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Trickshooter

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Posts posted by Trickshooter

  1. I have only made one NEW character, a Nature Affinity user since I was still trying to come up with a concept for one when the game closed and never got to really use it outside of the Test Server.

     

    Besides that one, I've just been remaking old characters, but several with new/changed powersets that I kind of wanted to reroll them with years ago anyway, but didn't want to lose the time I had invested in them. WELP...

  2. I'm also not a fan of the change, but not because it's annoying. I just always felt, and could have sworn it was also the opinion of the original devs, that the toggles dropping when a target dies was intended to be a balancing point between toggle debuffs and click debuffs. I know it was brought up often about how frustrating it was for the anchor to be killed, and I have a vague memory of a redname saying that was the point, strategy/teamwork was necessary to leverage them and that was intended.

     

    BUT it's been 7 years, so who knows.

  3. Actually, correction to my own post, I remembered reading something about knockback toggles in those "Issue 25 patch notes", so I went to look them up. Don't know if they're completely accurate, but it says this:

     

    The following powers have their chance to Knockback reduced to 10% every 0.5s (unless otherwise noted) if slotted with Sudden Acceleration: Knockback to Knockdown:

    ·        Controller Buff / Force Field / Repulsion Field

    ·        Controller Buff / Kinetics / Repel

    ·        Controller Buff / Sonic Debuff / Sonic Repulsion

    ·        Corruptor Buff / Force Field / Repulsion Field

    ·        Corruptor Buff / Kinetics / Repel

    ·        Corruptor Buff / Sonic Resonance / Sonic Repulsion

    ·        Defender Buff / Force Field / Repulsion Field

    ·        Defender Buff / Kinetics / Repel

    ·        Defender Buff / Sonic Debuff / Sonic Repulsion

    ·        Epic / Force Mastery / Repulsion Field

    ·        Mastermind Buff / Force Field / Repulsion Field

    ·        Mastermind Buff / Sonic Resonance / Sonic Repulsion

    ·        Pets / Bonfire / Bonfire (40% every 2s)

    ·        Pets / Tornado / Tornado

    ·        Pets / Singularity / Repel (0% chance)

    ·        Pool / Speed / Whirlwind

     

    Whirlwind, Repel, Repulsion Field and Sonic Repulsion (all versions) will no longer use endurance if they tick on an entity but don't apply the knockback due to the Sudden Acceleration proc. It will still consume endurance if the knockback is applied, but resisted by the entity.

     

    Lowered the endurance cost per hit of Sonic Repulsion for Controller and Defender from 2.5 to 1; Repulsion Field for Mastermind from 1.25 to 1; Repulsion Field for Blaster (Epic) from 2.5 to 1.25.

  4. It was in the Issue 24 game files, however, I believe none of the graphics were ever finished, which is probably why we can't play it now.

     

    Also, I remember looking through it and thinking it needed A LOT of playtesting; seemed a bit complicated compared to the other Control sets.

  5. I was actually thinking about using it to help mitigate some of the KB in the Storm Summoning secondary, so that I could actually run a Elec/Storm build, and not have to worry so much about the lack of Roots in the Elec set.

     

    It's Unique so you can only use 1 in your build, unless you can also get the Overwhelming Force version. Best place to put it in Storm would probably be Tornado. If it functions like the Overwhelming Force proc, slotting it in Tornado will also reduce the chance to knockdown per tick by 60% so that it's not completely overpowered.

  6. Sorcery comes with a few powers the normal travel powers don't:

     

    Buff: Spirit Ward [Ally, +Absorb over time]

    Ranged Attack: Arcane Bolt [Ranged, Moderate DMG(Energy), Foe Knockdown]

    Buff/Debuff: Enflame [Ranged Friend/Foe, Special]

    Self Buff: Rune of Protection [self, +Res(All Dmg, Hold, Sleep, Immobilize, Knockdown, Disorient)]

     

    That makes it quite a bit different than Flight Pool...That is also extra powers that can take up your own power slots. But, if you're a melee AT or a range AT, these powers can fill holes.

     

    Worth mentioning here, Sorcery was not designed as a new Travel pool. It was the start of a series of Origin pools that would each contain a travel power that fit thematically with the game's available origins. That's why it's so different from the Flight pool and what makes it a little complicated to compare it to Flight. Asking if Mystic Flight is in every way superior to Fly is like asking if Air Superiority is in every way superior to Boxing. At face value, the answer would be yes, but we all know that you can't compare Flight and Fighting that way. They each serve different purposes.

  7. I think because you get both flight and teleport (translocation) with that, both of those are slower/have less range than the separate powers. Your max flight speed is slower and your teleport distance is shorter. Which may be meaningless to most.

     

    They're actually both the same flight speed and teleportation distance.

     

    To answer the OP, yes, technically Mystic Flight is better than Fly because it comes with Translocation and that's only difference between them. However, powers were always balanced in their sets as a whole, so... is the Sorcery pool better than the Flight pool? THAT can really depend.

  8. I don't know if future servers will include them, but currently Defenders also have Pain Domination and Poison, so I wrote up some stuff about them from my experience with them:

     

    Pain Domination

     

    Think of Pain as Empathy's selfish, goth sibling. Like Empathy, it's main specialty is Heals and Buffs, but while most people might play Empathy for the benefit of the team, you play Pain for your own benefit.

     

    Pain trades the single-target, ally-only Fortitude for a half strength, but team-wide (so the Pain user gets the buff too) +Resistance version in World of Pain, and loses Empathy's auras to gain access to a -Resistance/-Defense debuff, a healing toggle, and potent self-buffs in its own versions of Empathy's Absorb Pain and Resurrect, Share Pain and Conduit of Pain.

     

    tl;dr Empathy's teammates are allies; Pain's teammates are tools.

     

     

    Poison

     

    Poison is a mixed bag of fun and varied powers. It features:

     

    • Quick-recharging, small AoE, BUT potent click debuffs

    • An ally-heal, an ally-mez protection, and an ally-rez

    • Slows and Holds

    • A debuff toggle... on yourself! Your own stinky aura!

     

    Because of the nature of Poison's bread-and-butter debuffs being strong, fast charging, but small AoEs, it shines more on smaller teams than other sets. It really finds its niche in Archvillain and Giant Monster fights where it's potent debuffs are easy to keep on one big target.

     

    Also something to keep in mind: while Envenom and Weaken's debuffs don't self stack if you continue to target the same enemy, the main-target debuff CAN stack with the splash debuff if it's splashed off a different enemy.

    • Like 2
  9. That is a downside to the Traps powerset as well, it is great if your team allows you to prepare a battlefield and fight in it, or the fight is hard enough that your powers will recharge anyway between spawns, but much less useful in highly mobile situations.  The FF generator follows you around, but some other things are ground placed and sit there.  Playing a Mastermind with a defender secondary can be a nice change of pace after being a defender trying to support a team that keeps having TPKs because they Won't Do What You Tell Them, dang it!  :)

     

    Traps can be pretty mobile on a team if you just toe-bomb it! Eventually, Traps becomes a very safe set to just run in and start dropping stuff right in melee. I would alternate between sending out seekers to absorb alpha and just running in and dropping Poison Trap. With FFG out, I'd be pretty safe after that to deploy the other Traps right in melee, especially on a team where aggro could be spread out.

  10. The debuffs aren't just small AoEs; those AoEs are only half strength, only the main target takes full strength.

     

    It's a neat set, and the numbers are impressive on a Defender, even the AoEs, but you'll probably be clicking your primary powers a lot to spread those debuffs around unless you're on a small team. I like it because I mostly solo.

  11. I did notice that when I got my powers again for the first time on the new servers, and it surprised me. I'm trying to find some negative about that, but I can't. Not at all. I'm curious if it was a planned change from the original dev team or if the SCORE team added that.

     

    It was added in Issue 20.5, to make it easier to buff Leagues in Incarnate content.

  12. So I was playing Savage Melee and honestly really enjoying it. I decided to look up the numbers for the set on City of Data (via the wayback machine), when I realized the set was very different between the two (but the version on CoD does match Paragonwiki and the version in the Issue 24 files that are part of Titan's Icon program).

     

    For starters, the description for the set states that Blood Frenzy grants +Damage and +EndDiscount, but in game, it seems to actually grant +Recharge and +EndDiscount.

     

    Also, it describes the Blood Frenzy builders as Savage Strike, Maiming Slash, Vicious Slash and Savage Leap

     

    While in-game, the builders seem to be Savage Strike, Maiming Slash, Shred, Blood Thirst, Vicious Slash and Savage Leap

     

    Similarly, it describes the Blood Frenzy consumers as Shred, Rending Flurry, Blood Thirst and Hemorrhage

     

    While in-game they seem to just be Hemorrhage and Rending Flurry

     

    Both City of Data and Paragonwiki both describe Blood Thirst as a Heal+HoT, while in-game it just seems to be Build Up+5 Blood Frenzy stacks.

     

    Also, all versions of Savage Strike in-game reference Tanker's Bruising ability.

     

    Anyway, my main question is... is the Savage Melee set we're playing the one implemented by the original developers and it simply went through a large amount of changes internally (i.e. not yet part of the Issue 24 files that were on the Test Server) before the game shutdown was announced? Or is this a version rebalanced by the SCORE engineers and these text bugs are just oversights?

     

    This is not a judgement of any kind, I'm just really curious!

  13. I just rolled an ice/ice Sentinel. I don't recall them being in CoX when I stopped playing - are they a new class the SCORE devs have created perhaps...? Or are you just saying these are not viable or underpowered? I also noticed you can get your super travel power at level 4 - wasn't it always 14? :-/

     

    Sentinels were added by SCORE, yes.

     

    Travel powers at level 4 was changed in Issue 21, as part of adding 5th powers to every travel pool powerset.

  14. It's been a long time since I played either set, but I believe the consensus was that Time was ridiculously good, well-rounded with varied and strong debuffs and buffs. Nature is a little less varied, but with several sources of healing, it's a very sturdy set. And for a set with so many heals, it's nice that Nature only features one power that can't be used on yourself (same with Time, but Time features a wide range of buffs and debuffs, so it's less surprising).

     

    If you wanted to directly compare one to the other to know which was better, I'd say Time wins, just because of the larger range of what it can offer. If healing isn't helping enough (or worse, isn't even all that necessary), Nature is limited. Whereas in Time, nearly every power offers something different.

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