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Everything posted by Rylas
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Grounded requires you to be... well, grounded. That is, on the ground, for the KB protection to work. So if LR hit you while you were jumping around, he'll send KB you for sure.
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I built my Rad/Fire for both farming and playing content. She's soft-capped for Melee, has perma-hasten, and does solid single-target and AoE damage. She'll clear a +4/x8 Comic Con map in 4 minutes and she's made me plenty of Inf for my other toons. And she's contributed quite well on teams. It's a pricey build, but it's been a blast to play. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Thorium Thighs: Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Radioactive Smash -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(3), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(9), SprBrtFur-Acc/Dmg(40) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7) Level 2: Blazing Aura -- SprUnrFur-Dmg/Rchg(A), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(15), SprUnrFur-Acc/Dmg(23) Level 4: Boxing -- Empty(A) Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(27) Level 8: Radiation Siphon -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33), Hct-Dam%(33) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(11), Rct-ResDam%(11) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Taunt -- Empty(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19) Level 18: Irradiated Ground -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37) Level 20: Consume -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(21), PrfShf-EndMod/Rchg(21) Level 22: Fusion -- RechRdx-I(A), RechRdx-I(50) Level 24: Temperature Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25), StdPrt-ResKB(42) Level 26: Devastating Blow -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(43), TchofDth-Dmg/Rchg(43), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Dmg/EndRdx/Rchg(46), TchofDth-Dam%(46) Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(36) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dam%(40) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36) Level 38: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(39) Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(42), LucoftheG-Def/Rchg+(42) Level 44: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46) Level 47: Melt Armor -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(48), ShlBrk-Acc/Rchg(48), ShlBrk-DefDeb/EndRdx/Rchg(48), ShlBrk-Acc/EndRdx/Rchg(50), ShlBrk-%Dam(50) Level 49: Char -- Empty(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 -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Spiritual Core Paragon ------------
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Right!? Glad I'm not the only one who thought so. I know, I know. I can't have it all. But damn if I won't try. Much appreciated on the help. I'll take a look and see if it inspires any ideas. Thanks!
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True, but I'm not sure how much of an issue that really is. The thing about SS is that it was all built around having Rage as a perma power. Since it's smashing damage is highly resisted by late game, it would be an incredibly low performing power set without it. I'm sure you're aware, but I only mention because it's not unreasonable to then ask; Should a set that requires a perma power to perform on the same level as other sets be required to have any form of punishment for said power? It's a question that could certainly lead to multiple answers and opinions. True. But considering how other sets perform at this point the suggestion of single instance Rage not having a crash doesn't lead to balance issues. It wouldn't even take SS to the top of the performance chart. Does it change the power? To a degree. Does that mean a slippery slope has been created? Hardly.
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I've been trying to figure out a build for my defender that would soft-cap all positions as well as maintaining perma-hasten/AM. The current plan gets pretty darn close, but isn't there. I've managed to get: 42.9% Melee 39.7% Ranged 43.2% AoE AM at perma Hasten just one second shy (which I could live with easily) Any suggestions for how I could eke out the last bit more coverage I want? I'd like to keep Dark Consumption and Soul Drain (DC I'm less attached to). I had Choking Cloud but figured I won't need it so much if my defense is complete. I'm ok with losing an attack or two, but would love to keep my Soul Drain + Dreadfull Wail combo going. I don't have to have Mutation if it means hitting the goal, and Spring Attack was in there just for the IO set. I leave it to the better skilled at this point. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Rad Radio: Level 50 Technology Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(7), NmnCnv-Heal(7), NmnCnv-Regen/Rcvry+(31) Level 1: Shriek -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(15), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg/EndRdx/Rchg(19), SprVglAss-Rchg/+Absorb(23) Level 2: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(5), SprDfnBst-Dmg/Rchg(13), SprDfnBst-Rchg/Heal%(21), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31) Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5) Level 6: Howl -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(19), Ann-Acc/Dmg/Rchg(23), Ann-Acc/Dmg/EndRdx(25), Ann-Acc/Dmg/EndRdx/Rchg(25), Ann-ResDeb%(43) Level 8: Radiation Infection -- ExpVln-DefDeb(A), ExpVln-DefDeb/Rchg(9), ExpVln-DefDeb/Rchg/EndRdx(9), DscWrd-ToHitDeb(11), DscWrd-ToHitDeb/Rchg(11), DscWrd-ToHitDeb/Rchg/EndRdx(15) Level 10: Mutation -- RechRdx-I(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Super Jump -- Jump-I(A) Level 16: Shout -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/EndRdx/Rchg(34), Thn-Acc/Dmg/EndRdx(37) Level 18: Enervating Field -- EndRdx-I(A) Level 20: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(21), LucoftheG-Def/Rchg+(33) Level 22: Boxing -- Empty(A) Level 24: Spring Attack -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 26: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(27), Ags-ResDam/EndRdx/Rchg(27), Ags-ResDam(34), Ags-Psi/Status(40) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(29), LucoftheG-Def/Rchg+(48) Level 30: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(31) Level 32: EM Pulse -- RechRdx-I(A) Level 35: Screech -- RzzDzz-Acc/Rchg(A), RzzDzz-EndRdx/Stun(36), RzzDzz-Acc/EndRdx(36), RzzDzz-Stun/Rng(36), RzzDzz-Acc/Stun/Rchg(37), RzzDzz-Immob%(37) Level 38: Dreadful Wail -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40) Level 41: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43) Level 44: Soul Drain -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(48) Level 47: Lingering Radiation -- RechRdx-I(A) Level 49: Dark Embrace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50) 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: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon ------------
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Of course not. But just like every other set that Stalkers get, it won't have all the same powers and would be adjusted for balance. As far as it goes between all the melee ATs (Stalkers being an exception), it really is just a matter of the multipliers. Correct. What wouldn't be opinion is the way the crash affects Defense based sets more harshly than Resistance based sets. Or that the difference in punishment would appear entirely arbitrary.
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Except, I've never claimed not proliferating it has robbed me of any fun. And not proliferating it wouldn't. But the question of whether or not it can/should be is more of a question for game balance. And as I've stated, as long as the proliferation doesn't create a situation of balance concerns, I don't see any reason why it can't be. I've left how I feel about it out of the equation. Unfortunately for your continued strawman of "all ATs," what was asked for isn't to make SS available to all ATs. Just to one more Melee AT that already shares pretty much all the other Melee sets with all the other Melee ATs. It's not unprecedented. And AT flavor has very little to do with the sets, and way more to do with damage and buff multipliers. Theme and identity reasons that those same devs clearly reconsidered and found no longer relevant. It happens. Things change. Things evolve. That's the way of all things that don't stagnate and disappear. I understand if you don't like it, and you have every right not to on a personal level. But basing things off of likes/dislikes alone isn't really a great basis for decision making. It's your opinion that it would ruin the game, but that's not a fact.
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I'd say it's more an example of evolution of problem solving and the evolution of the game itself which was taking place before homecoming. The -Def in the crash was problematic as it punished some power sets more than others. The currently discussed solution isn't really a problem either in terms of game balance. Cashless single stacked Rage? Wheres the problem with that? How is this destroying the game? Proliferation if melee sets to other melee ATs isn't going to weaken any ATs identities. People are still making Tankers, Brutes and Scrappers and having fun with them. And those "lines" have always been blurred in this game considering the Tank, Mage, DPS formula has never been part of this game. The only person who's going to ruin your fun is you in this situation. Someone else having access to SS does nothing to your ability to play the set and enjoy it. Only your attitude can rob you of that.
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Yikes. I'm not coming across if that's the way you think I'm being. There's no sticking my head in the sand. Let me reiterate. I DON'T DENY that people make high end builds that require almost no help (if any) from anyone else. Or that those builds happen in at least somewhat common numbers. Nor am I pretending the late game you're talking about doesn't exist. I couldn't deny it, because I do it myself. I have toons that will solo +4/x8 quite well. Not all content, mind you, but what they need to for me to have fun with them. What I AM SAYING, is that it doesn't happen to the degree at which point we have to ask if any sets are even worth having. For specific situations? Sure, they might not. But then again, NOTHING is needed. No one AT. No one power set. Just because it's possible to make it so that you or your team don't need Power Set X, doesn't mean X has an issue. Because any team or character could be built so that variable X could be filled with basically any power set.
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Yes, that's absurd. But not for the reasoning you're strawmanning. It's absurd because "melee" sets and Blaster "manipulation" sets have completely different intended functions. And more obviously, "melee" sets and "control" sets. Which is a completely different concept from proliferating a melee power set to other melee ATs. And the only reason it wasn't done for SS to Scrappers in the past would be because of balance issues. Not to avoid the "destruction of the game" as you're speculating. Now, if you want to argue that SS numbers might need to be adjusted when ported over to Scrappers, I think that's a discussion worth having. But your argument as it stands is a terrible one.
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But that's the thing; what you're talking about is highly specific. There's no data to show how much of the game's population bothers with builds that strongly built. What's more, it wouldn't apply only to Empathy, making it an odd choice to specifically call it out. I'm also of the mindset that these are things that become unavoidable without making all power sets near cookie-cutter duplicates of the highest IO built performing power sets. And then they'd still be pointless sets in the eyes of min/maxing-focused players because they don't really offer anything different. Don't get me wrong. In your highly-specific situation, yes, there will be winners and losers in the popularity contest. I'm just not sure how relevant that highly specific situation is towards needing to be addressed.
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True, popularity is not an indication of functionality. My post was meant to be a bit more tongue-in-cheek. Clearly there's no telling how many of those Emps made it to late game levels.
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What's to stop someone from just combining inspirations to make one?
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If by new player you mean a fresh account and it's their first toon... Eh, soft maybe. If you mean every new character, then no thanks.
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Is Empathy worth having? Survey says..... DING DING DING DING DING!!!
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Odds are I wouldn't *just* two-slot them. Some would get LotG's for the recharge bonus. Some I might be able to go without endurance. With enough recharge for energy drain and end rdx in attacks (this wouldn't be for a TW toon), it might be fine. And I've got a few toons with the split Brute's Fury. That's an insanely great bonus for 3 slots. Granted, it might not be worth it. But I'm curious to see what could be done.
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*Scribbles notes furiously* Usually I put sets in defense armors for the bonuses, but I'm curious to see what I could get away with taking this approach.
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Bummer, but understandable. Simple and brilliant. For a my tanker, who doesn't bother with stacking Rage, this would be awesome. Would the crash still include the -Def?
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Now that I think about it, higher gravity could also mean more density. Making you tougher. Perhaps it could be a set with both moderate defense and light-to-moderate resists.
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It might be even better to let people assign text colors on their own. Accessibility is a rising trend and there are different types of color blindness. Not sure if this is something that would be easy to implement, but if it could be done, it would be a lot easier than picking a color that works for everyone. But +1 regardless to the suggestion.
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Or, someone's confusing high-end builds as normal builds everyone runs with. I play with a few friends who don't even bother with IO sets. Sure you're highly tuned Rad/Fire isn't going to be worried about what an EMP brings to the experience. But then again, a highly tuned and efficient defender won't be worried about what your tanker brings to the experience. That's kind of the thing about CoH; invest enough, and you won't really need anyone else.
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It's just so easy to roll a new character and get it to 50 that honestly, what's the point? So you can keep all the inf and stuff the character picked up? Easily transferrable. So you can keep the name? Also easy to do. Also, if you're worried you won't like a character build or that it won't be what you anticipated, I highly recommend hitting up the Justin server (test server) and making an auto 50 and giving yourself all the sets you need to test the build before you build the build. With the ever-so-amazing Freebies Popmenu it's insanely easy (seirously, INSANELY EASY) to magilevel yourself and make sure a build is what you want it to be. Considering these things, there's just no real reason to figure out how to make such a suggestion even feasible to implement.
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And while you're at it, can we get one for the groinal region as well. For my insecurities? Thank you!
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Oooh, what about a damage aura that has it's damage increased with more foes in range?! In case a "refelcted damage" mechanic proves difficult to do with the game. Seeing as it's gravity based, bending light to go stealth or invis could work as a feature. Not unlike Energy Aura or Dark Armor.
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As I've said in another Emp thread; if I'm tanking for the team, whether that be a Tanker or Brute or whatever, I'll always find an Empathy defender extremely useful. Fortitude is one of THE MOST amazing buffs for tanking. Defense that puts most any of my melees into the soft cap, and +To Hit and +DMG for aiding in aggro management. I'd do despicable, depraved things to keep my toon Forted, it's that useful. And the two Auras? As a brute, Recovery Aura is amazing for keeping you going to keep that Fury bar full. If Fort doesn't put my toon over the soft cap, then Regen Aura means I don't need to bother watching my green bar at all. And Adrenaline boost is amazeballs. Yeah, Empathy is worth having.