotting should be normal attack style, with 2 acc, 3 dam, 1 end red. Basically this is a good solid power, so don’t skip it. Back when the range was real short, a case could have been made for skipping it, but no longer.

    Amplify
    Endurance Cost: 5.2
    Level Available: 12 or 20
    Activation Time: 1.17 seconds
    Recharge Time: 90 seconds
    Duration: 10 seconds
    Range: n/a
    Defender buff: 50% to hit and 50% damage
    Corrupter buff: 42.5% to hit and 42.5% damage
    Blaster buff: 37.5% to hit and 62.5% damage
    There’s not a great deal to say about amplify. It’s just Aim with a different name for set flavor. It does a significant boost to accuracy(technically to hit, and it really is different) and damage. I tend to skip it on my defenders because, well, you’re never going to be all that hot on damage, and I just found other powers to take. I’d always take it on blasters, and even though the corrupter value is fairly lackluster, I might take it there as well. Slotting should be 3 recharge. If you PvP, it might be worth slotting with 3 to hit buffs as well for those pesky eluded targets.

    Siren’s Song
    Endurance Cost: 15.6
    Level Available: 18 or 28
    Activation Time: 2 seconds
    Recharge Time: 20 seconds
    Duration: n/a
    Range: 40 feet
    Defender Damage: 18.07 energy
    Corrupter Damage: 20.85 energy
    Blaster Damage: 27.81 energy
    Siren’s Song is something I consider to be a situational power, as are all sleeps to be honest. In theory this is a fairly handy mezzing tool, and if used right very much is. However sleeps suffer from the fairly substantial drawback that waking up isn’t hard to do. This power also has the rather annoying feature of doing damage. Thus you can’t actually stack the magnitude 3 sleep to try and give a boss a nap. As a solo tool, this can be very handy, as you can sleep a crowd and deal with targets one by one, or at least drop the pressure down to just the boss in a crowd. You can be a pocket controller with just this power. It is also very nice if used on the secondary for a kinetics defender since fulcrum shift won’t wake up the foes, and you will be able to fire FS off without getting creamed. Another nice aspects on defenders is that you can stack it with the APP sleep from the psychic pool and do a lullaby for the bosses. Personally, though, on my sonic defender I skipped it since I’m a team kind of guy, and it doesn’t suit how I play. On the plus side it has a very long duration, with blasters and corrupters getting 35.76 seconds base, and defenders getting 44.7 seconds base. This means more than permanent out of the box, and no need for sleep slotting. I’d probably slot it with 2-3 accuracy, and an endurance reduction. Honestly 2 accuracy is probably good enough right there for little muss and fuss.

    Screech
    Endurance Cost: 10.19
    Level Available: 26 or 35
    Activation Time: 1.5 seconds
    Recharge Time: 20 seconds
    Duration: n/a
    Range: 460feet
    Defender Damage: 3.61 smashing and 3.61 energy -total= 7.22
    Corrupter Damage: 4.17 smashing and 4.17 energy -total= 8.34
    Blaster Damage: 5.56 smashing and 5.56 energy -total= 11.12
    Now screech was personally a disappointment. I remember reading on one of the COH planners I use that it did good damage. They were wrong. It’s just a single target stun that does negligible damage. At least it does a nice long resistance debuff (20%,15%,13% as usual) for 12 seconds, but the stun is only magnitude 3, so bosses will still need another drink. Duration varies by AT with defenders at 14.9 seconds, corrupters at 11.2 seconds, and blasters at 11.9 seconds. It can be used to good effect in a lot of ways, but honestly I would like to be able to expect more from a tier eight power. I suppose it is about par for tier eight defender powers, but I’d be a bit miffed getting this on a blaster when you have things like bitter freeze ray and blazing bolt in other sets (though stunning shot and voltaic sentinel are also in this slot, so you can’t feel that put upon). I skipped it on my sonic/sonic, but again you can build to use it. Things like Oppressive gloom(defender dark APP) or another stun attack from a blaster secondary are very handy since you will be able to make bosses do the drunk walk reliably. Slotting should be 2 accuracy (if you need to stun something you NEED to stun something), and then I’d say 2 disorient duration and 2 recharge reduction.

    Dreadful Wail
    Endurance Cost: 20.8
    Level Available: 32 or 38
    Activation Time: 1.97 seconds
    Recharge Time: 360 seconds
    Duration: n/a
    Range: n/a
    Radius: 25 feet
    Defender Damage: 54.22 smashing and 54.22 energy plus a 75% chance of another 54.22 smashing then a 50% charnge of 54.22 contingent on the last one-total average= 169. 44
    Corrupter Damage: 62.56 smashing and 62.56 energy plus a 75% chance of another 62.56 smashing then a 50% charnge of 62.56 contingent on the last one-total average= 195.5
    Blaster Damage: 83.42 smashing and 83.42 energy plus a 75% chance of another 83.42 smashing then a 50% charnge of 83.42 contingent on the last one-total average= 260.69
    Well most blaster sets have their nukes, and what would sonic be if it were lacking that? Dreadful Wail is actually a pretty nice nuke. It’s not the highest damage of them all, but it carries with it some nice secondary effects which the other sets lack. It hits good and hard. At the same time it does a long (20 second) resistance debuff (normal values for the ATs), and provides a lieutenant level stun on the crowd as well. This stun lasts the same duration as in screech (14.9, 11.9, 11.2). The power also has a strong built in accuracy. Of course like most of the nukes, it carries the standard down side. It drains all your endurance upon firing, and you will have a very hard time getting any back for twenty seconds (other than AB, transference and inspirations). How would I slot it? Three damage and three recharge. I would also make sure I had amplify if I took this power, so I could self buff a bit before firing it off. Blasters, of course should pitch in build up. Should you take it? On a blaster? Surely, damage is your job. On a corrupter? Maybe, damage is still sort of your job. On a defender? Good question. This will depend on your primary, and if you just like the big boom. I used to have it but skipped it on my latest respec. Anything with such a large recharge, and such a painful consequence means I don’t use it much, and even if it is ready, I question whether I do more good by being capable of my other tricks for the team. Definitely a personal style question again.
  12. Be careful, if you keep highlighting the nothingness, it may start to highlight you.
  13. [ QUOTE ]


    It used to be that one "Goose" could singlehandedly solo an AV (granted, AVs were a little wimpier back then), so the devs nerfed them. Nowadays a team of "Ganders" can, as a group, take out an AV. Again, not the same thing.


    [/ QUOTE ]

    Well I know it takes maybe 2 or 3 radioactive ganders to drop an AV these days. I've done all the Faultline AVs with just 2 rads (be they controller or defender) and a bubbler, and the bubbler was a second box so just applied buffs.

    Personally, since Castle has announced that the brokenness will continue (woo hoo, yay brokenness!!), I've been contemplating a kin and sonic break the game SG, and I might as well do it. Combining the best resistance debuffer with the best damage booster should make the game cry for mercy. Also a team running around with 75% resistance to all but psi, with status protection should be pretty hard to kill.
  14. [ QUOTE ]
    [ QUOTE ]
    team buffs have a mechanics problem. Teams vary in size from 1-8 so a buff that applies to everyone on the team is multiplied in effectiveness from 1x to 8x. Either a buff is useless for small teams or godmode for large teams - or both.

    What if team buffs had diminishing returns? Say 150% effectiveness for teams of 1-2, 125% for 3-4, 100% for 5-6, and 75% for 7-8 (numbers given are just an idea, the real numbers would need to be better balanced and more complex like (Y-1) X (12.5% + R/2.3).

    That way buffs would be more useful on smaller teams and less powerful on bigger teams than they are now. A team buff should still give a bigger total boost on a large team but not 4x on an 8 person team what it does on a 2 person team.

    [/ QUOTE ]

    Yes, they should. In fact, adding diminishing returns to buffs and debuffs of all sorts would allow us to alter many, many problematic powers. In all likelyhood, though, it will not happen. The change would simply be too fundmental and require a great deal of work on our part.

    [/ QUOTE ]

    This is rather what I expected. It's simply a function of the game engine and it won't change. Thanks for the factual interjection Castle.
  15. [ QUOTE ]

    Now THAT is funny coming from the self proclaimed "no need to be civil" person.

    [/ QUOTE ]

    I've been known to make a post without an insult in it. That's the difference.
  16. [ QUOTE ]
    [ QUOTE ]
    What some small children need to remember:
    The non-pretorian, non-vampire based AV's tend to be... Fairly easy.

    I mean sweet Jesus. Look at Hopkins.

    HOPKINS!!!!

    --------------------
    Currently listening to the Rolling Stones' Emotional Rescue

    [/ QUOTE ]

    Hopkins is a joke, but even some pretorian AV's like Infernal are a joke.

    Cheers!

    [/ QUOTE ]

    Once again, as I did say, much content in this game is overly easy. Sure, some AVs even fit in this category. Does vanquishing easy content mean all teams are equal? Hardly.

    Oh, and hampster, you've made the ignore list, not that I suspect you care. It's for my sake, since I'd just as soon read something useful. Ironic is you calling someone a child.
  17. [ QUOTE ]
    [ QUOTE ]

    You know if you did anything informative with your posts ever, people might attach importance to what you said. If you need me to dig up your posts on the all blaster TFs where you describe the team wipes, I can. However if you prefer to delude yourself and toss insults as you normally do, feel free.

    [/ QUOTE ]

    Don't bother. Bumped the thread, little girl.

    Read it. Takes notes. There will be a quiz later.

    And remember, the results will be on your permanent record.


    [/ QUOTE ]

    Ok, maybe someone else finds your demeanor amusing, but I'm done. I don't need to argue with someone who wouldn't know civility if it walked up and bit them on the behind. Later. I'll argue with the rational instead.
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    As for Hamster's all blaster TF, they sound rather like an exercise in how many times they can team wipe before finally getting lucky.

    [/ QUOTE ]

    Awwwwwweee.

    That has to be one of the cutest things I've ever seen a child post on the internet.

    You should have your mom print it out and put it on the kitchen fridge. With a magnet.



    [/ QUOTE ]

    You know if you did anything informative with your posts ever, people might attach importance to what you said. If you need me to dig up your posts on the all blaster TFs where you describe the team wipes, I can. However if you prefer to delude yourself and toss insults as you normally do, feel free.

    [/ QUOTE ]

    And all defender teams never have team wipes? I could show you videos of all defender teams having wipes if you really want.

    Cheers!

    [/ QUOTE ]

    I've been on buffer/debuffer teams getting wiped. In that case it's a matter of us doing something stupid. Last one I recall was a pinball wizards team running into an AV without knowing it was present in the group we attacked. We go wiped. Once we all got back and ready, the AV went down in no time.
  19. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]


    Not from what I have heard on both accounts. I know Top Docs squids have run with defenders and controllers as I have been a quest defender and controller on the teams, but I know they are not like this.

    Cheers!

    [/ QUOTE ]

    If you want I can go dig up TopDoc's posts when he was setting up the team. he requested Kheldians, then buffers/debuffers of certain flavors with an open invitation. I didn't find the teams all that amusing, but they always had some defenders/controllers on them.

    [/ QUOTE ]

    Aye and they also run without controllers/defenders.

    Cheers!

    [/ QUOTE ]

    It would be interesting to compare the effectiveness with and without. I suspect it is quite noticeable.
  20. [ QUOTE ]
    Specifically, all blaster TFs clearly demonstrate the power of stacked AoE attacks on groups of mobs. Typically the blasters survive because the bad guys die so quick. Even AVs can't stand up to that kind of firepower.

    The problem with all-defender teams is that you waste a few seconds applying debuffs (or reapplying buffs) instead of blasting. When mobs only last a few seconds anyway that can add up.

    I do think all Defender teams are probably more forgiving than all Blaster teams (if your team splits in an all Blaster TF it can be bad news for your survivability, especially if both teams aggro two or three spawns like usual), but speed wise it's hard to say.

    [/ QUOTE ]

    I don't doubt a whole bunch of stacked AOEs is very nasty against normal mobs. It's when the blasters run into AVs and GMs when things become wipes. I will also accede that buff/debuff teams sacrifice some time to get to their optimal point. However that time is spent on safety to a large degree (as you say).
  21. [ QUOTE ]
    [ QUOTE ]

    As for Hamster's all blaster TF, they sound rather like an exercise in how many times they can team wipe before finally getting lucky.

    [/ QUOTE ]

    Awwwwwweee.

    That has to be one of the cutest things I've ever seen a child post on the internet.

    You should have your mom print it out and put it on the kitchen fridge. With a magnet.



    [/ QUOTE ]

    You know if you did anything informative with your posts ever, people might attach importance to what you said. If you need me to dig up your posts on the all blaster TFs where you describe the team wipes, I can. However if you prefer to delude yourself and toss insults as you normally do, feel free.
  22. [ QUOTE ]


    Not from what I have heard on both accounts. I know Top Docs squids have run with defenders and controllers as I have been a quest defender and controller on the teams, but I know they are not like this.

    Cheers!

    [/ QUOTE ]

    If you want I can go dig up TopDoc's posts when he was setting up the team. he requested Kheldians, then buffers/debuffers of certain flavors with an open invitation. I didn't find the teams all that amusing, but they always had some defenders/controllers on them.
  23. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    <QR>

    <sarcasm>

    Why not, hey, next lets make damage diminish returns too. After the 2nd blaster, each additional blaster's damage should be cut in half.

    3rd does 1/2 damage
    4th does 1/4 damage
    5th does 1/8 damage

    Oh! Oh! Then we should make mezz effects diminish too. After the 2nd controller, each additional hold should drop in magnitude by 1. So the 5th and subsequent hold attack has no effect except to generate aggro.

    Brilliant!

    </sarcasm>

    [/ QUOTE ]

    If damage reinforced other damage I would actually agree with that. But that's not how damage works, but it is how buffs/debuffs work.

    It's not even a reasonable or responsible argument that damage is in the same boat. If it were, 8 Blasters would be as powerful as 8 Rads.

    [/ QUOTE ]

    Seems to me Hamster and his all blaster TF's are doing the job as easily as any all defender or controller team I have ever been apart of. *shrug*

    Top Doc's all Kehldian team seems to be doing just as well.

    Flukes I suppose.

    Cheers!

    [/ QUOTE ]

    Well first off TopDoc's "all khelidan team" isn't all kheldian. It's all kheldian+whatever buffer/debuffer you wish to bring to the party. That does a fair job of proving my point.

    As for Hamster's all blaster TF, they sound rather like an exercise in how many times they can team wipe before finally getting lucky.