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Adeon Hawkwood

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Posts posted by Adeon Hawkwood

  1. 4 minutes ago, Infinitum said:

    So how does that work out when exemplared in terms of power?

    Enhancement values are scaled down if you exemplar below level 31 to account for the fact that you have more slots.

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  2. My general philosophy is similar to Konru's but with some differences:

     

    Maneuver's is always better than Assault for entry. It gives Defense which is always useful to stack on a Team so it's the most bang for the buck.

     

    Assault is generally a filler power. I'll take it if I've got room but he overall effect isn't that great so it's a case of I'll take it if I have room. In general I take it on characters who don't need Tactics.

     

    Tactics is very binary, it's either brilliant or useless. In general I think it's worth having at least one To Hit and Perception buffing power on most characters so my general rule of thumb is to take Tactics if I don't already have a power like that in my primary/secondary/epic sets. There are some exceptions (such as Earth Control) where defense debuffs and a kismet IO are good enough but in general it's worth considering tactics.

     

    Vengeance I like because it can take a LotG Recharge IO. So basically I view it as a passive 7.5% Recharge power that can occasionally provide a buff if someone dies.

     

    Victory Rush I don't really care for. The uptime is low and there's plenty of other ways to deal with endurance management.

     

    So in general my priority order for Leadership powers is:

    Maneuvers

    Tactics or Assault

    Vengeance

    Assault (if I didn't take it earlier)

  3. No. The sets that have PBAoE debuffs are balanced around that fact. They are support sets that are designed to move into melee range to apply thier debuffs.

     

    For example consider Time's Juncture. Yes, you have to move into melee range but Time gives you the tools to survive doing that, Farsight buffs your Defense, Time's Juncture debuffs enemies To Hit and Damage and Temporal Mending allows you to heal any damage you do take.

  4. Their DPS is pretty weak at that level. It increases a lot once you get Venom Grenade and Frag Grenade to supplement Heavy Burst for AoE damage. At high levels they do pretty good damage (AoE for Huntsman and Crab spiders, single target for Bane Spiders).

     

    As for your second question there are three general paths for Spiders:

     

    Huntsmen focus on the initial Wolf Spider Rifle powers (most use Bane Spider secondary powers to avoid having the giant crab backpack but you can use Crab Spider secondaries instead with no problem). They get good AoE damage and decent single target (although their single target damage relines on a mixed of ranged and melee attacks).

     

    Bane Spiders focus on the mace powers in the Bane tree. They have the best single target damage of all three types (mostly melee) but their AoE damage isn't as good. In particular the fact that they can't use venom grenade without suffering double redraw hurts their AoE damage a lot. They play a bit like a Stalker using hide and placate to generate crits.

     

    Crab Spiders are relatively similar to Huntsmen except that they use the Crab Spider attacks instead of the Wolf Spider attacks. Their abilities are roughly on par with the Wolf Spider ones although they do have slightly longer animation times so thier DPS is lower at the absolute high end. In theory you're better of going Huntsman rather than Crab even if you want to use the Crab Spider secondary powers but the difference isn't that major and IMHO the Crab Spider powers look cooler.

     

     

  5. I have this theory that all the Circle of Thorns Guides/Defenders/Non-Mage Guys are all 20's-to-30's D&D nerds who got lured into actual demon worshiping like something out of a Jack Chick fever dream.

    I'm not sure how serious you're being here but canonically all of the CoT humans are regular people who were kidnapped and had their soul replaced by one of the ancient Oranbegans.

  6. In general RP affects my power set choices but not my specific build. As an example I wanted a character who was an elemental mage so between the three power sets (Primary, Secondary and Epic) I wanted one Fire, one Earth and one Ice/Water/Wind. I ended up settling on a Earth/Fire/Ice Dominator but I considered other options such as a Earth/Storm/Fire Controller instead.

  7. Something WoW does better that I haven't seen mentioned: Sheer variety of enemy mobs. You can easily encounter twenty or more completely different things to kill within a single zone. And then 20 more in the next zone. Literally hundreds of different things to fight, all uniquely animated and with their own fighting styles.

    Really? From what I recall the mobs in WoW all felt very samey. Now admittedly I only really played during WotLK where it was all skeletons all the time but even the old world zones seemed to have a relative small number of enemy types (murlocs, bandits and kobolds in various colors being the most common with a few varieties of animals).

  8. Yeah plus Crey is so large they're bound to have at least some non-evil departments. So you can always try and work in a facility that isn't likely to get blown up by marauding heroes.

     

    Complaints department?  ;)

    That seem risky. I figure some heroes would probably attack it just on principle. Plus would you want to have to deal with a marauding villain complaining that his coffee maker malfunctioned?

  9. My first thought is... Carnies?

     

    They seem fun. More inclusive than a lot of the others, too.

    Isn't every one of them who's not named Vanessa DeVore either a mind slave or a corpse puppet?

    The men are but I think the women have at least some free will although Vanessa can influence them.

  10. Not just radio and paper missions - the number of doors in any zone that are used for missions is a small fraction of the doors in the zone. Sometimes it gets ridiculous -- back on live, I was part of a Citadel TF where the first three missions were to the exact same cave entrance; by the third mission, we were all joking about the Fifth Column ninja redecorating team that was running in behind us to set up a whole new base the moment our backs were turned.

    Well for Citadel TF the first two missions ALWAYS use the same door. It's a weird bug that's been around forever.

  11. Also, are 50 person attacks on Hamidon a thing again?

    Yeah they happen but IMHO they aren't that interesting anymore. Power creep means that you spend more time gathering players and prepping for the fight than you do actually fighting. The actual fight is over in a few minutes. So while it's good in terms of rewards/time I don't find it that enjoyable.

  12. If I had to guess, it seems like sometimes powers are falling outside of the RMA categories somehow. When possible, I'll attempt to record and post this happening.

    There are some powers that only have a typed tag, no positional tag. However as far as I know all powers like that are Psionic. I don't know what powers enemies use in fire farms but I'm not aware of any fire powers for characters that are missing a positional tag.

  13. Is there a way to check my progress on the Vandal badge (destroy 25 Hydrants, 25 Mailboxes, 25 Newspaper stands, and 25 Pay phones during Mayhem Missions)?

     

    I'd like to know which of the items I've gotten 25 of and which I need more.

  14. Crey probably.  Good R&D, seems like they have nice facilities.  I would think their benefits are better than almost everyone else.  Do they contribute to my 401k?

    Yeah plus Crey is so large they're bound to have at least some non-evil departments. So you can always try and work in a facility that isn't likely to get blown up by marauding heroes.

  15. I answered 6-9 billion but now I'm doubting my answer, because it depends on how you define a lot. So from a practical point of view you can do pretty much any build for under 1 billion inf, and most good builds cost far less than that. Even hitting 1 billion you need about 8 sets of purple or winter enhancements which isn't always a good way of building anyway. So that's why I said 6-9 billion to me that's a lot since it means you've got enough to pimp out a ton of new characters even if you never make any more inf.

     

    But the other side of it is how do you define a lot in relation to other players? I've got somewhere around 10-12billion at the moment (I think). I consider that a lot since it means I can easily afford enhancements for my characters but I've got no idea how that compares to the average player. I suspect it's more than average but does it put me in the top 1% of players? I doubt it, there are plenty of people who are more active in marketing or farming than I am.

     

    EDIT: Shinobu posted while I was writing and I think their post does kind of illustrate another aspect to consider. Do we look at wealth in terms of in of total net worth or just inf? I tend to only consider inf since that's easy to quantify. I don't really stockpile enhancements and I don't consider the value of my current builds in my net worth. To me that value is gone, I'm unlikely to spend the time and effort required to get enhancements off of a character so the potential wealth that those builds represent isn't really real to me while Shinobu clearly feels differently.

  16. Important to note, the Brute is the counterpart to the scrapper. The MM is the counterpart to the Tank, and the stalker the counterpart to the blaster.

    It's tempting to try and find 1-1 comparisons between CoH and CoV ATs but I think it's more like keys on a piano. If a scrapper is E and a tank is F a brute is E sharp.

    Agreed. I actually like Jock Thompson's Mythology explanation for the Villain ATs, it's actually a good way of looking at the comparisons between the Heor and Villain ATs.

     

    The first of Statesman's children to find the mirror was Scrapper. Startled by his own reflection, Scrapper did what Scrapper does in these situations, and struck it with a swift blow, cracking the mirror. When he saw what he had done, Scrapper laughed at his own folly and went to tell his siblings of the mirror. Together they came and stood to look into this curious thing. The cracked mirror twisted and blended their reflections. Tanker's reflection mingled with his brother Scrapper's while the crack appeared to twist his face as if in range. Defender and Controller's reflections mingled with that of their brother Blaster. Blaster's reflection split, mingling with his brother Scrapper's in a way that made them both seem thin a gaunt, while fracturing into a multitude of images near where it mingled with his sisters. Disturbed by this strangeness, the Children of Statesman shied away from it, and went to seek more familiar things.

     

    Now images and webs both have power to trap, and as the Children of Statesman looked into the mirror some of their essence was caught in the Spider's web. The Spider took this essence and from it spun his own children. Brute from the rage twisted reflection of Scrapper and Tank. The twin sisters Corrupter and Dominator from the mingled image of Defender, Controller and Blaster. Stalker from the twisted and gaunt reflections of Blaster and Scrapper. Mastermind for the multitudinous reflections of Blaster and his sisters. The Spider then gathered together his children, these twisted and cracked reflections of what Statesman had wrought, and commanded them to win the City for their creator.

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