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kelly Rocket

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Posts posted by kelly Rocket

  1. I misread your post... where you said "There are no summer events..." Was thinking you didn't know that... there were. My bad.

     

    No worries!  I think the notion of a limited event that drops ATOs is solid, though.  I think as things are right now their scarcity to usefulness ratio is way out of whack.

     

    ...SBB is about 12million inf per hour if you sell the Overwhelming Force pieces... And then you can just buy the ATOs off Wentworth's instead of grinding Merits ;-)

     

    You can, or you can influence farm and achieve the same results.  What I'm talking about is making ATOs more available to mid level toons who don't already have loads of IOs and influence.  Almost every answer I've gotten on this thread boils down to "Just grind for them!"  That's exactly what I'm trying to steer this conversation away from!

     

    ATOs are up there in effectiveness with purple sets once you hit 50 and use a converter on them, but until then their benefits are good but not outstanding.  Given this, I think increasing their availability to mid level non-grindy unfarmed toons would be a good thing.

     

    SBB is available starting at level 15. Takes 30-60 minutes, and rewards you with 4-9 million inf (Although you have to take the time to sell the Overwhelming Force piece to get it). That was my point... You can easily use SBB to buy them at mid level.

  2. Well I don't know then.

     

    It only really seemed to happen with the Assault Bot's incendiary missiles.

     

    I finally just yanked the Overwhelming Force piece and replaced it with Sudden Acceleration, and it completely fixed the problem. So obviously there's something amiss with the Overwhelming Force piece.

     

    I actually tried swapping the OF from Assault Bot with the Sudden Acceleration in Battle Drones first, but the T1 bots were doing knockback with their knockback beams, instead of knockdown, when slotted that way. It's possible the OF KB->KD conversion isn't strong enough, so stacking can hit knockback levels too easily.

  3. Most of the time you're only going to use 4 of the first ATO and 2 of the second anyway, to get the juicy +recharge bonuses for your long recharge powers. So you can skip most of the ones that have recharge. Though personally I like them so I can resummon faster when needed.

  4. Any thoughts on this build? It's a pure farmer, built to do the Fire Farm and nothing else. Soft capped to F/C, 77.1% S/L Resist (And overcapped Fire resist of course). Should have decent mitigation from Avalanche in Blazing Aura and Overwhelming Force's chance for Knockdown in Irradiated Ground. Also has both the Achilles Heel and Fury of the Gladiator Chance for -Res in Irradiated. Burn is just slotted for all the damage (Including the Eradication proc to go with the Armageddon proc).

     

    Perma-hasten, Atom Smasher on a 5.2 second recharge.

     

    Laser Beam Eyes is just there to mule Superior Winter's Bite and get me soft capped vs. Fire/Cold. May never actually use it.

     

    Little or no attention has been paid to power order, or to exemplaring, as this build would be for a toon I would probably never exemp or do anything but farming with.

     

     

    Villain Plan by Mids' Villain Designer 2.22

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Brute

    Primary Power Set: Radiation Melee

    Secondary Power Set: Fiery Aura

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Ancillary Pool: Energy Mastery

     

    Villain Profile:

    Level 1: Radioactive Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37)

    Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(3), Ags-ResDam/Rchg(5), Ags-EndRdx/Rchg(42), GldArm-3defTpProc(42)

    Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Acc/Dmg/Rchg(9), SprAvl-Rchg/KDProc(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11)

    Level 4: Healing Flames -- Prv-Heal(A), Prv-Absorb%(5), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34)

    Level 6: Fusion -- RechRdx-I(A)

    Level 8: Radiation Siphon -- Acc-I(A)

    Level 10: Temperature Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(11), Ags-ResDam/EndRdx/Rchg(13), Ags-Psi/Status(13), StdPrt-ResKB(45)

    Level 12: Kick -- Acc-I(A)

    Level 14: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/Rchg(15), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam(17), Ags-EndRdx/Rchg(48)

    Level 16: Plasma Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(27), Ags-ResDam/Rchg(33), Ags-ResDam(45), Ags-EndRdx/Rchg(48)

    Level 18: Irradiated Ground -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(19), Obl-%Dam(19), ScrDrv-Dam%(21), ScrDrv-Dmg/EndRdx(21), OvrFrc-Dam/KB(23)

    Level 20: Consume -- Avl-Acc/Dmg(A)

    Level 22: Weave -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(23), RedFrt-Def/Rchg(25), RedFrt-Def(34), RedFrt-EndRdx(40), RedFrt-Def/EndRdx/Rchg(43)

    Level 24: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(27), BlsoftheZ-ResKB(43)

    Level 26: Devastating Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dam%(46)

    Level 28: Burn -- Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Dmg/EndRdx(31), Arm-Dam%(31), Erd-%Dam(31)

    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)

    Level 32: Atom Smasher -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Acc/Dmg/EndRdx/Rchg(39), SprBrtFur-Rech/Fury(39), TchofLadG-%Dam(40)

    Level 35: Fiery Embrace -- RechRdx-I(A)

    Level 38: Focused Accuracy -- EndRdx-I(A)

    Level 41: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50)

    Level 44: Physical Perfection -- EndMod-I(A)

    Level 47: Superior Conditioning -- EndMod-I(A)

    Level 49: Cross Punch -- FrcFdb-Rechg%(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Fury

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- EndMod-I(A)

    ------------

     

     

     

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  5. You do know the Summer Blockbuster can be done via the LFG tab (Holiday) right?

     

    Yes, and if this post was about Overwhelming Force enhancements that might be relevant.

    Still relevant since SBB is about 12million inf per hour if you sell the Overwhelming Force pieces... And then you can just buy the ATOs off Wentworth's instead of grinding Merits ;-)

  6. I wonder how well it would work to slot Gang War with like, two Acc/Recharge IOs, and then fill the rest with just all the good damage procs you can find...

     

    Far better to slot it out with aura procs and put damage procs in the thugs.

    I feel like this needs testing,  because as far as I can tell, when you slot a pet power with procs, each pet gets their own PPM adjusted chance for the proc to trigger... which means on a power that summons like 30 pets, this should trigger the procs A LOT.

  7. Knockback is fine. It's better than fine, it's great. A 2-second soft crowd control is amazing, considering it's available without profound investment in features other than player damage and survivability. The main problem with knockback isn't the mechanic, it's the selfish attitudes of the player-base, mainly the melee players who throw a tantrum because they have to move a couple of feet to re-acquire melee range.

     

     

    I don't like knockback.

    It makes me angry.

    I feel my build choices are invalidated when knockback is played poorly.

    Sometimes unskilled knockback makes the game harder to play for everyone.

    Often, I choose to leave a team when things aren't going well because of knockback.

     

     

    [Edited for 'niceness' -- GM Fiddleback]

     

    (There's no need to be actively hostile to people.)

     

  8. I'm running a Bots/Time as my main toon at the moment. The Assault Bot has the Overwhelming Force KB->KD and Chance for KD IO in it. The other bots have the Sudden Acceleration KB->KD.

     

    I've noticed the Assault Bot still does knockback, but not consistently. My working hypothesis is that when it uses an attack that does knockback normally, like the Swarmer Missiles or the Incendiary Swarmer Missiles, what happens is that the natural knockback is reduced to knockdown, but then the chance for knockdown procs on some of the targets hit, and since they apply in the same server frame, it ends up stacking back up to knockback levels.

     

    That's just a hypothesis however. Is there any way to possibly fix this?

  9.  

    So I think the Tanker design was misguided from the start.

     

    The Tanker would not have been if the CoH Devs had followed the standard Trinity model, but they didn't.

    They gave Support, Buffs and Debuffs that where more powerful then the norm, and the ability to stack them. They gave CCrs the ability to lock down more then one MOB at a time, for more than a few seconds. I don't think the Devs intentionally broke the Trinity, but in making all of the ATs... Super, they did, and I feel CoH is a better game for it.

     

    But your right in a way, the Tank did not fit in CoH right out of the box.

    This Tanker/Brute argument is no different than the Tank/Scrapper arguments of old (I'm getting deja vu from this thread.), because as long as you have Buffs, Debuffs, and CCs that work more then 'kind-of' you don't need a Tanker/Brute in the group. The only way to fix that is to tweak back the Buffs, Debuffs, and CCs to the 'kind-of' work level, and I do not believe you Tanks want to go there. I have vague memories of that being suggested and the shit storms it created.

     

    Yeah, this is sort of my point. And why I say I'd just remove Tankers if it were up to me. I don't believe there's any way to buff them that will ever make them more valuable than a Brute. If the Brute can do the same job well enough to succeed at it, AND do several times as much damage while doing so, there really isn't any reason to go Tanker instead (Except for the fact that they get their defenses earlier and can tank better at very low levels).

     

    Ultimately, there's no point in buffing Tanker defenses as they can already reach the caps trivially. There's no point in buffing their taunt abilities, as even a Brute (Who doesn't have AoE Gauntlet) can easily taunt well enough to hold all the aggro on a big 8 man team.

     

    So unless you nerf Brute survivability, there just won't ever be a need for Tankers, which means people will always prefer to have a Brute who can do the same job and also provide more damage and faster clear times.

  10. Sorry, but I don't see the difference.

     

    Team leader kicks you for not doing what he wants.

     

    You kick yourself because team leader enforces doing what he wants.

     

    End result is the same. With less frustration along the way.

     

    You can't see it because you hate knockback so you're primed to think in that condition. I've had very few people ever bring it up at all, and when >I< do I am usually told not to worry about it; some powers knockback, that's just part of the game. I hear this from people ranging from casual people arriving from other MMOs to people who have insane badge counts already that run super-smooth speed iTrials. But if it's something that someone can just toggle on at will, then they will. And they'll expect all gameplay to work like that. And suddenly if you want your powers to work like normal, you're the one asking to change the status quo.

     

    Sorry, but so what?

     

    You don't hear complaints because you use knockback well. Congratulations, welcome to the tiny minority of people who do so.

     

    That being the case though, having your knockback converted to knockdown wouldn't really hurt you on teams, so who cares?

     

    The only people who would be heavily effected are the majority of knockback happy morons who can't use it properly. And even they aren't being hurt by it, except maybe their feelings.  ::)

  11. BS is excellent on Stalkers and fine on Tankers.  For Scrappers and Brutes, it's still the only Parry that works with Shield Defense, which leaves the set uniquely well-off.  If it needs a buff then giving it slightly better crit or fury would probably bring it easily to par.

     

    Like you point out the thing it *truly* needs is better visuals.  I'm still hoping for a knowledgeable community member to do a brief tutorial on making and packaging CoH-friendly animations.

    If we're going to improve the visuals on it, please for the love of Positron, don't go the route they went with Katana. I do not want realistic looking love taps. I want anime/comic book type over the top swings with follow through.

  12. Why not reduce knockback considerably? Instead of Energy Bolt knockbacking enemies 2 feet back, make it 2 inches. It's an easy fix. IIRC, knockback is number attached to a power. If the number is positive you have knockback and knockdown if it's negative. Cut this number in half for all knockback powers.

     

    That would essential be knockdown, which is just a lower magnitude of Knockback. 

     

    We need to separate the usage of the power, from the power itself.  First, most of your min/maxers and vocal critics are forum posters, so common perception of KB is different than what we see in the forums.  I have never, ever in 8+ years of play been kicked for using KB...

     

    And because I solo alot, KB is one of the most useful powers to have for soloing anything other than a heavy defense/resist set.  So I want knockback around and i would /jranger any attempt to do so.

     

    Unfortunately, for every competent user of knockback there are 10 or a hundred horrible, awful players who just blow enemies in all directions and won't stop when asked.

     

    So personally I'd rather see it removed from the game, or allow team leaders to have a toggle that turns all knockback into knockdown or knockup.

     

    Well I sometimes think scrappers just run amok grabbing more aggro than they or the team can handle, which is super annoying...so can we eliminate them as well?  Or at least give the team leader control of their movement?

     

    And tanks who insist every sit around on their butts while they do their thing...Makes me mad...So let's throw them in garbage can or give the team leader the ability to reduce their defenses/resistance...

     

    And if I had a nickel for everytime a masterminds pet's caused more problems for the team...I'd have at least a roll of nickels...So dump pets, or let the team leader turn them off

     

    Etc, Etc, Etc...

     

    There are bad players of every stripe.  There are players who are great at the mechanics of the game, and are just jerks as well (I am NOT SUGGESTING at all this you...this is not a personal attack).  There are really fun players who keep me in stitches the whole mission, and spend more time typing than doing, well anything...

     

    Your suggestion is a bad direction to go...I am absolutely not willing to give a team leader control of my abilities, in any circumstance...and seriously, would you?

     

    And for every teammate misusing Knockbock, there is a solo player depending on it, who would otherwise not be able to solo at all.  So I stand by /jrangering anything that involves removing what is an essential part of knockback. 

     

    Can we improve Knockback without eliminating it?  I'm sure we can...Sunsette did a great example here.  Check it out...if it is better than how KB works now give it a +1...

     

    Your counterexamples don't really work, because the problem with Knockback is there are FAR MORE players who are bad with it, than players who are good with it. It's not a problem of "Once in a while I run into a bad scrapper" it's a problem of "Literally 90% of Energy Blasters and Peacebringers I encounter are absolutely horrible and don't know how to play well with a team".

     

    And my suggested change would not hurt solo players at all, at least, the team leader control thing.

     

    And yes, I'd be fine with letting the team leader make decisions about what powers are allowed to do what on their team. They're the team leader. If you don't like how they're running their team, you go find another team.

  13. Why not reduce knockback considerably? Instead of Energy Bolt knockbacking enemies 2 feet back, make it 2 inches. It's an easy fix. IIRC, knockback is number attached to a power. If the number is positive you have knockback and knockdown if it's negative. Cut this number in half for all knockback powers.

     

    That would essential be knockdown, which is just a lower magnitude of Knockback. 

     

    We need to separate the usage of the power, from the power itself.  First, most of your min/maxers and vocal critics are forum posters, so common perception of KB is different than what we see in the forums.  I have never, ever in 8+ years of play been kicked for using KB...

     

    And because I solo alot, KB is one of the most useful powers to have for soloing anything other than a heavy defense/resist set.  So I want knockback around and i would /jranger any attempt to do so.

     

    Unfortunately, for every competent user of knockback there are 10 or a hundred horrible, awful players who just blow enemies in all directions and won't stop when asked.

     

    So personally I'd rather see it removed from the game, or allow team leaders to have a toggle that turns all knockback into knockdown or knockup.

  14. IMO, just remove Tankers from the game. There's no real need for them to exist anymore, and frankly they never had a basis in the comics in the first place. I can think of maybe two or three characters in all of comics that fit the Tanker power profile (Indestructible and weak as a kitten), but they're certainly not a major archetype in the comics. Generally all Tanks in the comics are also incredibly strong.

    tanks have always been my main, since I1. I've had at least 6 lvl 50s through the years.  Never once have I felt weak. 

     

    Maybe I'm just stupid though.

    I mean... Tankers have terrible, garbage damage output. This is not really up for debate. Defenders hit harder than Tankers do. So I dunno how you could not feel weak unless you don't care about damage at all.

     

    The only comic book character I can think of off the top of my head who fits the Tanker AT mechanics is Diamond Lil, from Alpha Flight back in like the '80s. She was completely invulnerable, but had only normal human strength. Any other "brick" or "tank" I can think of in the comics is also super strong.

     

    So I think the Tanker design was misguided from the start.

  15. IMO, just remove Tankers from the game. There's no real need for them to exist anymore, and frankly they never had a basis in the comics in the first place. I can think of maybe two or three characters in all of comics that fit the Tanker power profile (Indestructible and weak as a kitten), but they're certainly not a major archetype in the comics. Generally all Tanks in the comics are also incredibly strong.

  16. There's actually an HC admin answering this question on a thread about "fixing power boost" in the Suggestions forum.

     

    It's specifically because the Damage Resist component of Cold's shields is enhanceable, where the Resist in FF shields is not. Since it's enhanceable, the entire power has to be locked to not be affected by external bonuses of any kind, because otherwise Damage buffs would buff the Damage Resistance in those shields.

  17. That's nice for you, but my SS/Shield on Live was my favorite toon... And I would never build him again as long as the defense crash remains unavoidable like it is now (And never was on Live).

     

    I refuse to have to carry a tray full of purples that won't even be enough to finish out really long missions, just to play that toon again.

     

    NO powerset combo should ever have to rely on insps to function properly.

  18. Indeed. And Nature gives you Spore Cloud to debuff enemy To-Hit and Damage, and two of your team buffs are also PBAoE, so you want to be in where all your teammates are--the melee.

     

    Besides, Entangling Aura is meant more as a way of protecting you from enemies that break away from the melee and come after the squishies, I think. Though if you use it on a Controller it's amazing for jumping into the melee with.

     

    On a Defender you may want to pair it with something that gives additional mitigation, like Dark Blast, or Dual Pistols.

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