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Riverdusk

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Posts posted by Riverdusk

  1. 6 hours ago, Rudra said:

    My concern with the proposed giving pets Athletic Run is either the pets will always have it on or never have it on. And both are problems. MM pets tend to burn through their END pools fast even with lots of END slotting. And if they have Athletic Run always on, you will see their END bars basically bottom out at the start of most fights. And if they are as picky about using Athletic Run as they are about their inherent jumping ability, then they will still lag behind the MM by hazardous distances.

     

     

     

     

    MM's pet endurance usage could use a balance pass overall.  I find it very much depends on the pet.  My necros for instance seem to never run out of endurance, on the other hand my bots tend to chew through it like crazy (after 2nd upgrade power is applied to them anyway).    The others are in different places between those two.  And it doesn't seem to have anything to do with 'balance'.  It just seems random which are bad with endurance and which aren't.

     

     

  2. 18 hours ago, MonteCarla said:

    With super-teams in general...

     

    I theorycraft and play in them quite a bit, but sometimes pause to remember that there's basically three things that support powers do:

    - Our health bars are not moving

    - Our blue bars are not moving

    - The enemy are dying really fast

     

    A Leadership or VEAT team do the first and last, but don't have any group endurance tools (and kinda need it to run all those toggles). Adding in a team end manager like Kinetics, Empathy or Rad Emission will help out a lot.

     

    Yep, never run on an all leadership team in particular.  But I have a long time ago run on an all rad emission team.  Stacking AM being the big key, huge damage bonus, huge recharge bonus, huge recovery bonus, even a huge movespeed bonus.  Enough stacking mez resistance so that even if you do get hit with a mez it only lasts for a fraction of a second before you shake it off.   Pretty sure a lot were running leadership toggles on top of that.  That is also of course if anything moves at all, which rarely happened thanks to stacking choking clouds.

     

    Was quite crazy good.

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  3. Good default for controllers is intuition.  Helps your holds, slows, and still gives boost to damage as well.

     

    I could see an argument for spiritual too as that helps wormhole's stun, all of nature's heals, and your recharge.  Gravity/nature has a lot of long recharging powers.  It can hurt your procs though of course.

     

    I'd probably go one of those since endurance shouldn't be an issue with that combo.

     

     

  4. 14 minutes ago, Ukase said:

    I mean - at that point - why are you doing a posi 1? It's not for the merits. The first SSA, solo, by a weaker AT, will net you almost 2x as many merits in less than half the time. 
     

     

    Honestly I can solo Posi 1 with pretty much any character faster than most teams I join do it.  There's no AV and the worst you face is a one clone of yourself and that is usually handled by eating a few purple inspirations.  Side note: We're in trouble if they ever decide to give inspirations to those clones to use. 

     

    So, I'm just there for the fun of doing it in a team, and I'm with @Ghost, I just roll with whatever.  Usually if a team is bad I just consider it an extra challenge.  If I'm on a support character it actually tends to make me feel more useful.

     

    Edit:  Want to be a real hero of that TF, roll with a plant dom.  Can confuse a lot of the door waves.  Time domination right and you can confuse most if not all of the clones before the fight even starts and laugh as they fight each other as you wipe them all out without getting touched.

     

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  5. To go a slightly different way, the best character I've tried that has a lot of psi powers is a fortunata.  I can understand that AT can be harder to work with if you have some specific character ideas in mind, although if you are creative enough I've found there is usually a way to make almost anything fit.   

     

    They can certainly do well both solo and in teams.

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  6. 57 minutes ago, Psiphon said:

    I'm not sure how Defenders can out  damage Corruptors, they've got lower base damage, lower damage caps and that's not even taking Scourge into account. 

    Could you please explain this or point to the links that do? 

     

    Damage aside, my alts tend to be vigilantes, as it fits best with my arrest philosophy. 😁 Making them as Defenders just seems wrong. 

     

    Hey, I can argue the other side too 😊

     

    I think it comes down to when solo they get the damage buff that makes their damage about equal (not including scourge).  Combine that with a tendency for defenders to have either greater -resistance debuffs or greater +damage buffs.  So, many times, especially solo, they actually can be more damaging than a corruptor.   In teams when defenders don't have that extra +30% damage, oftentimes it is more a wash or even leans more corruptor though, which is why you'll often hear people say Corruptors do better damage in teams. 

     

    To throw another wrinkle in, proc damage is AT independent (and doesn't scourge) so that's another way defenders can help close the damage gap.

     

    Anyway, any number crunching would have to take many different things into account, comparing multiple difference scenarios and comparing multiple different powersets and builds against multiple different types and ranks of enemies.  Anything that just says defenders>corruptors or vice versa on an AT wide basis I wouldn't put much faith in.

     

  7. 59 minutes ago, Hardboiled Hero said:

     

      I'm not trying to dis corruptors and I'm not theory-crafting. (The numbers have already been crunched by people more competent in that field). The simple fact is, that Defender's damage is generally on par with corruptors, only defenders are better at mixing their support powers in due to their recovery bonus.  If people wanted to pick corruptors just for damage, it seems like they should have gone blaster instead.  Since people are choosing corruptor though, I can only assume they really want to play a damage/support hybrid, which is a role better filled by a Defender.  Either that, or they're looking at things more from the lore perspective, in which case "Mechanically better" doesn't actually matter so much.

     

      Granted, I myself feel that both AT's are pretty much useless in the end-game.. where you'd really care more about damage caps, because neither of them are the best ranged damage, and support doesn't seem to matter so much in end-game content.

     

    In most cases yes, I believe you are correct, but there are always exceptions, which was my point.  I can only assume the 'number crunching' you looked at was generalized.  There are definitely at least a few cases where corruptors clearly outdo defenders (like my examples given among others).   It depends on specific powersets and the situation.   

     

    I also won't even get into that support is useless.  Not worth the bother.  😄   Let's just say I agree to disagree.

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  8. 12 hours ago, SeraphimKensai said:

     

     

    Over the years I've come to the conclusion there is no bad pairing with plant.

     

    Pretty much this.  I think the main advantage of doms version is just that I can still easily control (confuse) nemesis when I'm on my dom.  Pesky nemesis are confuse resistant but dominated seeds overcomes it.   Advantage for controller of course is the usual great buffs and debuffs and oftentimes more survivability in other ways beyond control.

     

    OP mentioned plant/rad and for that one for example I'd lean on choking cloud as my backup control for the confuse resistant mobs.  Luckily confuse resistant things are very rare and few.  

  9. I think your gut is a good one.  Don't know if it is the best or not, but I know I heard time/dp defender as one of the better proc masters.  Probably because you can easily get nice defense/survivability with defender version of time, as well as a nice +tohit buff with farsight (so less need for accuracy slotting and more room for procs).  Add in tactics as well if needed.  For damage procs don't care your AT (unless they decide to do that with the very long rumored 'proc nerf' that has so far not materialized), so it is a good way to get a defender with good damage.

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  10.  

     

    20 hours ago, Hardboiled Hero said:

      When I first saw the list, The AT that really stuck out was Defender.  There's really no way Defender should be less popular than corruptor.. as in, Defender is just mechanically superior in every way (unless something has changed since last looking into it 3 years ago) and you can make all the same concepts with them, at least if you can get past the idea of hero/villain AT's.  That said, as often as I complain about support sets being useless in the current incarnation of the game, I guess many people agree with me.

     

    "Mechanically superior in every way" is definitely flat out untrue.  Perfect and most obvious big mechanical advantage corruptors have is a higher damage cap.  Especially plays into if you decide to go with kinetics.

     

    They also tend to wipe out AV's (and even bosses) faster as that's when scourge can really kick in and make a huge difference.

  11. 17 hours ago, WumpusRat said:

    And since it benefits from containment, a power boosted bolt on a contained target actually does a significant amount of damage. I've hit stuff for over 400 damage with it.

     

    Yep, good power now for my controllers where I almost always try to fit it in.  I do wish a more natural or tech origin pool had something as good.  I can make almost anything work RP wise, but it is still a stretch making arcane bolt fit theme wise when I take something like /traps as my secondary.

  12. Energy Aura would be my favorite among those.  Similar to SR in a lot of ways, but I think it is more survivable than SR in more situations.  You face anything with significant +tohit and SR can crumble pretty fast.  Non-positional psi can wreck SR as well, although that is pretty rare (I do remember running into Malaise and getting badly surprised). 

     

    Energy has extra heal, regen, and resistance to fall back on.  It also has two endurance tools.  No real psi defense outside of tier 9, but it does have a base of psi resistance now and further psi resistance is actually fairly easy to build up (although it does cost some slots for all those +psi resist IO's).  The tier 9 is more powerful than most and worth considering, since you have those endurance tools to help recover from the crash.

     

    Also a huge difference, scrapper Energy has a taunt aura, SR does not.  If you hate chasing after runners, energy wins by a mile.

     

    Willpower can be good if you want a truly non-clicky play and it does alright.  I can usually build it so that it still soft caps most defenses as well as having its great regen.  You just have to be careful as its defense debuff resistance is pitifully low.  It does have a taunt aura.  Just for fun, it has one of the very few self rezzes I'd actually consider taking.  It has some nice buffs so if you do get killed you can have fun with hitting it and yelling, "You've only made me stronger!" 😄

  13. I haven't even noticed any change.  I guess my loadout was saved how I liked it already and hasn't been overwritten with anything new.  Which I appreciate.

     

    Edit: Take that back a little, but not really camera related.  I've had to completely redo my monitored combat attributes for a lot of my old characters.  Just a a slight annoyance, but not the first time.  It seems to happen often when there's a big patch.

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  14. All the Morrowind love.  I know I'm the odd duck that while I found it decent, I probably rate it the lowest of the entire series.  Maybe because I started with Arena and Daggerfall.  Morrowind felt so stripped down and limited compared to the almost pure sandbox of Daggerfall so it was a hard adjustment for me.   And cliff racers still give me nightmares. 😁  Think I also prefer more trad fantasy over the weird stuff, so even Oblivion and Skyrim I liked better just for the setting, and of course also Skyrim for finally making combat decent.

     

    CoH and the Elder Scroll series are the easy answer to the question though.  Honorable mention to XCom, which came out right around when CoH shut down and helped take my mind off that.

     

    As someone else said, I have too many unplayed Steam games, so any of those for worst.

     

     

  15.  

    Fly trap is far from the greatest, but slotting an Achilles Heel -res alone can make it worth it.  Assuming you can keep it alive (usually easier on controller than dom of course).  Typically do one of those and the 4 expedient reinforcement.

     

    And yeah, my first thought when it comes to poor pets was gremlins as well.  Electric control is probably the lowest damaging control set now since ice control was buffed, and then you get "rewarded" with silly gremlins.   And at least Jack Frost actually hits pretty hard and comes with 25% built in defense.

  16. 3 hours ago, kelika2 said:

    Knockback

    end drain/-recovery

    -speed and -recharge

    def debuff resist

    tohit debuff resist

    regen debuff resist

    i dont know if resisting -perception is a thing

     

    Knockback is already covered with breakfrees.

     

    If anything other inspirations than orange ones would probably fit most of those better (give blues a short duration end drain resistance, greens for -regen, yellows for tohit debuff and perception resist).  Only one that might fit orange is the slow res?

     

    Not that I'm for any of that, just saying in theory.

     

    I can however understand the idea that oranges feel underpowered, but imo that is more just because I think purples are a bit overpowered.

  17. 30 minutes ago, Thraxen said:

    No way that’s accurate. More mms than scraps and corruptors?  

     

    Key is probably that is just "active AT's"  A list of how many active level 50's would most likely be very different and I think more what was used as a judge of the stats in the past.  From what I remember hearing, MM's are one of those AT's that is often started, but also more often abandoned before making it to level 50.

     

    Edit: Just looked back at the old stats and that kind of confirms it.  On "all levels" MM came in #3 most popular.  When looking at level 50's, MM's drop down to #8.

  18. My bots/cold and merc/dark are two of the tougher ones I've run so far.   Also done fine with a necro/sonic and a thugs/time.  Haven't tried it myself, but demons/thermal is supposed to be very tanky.

     

    Keep in mind getting that +1 level shift post level 50 helps a TON.  Or while leveling up, as I've mentioned in other threads, stay in teams your level or lower.  Being an extra -1 in level that hits you and your minions while in a higher level team is a killer.

  19. It is why MM is the one AT I rarely join higher level teams with while leveling them up.  Already that puts you -1 to the leader of the team and -1 to all the mobs you are fighting.  If you join a team doing +4 content, the enemies are at +5 to you and your tier 1 pets are fighting +7's.  That means they are basically doing nothing at that point and are very likely to constantly be one shot.   Even your tier 2's are fighting +6, so they really aren't doing much either.  

     

    I do much better if I make sure to only join teams my level or lower while on the road to level 50 with a MM.

     

    I think it is a big part of why MM isn't the least popular AT, but it is one of the least likely to reach level 50 (at least so I've heard).  People start them, join higher level teams, see their pets constantly dying, and decide to try a different AT. 

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  20. 21 minutes ago, Sunsette said:

     

     

    City of Heroes built its lexicon in fairly myopic and confusing ways so there aren't any good choices really, lol. I'm happy to bow to whatever's dominant wording. 

     

    Nah, CoH uses perfectly consistent terminology.   That's why to this day you still have to buy "Snare duration" common IO's instead of them being called slow.   Not to mention how often "stun" and "disorient" are used in different places.  😄

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  21. I just call LoTG +7.5% a set bonus myself as that is what the game itself labels it as.  You can look in game under Menu-Personal Info-Powers and you'll see the "LoTG: recharge speed" shows up under your character's list of "Set Bonuses", and it works exactly as a set bonus.  So, I've always wondered why people call them a separate term of a "global"  Most if not all of the other ones as well that people describe as "globals" are also actually just single piece "set bonuses".   If any IO you've slotted shows up on that list as a set bonus, then you know it is an IO that works under the same rules of a set bonus.

     

    I've definitely gotten some big time flack in help channel before on this same question when I respond that the LoTG +recharge works as a set bonus and people yelling at me "it isn't a set bonus, it's a global!"   

     

    I suppose it is confusing to some people that there can be single IO's that are a "set" bonus, but personally I'd rather stick to what the game itself labels them.

     

    I've also seen some people describe the "on-use" ones as globals as well, so that just makes the term even more confusing to me personally, if I didn't know already how they work anyway.

     

    Really good breakdown of how each works by @Sunsette though.

     

     

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  22. 4 hours ago, Sunsette said:

    As far as translucency I'd just kill for a Null the Gull setting that disables translucency on your character.

    I track my toggles to know if my stealth power is active or not and the transparency just looks awful because there's no self-occlusion so you see all the little polygony bits inside.

     

    That'd definitely work as well.  And yeah, Leadership toggles are some of the worst on the floating bits thing.  You get these ugly white boxes floating around inside your character when stealthed and having tactics or maneuvers going.  Looks awful and bugs me every time.

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