-
Posts
110 -
Joined
-
Hmm I feel like I'm being trolled here...but this is the coh boards...
Dark Miasma has 1 power perhaps two if you count fluffy that do any damage at all. And it's less than brawl. So either you're thinking of dark assault or you're just mistaken. -
Umm, I'm a bit confused but will try to help.
1. Masterminds can soak up a lot of damage with their pets out and leveraging bodyguard mode. So you could safely debuff and stand in the middle of a group of baddies.
Maybe this statement means, don't bother attacking with personal attacks. Which is more generally true, because mm attacks are pretty lousy generally.
2. What you as a player would do and what the ai will do are different. It's very rare for a mm to die before their pets, if I recall correctly the pets or there attacks are coded to make them a tastier target than the mm.
3. Dark is powerset that does exactly what you said to keep alive. It combines solid control. Fear. And a lot of -tohit so mobs rarely hit them. With a few heals to make up for when mobs do hit.
4. Dark and thugs work great together. Thugs high defense benefits from the -hit, tarpatch keeps them in place, and you have some healing to keep them up. Dark works great with pretty much anything really. -
Quote:To me masterminds don't need help because they don't work. They need help because the the ai and ui can often make them frustrating to play. It's a different kind of broke than what arcanaville is pursuing with blasters but it's just as valid really when you consider that this a game and classes should be fun to play.I very much agree with the purple patch issue.
But I can't agree with a MMs ability to control their pets until:
Melee pets go melee without taking ranged pets with them and ranged stay ranged without making melee pets stand next to them (Quite likely to address issues with non-controllable pets as well)
Damage patches don't override player commands
Pets don't chain aggro and run off on their own trying to attack something
Pets don't decide to run off after certain enemies in iTrials, instead of following orders
Pets don't cycle their "Too far" animation preventing actions, when on certain maps.
Really it boils down to, as a pet class, a mastermind plays more a cat herder than a general. I really can't think of a single other AT that fights the ai/ui to make their own powers work the way they're supposed to as often as they do the enemy. -
I'm not one to argue with numbers but if you read later in the post I'm pretty sure you'll see that he's talking about debuffs balancing that a bit. So if you were to take your numbers and change them for something like freezing rain being present the numbers might not be so drastic.
Also I know this is the corrupter forum but proving that two average sets have a scrapper doing a lot more damage than a corrupter seems less useful to the general point being discussed ie range vs melee set balance. I imagine using blaster numbers would be more fair to that comparison.
In general there's a lot of proving to back up anecdotal statements in a lot of this thread. For instance:
Fire does the most single target damage
Fire does the most aoe damage
Fire is significantly ahead of all other ranged sets
What single and aoe damage of the melee sets are, to try to find just what average actually is.
The gap between average and the outliers in melee and ranged sets.
Edit: And the elephant in the room. Scaling. -
Quote:Hmm I feel like I'm reading the wow forums again. I could probably literally cut and paste a reply here. Ahem, if a tank and dps both deliver there A game by skilled players and the only way for the tank to hold aggro is for the dps to choke their rotation then the threat model is broken. Essentially your system says that a tank can't do their job unless the dps let them.Convenient, but would it be good for the game?
CoX players pride themselves in not having the tanker/healer/dps triumvirate. But in games that have that aggro is a factor. DPS has to make sure it does not draw aggro or it dies.
But CoX players seem to want tankers to hold all aggro so everyone else is safe. They ask for others not to be able to take aggro. They ask for tankers to get a higher aggro cap.
Is making holding aggro easier good? Or is requiring some thought and attention on the part of scrappers better for the game?
I suppose we could start arguing about whose responsibility threat management is but really coh isn't that kind of a game. I think part of the problem of blasters and tanks is likely just that. When you have an AT called "Tank" I'm pretty sure they were shooting for an offshoot of the triumvirate that dominated mmo's in those days. CC/buff/debuff/heal/tank/melee dps/ranged dps.
Years later cov tossed some of that as it didn't seem to work in coh environment. When the two systems crashed together design differences are more obvious. It's kind of like trying to update the wiring in a really old house.
Edit: Hmm, I at first assumed you were being rhetorical and snarky at the end. If not, I apologize and... Forcing a traditional mmo system onto coh at this point would require a revamp and likely kill the game. It's much better to use duct tape than a bulldozer when smoothing problems. -
Hopefully I won't be tarred and feathered for saying this on the scrapper forum, but if you're so focused on single target damage why not go stalker?
-
I'm certainly no expert but between combat training, tactical traininng, foresight, mask and hover or cj that's 5 lotg's. It seems like wasting a slot in mind link for it is a bit of a waste to me.
-
Echoing another sentiment, I'd like masterminds to get improved pet ai and control. A pet class should be able to precisely and easily control their pets as far as I'm concerned. I suppose that's a buff in some ways but it's more a matter of taking away tedium and making more fun.
Similarly, if pb/ws are to shapeshift often then the animations should be shorter. Hyperbole incoming, half the time I feel like I could brew a pot of tea or watch my character die while waiting on the form shift to animate. Long story short, for me, it is incredibly flowbreaking. -
/psi and /dark have your heals. Both have decent aoe.
Something to consider. For concept if you want ice, then ice app is very nice on dom's and that will give you some flexibility in your primary and secondary and keep your concept. -
Just from a different angle. A toon that benefits from high recharge could be very useful here. So something like ill/rad or fire/rad. Building around am and chronoshift should make it pretty easy to perma both and be easily within perma pa range. Not counting the nice debuffs.
-
I'd imagine more people don't take mud pots because of its interaction with static field than because of just the radius but could be wrong.
-
Quote:One of the reasons why rain of fire is so nice on a corrupter is because the blaster version was used without the numbers tuned down.I took a quick look at the Defender's forum and wasn't able to find any guides or posts about this. Can you fill in a few more details on how it is watered down?
The same is not true of the defender version. A quick look at the damage on mids should show you what I mean. -
Defender rain is a watered down version, just pointing that out.
-
stone, because I hate my blue bar... and I wanted to play a sturdy dominator. I'm having fun with it.
-
I have a dark dom stalled in the 30's I believe, it just doesn't feel as safe as my electric.
-
Just makes it harder to interrupt, the cast time stays the same. And only works if the attack is flagged to be interruptible. Snipes, some of the medicine pool are the only things that leap to mind.
-
As far as I know none of elec melee can be slotted for range and there isn't cast time reduction...unless you mean recharge reduction, sorry sounded like you meant something like haste in other games.
Elec imho lives and dies on lightning rod, the rest of the sets aoe while serviceable isn't all that impressive. Long story short, it's a love it or hate kind of set. -
No worries.
A few general electric tips:
Slot conductive aura for end drain and accuracy. Remember it only affects 8 people so if your pull is spread, move around it a bit to spread out the drain.
I'm assuming you have fences, if you can put end drain in that it's not a bad tool to help as you level.
Between field, and cages, you generally should have the option to engage any group at 0 end if you're willing to be a bit patient with them. Just a few chain and fence cycles generally if you're in melee range.
Cages don't prevent knockdown. So sleet will provide extra control.
You can jolting chain, then cast your fences and they should be back asleep before they stand back up. This is how I started aoeing larger groups when I was leveling. Chain, aoe,, chain, cages, the knockdown and the drain most of the time prevents any repercussions of trying to aoe larger groups without defense.
You can put dev hold proc in jolting chain
For spread out groups if you're afraid they'll kill you before they run into static field...
Synaptic overload and wait a few seconds, the confuse will generally cause them to bunch up.
You can corner pull similar to how a dark would. Lay down a field at the corner, jolt the group, step around the corner. First guy round the corner hold, then you can use him to jolt, chain the rest of the group safely as it runs through the field, usually most won't reach you.
Oh and half the time I don't notice or particularly care if my gremlins die, but they are useful from time to time.
Sorry if it was all "duh obvious" stuff. Good luck.
Edit: Oh, I solo most of the time so was mostly targeting that. From a grouping stand point I know some stuff isn't quite as feasible. -
I'm linking this just so you don't have to take my word for it.
http://tomax.cohtitan.com/data/power....Stunning_Aura
Conductive aura doesn't cost any end. In fact...granted I do have drain psyche, but I did almost all my leveling just with one slot in stamina.
And...I'm not sure, but I know some auras that effect enemies don't play well with performance shifter. -
Hmm I'm elec/psi/cold but I'm confused and really not trying to be a jerk when I ask this. Between conductive, and elec's 3 melee, why do you want ranged defense?
-
I mostly solo so on the other end. Just started working on his 47 build. In general the main whine I see about electric is actually that it plays poorly with domination. That aside, its a very safe and fun combo. Damage resist wise I'm not quite sure what reppu is talking about outside of robots, but I don't do incarnate stuff on him. Last I checked psy still ranked in the top four or so of the damage sets.
In other words, you'll be fine, it will be fun and safe. I'm no damage connoisseur but I melt large spawns fast enough. I suppose if you were one of the old perma dom fire/psy's you might not be happy with it. -
It does seem funny how easy it is to get a group of men with guns to all decide to close in range of my pbaoes to punch at me uselessly.
-
Hmm, good point.
Trial one: Elec 3 mobs to death
Trial two: 1x8 mission spawn. Here it was a bit harder to maintain a 3 stack mostly because of attacks,other controls , etc. But still seemed to be on every cast. When I had the pull under control and just spammed fences I had no trouble keeping the stack up. -
Did a quick test on my dominator who has it in elec fences. Seems to proc every time. About the only mentionable thing is that it procs don't refresh so occasionally you'll drop down to 2 and then the next cast puts you back at 3.