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Rudra

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Everything posted by Rudra

  1. Would work just fine for a war scythe (which was a real weapon). Instead of the blade being perpendicular to the shaft, it was set in line with it. It is not the type of scythe being asked for though....
  2. Assault Rifle has Smash, Lethal, and Fire. And like you said, Smash and Lethal don't count. So it has ONE additional damage type. Anyway, I'm done chasing my tail on this. Hasta la bye-bye. (Edit: So smash, lethal, fire, energy, negative, and toxic, with you trying to find a way to fit cold in.... so yeah. this is all about having every damage type rather than a theme. ... yeah, I'm done with this thread.)
  3. In Hardcase's mission to collect demonic essences, there is an apostrophe that does not belong. The final clue, Full Crystal Pendant, says "This is a crystal pendant created by the demon hunter Hardcase. It is used to collect the magical essence of demon's you defeat. It is now full, it's crystal blackened by the demonic energies it contains." The word demon's is not being used to show possession of anything, but is instead being used as the plural of demon. So it should be "This is a crystal pendant created by the demon hunter Hardcase. It is used to collect the magical essence of demons you defeat. It is now full, it's crystal blackened by the demonic energies it contains."
  4. Don't know where you are getting 4 from. Dual Pistol has 3, and those are toggles so it is only using 1 at a time. Demons is the only other set I know of that has a wide variety of damage types, and it is also 3. (Edit: And of those 3, only fire and cold are full damage. Dark has to split its damage with fire.) Personally, I'd say limit it to 2, with 3 being an arguable upper limit.
  5. That's a T8. Your power is a T7. Those do 120 for a 12s recharge and 145.8 for a 15s one. And your T8 does 168.01 damage with a 12s recharge, blowing right past your argument. Regardless, the overall damage I expect to be modified by the devs if implemented anyway. You obviously enjoyed EQ. You want to experience a class you played there on CoX. That's fine. This is not EQ though. Nor is it WoW, Guild Wars II (Edit: Or whatever was the name of the game NCSoft wanted us to move to when they shut down CoX), or any other game. This is City of Heroes/City of Villains. I'm guessing EQ had a lot of damage types available to the classes. CoX limits that. Regardless of your AT choice and power selections, you have a limited variety of damage types available. This way you excel against some groups or mobs, do averagely against others, and have to fight a little bit harder against yet others. Your proposal includes Smashing/Lethal (obligatory, all power sets have this to at least some extent), fire, and energy. And I could have sworn it listed toxic for the Winged Death, but I'm not seeing it now. Hells, Winged Death doesn't even have a listed damage type, so that could be interpreted as you wanting untyped damage on the set too. (Edit: I know you are not asking for that, just saying it can be interpreted as such.) With you trying to find a way to also add in cold for the stated purpose of adding in more damage types. Apparently not because it is needed or makes sense, but because you think you are lacking in damage variety. All you would be missing is negative energy and psionic. Even Dual Pistols, which has fire, cold, and toxic, only lets the character use one of those at a time. You have to toggle one of the 3 on, it takes a power choice/slot to be able to do so, and that power slot does not grant you a damage bonus, or accuracy bonus, or anything else. It simply changes the way the entire set works. (Well, fire I think improves your overall damage slightly, but not Build Up levels of damage boost.) You want to use a different damage type? Toggle a different one. (Edit: And I think there is a small recharge before you can select a different toggle.) All powers are still using smash, lethal, and a single other damage type (plus associated effects appropriate for the damage type, at the cost of the power's damage). Your power set may as well be called "The Everything Set". THAT is the main problem. That is the issue we have been trying to explain to you. That is why I say this proposal is unbalanced and should not be implemented until fixed, and why I asked you to pick a theme damage and stick to it. (Edit [again]: The damage type toggles for Dual Pistols do have a recharge, but it is a negligible recharge and only applies to the damage type toggle you just disabled. So you can effectively cycle through the damage types more or less at will, but you have to devote an action to changing the damage type each time.)
  6. Fun? No idea, never played it. Interesting? Sure, it looks interesting and I would probably try it if it were incorporated. Unbalanced? This is a proposed Blaster set, yes? The Root + Winged Death ability works an awful lot like the Controller's Containment inherent. You're doing double damage to a mezzed target, as built in to the power set to set up and do. (Or as per a Stalker, whichever.) As per the OP, you were trying to find a way to incorporate even more damage types into the set, specifically ice/cold. So you are trying to cover as many damage types as you can. So, unbalanced? ... Mind you this is strictly my opinion, but I would say yes.
  7. AoEs doing less damage for more END cost is not a line of reasoning for mixing a grab bag of damage types. The reduced damage at increased cost would hold true regardless of what the damage types are. I understand you are not trying to make a set that has an attack to exploit every possible mob weakness in the game. And you have even acknowledged the concerns with the set. The use of energy as a damage type is not the problem. It is the wide variety of damage types you have incorporated into the proposed set.
  8. Yeah, I hear you, but I still have 50s that can't fight any higher. So I still disagree. This thread is starting to do some serious wandering now, so I'm just going to drop off it. If this pool gets implemented? Fine. I hope it does so with a Mag 1 limit for mez protection, but at least no higher than Mag 2. And keep the other resists low too. I do seem to be in the minority on this though. If it does not get implemented, I won't shed any tears.
  9. Only the Jounin get the hidden status damage bonus from my experience. The Genin and Oni simply avoid being hit by anything that was about to attack but has not triggered it for a brief moment. Then they immediately do a normal damage attack that gets everything right back to smacking them. (Edit: It is why I have taken to never taking Smoke Flash.) (Edit II: And since Jounin already get their own Placate, and I've seen them use the Smoke Flash I give them, only to follow up with their own Placate, Smoke Flash is laughably useless in my opinion.) (Edit III: And even with the Jounin, I've only ever seen them get a single attack of increased damage regardless of them using Placate or Smoke Flash. So yeah, I don't count Smoke Flash as a buff or damage or anything other than a skippable slot to better build up my MM.)
  10. I've got a bone to pick with this statement, but beyond this statement, I'm not going to make it. I've already had that argument and all it did was make me unreasonably angry. You are correct though. The x8 does not mean the spawns should take a team of 8 to clear. As has been said in another thread, the x8 only means the game spawns mobs in group sizes it would as if you were a team of 8 players. It does not account for how you build your character. It does not account for your AT or power choices. It simply spawns larger numbers of enemies to match the spawn sizes you would get if you had a larger team. And I believe this was included pre-incarnate because tankers, brutes, and some others were tired of asking for 7 other players to join them and door sit so (s)he could get the enemy spawn sizes (s)he could deal with solo. With that in mind, if anyone is using a difficulty higher than x1 as a basis for a need for this power pool, then your reasoning doesn't work. You are playing at a higher difficulty than the game was stated as being. For those of you citing difficulties higher than x1 to prove mezzes can get through your mez protection, but not necessarily as a reason for this pool to exist? Meh. Some spawns can achieve the protection breakthrough even on the normal +0/x1 difficulty, typically Tsoo in my experience. Your point is still valid though. There has been a lot of discussion as to whether this pool is needed, or if it is just a quality of life bit, or if it is power creep, or if it is progressing the game into even easier territory for those that are already yawning their way through everything. Again, neither for it nor against it, but if the magnitude of protection is low enough, this pool is not really a problem. Any mez protection higher than Mag 2 though, is excessive in my opinion. Firstly because this is a pool and should not be a mainstay or must have pool choice. And secondly because being able to routinely ignore even just lieutenants, let alone a boss regardless of how weak that boss' mezzes may be, is a pretty ridiculous ask considering the game already accounts for it. Squishies have range. They get mezzed? As long as they maintained their distance, they should survive long enough for the mez to wear off and do something even if they are not packing Breakfrees. I'm just one person and this is just my opinion, but there you have it.
  11. As someone who plays solo 5 of 7 days a week, at +0/x0(x1) with most of my characters, I don't really see the problem with mezzes. Yes, I play at a very low difficulty compared to almost every other poster I've seen on the forums. Regardless of whether I'm on a corruptor, a blaster, or the odd dominator I bother making, I don't really have a problem with mezzes beyond the need to be careful and use some forethought. The blaster having the easiest time of the three in dealing with it. (Thank you, unmezzable T1 and T2 attacks.) I do have to admit though, there are times when my brutes at +0/x1 get mezzed. Typically because it is a Tsoo mission and I just got smacked by 4 Green Ink Men. Aside from the brief stun though, they aren't a problem. So I don't really see a mez problem. My corruptor got held and is in dire straits? If I'm a flier, I'm typically high enough that I'll survive until I recover. (Unless, you know, Malta.) I'm not a flier? I'll still typically survive long enough for the mez to wear off so I can get away to recover and plot my next attack. (Unless, you know, Malta. Or sometimes Carnies.) I don't really see a problem with the set as proposed as long as it is weak protection or only gives resists so the mezzes still apply. However, I also still don't see a need for it. Edit: And by weak, I mean Mag 1, maybe Mag 2. Enough to fend off a lone Fungoid minion's mez attack, but definitely not a boss.
  12. I wouldn't call Smoke Flash from the Ninjas set a damage dealer or buff. It is a short radius Placate you can make a single ninja use. (And only the Jounin get any effect from it other than the mobs stop hitting him. And Jounin already have their own Placate.) Then again, Ninjas do seem to be an oddball set.... (Probably why I like them so much.)
  13. 1) T1, yes. 2) T3, yes. 3) T5, is either a cone or a targeted AoE (reference Photon Grenade from Robotics and M30 Grenade from Mercenaries) (Edit: Also contrast Life Drain ST ranged attack with heal component for Necromancy at T5.)
  14. This. Of all the holes they could have put in WP, they gave it no resist to END drain and REC drain. The two defenses I most associate with being able to power through a situation, having the willpower to carry on. In the game's mechanics, is the ability to actually do anything. And yet WP has no such ability. A sapper sneezed 3 halls over? Oh no! All my toggles shut down and I can't act because I have no END! (Ridiculous exaggeration intended for both comedic visual and gross over-statement of problem.) I'm far less concerned with WP getting DDR than the ability to resist having their END pool completely wiped out by a lone minion. As for Bio? I never played it. I hate the visuals. They don't work for my characters, so I have no comment on it.
  15. Mercs' 3rd tier 1 pet is a medic. Demons tier 1 pets are fire blast, ice blast, and hellfire blast (fire/dark). This really should be a different thread though.
  16. And there is my concern. I've never played EQ, so not worried about how that game works. You are trying to create a druid set in CoX. That's fine. Problem: Druid spells include ice/cold (Ice Blast and Ice Control), plant (Plant Control and Plant Manipulation), weather spells (Storm Summoning), animal summons (Beast Mastery), and shapeshifting. Specializations include sea druids (Water Blast), stone druids (Earth Control and Earth Assault), Sky Druids (back to Storm Summoning with Electrical Blast), desert druids (arguably Fire Blast), and so forth. Making a do everything druid set for CoX is an interesting idea, but it also tries to do too much. When I first saw this post, I was hoping you had come up with something new. Instead, you present a mix of attacks that lets you tailor your damage type to your opponent. Seemingly by taking preferred powers from other sets and consolidating them.
  17. Feels like you are trying to cover all damage types so you always have an answer to mob weaknesses. Pick a central damage type theme instead of grabbing everything please. I honestly expected the proposed set to be a lot of lethal/toxic (for piercing plant attacks) and smash/toxic (for crushing or blunt plant attacks).
  18. Adding mez protection to the squishies is not really needed. Not in my experience. And I'm the kind of person that can run through multiple missions before I finally see a replacement inspiration drop. On a corruptor, one of my favorite ATs, I check the spawn, find the mezzer, then gank the mezzer. Deal with the rest of the spawn after. The primary mezzer is a boss? I blind the boss (Darkest Night, Radiation Infection, whatever) and do my best to drop him/her as quickly as possible, hoping the mezzes miss me in the interim. In the meantime, I'm flying out of the opposition's reach, so even if I am mezzed, I will hopefully not be swarmed to death. I can't do that? Then I hit and run the spawn until only the boss is left, then grit my teeth and go for it, popping reds and purples to gank the boss as quick as I can. Like has been said already, there are options for squishies to deal with mezzers. It doesn't always work, and if you have the inspirations, you can use them to mitigate the situation, but options are there. Again, I am not against this idea, but neither am I for it. Inspirations are a core part of the game. They are there to get you out of a bad situation. They are not build considerations. You can't rely on having them when you need to, but they are a consideration.
  19. With Mag 10 mez protection, you need to be facing some seriously stiff mez opposition. Or a pair of Dark Ring Mistresses backing up those Illusionists... Or a few Sappers backing up those Zeus Titans with their Hercules Titan support... especially if they are higher level... ... maybe a trial AV... ... ... so yeah... pretty serious opposition....
  20. I actually hated that about CO, which was the only game I played that had that. NPCs had mezzes that timed in for use just as the timer for reduced effect timed out, so they always knocked you or held you for full effect. Players however, would get sets that every power included knock or repel, and after the first attack, the whole theme of the set was useless because every attack added a stack of resist to the target and renewed the timer. (Hells, one attack was a sustain with repel that almost instantly maxxed out the target's repel resistance to immunity before you even got halfway through the power's attack duration.) It's an advantage of CoX that inherent mez protection does not exist to cause that. As for the debuff/resist power pool? I have no opinion. Blasters can still attack while mezzed. I don't play defenders so I don't know how well they handle it. My corruptors handle even mez focused bosses well, but all my corruptors fly and stay out of reach. I don't play controllers and rarely play doms, so no insight on them. And the other ATs have some protection built in. You want a dedicated pool for mez protection? I definitely won't complain. It never happens? I still won't complain.
  21. Can't the walk mechanic be applied in some way? The toggle suppression instead of de-activation of kheldian powers makes way more sense than the current system.
  22. Uhm... all the sniping sets, including Manticore, include interrupt enhancements.... Edit: Except for Exploit Weakness for some reason....
  23. The kheldians felt like a challenge AT when they were first released. I'm not saying they were or are, but they were and are the only ATs with mobs specifically designed to destroy them that would be encountered in every mission. Even when they first start out at level 1. Yes, they have a blaster form. Yes, they have a tanker form. So yes, they can fill either role if needed. As someone who quickly learned to hate kheldians when they were first released on Live though, I don't think they are meant to compete favorably with the more dedicated ATs. They are the Jack of all Trades yet Master of None AT.
  24. I really don't see proc damage being adversely affected by the ability to shave off a second from the long wind up of the non-combat snipe.
  25. Agreed. You don't even need the boarding animation since like the OP says, it is not aligned half the time. Just make the transit window always selectable and you immediately go to that zone like with the ferries.
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