BrandX

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  1. I recall Fire Melee being one of the better DPS sets when using the least amount of Recharge.
  2. Quote:
    Originally Posted by NarfMann View Post
    The big problem with deflecting stuff with pistols with how the game currently works, is that you'd have to have the weapon draw animation and firing animations in response to an attack in order for it to make any sense, which is probably too much animation to reasonably expect as a common reaction.

    A dual pistol debuff set, on the other hand, sounds perfectly reasonable.
    Why's that? Katana and Broadsword's Divine Avalance/Parry have an animation, but don't actually show the attacks deflecting anything.
  3. Quote:
    Originally Posted by NarfMann View Post
    Don't you know that all defenders have to be H43lz0rz!?
    Okay my idea was a single target heal, not to be the H43lz0rz. :P And like I said, it was for a concept. :P
  4. ...maybe it's the anime/comic book fan in me. But am I the only one who would love to see a Parry/Divine Avalanche style attack with Dual Pistols?

    Shoot at the incoming attacks to deflect them away/stop them all together.

    I'd also love to see a Dual Pistol buff/debuff set! Oh how I have a concept in mind for that. But it requires being able to shoot people to heal them!

    But that one I highly doubt happening, so for now, just wondering what people think of a blast set having the ability to have something like Parry/DA. I wouldn't think it would be overpowered, seeing as how Katana/Broadsword have their attacks for +Defense. And I just love the idea of picturing my toon being shot at with say a railgun, and returning fire by shooting down all the incoming bullets.
  5. I think the question has been lost on the replies.

    He was asking if anyone had tried to Stack WoC with Artic Air, to stack the confuses.

    This is a question I too am interrested in hearing.
  6. Quote:
    Originally Posted by Zamuel View Post
    Perhaps I'm misunderstanding your wording but Vigilance doesn't actually give more endurance--it globally reduces endurance costs. I tend to find that useful since a lower strength version of it does kick in simply for having more members on the team. Perhaps my perception is different since on a team and running my toggles I have no endurance problems despite NOT having Stamina and only having minimal endurance slotting. On the flip side, I admit that usually am gasping for air when soloing but I don't plan to solo with the character at all so it doesn't bug me. Some sort of benefit solo would be nice but I think PennyPA makes a valid warning that a chance to Vigilance might possibly be counterbalanced by a nerf to Defenders. Not guaranteed but something to think about.
    Well with my suggestion above, you could do the same thing with a END Reduction, just as easily.

    (Just picking numbers) 5% END Reduction with an additional 5% END Reduction per member on the team. 45% END Reduction when on a full team.

    Now personally, I like the idea of giving the END Recovery. Because the END RED as an inherenent makes me wonder, why not just decrease Defense END costs across the board 5%, and then give the 5% per team member. OR give a flat END RED across the board.

    But either way would stay working a vigilance pretty much does now, only Defenders would see a use for it solo.
  7. Quote:
    Originally Posted by biomechanic View Post
    I have a Kin/Elec/Elec defender (Zursiel on Virtue) fast approaching 49, and am torn between 3 choices for powers:
    The ever popular Hasten
    Manouvers, because with lots of leadership comes lots of bonuses
    and
    Voltaic Sentinel because I can let sparky shoot things while I deal with other issues.

    Any thoughts?
    With those choices, I'd likely skip VS, because at most it would get is 4 slots.

    That leaves Hasten or Maneuvers.

    If your build doesn't have other +Defense to stack with Maneuvers, I'd likely go with Hasten for added +RCH.

    This is knowing nothing of your build, and other power picks.
  8. Quote:
    Originally Posted by Schismatrix View Post
    Maybe my experience is unique, but generally past the mid-teens even if my teamis dying Vigilance does little for me because if they're dying it's due to excess aggro, not a lack of endurance, and extra endurance for attacks doesn't help much when at that point my focus is more on helping the rest of the team stay up, not on drawing aggro to myself.
    It comes down to team makeup and how everyone's build is setup.

    All my suggestion was, was a way to keep the inherent doing the same thing as it does now, except have a tangible effect when solo as well.

    I went with the lowest numbers for it imo. Testing would show whether I was right, or wrong in either direction.

    Having the end recovery of unslotted stamina on a full team, doesn't seem bad imo.
  9. Quote:
    Originally Posted by puba187 View Post
    creepers take a couple secs to catch up but its normally while i'm setting up the next mob. i normally use either vines or seeds as an opener followed by FS and then roots. by that time the creepers have caught up and are doing their thing. fissure adds to the aoe fun and keeps them pretty tight so the creepers can continue to shred them.

    reason i went with fissure instead fireball is because i want them to stop beating each other. the more dmg they do to themselves the more it saps your exp and inf. (i could have that totally wrong but we have tested it a few times) not so much for me but typically the lowbees in my sg that i'm pl'ing. either way seeds is used in my case only to mitigate through the alpha and that is all. once i have a firm grip on things its smooth sailing.
    If you're killing them fast enough, then any xp lost, should be hardly noticable.
  10. I see where the arguements for a change to Vigilance is coming from.

    Solo, it does nothing for you. This I understand.

    On a team that isn't dying. It does nothing for you. And this has people upset how? If the team isn't dying, you're lack of an active inherent shouldn't be a problem anyways.

    But, why not keep any change to the inherent simple, and close to what it does now?

    Vigilance: Grants 4% END REC to the Defender, plus an additional 3% END REC per member on the team.

    On a full team, the Defender has unslotted Stamina level recovery. And when solo, while it isn't much, it's still more than nothing.
  11. BrandX

    AE question...

    Thanks for the info So I need to make a dedicated lvl 33 toon! Got it!
  12. Quote:
    Originally Posted by Catwhoorg View Post
    Thanks for the reply

    I didn't know about the lvl 33 set IO bonuses still being in effect if in a lvl 50 power when exemp though! NICE!
  13. I keep hearing both sides to this in game...

    If I use lvl 50 set IOs. Do I get the bonuses when I exemp down to lvl 30?

    Before it was I had to be lvl 47 to get the set bonuses (or higher).

    Has this changed?
  14. BrandX

    AE question...

    ...I want to make a dedicated toon for getting lvl 33 recipes with tickets.

    Since using the level slider doesn't work with random rolls, what lvl do I need to be to get lvl 33 recipes?

    Lvl 30 or lvl 33? Do the random rolls go +3 to your lvl or to your lvl?
  15. I find Dark/Sonic solo's quite well on it's own.

    Going for softcapped ranged Defense on mine, some have said it's a waste on a Dark/ Defender to do so, with Darkest Night's -tohit debuff, but I've found in -def enemies, the combination makes up for itself.

    Just last night I was surviving the ambushes in the second ITF mission solo. I was even triple stacked with ambushes, and surviving.

    Hover (to stay at range in the cave), Darkest Night, Dark Embrace, lot's of Defense!
  16. I have found 1 problem with the new SSK system. I level slower! Before I could run the TFs, get my levels and be happy! Now, except for Positron, I get less xp on the TFs.
  17. There is nothing wrong with DA's and FA's KB hole.

    In fact, it's only bad in situations that keep you constantly ping ponging over the map (which I've had happen a few times before the KB IOs), and the Katie Hannon TF!

    Getting knocked back every now and again, is a comic book staple! Even Superman get's knockedback.

    Admittedly, it would be nice for FA's immobilize protection to be moved to a power outside of Burn. Seeing as how Burn scatters enemies.

    That said, I've relied on Burn as my Immobilize protection, and that wasn't usually a problem.

    As for WP...I was actually for the Immobilize hole in it. It would of been new and different, and easily worked around anyways.
  18. Quote:
    Originally Posted by Hazygreys View Post
    can you post your build for the dark/sonic defender?
    Sure...

    Code:
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    |6B5|
    |-------------------------------------------------------------------|

    I have most of this in the build sans the 1 PvP IO, and the Purple set (not lvl 50, and even then I only have 2 of the IOs for it so far), and missing a LotG, rest I have...but I had alot of this from my Dark/Ice Defender, who I got to 50 during Recipes at end of TFs, sooo...it's basically a cheap build for me. ^_^

    Haven't been running out of END, and have been able to survive the second ITF mission, ambush spawns and take them out solo...sooo...loveing the build so far
  19. Quote:
    Originally Posted by Mutant_Dream View Post
    Well, that's not entirely true, it says when you pick the mutant origin that while most of the world is pretty indifferent to mutants as an origin there are some people who fear them.

    I mean, just check the paragonwiki page for it:

    'You were born with abilities which set you apart from the rest of humankind. Your powers manifested at birth, puberty, or possibly adulthood. Mutants are often viewed with awe and fear by those who don't understand them. ... '

    I remembered it being worded differently but it gives the basic jist of it. Some people are like 'omg wtf is that its changing its unstable rawr' that is standard fair. Now, I don't think people should really be all 'ALL TEH HUMIES HATEZ ME CUZ I R DIFFERENTY MUTANT RAWR' but like... in the case of my mutant scrapper, he got the snott kicked out of him as a kid growing up in rural Appalachia because well... if there's one thing that backwards hillfolk hate its something that is different and fuzzy beast-boy is generally not normal. Now, He'd figured out not everyone is like that and its why he moved to Paragon, He's pretty much normal there.
    Got into this talk with my SG just the other day.

    They said the Mutant description says they are feared. But I couldn't find one thing in the game that showed mutants as being feared.

    In fact, all the mutant heroes usually get their name in papers, and everyone loves them.
  20. Quote:
    Originally Posted by Werner View Post
    I acknowledge your points.

    Heck, I'll also add that in most situations, I'd rather have the same amount of damage mitgation from resistance as I would from defense. 90% mitigation from resistance means you're taking a slow trickle of damage. If you can regenerate or heal it back, you'll never die. 90% mitigation from defense means occasional large spikes of damage. Even if on average you can regenerate or heal it back, you can still easily be killed, particularly in a long fight.

    But I can't get 90% mitigation from resistance. And I'll reiterate that defense debuffs are a non-issue for a Super Reflexes or a maxed out Shield Defense Scrapper. And I'll reiterate that tohit buffs and pet tohit are very uncommon outside of Architect Entertainment. So are autohit attacks. And I'll believe there are some out there, but I can't remember any unresistable defense debuffs that I've ever run into. Perhaps my memory is poor, or I just didn't notice it happening when it did. In any case, something I can't even remember doesn't seem like a big, commonly-encountered weakness.


    We must be fighting different enemy groups or something. It's not like I'm confused about how defense debuffs and tohit work. I just don't see them being an issue for Super Reflexes or maxed out Shield Defense running most non-AE content.

    Similarly, I'll say that the psi hole in Invulnerability tends to be overstated. I mean yeah, psi attacks suck, but they're not THAT common. Someone's analysis said 2% overall. That's a minor weakness, not a crippling "I can't play Invulnerability because it has a psi hole" weakness. Stock up on inspirations and use them liberally when playing against groups with psi.
    Plus it has Dull Pain to cover the PSI hole.and now a days, alot of INV builds have some ranged defense in the build to protect from PSI a bit as well.
  21. Quote:
    Originally Posted by ThePretender75 View Post
    So I have a lvl 50 DP/WP who is my main and I love playing him. In his current build, I have the two combos going: Attack Vitals and Sweep, and then I also have the blinding feint attack.

    The problem comes when I examplar down below 25 and lose one or both of the combos due to missing powers. He still does well but I miss playing 'following the orange circle' so I figured that I could make a second build solely for when I go below 25 or so.

    So I turn to you, the scrapper gurus. Give me some ideas of some good builds with IO sets etc. I have around 1200 merits saved up, around 2500 AE tickets saved up and around 350 million inf that I could spend on this project.

    I do have the AOE purple set (in my level 50 build, but could swap it out) and the melee purple set in storage that can be used in this build perhaps.

    Personally, I'd say just skip the combos when exemped down to where you can't use them. :P

    Empower and Weaken I find to be a waste of time. I don't even bother with taking Nimble Slash on Scrappers (thus skipping those combo's entirely) when starting DB/ scrappers.

    Then again, I've heard people who if they miss an attack on a combo, like to switch to a different combo, where as if I miss, I keep going down the line of attacks. :P But I also have great ACC on my DB/ that I don't tend to miss that often.

    My suggestion...Power Slice, Blinding Feint, Vengeful Slice, and Typhoon's Edge are enough attacks at those low levels.

    And at lvl 21+ you should have Sweeping Strike as well. So, at lvl 21+ you should have all combos but Sweep available.
  22. Quote:
    Originally Posted by Desmodos View Post
    The short and simple of it is the caps, already stated by Werner. Many folks focus exclusively on defense because the cap is not only substantial but the same for every AT (90%).

    Resist caps not only very by AT but bonuses are comparably scarce. Scrappers cap a 75% but finding bonuses to cap resistance to every type is damned near impossible (if possible at all). Even Brutes whose caps are at 90% can't get anywhere near them since their base values are the same as scrappers.

    45% defense is substantially superior to 75% resistance but these are not the final determining factors for a scrappers survivability. Anyone looking down on a resistance set doesn't understand mechanics that go into your survivability. Regeneration, defense, resistance, and self heals do combine (though not stack) to compose your final mitigation. That's before factoring in debuffs, KBs, and out righting killing your opponent before they can harm you.

    EDIT: Ultimately it boils down to personal preference. I can't play SR despite numerous attempts. I've seen outstanding performances by SR players so I know what it can do. I find DA, FA, WP, and Inv far more enjoyable and natural to play. (I haven't played Elec yet.)

    EB and I have played together for years and we've constantly teased each other over the SR vs DA performance.

    It comes down to what you prefere to play.

    While in the miniority for sure, I've seen some of the resist based sets (/DA, /FA, /ELA...I consider the Resist Based sets) do amazing things, and survive amazing things, that one normally wouldn't see happen...with the advent of IOs.

    That however, usually means alot more care, and alot more influence is going into the build.

    Sadly, it's hard to get good defense numbers plus the RCH you need for high DPS, to get the resist sets to beable to do the things you see high end Defense/Hybrid sets pull off.

    /SR and /WP play the same in terms of survival imo. Click on toggles and go. But their means of surival are different (Defense/Scaling Resists vs Defense/Resist/Regen). That said, I enjoy playing my /WP over /SR.

    /Shields is a fun set, usually considered the best top end set, and it's still not my favorite set. Numbers be damned.

    Now, only if I can get the Devs to give Scrapper a second /WP set option, which replaces RTTC with Reconstruction. I'd relevel my DB/WP for it.
  23. While I still think Sick Puppies, "You're Going Down" is the best Scrapper Theme song

    Here's another good one, Invincible
  24. Quote:
    Originally Posted by MikeRobe View Post
    Yeah, don't know where I'd fit hasten in, but it would really help with my build-up too. The attacks cycle nicely at lvl 17, but buildup is slow to recharge. Right now she kicks *** in a big way, surprising really but with buildup I can 1-shot a red con Lt on an AS. Followup sweep, and two weeny db attacks (power slice/nimble) allow me to pick off an orange con minion before it can stand back up. My only problem is the three orange con minions (especially COT ghosts) in a spawn.
    Drop Conserve Power for Hasten.

    With Energy Drain, you really don't need CP.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    You're not gonna' get anything which qualifies as "Blast" paired up with Armour, but if we ask nicely enough, we may be able to get an Assault/Armour AT at some point.
    My VEATS would disagree.