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  1. It’s because electric type moves have no effect on ground type Pokemon. For real though, that sounds like a bug. Good catch! (Gotta catch ‘em all eh?) I’ll see myself out.
  2. I looked at this comment and didn't see any mention of Trick Arrow being buffed. Did I just not read far enough?
  3. I understand that this is an opinion, and is also focused on the suggestion of buffing Bane damage, but I have a different opinion in regards to how this should weigh in on Soldiers/Widows having a no-redraw option. Earlier, you mentioned redraw being a soft encourage to have players stay within their primary powerset. In my opinion, City of Heroes has always encouraged players to mix and match powersets together to create unique heroes. The notion that players would be punished by trying to combine different powersets with one that happens to have a weapon in it is completely antithetical to that design paradigm. I believe the Homecoming team has recognized that issue by adding no-redraw options to the other weapon powersets from other ATs. It seems inconsistent to apply different design to Soldiers/Widows. If we bring game balance into the discussion, how would the best way to balance around redraw look? Give all abilities with weapons a damage slight damage boost to account for the added redraw time that comes from using abilities outside the powerset? This is implied in your suggestion that players be encouraged to focus on abilities in their primary set. Among other issues with this potential fix, how would this interact with players who run combos like archery/tactical arrow blaster or trick arrow/archery defender? Should they be forced to redraw the exact same weapon each time they use an ability from their secondary set and then redraw the same weapon again when they use an ability from their primary set? Or should they just have a permanent damage buff with no consequence because their primary and secondary happen to use the same weapon? It seems like the best way to balance this is also the simplest: account for non-weapon powersets having no-redraw inherently by giving weapon powersets a no-redraw option as well. This solution has already been applied to other ATs, it should be applied to VEATS as well. On a side note, in my opinion game balance should always take into account what players can/can't do within the limits of the game, and not what game designers think or hope they should/shouldn't do.
  4. I’ve heard that Cloud Senses is a good IO set for Dark Servant.
  5. I really love playing my Fortunata. I feel like balance wise, he’s in a good spot, though the inherent lacks flavor and value imo. My main gripe is that VEATS lack “no redraw” option for their powers, as well as power customization. I would really love to see that change considered. Especially the no redraw. It is an annoyance with my Fortunata, while I suspect it contributes to underplayed specs (bane spider, looking at you) being even more gimped than they need to be.
  6. Just checking in on this - was this change ever taken into consideration? Was wondering as I was trying to decide between /devices and /temp for a beam rifle blaster.
  7. This info is super helpful. Thank you. For context, I’m playing an Arachnos widow with def over softcap and running into this issue occasionally. I’m also building a staff/ninjitsu scrapper that will run into the same problem. I didn’t know if adding more defense over softcap would be the best way to combat this in stats, and this has been helpful. Thank you.
  8. Hi! I’m curious if there’s a way to combat CDF in a high defense build with no defense debuff resistance baked into the secondary. Do you just pile more defense on top of the soft cap or is there a way to achieve higher resistance to this problem through IO sets? Thank you for your help.
  9. Hey thanks for the feedback! Do you mind expounding on that 2 point rule you were referencing? Now that I have the cardiac alpha, I haven’t had any endurance issues. And I only have the bottom tier at the moment.
  10. Hi everyone! I was inspired (there are some really helpful posts here) to build a fortunata and have recently reached level 50 and have unlocked my hybrid slot. I was hoping to get some feedback on my build. I love this character and have enjoyed it more than any else I've played. A few notes: I wanted to squeeze out a ton of positional defense to make the build resistant to def debuffs. I'm not sure if I went overboard or not. I chose not to take aid self because I found I wasn't using it, and between inspirations and rebirth, I'm not sure that I will. I took a good amount of attacks, and use all of them. The psi attacks help with mitigation and AoE, while the four ST claw attacks are my ST chain. Spin is used if I get surrounded. Aim with the BU proc means that I get a huge damage bonus when I open with FU+psychic wail. I chose the radial assault hybrid to add energy damage to my build, as both psi and lethal are resisted by many enemies, especially robotic ones. I'm not sure how this stacks up against the core assault hybrid. It was end thirsty so I took cardiac. End management is good now, but I’m only T1. Once I hit higher tiers, I may move slots out of stamina to other places they could be useful. I haven't yet decided on what order to take powers to enable strong exemplaring, so don't pay attention to the level at which powers were taken. Also, the mids def value for mind link was incorrect on my computer. I had to change it from +16% to +10% on my machine. Not sure if you have to also. I'm pretty sure the build should have 72/65/55 M/R/A in the totals panel. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Marlboro: Level 50 Science Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Speed Power Pool: Fighting Hero Profile: Level 1: Swipe -- SprSpdBit-Rchg/Global Toxic(A), SprSpdBit-Acc/Dmg(17), SprSpdBit-Acc/Dmg/Rchg(37), SprSpdBit-Dmg/EndRdx/Rchg(37) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), Ksm-ToHit+(50) Level 2: Strike -- Hct-Dam%(A), Hct-Acc/Rchg(3), Hct-Dmg/EndRdx(3), Hct-Acc/Dmg/Rchg(5), Hct-Dmg(5) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 6: Tactical Training: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(11), Rct-ResDam%(11) Level 8: Follow Up -- Mk'Bit-Dam%(A), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg(15), Mk'Bit-Dmg/EndRdx(40) Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31) Level 12: Psionic Tornado -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx(29), Ann-Acc/Dmg(29), FrcFdb-Rechg%(31) Level 14: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(17), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Slow%(19), SprSpdBit-Acc/Dmg/EndRdx/Rchg(45), SprSpdBit-Dmg/Rchg(45) Level 16: Boxing -- Empty(A) Level 18: Lunge -- SprDmnofA-Acc/Dmg/EndRdx/Rchg(A), SprDmnofA-Acc/Dmg(21), SprDmnofA-Dmg/Rchg(21), SprDmnofA-Dmg/EndRdx/Rchg(23), SprDmnofA-Acc/Dmg/Rchg(23), TchofDth-Dam%(31) Level 20: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 24: Mind Link -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(25), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def(27), LucoftheG-Def/Rchg+(48) Level 26: Weave -- LucoftheG-Def/Rchg+(A) Level 28: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(40), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), SprDmnofA-Rchg/DmgFear%(46) Level 30: Spin -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50) Level 32: Psychic Wail -- Erd-%Dam(A), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/Rchg(34), Arm-Dmg/EndRdx(36), Arm-Dam%(36) Level 35: Mask Presence -- LucoftheG-Def/Rchg+(A) Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(39), CrcPrs-Acc/Conf/Rchg(39), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(40), CrcPrs-Conf%(50) Level 41: Aim -- GssSynFr--Build%(A) Level 44: Confuse -- MlsIll-Acc/Conf/Rchg(A) Level 47: Tactical Training: Leadership -- AdjTrg-ToHit(A) Level 49: Tactical Training: Assault -- EndRdx-I(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: Sprint -- Clr-EndRdx(A) Level 1: Conditioning Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(43), Prv-Absorb%(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(43) Level 50: Cardiac Core Paragon Level 50: Vorpal Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Rebirth Radial Epiphany Level 50: Assault Radial Embodiment ------------ ------------
  11. Hi, I'm asking this question because I noticed that the un-enhanced value for +def in mind link in game is +10%. However, in mids the value is +16%. Did Mind Link get nerfed at any point? Just wondering. Thanks!
  12. I've seen this change suggested in several places, I'm just curious if anyone has an update on whether or not it has been taken into consideration to be implemented, or if there is a reason why it hasn't/can't be. I would also like to see power customization, but I could live without that if a no redraw option was made possible. Thank you for the work that you do.
  13. Thank you for answering my question! I have another question for you - have you noticed that replacing living shadows with energy torrent results in less opportunity for containment damage (because fear doesn't provide it for some reason...)? Or do your two stuns along with the holds and immobilizes from the umbra beast and dark servant provide sufficient opportunity for containment? Additionally, the cooldown is a decent amount higher than LS and a smaller AoE. It seems like you’d be able to rack up greater AoE damage from spamming LS and then your pets also gaining containment damage. Am I wrong? Also, does controller pet damage benefit from containment? I just realized I didn’t know if that’s a thing or not.
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