Issue 24: Offenders Assemble!
There are three (with a 4th possible) powersets that need looking into.
SONIC : IMO the worst Defender primary to solo with. Does OK on a team, but needs more versatility and less gimmick. My votes : Sonic Siphon : Should do more. Every other power of similar nature debuffs 2 things. Or, in the case of Kinetics, does a debuff and a caster buff. How about if this power lowered the targets' resistance AND damage. Sonic Dispersion : Needs to protect against sleep and needs the Resistance value increased. Clarity : Needs to add Psionic Resistance to the target Liquefy : Needs the recharge reduced EMPATHY : Un-doubtably a serviceable powerset, but is a good example of what "not to do" when designing a powerset. Only 3 powers usable while solo. They are good powers, but just not in a very active way (solo). Healing Aura : As the "Healer" set, this power could use an increase in effect. Setting above other sets like Radiation which have a "less-heal focused" concept. A 30% increase is my thought. Either one of the following changes, but not both ; A) Change Fortitude to a PBAoE buff that effects the caster, while reducing the effects by 25% and increasing the recharge to 180-210 sec. B) Reduce the recharge on Both Auras so that they are perma with around 200% total recharge. Make these non-stacking from the same caster (if they aren't already) FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo. My favorite choice is to add some kind of debuff into some of the powers, but nothing that would step on other powersets. Also, make Repulsion Bomb better. Look at changing it to knockdown and a higher stun chance. Or more damage even. The fourth set would be Trick Arrow, possibly, but I don't have enough experience with it to offer anything. |
That saids.. I can FINALLY dump Stunning Shot and it's slow as hell animation for a superfast Ranged Shot? Hell YES.
"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat
Yes, I apologize for being part of the thread de-rail.
So, here is a quick question. Do villains in game that lower your accuracy actually lower your ACC or your ToHit ?
Next question, which will probably remain unanswered till we can beta-test, is ; Does the Fast-snipe trigger off "current" To-Hit or "Potential / Maximum" To-Hit.
I bet 100 bucks it will be "current" ToHit. And, if that is the case, many of us will be VERY disappointed in the Snipe attacks, especially if you learn this the hard way after respeccing your character to make Snipe "perma".
Lets wait and see.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Damn, my Rad/Rad namesake is gonna be loosing his signature green-laser-shooting-eyes that I liked so much... I'm keeping the glowing eye auras, but they won't be as much fun now... Gonna have to respec out of my Dark APP rez (I just respecced into it!) and back to tactics, too... Oh well, at least I'll finally get to enjoy the snipe's cool sound and animation, and CB will have range...
(Just to make sure it doesn't get misunderstood: the reticent moaning tone of the above is mostly a joke. I really will miss that "shooting freaking lasers from my freaking eyes!" feeling, but these changes will be great for a ton of my characters, the old school Rad/Rad offender included. I wonder if with Aim, Tactics, Soul Drain, Kismet and all my def debuffing, including one auto-hit power, I'll be able whack PPs in godmode or something - not that I LET them enter the godmode, in general, but it would be fun if I could...)
Playing CoH with Gestures
Next question, which will probably remain unanswered till we can beta-test, is ; Does the Fast-snipe trigger off "current" To-Hit or "Potential / Maximum" To-Hit.
I bet 100 bucks it will be "current" ToHit. And, if that is the case, many of us will be VERY disappointed in the Snipe attacks, especially if you learn this the hard way after respeccing your character to make Snipe "perma". |
As for perming snipe on Defenders I have two bits of advice. First try and build in some margin for debuffs. It's pretty easy for a Defender to get to 25% To Hit with Tactics and Kismet but having Aim to get you past Debuffs is not a bad idea if you can swing it in your build. Secondly consider using Mace Mastery for your Epic Pool. I realize it's not a good choice for all Defenders but it has Focused Accuracy which in addition to a small To Hit buff gives you a huge benefit for FastSnipe: 55.36% To Hit Debuff Resistance. As far as I'm aware the only powers in the game with To Hit Debuff Resistance are the various versions of Focused Accuracy and Targeting Drone (EDIT: Combat Training: Offensive for VEATs also provides it).
It is going to be current To Hit, else things like Aim and such wouldn't impact it.
As for perming snipe on Defenders I have two bits of advice. First try and build in some margin for debuffs. It's pretty easy for a Defender to get to 25% To Hit with Tactics and Kismet but having Aim to get you past Debuffs is not a bad idea if you can swing it in your build. Secondly consider using Mace Mastery for your Epic Pool. I realize it's not a good choice for all Defenders but it has Focused Accuracy which in addition to a small To Hit buff gives you a huge benefit for FastSnipe: 55.36% To Hit Debuff Resistance. As far as I'm aware the only powers in the game with To Hit Debuff Resistance are the various versions of Focused Accuracy and Targeting Drone. |
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Sonic Siphon : Should do more. Every other power of similar nature debuffs 2 things. Or, in the case of Kinetics, does a debuff and a caster buff. How about if this power lowered the targets' resistance AND damage.
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Sonic Dispersion : Needs to protect against sleep and needs the Resistance value increased.
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Clarity : Needs to add Psionic Resistance to the target |
Liquefy : Needs the recharge reduced |
Healing Aura : As the "Healer" set, this power could use an increase in effect. Setting above other sets like Radiation which have a "less-heal focused" concept. A 30% increase is my thought. |
Either one of the following changes, but not both ; A) Change Fortitude to a PBAoE buff that effects the caster, while reducing the effects by 25% and increasing the recharge to 180-210 sec. B) Reduce the recharge on Both Auras so that they are perma with around 200% total recharge. Make these non-stacking from the same caster (if they aren't already) |
FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo. |
The fourth set would be Trick Arrow, possibly, but I don't have enough experience with it to offer anything. |
On the other hand, the devs' have many years' worth of datamining defender performance. It's entirely possible that the inadequacies that we the players see in individual sets don't translate into actual performance differences from 1 - 50 + incarnates.
Or, at least, the differences show up in specific cases (i.e., the insta-gibs and confuses in the incarnate trials marginalise FF). But if you gave FF *shiver* a heal or massive -regen to compensate for lacklustre performance in the trials, would you bork up FF's SO performance?
FWIW, the devs still seem to be sticking to the party line that the game is balanced around SOs, and FF is absurdly effective in the vanilla game. We assumed that "the game is balanced around SOs" meant "no nerfs," but it's possible that the devs meant "no nerfs AND no buffs."
Edit: it's also possible that the devs don't any particular sets as "underperformers" -- rather, they may view some as "overachievers" and don't wish to embark on a wide-ranging series of nerfs.
On the other hand, the devs' have many years' worth of datamining defender performance. It's entirely possible that the inadequacies that we the players see in individual sets don't translate into actual performance differences from 1 - 50 + incarnates.
Or, at least, the differences show up in specific cases (i.e., the insta-gibs and confuses in the incarnate trials marginalise FF). But if you gave FF *shiver* a heal or massive -regen to compensate for lacklustre performance in the trials, would you bork up FF's SO performance? FWIW, the devs still seem to be sticking to the party line that the game is balanced around SOs, and FF is absurdly effective in the vanilla game. We assumed that "the game is balanced around SOs" meant "no nerfs," but it's possible that the devs meant "no nerfs AND no buffs." Edit: it's also possible that the devs don't any particular sets as "underperformers" -- rather, they may view some as "overachievers" and don't wish to embark on a wide-ranging series of nerfs. |
I dont, however, like the thought that Defender parity could EVER be examined with "Incarnate Powers" as part of the equation. In fact, I seem to remember having quite an animated exchange during closed beta when Incarnates first came out about how "they" (meaning Incarnates), would smooth over the imbalances in solo performance for certain less fortunate primaries (like Empathy, Sonic and Forcefields). I still feel today the way I felt then ; It would be absolutely ludicrous and sad if the devs actually considered that as the "patch-work fix" to slap over defender "parity" in regards to solo-ing. Even more-so, I'd consider it cowardice.
The approach appears to be that they attack the "low-hanging" fruit of other ATs with less sweeping or important balance concerns. But actually trying to fix the disparity between "Buffing" and "Debuffing" sets WILL NEVER HAPPEN. Instead, we will just say the problem does not exist and keep churning out "hybridized" new sets like Time Manipulation and hope that the complaints will die away when everyone moves on to the "better designed" sets.
Fat Chance. I have invested alot in my oldest characters, and until I quit CoH and move on to some other game, the issue exists. Is that really how they want it to end ? Who knows ? Am I bitter ? Not really, just annoyed. I still love the game, but would love it more if my personal favorite (Legacy) powersets could get a look see.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Good-bye, Gloom. I won't miss you and your DoT! If I could dump Dark Blast instead of you, I would, but I can't. And leave that Apocalypse Set on the way out the door.
Why, hello there, Moon Beam. So nice to see you again. May I offer you a nice set of Apocalypse I happen to have handy? You try this on while I find a Kismet:ToHit. You can talk to Tactics in the meantime, that's the one wearing a full set of Gaussian. |
Just off hand putting apoc in DB, SotM in MB and the ATO set in LD gives you two medium strength damage blasts and the snipes big damage for a fairly nice attack chain. As a bonus not only will Life Drain heal you but it'll have a chance to proc the ATO pbaoe heal as well! Less stopping to pew pew for Twilight Grasp then!
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
So nice to know the changes that are meant to help Blasters are helping ATs that don't need any help at all.
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And you're not complaining we get nukes? We should call them expanding marshmellows.. because thats how threatening a defender nuke is... (without kinetics of course)
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Have you considered putting that apocalypse in dark blast? The proc from it and another damage proc from the accurate to-hit buff set could shore up it's damage a bit to make it relatively decent. Then use 5 pc sting of the manticore in moonbeam for 7.5% recharge ^_^
Just off hand putting apoc in DB, SotM in MB and the ATO set in LD gives you two medium strength damage blasts and the snipes big damage for a fairly nice attack chain. As a bonus not only will Life Drain heal you but it'll have a chance to proc the ATO pbaoe heal as well! Less stopping to pew pew for Twilight Grasp then! |
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Actually, that's a good idea to move Apocalypse to Dark Blast and Superior Defender's Bastion, which is currently in DB to Moonbeam which will be replacing Gloom. SDBastion has more recharge than Apocalypse.
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Dark Blast will be your lowest but not much lower than Life Drain.
Life Drain will not only heal you but aoe heal those around you due to the ATO proc which may lessen your need to hit Twilight Grasp (so you can keep pew pewing!)
Moonbeam with Sting of the Manticore gets you a hard hitting attack that also provides a global 7.5% recharge.
In this way you spread the love between the three attacks and have a very solid attack chain that provides some significant secondary benefits as well (aoe heal on top of the self heal in life drain, global recharge from moonbeam/lifedrain/dark blast)
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
Moonbeam with Sting of the Manticore gets you a hard hitting attack that also provides a global 7.5% recharge.
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Click this DataLink to open the build!
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It has -100% regen which is not that great. It does stop the regeneration of normal enemies but that's rarely a major concern. Against an even level AV it's equivalent to about 14.14 DPS which isn't that useful (for comparison a Beam Rifle Blaster can toss out more -regen using Disintegrate and Single Shot than a Time Defender can with TC and Time Stop).
So yeah adios Time Crawl, don't let the door hit you on the way out. |
The trial AVs also have huge resistances. -Regen doesn't care about that.
I'm already getting 10% Global recharge from Apocalypse and Superior Defender each. Sting has InterruptRedux, which is not needed since I'll easily have perma-insta-snipe.
Click this DataLink to open the build! |
You'd be getting
10% from Apocalypse in Dark Blast
PLUS
10% from Superior Defender in Life Drain
PLUS
7.5% from Sting in Moonbeam
And of course whatever else you have for recharge... Basically what I am saying is that nothing else you can put in a single target attack will get you 7.5% recharge. At best you can hope for 6.25% Putting sting in moonbeam will get you more recharge overall because apoc and ATO set will be in other powers. Of course if you don't need the recharge obviously it's not important.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll
Check out my Deviant Art: http://darkauthor81.deviantart.com/
FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.
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Change it to knockdown rather than knock back. Perhaps increase the radius. Add a -regen debuff. Take out the endurance cost applied for each enemy affected.
Same thing for Sonic Repulsion only, perhaps, do -resistance or -accuracy rather than -regen. Goes better with the set theme.
NO idea what to do about Force Bubble without completely gutting the power. I'd say add a -Damage or -Regen to it but, still, who the hell would use it even then?
Sonic buffs could use +HP and +Regen to bring them up to par with Force Fields.
"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll
Check out my Deviant Art: http://darkauthor81.deviantart.com/
I think the trick there would be in FF's most forgotten power. Repulsion Field.
Change it to knockdown rather than knock back. Perhaps increase the radius. Add a -regen debuff. Take out the endurance cost applied for each enemy affected. Same thing for Sonic Repulsion only, perhaps, do -resistance or -accuracy rather than -regen. Goes better with the set theme. NO idea what to do about Force Bubble without completely gutting the power. I'd say add a -Damage or -Regen to it but, still, who the hell would use it even then? Sonic buffs could use +HP and +Regen to bring them up to par with Force Fields. |
The Devs thought it was conceptually good to add all sorts of crazy stuff into the blast set and yet Sonic Resonance is sorta vanilla. Yes it can cage and debuff and kb, but those are not every mob kinda powers and it leaves the set bland.
I think it would have been interesting to double up some of the effects in sonic blast into resonance, for instance, an aoe stun to go with the single target one in the blast set.
Sonic conceptually has always driven me crazy.
The Devs thought it was conceptually good to add all sorts of crazy stuff into the blast set and yet Sonic Resonance is sorta vanilla. Yes it can cage and debuff and kb, but those are not every mob kinda powers and it leaves the set bland. I think it would have been interesting to double up some of the effects in sonic blast into resonance, for instance, an aoe stun to go with the single target one in the blast set. |
Wow, yes, an AOE stun seems very appropriate for Sonic Res. I agree with you totally on the vanilla feel of it. Not saying I don't like the set, but that is a problem with it. Not sure if it's easily fixed, though.
Water has no snipe.
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Hew in drag baby
There are three (with a 4th possible) powersets that need looking into.
SONIC : IMO the worst Defender primary to solo with. Does OK on a team, but needs more versatility and less gimmick. My votes :
Sonic Siphon : Should do more. Every other power of similar nature debuffs 2 things. Or, in the case of Kinetics, does a debuff and a caster buff. How about if this power lowered the targets' resistance AND damage.
Sonic Dispersion : Needs to protect against sleep and needs the Resistance value increased.
Clarity : Needs to add Psionic Resistance to the target
Liquefy : Needs the recharge reduced
EMPATHY : Un-doubtably a serviceable powerset, but is a good example of what "not to do" when designing a powerset. Only 3 powers usable while solo. They are good powers, but just not in a very active way (solo).
Healing Aura : As the "Healer" set, this power could use an increase in effect. Setting above other sets like Radiation which have a "less-heal focused" concept. A 30% increase is my thought.
Either one of the following changes, but not both ;
A) Change Fortitude to a PBAoE buff that effects the caster, while reducing the effects by 25% and increasing the recharge to 180-210 sec.
B) Reduce the recharge on Both Auras so that they are perma with around 200% total recharge. Make these non-stacking from the same caster (if they aren't already)
FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.
My favorite choice is to add some kind of debuff into some of the powers, but nothing that would step on other powersets. Also, make Repulsion Bomb better. Look at changing it to knockdown and a higher stun chance. Or more damage even.
The fourth set would be Trick Arrow, possibly, but I don't have enough experience with it to offer anything.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF