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Arbegla

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Everything posted by Arbegla

  1. I'm adding bullet points, just to address the statements specifically. I disagree with all of them, for the following reasons: 1) Again, my, and others definition of 'slowly' is different than yours. Also, multiple melee sets also have a ranged attack. 2) See 1) 3) See my previous post about power sets that include a gap closer, and ranged attacks.
  2. My opposition to this thread isn't that I don't like change, its that this change legit doesn't make any sense, especially when you consider the other options available to suit your needs, including using a primary OR secondary power set that has the 'gap closer' you want. Shield Defense -> Available to Scrappers, Brutes, and Tankers has Shield Charge, which is a gap closer. Elec Melee -> Available to ALL melee ATs, has Lightning Rod Savage Melee -> Available to ALL melee ATs, has Savage leap. That's 2 primaries, and 1 secondary that already includes the very thing you're advocating for.
  3. DPA is damage per activation time, not damage per attack. Long-form AS is ~4 seconds, short form is ~2? I'm actually pretty sure their DPA is about the same to be fair, I just can't open mids at work to verify. DPS is damage per second, which considers recharge as a another variable. DPA is the highest damage you can do with a certain power, regardless of recharge being slotted. Its literally the amount of damage per second of animation time that you can't do anything else. For example, brawl does somewhere around 15 damage at level 50, in about 1.117 seconds. Its DPA is 13.43. However, it recharges in around 2 seconds, so its DPS is 7.5. I think anyways, again, I don't have mids open, so I can't verify the numbers.
  4. Yes, quick form might be more DPA then long form, though I think they are about the same, due to short-form doing about half the damage in half the time, but long form is more DPA then any other attack. If you kill the mob in 1 hit, vs 2 hits, you're doing more damage per activation, as you only did 1 activation (vs 2 activations) So wait.. you can use outside powers for DPE arguments, but not for 'gap closing' arguments? Pick a side buddy, you can't have it both ways.
  5. From a DPA perspective, with is objectively the only thing that matters in high end City of Heroes game play, I'm pretty sure long-form Assassin Strike is the highest damaging attack in the game. But that could just be that pesky math getting in the way of my RP reasons for keeping it around. Especially when you consider the DPE (Damage per End) of two attacks, vs the DPE of just 1.
  6. I'm pretty sure your definition of 'slowly' and literally any other definition of 'slowly' are not the same thing. And you can move too you know, so while the mob is slowly moving towards you, you're also slowly moving towards them, and thus closing the gap yourself. As we don't yet have missions where mobs just endlessly come to you the entire time, I'm really having difficulty imagining the scenario where your concern is actually reality.
  7. Ok, lets play devils advocate for a second. Please list other games that also let you take on 20+ mobs and have any chance of survival? Please list how many mobs the "gap closer" actually closes the gap on, and what is the uptime of that power? (i/e how often can you use it, is it only available out of combat, etc) Please list other games where you can travel 40+mph in combat at all times. Also, you're flat out ignoring that Taunt in City of Heroes already provides a -range debuff, which forces the mobs to come you to, thus being a gap closer in and of itself.
  8. So... lets dive into the power pools for a second. Hover -> Doesn't suppress in combat, stacks with swift, and Evasive Maneuvers. Evasive Maneuvers -> Doesn't suppress in combat, stacks with swift, and Hover. Combat Jumping -> Doesn't suppress in combat, stacks with Sprint, Hurdle, and Swift. Gives pretty decent inertial control, and +jump speed, allowing you to bunny hop to mobs. Spring Attack -> Another Lightning Rod clone, letting you teleport into a group of mobs. Combat Teleport -> Teleports you to the mobs Fold Space -> Teleports the mobs to you. All of the above powers are also in very common travel power pools, meaning you can pick them up while also getting your travel power. You have a TON of powers to pick from between your primary, secondary, epic, and power pool powers. That's also not counting the fact that ranged characters also have to deal with traveling in combat, and are affected by travel suppression as well.
  9. Actually Tanker/Brute Taunt targets 10 mobs, and its autohit. Some Scrappers have taunt auras in their armor sets if they don't have a damage aura, and some melee sets actually have damage auras in them, which stack with taunt already (and have a short, 10ft range?) At this point, the argument boils down to "I don't know/understand how to play Melee characters in City of Heroes, but I know/understand how to play them in <insert other game> so make City of Heroes more like <insert other game>." This isn't <insert other game> and the mechanics here are MUCH different then <insert other game>. Very very few MMOs let you take on 20+ equal level or higher mobs and have any chance of survival. City of Heroes basically encourages that behavior due to the way mobs are thrown at you left and right in missions.
  10. Again, I'm about 95% sure that Taunt/Confront gives a -range debuff, which forces mobs to come to you, as they can't use their ranged attacks (due to the -range debuff) so the powers aren't actually useless at all. There is also corner pulling, and other tactics you can use to get the mobs to come to you. Also, you're playing a melee character, why aren't you running to the next group before the ranged characters get to them? Ranged characters are also limited by movement suppression, and very few powers are greater then 80ft range, so movement is definitely involved in City of Heroes combat.
  11. What you see as a core feature of an AT, most of us don't. And I think that is the overall problem here. I can't check mids to conform that Sprint/Swift/Hurdle give you 40mph max combat speed, but I'm pretty sure you can get higher numbers that that. Also, there are outside buffs, like Speed Boost, and Accelerated Metabolism that increase movement speed without suppressing it in combat. And combat suppression only lasts a few seconds one way or the other, so if you want to run between groups with Super Speed or Super Jump you can easily do that, and its not hard to adjust to the speed differences with the right mouse control. The point I'm trying to make is that you're solving a problem that doesn't seem to exist to the majority of the players of the game, and we're trying to tell you options to take that would solve this problem without the typical code rant of fundamentally changing the game.
  12. Electrical Melee has Lightning Rod, that's true. But multiple Melee sets have a ranged power including, but not limited to: Claws -> Focus Super Strength -> Hurl Stone Melee -> Hurl Boulder Kinetic Melee -> Focused Blast Savage Melee -> Savage leap (Its a lightning Rod clone) Staff Fighting -> Serpents Reach Spines -> Impale Plus the aforementioned taunt/Confront
  13. 1) City of Heroes came out in April 2004. Its not modern by any stretch of the imagination. It's been around LONGER then World of Warcraft (by 6 months) it just had a few years where it was put on ice, before it came back to the public eye. (like Captain America..) 2) You know, Sprint + Swift + Hurdle + Combat jumping aren't suppressed right? Also, +run/jump speed IO bonuses aren't suppressed either. You can get pretty decent combat mobility with just the above powers, and 3 of them are inherent to every single AT. And Taunt (at least the tanker and brute versions) have a -range component to them.
  14. I really wanna see a /traps run on this. Also, does that parser work on MM pets? I'd love to see how my MM ranks with damage dealt on everything.
  15. Arbegla

    AV/GM killer

    While I haven't played '/traps' on a controller, I do play it on a MM and Controllers have better numbers for debuffs, without the 25% endurance increase that MMs have, so I think my experience with /traps would work here too, as Controllers will have better numbers with less endurance issues. /traps also complements ill/ really well, because most of the debuffs are in the form of pets, which don't break Superior Invis stealth, AND it has an immobilize power, which ill/ lacks, allowing you to keep hard targets, like AVs from running around the map. /traps has the highest -regen power in the game, in Poison Trap. Its -1000%, compared to -500% from /cold and /rad. It also does a unresistable vomit animation to humans, which most AVs are (giving you 2-3 seconds where you can just bash on them without getting hit back) AND it's easily stacked, as the poison cloud pulses multiple times throughout the duration and the recharge isn't that long. Also its an AoE mag 3 hold, with the pulse doing another mag 3 hold, allowing you to hold entire groups of mobs pretty easily when you aren't trying to destroy their regen. Oh, and you can put the entomb +absorb in it, giving yourself a 10-15% absorb shield almost every time you use it. /traps also has the ability to stack a lot of -resistance, and -defense not just in procs, but also in the fact that all of its debuffs stack on themselves, as they are from multiple different sources. So stacking multiple Acid Mortars (you can do 2 of them on SOs, you can easily get 3 out with high +rech. If you get creative with Burnout, you can even 4 stack them) means all of their numbers stack on themselves. You can also put a -res in Caltrops if you wanted to stack even more -res. /traps also have -tohit, and -damage in the form of seeker drones, which automatically double the debuff numbers, as each drone does its own debuff, and you can also stack them with enough recharge to get 4x to 6x the debuff numbers. Seeker drones also has -perception, which complements the stealth from superior invis, allowing you to debuff without the mobs knowing you're even there. Also, traps has +regen in Triage Beacon (though its not very useful solo, and could be skipped on a Controller) and +def and MEZ protection in the FFG. No need to worry about toggles dropping when you have a dispersion bubble following you around. I would say that an ill/traps Controller would perform better then an ill/cold and an ill/rad if all three are built roughly the same. the /traps has higher debuff numbers due to all of the stacking, and better mitigation powers with the mez protection and +defense, and giving you an immobilize power that ill/* desperately needs to keep AVs in one spot. Web Grenade is normally an awful power, but AVs don't have immobilize protection, and ill/* doesn't have a built in immobilize like the other control sets. Time bomb and Trip Mine could easily be skipped on an ill/trap too, as you have better powers in your primary, freeing you up to get more defensive based power pools.
  16. Call me crazy, but doesn't Taunt already have a -range component to it just for this exact purpose?
  17. I was definitely talking about set bonuses, and globals to some level. I also lump the globals in with procs when talking, so I can understand the confusion.
  18. The short and sweet answer, is attune all your non-purple, non-pvp procs. The ATO, Winter IO, Purple, and PvP IOs all are functionally attuned already.
  19. This has a 90% chance to proc in /Traps Poison Trap. That is all, that's all I wanted to post.
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  20. What is this meta you speak of, and why do you cater to it? Literally any combination of AT and powerset, especially Masterminds, can be playable and enjoyable post 50. If anyone is telling you otherwise, they are stuck in a holy trinity mindset, or a 'must go fast, and be the most effective at everything' mindset, which this game does NOT require at all.
  21. Arbegla

    Poor guy

    Few too many zeroes to be had I think.
  22. Extreme Measures Accuracy/Range/Recharge. I've managed to get this thing 4 different times, and the last 5 have the weirdest numbers. Like upwards of 8 million a sell, but then down to like 30k. with 1281 for sale as of 4-20-22 even.
  23. Update. They did not sell. I am sad now.
  24. You mean the 200-ish common salvage I had listed might've actually sold?!? I need to check my marketeer.
  25. I donno, I kinda like a 'Roman' inspired MM set myself. And one of the many requested ways to customize MM pets is to just enable NPC models, as there are plenty of zombies/thugs/soldiers in the various NPC groups. Granted, who knows when/if that will ever happen.
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