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Everything posted by Coyote
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Awesome! I loved that thread! WAIT!!! I mean, I be haten' that thread. Permanently.
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Fearsome Stare should be slotted up for ToHit Debuff... its main purpose is to floor the accuracy of mobs while keeping them in place. Fear is not useful since you will be damaging them constantly. Slotted up and with Gather Shadows active, Fearsome Stare plus Living Shadows add up to almost 40% or so ToHit Debuff, and Nightfall adds another 9%. Even without hard AoE controls, this can pretty much shut down a spawn for the duration of the debuffs, and by the time Gather Shadows wears off and you're using the base values for debuffs, the spawn should be smaller in size, with some of the mobs Held and others Confused.
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Another option for Gale is to put the KB to KD in it, a Force Feedback proc IO, and spam it for frequent knockdowns and to try to get +Recharge. For perma-PA, I question its use... I mean, it's great to have, but shaving a few seconds off the PA gap at the cost of major sacrifices in the build is probably not worth it. You can solo AVs and take a bit of aggro from them... My level 22 Ill/Storm has about 20% Defense already, and with about a 12% debuff on AVs from Hurricane (at this level... at higher levels it drops to about 6%, but you also get more defensive bonuses), she's one Luck away from being capped. You should be able to survive aggro for a few seconds using a single Luck, so trying to really twist the build to force in a perma-PA is not worth it, IMO. I really like Thunderclap, it's your only AoE Containment setup for Epic AoE powers if you use them, and with the Controller ATO and Stun from Tornado (and possibly Fissure if you go with that Epic), you have a reasonable chance to get mezzing on Lts/Bosses. Plus, Illusion has good single-target Controls, so Blind/Deceive the LTs/Bosses, and use Thunderclap for the minions. For Tornado, if you can afford it, the Overwhelming Force KB to KD IO is preferred since it adds Damage enhancement to it.
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Hmmm... I would also have thought that Spectral Terror would be a good place for it. Maybe Thunderclap? Turn that AoE Mag 2 Stun into something worthwhile by adding more Mag 2 stuns?
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Hyperbole. If a lot of people do this, the price of ATOs and the other items in the booster packs will drop.... to a level where the profit is still noticeable but not so immense. So, some items being sold on the auction houses will drop in price. This will have a negative feedback on the amount of people buying the super packs, and then the downward pressure on the items in the packs will decrease. In the end, prices will stabilize with the items in the super packs at a lower level, but not "crashed". Brute ATOs, as an example, may drop from 6 mil to 3-4 mil. And the market, and the servers, will go on.
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The Incarnate system: trivializing Archtypes
Coyote replied to ed_anger's topic in General Discussion
Your entire argument is based on a single premise, and it is a fallacy to assume that your premise is reality rather than just opinion. Not everyone thinks that this game IS just a power fantasy... consider that players dial up the difficulty as high as it will go. If all they wanted was to smash mobs like superheroes beating up gun-toting mobsters, they would run it at -1/x8 to have more bodies falling to the floor, faster. Psychological tests show, actually, that tasks that have no difficulty and no challenge, soon become boring. -
Tanker: "You can have my 3.75% defense boost when you pry it out of my cold, dead fingers. Enemy: "Offer accepted." Attack... MISS. Attack... MISS. Attack... MISS. Enemy: "Dang, that's an annoying defense boost".
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The way the calculation works, you don't lose Proc activations by adding in Recharge, as long as you keep spamming the power at its new Recharge. The chance per activation drops, but the activations per minute increase, so overall you get the same amount of procs. However, this applies to procs that instance separately, like damage. When you have a proc like FF, where you can't gain the benefit of two of them being active at the same time, it works better if you space out the power activations to make sure that you are never in a position to stack the proc, thus wasting some of its duration. This applies mostly to Force Feedback and Achilles Heel, both of which don't stack... so if you get a new activation with 2 seconds left on the old one, you effectively lose those 2 seconds. But as long as your power's cycle time is longer than 5 seconds for Force Feedback, and 10 seconds for Achilles, it's fine. Note, however, that you're spending more Endurance in firing the power more often, but not getting more procs per minute... this is fine if you're using the power mostly for its damage or other effect rather than the proc, but if the proc is a major reason why you're firing the power, then you're better off slotting for Endurance Reduction than Recharge Reduction.
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-1. Controls that are just under Controller levels? That's better than Defender or Blaster controls. Damage that's just under Scrapper levels? That's more damage than Defenders, albeit in melee. They're used by lots of builds, and they see action. Some are a bit weak and some could use buffing, but this level would be just silly. They should not be better than your Primary/Secondary powers except for specific builds.
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Earth/Storm at the end game. You don't need as much defense then, and Earth is a strong defensive control set anyhow, so going with /Dark is overkill on defense. Meanwhile, Storm brings exactly what you need as a Controller in general, and in the end game in particular: more AoE damage. Also, Earthquake + Freezing Rain = constant flopping for mobs. Thunderclap + Stalagmites = long-term Boss stun in an AoE.
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Energy Manipulation works well with Dark Blast since Power Boost aids pretty much everything that the primary does... debuff, self-heal, hold. Mental Manipulation adds a ranged cone. Tactical Arrow has lots of ranged options.
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To be honest, if you make a couple of MM primaries with a mixture of melee attacks and a toggle shield that gives some defensive statistic (Regen, Defense, Resist, Absorb) plus status protection, and give the melee attacks a weak Taunt effect, you would end up with pretty much the same effect as the poster. You do lack some choice in number of attacks, but it would be a lot easier to add into the game than an entire new AT which would have to come with multiple powersets at the start.
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Dark/Storm "When you like Pets but don't want to play a MM"
Coyote replied to Tacheyon's topic in Controller
Unlike some other games, in CoH, hitting a target with the same DoT power will stack the DoT damage ticks. You do NOT lose the tail of the previous DoT effect when you hit them with same DoT effect again. -
Wind Control is still broken, right? Thank you, I'm done here.
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Rad/Cold - I feel like I should be doing more damage than I am.
Coyote replied to bartmossuk's topic in Corruptor
1: Snow Storm is probably overslotted, I don't think it needs all of those Slows. 2: Don't put effects in damage powers if you're feeling low on Damage... getting a chance to drain some Endurance is not worth it unless it's in a major Endurance-sapping build. Put more damage instead. 3: Similarly, NEVER slot Defense Debuff in Rad Blast. You already put out so much -Def that there is no point in increasing it. Put Achilles Heel, or more damage. 4: You have 3 slots in Teleport, and only 2 in your Snipe... of course you will be suffering from low damage if you're putting 3 slots in a travel power and 2 in an attack. Slot up the attacks more, put 2x ToHit and 1xToHit/End Red in Tactics, and get Kismet... I think this puts you at Fast Snipe (though soon you'll get Fast Snipe without having to build for it). Basically, you have a few attacks, and they're all not heavily slotted. And you're doing low damage. This is a direct cause-and-effect relationship here... if you want to deal more damage, slot up your attacks more. If faster travel and better defenses are your priorities, then you will have to accept dealing lower damage. -
Don't forget the use of Achilles Heel proc. Also, I read that the PPM procs were changed to use the MODIFIED recharge, so you don't gain PPM by putting them in a power with high Recharge enhancement. This makes them comparatively more useful in pet powers, which aren't modified by Recharge modifiers... unless the procs take into account Recharge modifiers even if they can't affect the power.
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I wonder if the Devs would listen to a Suggestion to create Rollin'/Haten Brutes
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The Buffing vet pets, and their lack of HP
Coyote replied to Llewellyn Blackwell's topic in Suggestions & Feedback
IIRC, the buff pets just follow you and, with a high recycle rate (or sloe resistance), repeatedly cast their (non-stacking) buff on you. And because they're buffing you, it increases their Threat each time the buff goes off, making them a bigger target than you are unless you've got something with a taunt effect. I believe that the Threat increase is coded into the buff powers, so dealing with it is likely to be complicated. Maybe, but you wouldn't have to code the buff powers, just give the buff pets an auto power that decreases their Threat Level. -
Are you perma haten this post? No that post I liked. The rest, though, I be haten.
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Always remember one thing whenever you make a suggestion to IMPROVE a power or a powerset: The sets and ATs and powers have been undergoing balancing for years. Granted, this doesn't always mean that they're perfectly balanced, but it usually does mean that a major change in a power's statistics may need the power to have other statistics re-considered. You want the pets to be permanent? Especially without having to resummon them? That's not an unreasonable suggestion, actually. Where the problem comes from, is that since many builds with temporary pets play quite well and effectively, then increasing the pet up-time to 100% without a great investment in IO sets... will make these builds even more effective. So, in order to keep them balanced, something will have to be weakened in the power. For example, if the uptime of a pet power is increased from 75% to 100% (a 33% increase in the total duration of the pet), then: 1: the pet will make 33% more attacks before they disappear 2: the pet will be around 33% more of the time to pull aggro away from the character 3: the pet will take far less Endurance to maintain So, most likely, the pet's damage (and perhaps their defenses) will have to be lowered by some number in order to keep the power's overall strength where it is currently. This is also not unreasonable. But you do need to state that you're asking for a change in a power, where it lasts longer but does less damage, for example, rather than just asking for a pure buff to a power that is already considered quite strong. I can see how, for gameplay purposes, it is EASIER to not have to resummon... but we shouldn't just boost a power for gameplay reasons. If we change how it functions in a positive way, then we should change its statistics in a negative way, so that it ends up as strong as before. The DPS of a pet power is great. The DPA of a pet power is great. The DPE of a pet power is great. It is hard to argue that they need boosting because they're WEAK, and therefore an argument that they need changing because they're INCONVENIENT needs to acknowledge that they don't deserve buffing.
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I like the idea. Except that it really should have a catchier name... something like... Victim Vacuum. Erydanius's Exalted Experience Extractor (available to Magic Origin characters only). Fetch My Next Target. Git Ovah Heah. You, Me, Here, Now. Come To Daddy. Mob, Meet Maker. Destuckificator (or Destuckifier) :p
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Bring Underperforming Sets Up to Par
Coyote replied to BlueDragoon's topic in Suggestions & Feedback
Exactly. Saying that you're not on board with Devs using their limited time to support something that you don't use? A bit self-centered... after all, I don't play Scrappers, and I'd never think of suggesting that Scrapper improvements are a waste of Dev time. But, still, only self-centered. However, suggesting that you would like Devs to use their limited time in order to REMOVE something that you don't use? Completely mean. Suggesting that this is somehow comparable to someone wanting Devs to use their limited time on PvP? Completely blind. Someone in this thread is not getting something, that's for certain. -
Nothing like a tall, cold glass of Hater-ade in the morning. It's the only way to start the day. I be haten this post. So... much... haten.
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Isn't a "Crabmind" build one of the highest DPS builds in the game? While also being able to cap Melee/Ranged Defenses with Mez protection and some armor.
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Characters suffer a sense of dread when powers are about to expire and they're not yet recharged? Dominators who don't have perma-Dom say Hello. So do Hasten users who don't have perma-Hasten. So do almost all Tier-9 self-buffs from armor sets. My Regen Stalker livers in dread of Instant Healing expiring before it recharges... oh, wait, it's not even possible to make that permanent. And the same for Moment of Glory. Yes, a lot of powers are balanced around the concept of "not always available, due to not being recharged", and many of them are even impossible to make permanent. What is the reasoning why pet powers (from Epic Pools, not even from a Primary or Secondary set) should be available permanently, while we keep Tier 9 powers, Instant Healing, Regeneration/Recovery Aura, and so on, from being permanent? Also, Epic Pool pets CAN be made permanent... and characters make an investment into making powers permanent when there is enough benefit (see perma-Dom, see Phantom Army). If there is such a huge benefit to having an Epic Pet available, and because of that we should make it permanent, then it follows by the same argument that Phantom Army should be made permanent.