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Quote:While I was using hero AT for comparison, I'd consider Hulk a IO tricked out Brute, over a Scrapper. And look, Super StrengthActually, we have many versions of Super Strength in the game. Fifty levels of tanker super strength, fifty levels of brute super strength, and a lot of versions the critters have. Statesman has a level of Super Strength that the players really don't possess.
There are two definitions of "Tanker" in the actual game. There is the conceptual one, which is vague, and there is the game mechanical one which is not, and which ultimately dictates the strength of powers. The unambiguous one that actually affects our gaming lives most of the time is that a CoX tanker is something that trades offense for defense. Scrappers, meanwhile, are things that have balanced offense and defense.
You can't compare Spiderman to the Hulk and ask which one is the tanker, because you're comparing things of such massively different scale of power that its a worthless comparison. Its no different than comparing a level one tanker to a level 50 scrapper and asking which is the better tanker. The real question in this case would be, if Spiderman was scaled up to be as tough as the Hulk, which would then be offensively stronger? My guess is that they would be equally offensively strong. And that means - in CoX terms - they are either both scrappers or both tankers in archetypal design.
In fact, given that the Hulk is much more often portrayed as the irresistible force rather than the immovable object, I think the Hulk's concept skews much more towards high offense than high defense, even though his defense is obviously formidable. Which means even though he is harder to kill than almost anything else, he's still a scrapper. Just like a level 50 scrapper with five billion worth of inventions that outperforms 95% of all the tankers in the game is also just a very strong scrapper.
In the actual genre, there is a separate opinion skew that scrappers are simply weaker overall than "tanker-ish" things, but that belief doesn't translate to CoX: CoX doesn't honor that belief because it doesn't define scrappers as a second-class powerlevel type.
Its actually very difficult to find comic book representations of CoX tankers as the game actually implements the strength of tankers. So much so that I really consider CoX tankers to be an invention of the game, and not an homage to a comic book genre element. Some of the conceptual connections to tankers that the devs try to honor are comic book staples, like the Super Strength concept itself. But not its actual in-game strength. -
Quote:Like I said. Not against it from a numbers perspective. It was to all those who want it for concept. Yeah...they want it for numbers...and they lie when they say otherwise.Damn right it is. You can bet I'd be rolling a SS/SD the day it went live if the set was ported as is, even without crits.
And as I'd obliterate everything in my path with a scrapper Footstomp at +480% damage, the last thing mobs would hear would be me laughing like a madman thinking about people who said it'd be perfectly balanced. -
Quote:Then you have the option of not making a hero look like thor or hercules. But a good game give players the option of making a toon like thor or hercules if that's the type of character they want to make. If you don't want to make a SS scrapper, fine, don't do it, but why try to block those of us who do want to make one from doing so? So far the only reason I've seen given is because the ultimate melee super power somehow doesn't fit with the at who specializes in melee combat...
These are not reasons not to give ss to scrappers, these are ways to avoid giving ss to scrappers.
Ah, 'it's about numbers'. Is this the real reason you don't want scrappers to have SS? If that's the case, we do have a problem. Because if SS is too good for scrappers, then why is it not too good for brutes and tanks? And if numbers aren't, or shouldn't be important, why didn't they just add dark melee animations to ice melee when they ported that over to tankers?
Of course numbers matter, that's why nobody plays energy melee anymore and nobody cares if it's ported over to scrappers. Because by changing just a few of the set's 'numbers', the devs made the set a sluggish, boring mess. But if you're implying SS's numbers are the only reason people want it ported, it doesn't seem to mesh with the stats I've seen. There are existing scrapper primaries that outdamage ss in both single target and aoe damage.
You need to reread what I said.
I said "It's not about theme :P It's about numbers. Let's not kid ourselves"
Which is true. They could put the feel of Super Strength into Martial Arts very easily, and people would still complain that they don't have a Super Strength set (as it currently is...and with Rage).
And not once did I say, not make a super strength scrapper. I said Scrapper Super Strength would be more on par with Spider-Man, then Hulk.
Spider-Man has Super Strength, he just doesn't have it to the degree of Hulk/Superman who can rip a chunk of concrete out of the ground, or clap his hands together and cause a shockwave.
And like you said...numbers matter. My comment was directed at those who say they want it for concept reasons.
Sure they do...but most of them would ditch the set if the numbers were low. You're example of Energy Melee proves that. Very few people play the set, except for the few for concept, anymore.
And to think it's really just 1 number that hurts EM. ANd that's ET's new animation. It slowed the set down.
And I didn't mention Thor and Hercules, I mentioned WoW. Go...look around...elves in midevil armor are everywhere (admittedly I play on virtue >.> But I've seen them on Victory, Freedom, Triumph and Infinity).
And knight elves, are not superheroes. Even more so when the bios even say "D&D Ranger/Sorceror/Wizard...ect" :P
But okay, you want a Super Strength with a high damage AT...you got it! They're called Brutes.So, it's not like they don't exsist.
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Quote:For a scrapper, unslotted it might be good. For my Brute, trying to tank, I found I needed it slotted. It really came down to, how fast can I sink their end before they kill me. To stop the attacks and have a chance to regen.something to keep in mind, slotting power sink with end mod increases the amount you gain from each enemy, as well as the amount you take away. Three slotted with end mod drains most normal enemies dry in one power sink, lightning field keeps them low, and hitting even a single enemy with power sink can fill well over half your bar.
Unslotted it's good. Now that I have it fully slotted it's one of my favourite abilities. -
Quote:With other sets that can be made powerful (in the survival area), you're not going to see alot of FM/FA/Blaze's.After having searched the scrapper forums, I've found a surprising dearth of FM/FA threads, but far more /SD, /Reg and /WP pairings. Though I love the thematic coherence of going FM/FA/Blaze, I'm getting the impression that it's not really a good synergy.
I'd be interested in knowing: what's your preferred secondary for Fire Melee, and your reasons. Extra points for rationales as to why /FA seems to get skipped over.
Thanks in advance!
It's a high damage set for sure, but as mentioned, part of FA's damage is Burn, and it's not easy to make use of that without a way to keep them in burn.
Of course, I'm the type who when I make a FA anything, I take burn and use it when solo or when teamed with someone who can lock down.
Solo, I'm not to worried about runners though. They'll come back. -
Quote:Maybe it's just because it's late, but something seems off on the math.Assume 100 attacks of 10 damage each.
The pure defense fighter pre-crash will be hit 20 times for 200 damage.
After the crash, they will be hit 40 times for 400 damage.
A resist-based defense with 50% resistance will be hit 50 times for 250 damage (500 reduced by half).
A resist-based defense after crash will be hit 70 times for 350 damage (700 reduced by half). Hmm, they will be hurt less, interesting.
However, all the defense based sets have other means to avoid damage, besides just Defense.
So, assuming your math is right...
SR has scaling resists
INV has Resists
EA has Resists
ICE has -DMG aura
STONE has Resists (to backup its defenses)
Shield has Resists
WP has resists
Not to mention some of those sets have heals and a means for +HP.
...Rage is fine as is.
And it's not like you HAVE to run it perma. You choose too. You can just run it at times you won't have to worry about the defense crash. -
Quote:I love this idea! And then people can slot the set into Sprint and make it fairMy secret wish is that in Power Customization 2.0, Sprint and the Prestige Sprints will all be folded into one power, with those custom looks unlocked by getting the upgrade or Veteran Badge.
Then we go back to having one power, and Universal Travel can be opened up in it again with no issues.And I'd finally have a reason to unlock that Vet Reward (I only use Slide for Ice toons...and dont use any of the vet sprints)
/signed -
I don't know. If my global friend list is any indication after 5 years of playing...most of you will stop playing :P
Soooo...I might as well stay on the one server where I can keep all my influence/merits in one nice easy to use for all toons, location
I also just love my SG -
Quote:Well, the fact that from my own teaming redside and ITF/LGTF/RWZ...brutes have a habit of not grabbing taunt (most tankers however take it).Brutes also have higher base hit points.
Regardless of that, I don't see brutes replacing scrappers or vice versa. The differences between the two while solo mostly boil down to style differences.
Regarding brutes versus tanks, however, I would much rather have a brute on my team than a tank. I'm very curious as to what, if anything, is done to make tanks more beneficial to teams when a team can buff a brute into tank levels of mitigation while it retains scrapper level damage output.
Not every brute is going to use IOs. A tanker using just SOs, will tank better than a Brute using just SOs. -
Brutes won't replace Scrappers. Scrappers won't replace Brutes.
Damage wise, Brutes can outshine Scrappers on most combos, this is true. But that also takes maintaining a good sized Fury bar.
They might look the same to play, but they're not.
Brutes to keep up (and possibly surpass) with a scrapper in damage, has to keep going, not stopping.
Now of course, you have scrappers that play like this as wellHowever, the scrapper can put on the brakes and not worry about losing damage. A brute does.
As for corrupters replacing defenders. Maybe, in players playing them, but not when looking for teams.
People will continue to go "team lf buff/debuffer" and will take a defender, a corrupter, or possibly even a troller or MM (though Id be a little weary of these ATs at least as I see it right now...lately Ive seen alot of Trollers dropping the team buffs, and MMs who don't buff the team at high levels).
Dominators fall into the damage department when I do the mix sides content.
Nothing will change. -
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Quote:I'm curious as to how you use Electric Armor on your tank without it.Yeah, I know, it drains endurance, and can kill recovery rate... but... again... I just never really found myself needing it.
On my brute, I found Power Sink to be the essential to allowing myself to beable to tank for groups.
I know it's a Brute vs a Tank, and that this was before the set got a self heal, but I wouldn't think the self heal covers up that much of a whole for Electric Armor. -
Quote:While I wouldn't call INV a more resistance based set, you're right, it does have it's resistance to cover itself more than the pure defense based sets.INV can be more Defense based or more Resistance based, depending on your build preference. Bear in mind, with the resistances built into INV, it makes surviving the Rage crash much more feasable than with pure DEF based sets.
However, my point was more a reply to the fact that there was defense based sets, before SHield and SR.
ICE ARMOR being the big one.
ENERGY AURA being another one on the brute side of things.
And even then, they all have ways to cover for the -Defense...
SHIELD has +HP and Resistance.
SR has scaling resists
ICE has -DMG aura
EA has some resists and energy drain.
And if I remember correctly, the crash doesn't do a complete DEFENSE CRASH, but rather you lose a chunk of it.
And it's not like I'm against the removal of the crash, it's just not something I would say needs to be done to it. It's just that, if you think the crash is to much to deal with on your defense based toon...don't make that combo.
This is also me not wanting to see Raged nerfed/changed from where it is. I like it where it is right now -
My thoughts on PvPing with my own WP toons...
1st off, while I'd still throw the Steadfast +3% Defense into the build, I wouldn't bother with the defense.
Alot of players build for +TO HIT. Not to mention DR lowering them anyways to be almost of no use.
I'd ditch Conserve Power and LBE for another epic...or switch CP out for FA for even more +TO HIT and +Perception.
I find SoW to be alot of help in PvP. I wouldn't have skipped that at all. But it's more of a click it before hand power, and not a "OMG I'm almost dead! *click click click* HURRY!" power.
If this is strictly a PvP build and not planning on using it for PvE...RTTC I find a waste of a pick, except in melee duels.
I also find Aid Self of little help, as from my experience, you get pegged easily. -
Quote:INV and ICE ARMOR are defensed based sets, and they've had to deal with that crash longer than SR or SHIELD.DEF based Brutes or Tanks will feel that 20% drop a lot more than RES based ones. That crash was implemented long before we had sets like SD and SR as part of the Tank/Brute lineup. The DEF crash needs to be removed from Rage.
I'm not gonna say I'm oppossed to the -Defense being removed from Rage. However, I will say, it doesn't NEED to be removed. If you don't like how Rage's crash effects Defense...don't roll a defensed based toon.
I say this, having a SS/SR Brute who gets by just fine. -
Quote:*shrug* I still find WP more survivalable due to the regen. But yes, shield charge does help shield with it's survivability.Maybe using common invention enhancements will power will be more survivable then shield defense. Using sets they'll be around the same but due to shield charge you won't have to worry about anything attacking you because it'll be dead.
KD (and possibly outright dead) enemies, goes along wayBut when defense starts to fade, I found always on Regen beat out every 30 seconds (give or take) KD.
Then again, going DM, does give an attack with a heal component. -
Quote:I don't know...I've seen some scary builds in game. :/Or you could just realize that the OP is pulling your leg because he's only got a single attack that's actually slotted for damage. Everything else is fully slotted for the secondary effects of the power, which is obviously facepalm.
People who actually do such things, thinking it's a good idea.
I still see people (long time vets) who 6 slot stamina and other such things, and not even using sets when they do.
Or the...slot Dragon's Tail with KB enhancers...for concept -
Quote:What would be a fairly straight forward build to play for someone with limited mobility and not very fast on the keyboard? Would like them to be useful in a group but not something the group would need to rely on it they need to go offline in short notice, (medical issues)
Hero side is preferable, but Villain is not out of the question.
I am thinking defender or tank with more focus on offensive size, might work well.
Travel power flight or possibly a hover/teleport combo. I can barely control super jump and super speed, I am sure they could not.
The class needs to be more powerful early since I doubt they will play more than a night or two a week and only a couple hours then.
Force Field/
Sonic/
Cold Domination/
Defender.
Pick one.Cold would give some nice debuffs later on, that you don't need to be quick to use.
Force Field will give you mez protection, as will Sonic.
They're all three pretty much a buff the team set, and go for normal missions.
As for secondary. Pick one.
Out of those three primaries, i'd rank them...
Cold/
Force Field/
Sonic/
...I put Sonic/ in 3rd, only because of the toggle -resist...might need to turn toggle it off quickly or something. Possibly not...but, just in case...it's about the only power I can think of in either set that might have a "be quick" component. -
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My suggestion...RAD/Sonic or RAD.
Being a scrapper player myself, what I find useful for soloing on a defender is the -tohit. THen you blast away.
If you can grab some IOs, build for ranged defense as well.
This is what works for me on my Dark/Sonic. And the first I actually thought did okay at leveling out of all the defenders I've made. -
Quote:True. Stun is a waste. :/I forgot something I posted before, way way before and should be noted here too: there is one more thing I would change on EM besides tweaking Whirling Hands to conform to the damage formula:
Give Stun the Clobber treatment. This means lowering recharge to 16 seconds and upping damage to 2.92 scale. Result is an attack that does a bit less DPS than the old Energy Punch but is up way less often. My basic calculator also says this would make EM "tie up" in single target DPS with Stone Melee.
That brings another note: I think powers like Stun have no place in melee sets. At least not for scrappers, brutes or tankers (stalkers are a different issue.) This means I'd give the same treatment to Martial Art's Cobra Strike.
For the record, I run an energy melee/energy aura brute. My only brute (not very fond of the AT myself) but I have experienced all energy melee attacks. My biggest grudges right now lie with Stun (power anyone but a stalker would say is an obvious skip) and WH.
But I just looked at it as a free power skip.Not that I wouldn't love it to be changed.
I really prefere to have every power in a set make me go "OMG! I can't drop this! But I need this pool power! What do I do!?" -
Quote:Well, that's pretty much what I kept doing. Don't get me wrong, seeing a team do what they did, and seeing it often, is a thing of beauty.If you're using a 2-3 second animating attack on a boss, and they're dropping in that time span... you're not the only one whiffing, believe me. We can talk all we want about 2-3 seconds being an "eternity" but it really isn't: that's extremely fast for a boss to be dropping, let alone a spawn. At that point, your team is just rocking and you should enjoy the ride. If you're tank, make sure you get in there first to take that alpha, and that's about all you can do.
Now, if you used that long attack on a minion and they dropped in 2-3 seconds? I would just say you need to adjust your target selection, given your team.
HOWEVER!
When you're the one basically sitting back now, and doing nothing, when you were able to do SOMETHING, before...ruins the set for you (well me anyways).
Like I said, I wasn't expecting to be the big time damage dealer. I made a tank. I built her to be the type of tank that could stand up to anything this game could offer, not DPS.
Sadly, I felt more like a taunt bot after the change than anything else on my tank. -
But this game is suppossed to be for the superhero heroes...not the Archie Loves Betty comics. :P
Just saying.
To the OP. The MA booster wasn't bad. There are infact some options to be used in the MA Booster, that can go well in using with a superhero outfit.
I just rolled up a hero (Fire/Regen), who is a mix of Psylocke/Scorpion (of Mortal Kombat)...so the new Robe in the MA pack goes really nice for her superhero outfit -
They said Q2 2010.
Personally, I think they will push for a release on CoH's anniversary.
Seeing as how they also said they don't plan on releasing another full issue untill after GR...I think that means plenty of time on GR for testing to get it out in the second quarter.
However, that all depends on how well done GR is as well. -
Well my take on it...stopping Cole from invading Prime Earth sounds like heroic. Helping Cole invade Prime Earth sounds villianous.
That said, helping Cole (and thusly the government), enforce the laws of the land (of Praetorian Earth) sounds heroic. And trying to fight the laws through non legal means would equal Villianous.
After all, the resistance isn't exactly following the laws. They're breaking them. Thusly, that would make you a villain on that Earth...while on Prime Earth, you'd seem more like a hero.