Jump to content

archgemini24

Members
  • Posts

    129
  • Joined

  • Last visited

Everything posted by archgemini24

  1. - A full review on all powers with a consistent design and effectiveness philosophy in mind. There are some sets that, while still fine and playable, show their age next to more modern sets. I very much understand this is a "be careful what you wish for" request, but I am really interested in what some powersets would look like if they were all looked at together, especially since the performance bands between them can be quite large. - A little love for inherents that have certain aspects overlooked (i.e., Kheldians solo or proactive Defenders), underpowered and/or cumbersome (Sentinel, Kheldians with certain teammates), or have other ATs with the same inherent, but better by such a degree that they may not even count as the same anymore (Assassination beats up Critical Hit and takes its lunch money). - Toggle Suppression with form changes if the idea is not to run certain toggles in certain forms. - Retention of all the QoL changes, especially the AH stuff.
  2. With my apologies if I missed it earlier in the chat, but do I even want to throw in the consideration of Primary and Secondary powersets, or does the origin depend on one, the other, or reconciliation of both? I ask because I see the Superman discussion as an attempt to reconcile all of his powers, but I am thinking of something like a Sword/Regen Scrapper or sort of Pre-Cog Pistols/Nin Sentinel. Would training with the tool make the character be Natural? Would the use of a tool at all be potentially Tech or Science to cover the Special Types or Rounds? And then all the shenanigans that can be an option with recovering from damage/fatigue or vector-based dodging. If the character naturally has abilities, but uses a tool as a means of focusing them, is the origin based on the tool? What about if you have a costume option that reflects character development and being able to use the abilities without the tool, anymore (I have a PB whose original costume uses gauntlets)? OMG, the rabbit hole goes so deep! I'll be back to check on this later, but if I don't get out now I am going to spiral in theory-crafting madness!
  3. The passive Inherent on Kheldians leaves a lot to be desired for solo play (where it does nothing) and seems fairly underpowered with a third of the available roster for teammates (other Khelds, SoA, Controllers, and Dominators). Would 2 points of mez resist per Mez teammate and 10% Recharge (rather than just Slow resist) per EAT be that overpowering?
  4. I run a Dark/Nin Sentinel and I can echo this sentiment. Dark Blast has an extra attack/heal in Life Drain, and the debuffs in the set effectively stack with Ninjitsu's mitigation, and there is some good headroom to boost performance with I/Os if you like the character later.
  5. I rebirthed my DM/Regen Scrapper (my story-mode character) to a Brute, but my DM/Shield and ElM/Shield Scrappers have either been recreated or in process. They were jumped in line by my desire to create a PB with all the updates and KB->KD IO availability.
  6. That and people who genuinely seem to be disappointed and/or annoyed that they can't throw money at the game for at least a month. Anyone recall what the record is for filling the donation target for a month? 40 minutes feels like rare form even for us.
  7. I have gotten complimented on my other characters before, but the PB compliments will always hold a special place because I can almost feel the resignation from some teams at how messy they think fights are going to be, and feel like they are doing me a favor with a pity spot. Then they see how messy it's not and I can definitely feel the "Peacebringers can do that?!"
  8. I was running a PuG ITF on my Peacebringer not too long ago and had the entire team say something to the effect of "you are a credit to Kheldians as a whole." The investments made into KB-KD IOs paid for itself in that one line, somehow... I was just trying not to scatter everything so my AoEs would not lose effectiveness, but I was discounting the soft-control and mitigation that chain-flopping provides.
  9. Just made an attempt on my PB, and actually cleared the first spawn, but then I got the attention of a second spawn before I got a chance to breathe and got gibbed. Clarion for the extra mez protection might have helped more than Ageless, but that was not too much of a problem. Mostly, my tactics revolved around removing all the little people as fast as possible while chain flopping (Nova, Solar Flare, Luminous Detonation) harder targets in order to reduce the sheer number of debuffs flying around everywhere. That mission is nuts!
  10. I recognize this from a (potentially) different text: On the Care and Feeding of Your Pet Scrapper by CaptainAdept. https://web.archive.org/web/20120904203644/http://boards.cityofheroes.com/showthread.php?t=113100 Other popular types mentioned in the forum were derived from the main three: Neighborhood (Domesticated when they feel like being spoiled, and Feral when they don't), and Evolved (which is more like Domesticated with one long-term partner, and the partner starts to take on Scrapper-like tendencies).
  11. I thought I was the only one. Maybe the Gladiator's Armor in Tough was supposed to be the 3% Unique, instead?
  12. My PB only lacks it in Gleaming Blast, which I rarely end up using. Going KB->KD in all the AoE is too useful to me, let alone the rest of the team. Inner Light -> Solar Flare (KD), Dawn Strike (KD), Photon Seekers (KD), Solar Flare (KD), Luminous Detonation (KD), Clean-up.
  13. The difference is definitely "Live" versus "Homecoming" with Energy/Fire. You may end up paying a very heavy slot tax for all the Sudden Accelerations, but chain-flopping everything with Explosive Blast and Nova, then continuing the shenanigans at 35 with Bonfire if you go Fire Mastery (and getting a better opener) is definitely effective at slowing down the rate of incoming fire and keeping things mostly in place for all the PBAoE.
  14. archgemini24

    /regen

    Correct me if I am wrong, but wasn't the general (there are exceptions, I'm sure) design philosophy that Auto Powers be less potent than Toggles be less potent than Clicks? Meaning /Regen should be an absolute monster since a significant part of its mitigation (Dull Pain, Reconstruction, Instant Healing, Revive, Moment of Glory) are all clicks (please put aside the fact that the only Toggle, Integration, might be the linchpin of the set). My experience has been that it lags next to most of the other mitigation sets, be it due to synergy with IOs or Inspirations, or simply the time loss it has to take to click its powers. Even considering this all, I think the set only needs a few changes to bring it in line to the current meta, even if they do not address the IO synergy and lack of offensive augmentation aside from Quick Recovery. Revive needs the Sentinel Revive treatment, Moment of Glory could be buffed to 30 seconds (any offensive buffs could go here, maybe?), and IH could be left as a click, but moved to 38 and be 90-second duration/300-second recharge like Light Form and Eclipse (permable with investment). Moment of Glory would stay a Defensive Build-up, but IH would be restored as the crown jewel of the set. In hindsight, these changes would actually give Regen IO synergy... with +Recharge rather than +Defense or +Resistance like most of the other secondaries. A clickable, stackable Integration would be a thematic match, too (and put the entire set on clicks + 3 autos), but that might be a bridge too far given how accustomed to the set most players currently are.
  15. Same for Regeneration's overall popularity next to the shinier, new, more I/O friendly and more capable sets and the absolute ridiculous popularity of Emps among the Defenders. All 13 combinations of Empathy are in the top 42 for Defenders, and 12 in the top 25.
  16. Good catch on the Dwarf Techs. Should have known that. Thank you. Edited post. It would stink to have to still have to slot KB->KD enhancements in the Human and Nova Blasts (also agree that the Melees/PBAoEs should be changed inherently) if the option to turn them all was available (to save the slots), but at least it would be in parity with Energy Blast and other Novas. That is why I think it is a good idea to have a global option somewhere: other sets with lots of KB to convert would also be able to save on slots. A player could then use an enhancement or two bring their mag up or down for specific powers to their liking, rather than having to slot 5+.
  17. And this is the biggest reason I would like to see an option (toggle or Gull) to turn all KB on a character to KU or KD. For PBs (and others, but PBs in particular), Knockback makes the set play against itself. Click Inner Light, run into a group and use any of the AoEs (Dawn Strike, Photon Seekers, Luminous Detonation, Solar Flare, or any Nova or Dwarf version of the same powers) and the rest of all those wonderful AoEs are immediately and substantially reduced in effectiveness due to the fact they can no longer hit the whole spawn. I know fun is a subjective thing, but I cannot see how impeding one's own abilities like this can be anything other than frustrating.
  18. From what I have experienced playing Regen versus other sets (Shield, Fire, WP, and PB's Luminous Aura. Yes, I'll get to that.), I agree that Regen has come to lag a bit since its IH-toggle heyday. Its lack of mitigation diversity means it does not have as many I/O options as other sets, and its dependence on clicks eats into a character's offensive output to such a degree that it should provide better mitigation in return for that loss. My aim would be to leave the nature of the set alone, so that Regen is more like "Self-Empathy" versus the "classic" Regen (which is now WP). The current passives (Fast Healing, Quick Recovery, and Resilience) could receive debuff resistance. Which ones in which powers are debatable, but I was thinking give each passive a bit of all of them, meaning you have to take all 3 to have the full scope of debuff resistances. Sentinel Revive would just be a straight upgrade, and I don't know why every other Regen didn't get it. I am of several minds on Instant Healing, so let me know what you think of these options I have seen scattered around. Most of these would make IH the capstone of the set, IMO, so it could also be moved to 38: - A toggle version of "Instantly healing Y percentage of damage on impact (where Y is slottable to heal more per hit)"... this one has already been mentioned to much acclaim - A click version of the above, where recharge is either unenhanceable in return for greater value (better Y), or a lesser base heal and the recharge on the power makes it capable of being made permanent. As a precedent, Peacebringers can get Perma-Lightform, on top of all the other heals and buffs that come with Luminous Aura. Lightform (which has endurance recovery to help match QR), Essence Boost (Dull Pain), and Restore Essence (Reconstruction) brings PBs within a few points of mez protection of Regen if you consider capped resistance close to parity with the regeneration part of Regen. Light Form is 90/300. Let's go with that. Still needs some work to make perma, but doable: 233% additional recharge needed. - A click Heal with an instant or short recharge, but a very heavy endurance cost and/or Recovery Debuff (like an Overclock). - Return of Toggle IH with adjusted values. Probably down, but as a t9 could it be potentially left alone. I would like to see MoG get better uptime via reduced recharge rather than increased duration and moved up in the selection to make room for a better IH at 38. I like the Defensive Build-up style of "new" MoG, but it is not available often enough to warrant the pick outside of a LotG mule unless you are playing with some hyper recharge build that is trying to shuffle between MoG, Shadow Meld, and Barrier Destiny perpetually.
  19. You also do not mind a little more KB, which helps you get more of the 6-slot bonuses, whereas if I don't slot Sudden Accelerations everywhere (I would love a switch where I could flip all my KB to KD or even just remove it entirely), I might as well roll something else for as little as I am going to enjoy it. Carrying Medium Lucks instead of Smalls is not that big a loss when I need a "Survive all the Things" moment, I suppose. I just wanted to see how far I could push the Defense because misses help avoid mezzes and slows (the bane of Perma-Light). I am going to have to see if I can't mock something I might like for Dual-Forming in a similar manner you did: Human/Nova with Dwarf to mule. For me, though, it's more Sudden Accelerations on a build that is already going to be hurting for slots even more than normal. Thank you for all of this, though. I have been trying to figure out something for my PB for years that could not be simply replicated by one of my Brutes or Scrappers with a couple ranged abilities from an Epic Pool.
  20. I believe Glinting Eye is the extra attack usable for Nova. Gleaming Bolt is the extra for Dwarf, which it looks like you did not pick. Patch notes in the Linky.
  21. I am thinking this may be the first character in which I fully utilize two builds: one for Human-only (although I am struggling a bit to put together a build that has 32.5% Defense to M/R/AoE and enough recharge for Perma-Light Form if not Perma-Hasten, and decent Psi resistance: I can get in the 20s for Defense and mid 50s for Psi), and one for Form-utilization (where I pretty much give up on the Defense part due to not caring for toggles). I like the forms, but being one small Luck away from the Defense softcap and the Resistance Hard-cap to all but Psi is damn tempting, even if I give up a bit of utility in the Forms.
  22. Reimagining one my mains as a Brute, and stumbling over how to get to 32.5% to all positions outside of using a Barrier Destiny. I was thinking if any would be left behind, it could be Range, but I figured I should submit the build to the wolves before I commit. Darkest Night will help, but any ways to improve the build are welcome. I would certainly not being able to pull the Numina unique out of Reconstruction, but I needed the 3.75% to Range. I am also not married to position-defense, but would getting the equivalent in S/L, E/N, and F/C require giving up too much in the way of other bonuses? I plan to play him like a Bulky Scrapper rather than a full on point-Brute, thus the lack of Taunt. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Dark Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/EndRdx/Rchg(27), SprBrtFur-Acc/Dmg/EndRdx/Rchg(27), SprBrtFur-Rech/Fury(29) Level 1: Fast Healing -- Heal-I(A), Heal-I(7) Level 2: Reconstruction -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(36) Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(5) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), HO:Golgi(11), HO:Golgi(11), HO:Golgi(13) Level 10: Dull Pain -- HrmHln-Heal/EndRdx(A), HrmHln-EndRdx/Rchg(34), HrmHln-Heal/Rchg(34), HrmHln-Heal/EndRdx/Rchg(36), HrmHln-Heal(36) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(13), ShlWal-ResDam/Re TP(15), Rct-ResDam%(15) Level 14: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19) Level 16: Integration -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(17), Heal-I(17) Level 18: Boxing -- Empty(A) Level 20: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21) Level 22: Tough -- ResDam-I(A) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 26: Soul Drain -- Erd-Dmg(A), Erd-Acc/Rchg(43), Erd-Dmg/Rchg(43), Erd-Acc/Dmg/Rchg(43), Erd-Acc/Dmg/EndRdx/Rchg(46), Erd-%Dam(50) Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(42) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(39) Level 35: Gloom -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(42) Level 38: Moment of Glory -- LucoftheG-Rchg+(A), RechRdx-I(42) Level 41: Darkest Night -- EndRdx-I(A) Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 47: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), Prv-Absorb%(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Agility Core Paragon ------------
  23. Checked out your primer on options, and I would love a Null the Gull option to just turn all my KB into KD. I think your suggestion would be the easiest way to go about it: a global setting for the character that drops KB mag on every power on said character to 0.67.
×
×
  • Create New...