BrandX

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  1. Quote:
    Originally Posted by Blitzkrieg88 View Post
    Okay i am trying to make ma/shield work in pvp, but i keep getting slaughtered and i need input on how to improve or change my build. here it is:

    Cobra Strike- Absolute Amazement(To Hit Debuff)
    Focus Chi-Adj. Targeting full set
    Crane Kick-Force F'dbk full set
    Warrior's Challenge-M'cking B'ratemnt full set
    Crippling Axe Kick- P'cing of the Turtle full set
    Dragon's Tail- Kinetic Crsh full set
    Eagle's Claw- Stupefy full set

    That's the primary...and my secondary is shield. Just tell me how to slot shield proper for pvp.
    My first thought is lose Dragon's Tail. I don't remember it being all that great in PvP, unless it's just for the set bonuses. And if that's the case, you could probably grab a better power, and still get useful set bonuses.

    Eagle's Claw...why would you put the stupify set in your big damage dealer?
  2. BrandX

    DM/?

    Both are great choices. Really, you can't go wrong with either.

    I find WP to be the more survivable set myself, due to it's Regen.

    However, shields is the more fun set, due to Shield Charge and AAO.

    Also, the cheapness of getting a great build also depends on what you plan on doing as you level up.

    I'd suggest it for any melee toon for sure...do the 6 Phalanx TFs. You want the accolade anyways...and that's some merits to get a couple of the expensive IOs.

    Alot of my scrappers play like single target killers, so I'm used to it...but if you're not...I'd suggest going DM/Shield for the added AOE of Shield Charge.
  3. Dominatrix.

    Then I'd go to the D for some fun.

    Wait...I mean... >.>;;
  4. I can swear they made mention of no new issue, but possibl releasing an issue 16.5.

    And just to say, while GR will be a paid expansion, I think some of what is coming from GR will be free to those who don't buy it.

    Like the new powersets. I have a feeling what buying GR will do, is allow you access to Praetoria. But if you don't buy it, you'll still beable to roll up a Dual Pistol or Demon Summoning toon.

    As for issue 16.5 (or 17 if they change their minds, which is perfectly possible)...I'd be perfectly happy with just seeing such things as Butterfly Tassle belt made available on every outfit, not just robes.

    More animation choices for the powersets.

    More choices for Super Strength and Martial Arts, and new ones for the others. Ie...DO I pick Electrical Melee two handed, overhead punch, or do I pick this new punch or kick?

    Stuff like that, is what I'd like to see.
  5. Quote:
    Originally Posted by Grey Pilgrim View Post
    Wait, what? Barrage is a 1.33 second animation, which is plenty fast for this game... whether that's slow for the real world or not isn't much of a consideration... this is a video game, and it's fast for an attack animation. Having Barrage's damage get upped made the length of the animation even better... you're doing much more damage in the same activation.

    If you're going to complain about animation times, you had better just be complaining about Energy Transfer and Total Focus (and even then there can be some debate, depending on the DPA, etc.), because the first three attacks for Energy Melee are pretty fast-activating and brawlerish.



    Ummm, so? Are we supposed to be suing our big hitters more than once on a big team (it would be good to remember that your example would only apply to a steamrolling team, which you won't always be on)? Other than EBs or AVs, of course. I don't see this as an issue. If your lower tier attacks were like this, sure, that could be an issue, but not for a big attack like ET or TF.

    This is getting into the trouble of perception, rather than an issue with the set, per se. If your target is mostly dead, it's your fault you used a big attack like TF and had your target die before you used it (and if you're solo, it's your fault for wasting all that extra endurance instead of using a smaller attack). I was on my Peacebringer the other and had a few mobs die while Incandescent Strike was animating (same animation as Total Focus)... but that was my fault... it was way too big of a power for how much health was on the mob, and most of my team was shooting at them.

    Frankly, these comments make looking at Energy Melee correctly rather difficult. People got used to things like ET being a one second "I win" button and refused to adjust tactics after the change (2-3 seconds is NOT that long, you can determine if you can generally determine if ET or TF are justified before firing them). Adjust your tactics to the way the set plays NOW, and see what needs adjusting.
    THat may be the problem with some...but it wasn't my problem.

    I was actually using my big hitters on enemies at full life and watching them die before the attack finished animating.

    That's what I got tired of, personally.

    Admittedly, I was running on some really great teams then.
  6. Quote:
    Originally Posted by black_barrier View Post
    archery is really bad... you sure you dont have another 50 to toy with?
    Heh...I just PvP with my concept builds. I don't expect to win. Just have fun. Like the other night in RV with my DB/WP.

    So, I'm just trying to make due with the best the build can do.
  7. Quote:
    Originally Posted by Ironik View Post
    Apparently Bane and Killer Croc have different backstories now. Well, the versions of the characters I was referencing were both Science origin; I'm going to ignore other versions.

    It's kind of like the shake-up of the X-Men where some new writer changed a bunch of them from Mutation to Magic origin. I find it best just to ignore that sort of thing. (Spider-man has never and will never have organic webshooters, either, so there.)
    You know...I understood and accepted the reason for it in the movies. But yeah, they never should of given him organic web shooters in the comics.

    And just trying to keep him one up on SPider-Girl...terrible idea.
  8. Quote:
    Originally Posted by Fireheart View Post
    I don't want more AoE - unless they'd buff Whirling Hands a bit - that would be good. I want my 'fast' set back!

    I built my Inv/EM Tanker because I wanted a fighter with the ability to move around in a fight. I accepted the limitation that I'd never do that much damage to a Crowd of enemies, as long as the particular one in my sights was going to have a bad day. My character is a Boxer and footwork is important - if you stand still you're in trouble - Someone is gonna drop a big hurt on you.

    So, yeah, he's a Tanker, not a Scrapper and a Tanker survives the fight, he doesn't necessarily end it himself. But I still wanted a Tanker with an aggressive, fast-moving feel. Besides, Tankers were the only fighters with 'fists of light' and I loved that!

    So back to the issue of Animations...
    . . If they nerf my Damage, I've got Enhancements and Inspirations that can fix that.
    . . If they nerf my Accuracy, I've got the same tools to overcome the dificulty.
    . . If they nerf my Recharge, I can take Hasten or use Enhancements - I can even hang around a Kineticist and get Speed Boost.

    But there is jack-all anyone can do about animation speed. That's locked into the code. In fact, animation speed can effectively nerf Hasten - since it's on a Timer and not related to the number of attacks one does.

    Animation speed is what killed Barrage at first, when it was otherwise an Excellent power. Now they've boosted the Damage of the power, but it's still slow! If a real boxer threw a combination that slowly... he'd lose. It needs to trim a half-second or more off the time to deliver the combo.

    Further, I suffered through 35 levels of relative mediocrity in order to get Energy Transfer. This nerf is not to one of my 'normal' powers, it was a change to what is arguably the defining power of Energy Melee - not that I exactly wished to be defined by it. It's the big kaBoom. It is the power that little EM Tankers stand outside the toyshop drooling over - what they say, 'When I grow up, I'm gonna get That!' about.

    My tanker is level 50 now and I've finally gotten Energy Transfer slotted fairly well, at obscene cost - the IO market is nuts. Now the power has been changed and there's no Enhancement I can slot to compensate, even a little.

    Sure, Total Focus is another great power. Use it as your opening move against a Boss, because, if your team is on the ball, you'll never get to use it a second time. By the time it comes around again, your target is gonna be Down.

    So changing the Animation time (and the Rooted time, for that matter) are two things the Devs can do, which we players have No Way to mitigate! I'm not angry because Energy Transfer is changed, changes are almost inevitable - I'm angry because it's changed in a way that I can't mitigate in game. If I was rich enough to buy every Purple set I could slot, I still wouldn't be able to change this.

    I'm angry because it limits my choices. I'm angry because all I can do about it is gripe on the forums.

    Here is my gripe.

    Be Well!
    Fireheart
    Yup this. When I leveled my WP/EM tanker, I thought soloing was SLOW! I always ended up either bring along a scrapper, a blaster, or just forming a team.

    I kept saying, in PvE, EM wasn't anything impressive at all. Yeah...we layed the smack down on bosses (and alot of them stayed standing after a TF + ET combo)...but EM lacked any serious AOE.

    Now...like I keep saying...WHIFF...GRRR Already dead!...WHIFF...DAMMIT DEAD ALREADY...SMACK SMACK YAY I got a Barrage off, now for a Hay...HEY!! DAMMIT HE WAS MINE!...GRRRR...

    My WP/EM tanked and held aggro well, she was never the team's main source of damage Go with what I loved to do most...AVs/TFs...yup, that burst damage wasn't helping all that much at all.

    PvP she did okay in. But yeah, now both WP and EM feel like garbage in there.

    The target is gone and away before the first attack is done animating.
  9. Quote:
    Originally Posted by Werner View Post
    And Super Strength seems plenty Scrappery to me. Brutal destruction seems no less Scrappery to me than expertly-trained finesse. I've never felt that finesse was central to the Scrapper archetype. To me, the Scrapper is a melee AT. So is the Brute. So is the Tank. Whether you melee with finesse or just raw power seems a completely different subject than what archetype you're playing. I see nothing strange about brute strength scrappers or finesse Tanks. To me, archetypes are more about roles and strengths and weaknesses than they are about whether you fill those roles with finesse or brute strength, which I consider to have all the importance of a costume option.

    Anyway, if you don't like the idea of brute strength Scrappers and finesse Tanks, don't play them. But is it really going to ruin your game if someone else plays them? Is the fact that they exist going to break your immersion or something?

    Never said it would ruin my game. Just said it doesn't seem very much like a scrapper to me.

    But then, making a toon that looks like it came from WoW never seemed superhero to me either...and I see plenty of those in CoH, so it's not like I can stop it :P

    But I can go into other reasons not to put Super Strength over to Scrappers...

    Martial Arts, give it all the Super Strength Animations, so people can look like they're giving a Knockout Blow, or a Footstomp.

    Put Hurl into an Epic (lets go with Body Mastery)...and people would still complain that Scrappers don't have Super Strength.

    It's not about theme :P It's about numbers. Let's not kid ourselves.
  10. ...I can throw something together on my own...but reading through the thread...a couple of questions...


    Attacks...Should I just be sticking with Snap/Aim/Blaze/Stun Arrows?

    World of Confusion, take it?

    Should I slot HOLD Procs in my attacks?

    Rain of Arrows...I would think it's useful as a nuke level attack that doesn't drain you. Am I wrong?

    The melee attacks useful?

    Thanks much for any feedback
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    energy melee should get better AoE dmg, the longer animation times dont really bother me at all, but i hate how i cant kill larger mobs fast enough, yes ST dmg is good, and the stackable stuns are very nice to take out boses or EBs, but the sad pathetic amount of AoE dmg is horrible, whe i first used EM, i thought TF would have been a AoE similar to thunderstrike, they both have the same animations and yes, TF does a lot more dmg than thunderstrike, but i would give up TF for thunderstrike anyday. they both have the same dmg types (energy/smash), same animations, but TF does slightly more dmg but it cant hit more than 1 target.

    the EM/SR brute i have now i hardly ever play and never even took taunt on because he cannot handle the larger mobs because of a lack of AoE attacks, if it gets a buff to set, i would gladly respec him if they changed EM at all.
    See, with a bit fast attacks, you can just elliminate enemies faster instead of worring about needing all that AOE
  12. I recall them saying we wouldn't get the sybil outfits, due to them clipping with martial arts.

    That's also why we haven't gotten long gowns.

    But that said...

    /signed

    ...I still want them
  13. Is it just the lack of a badge that is bothering the few of you?

    Or is it the lack of beta access?

    It's just a badge, nothing to get worked up over. And the beta access isn't being denied to anyone. People will just get it later than others.

    There's probably some people who meet all the requirements to get into beta first thing, who never will. ANd probably prefere to wait till it's released.
  14. I have to agree with Umbral. The Super Strength set as it stands, doesn't seem very Scrappery.

    I'd also say that the only reason Dual Blades was given to Tankers/Brutes is because it was a new set, and they probably didn't want to deal with all the players who would of complained about those ATs not getting the new set.

    Though with alternate animations now possible, hopefully they can make Dual Blades look more viscious, for the Brutes/Tankers.

    Yes, scrappers would get that option too, but at least it would give the feel of the more brutish types.

    Then again, I'm the one who's against Stone Melee/Stone Armor being ported over to Scrappers/Stalkers, as it's just not a scrapper/stalker style set.

    This isn't to say they couldn't make a new set very similar to it, to make it work...but it would mean imo the need to ditch some powers.

    Rogue and Spider-Man are imo the perfect example of two scrappers with super strength, the problem is, you don't usually see them pulling off the hand clap style moves, as you would superman/hulk.

    It's for this reason, I think it would be a good reason to change Martial Arts. THey could esily give it that scrapper style feel of Super Strength with a power change here/some additional animations there.
  15. Quote:
    Originally Posted by Griff Mender View Post
    Theres a great article on longbow on Paragonwiki.com that will provide you with good info on them. Doesnt say what year or when they were created. Im assuming it was a gift from statesman to Ms liberty for her sweet 16 since she doesnt need a car. thats just my theory tho. But it says the are a division of freedom corps, so the members must have been recruited from existing Freedom corps soldiers. All a moot point really since Vanguard>Longbow and you should really be asking questions about vanguard and all their awesomeness. Lady Grey/Serpent Drummer for president 2012.
    .....ok im done now. hope the wiki helps tho in all seriousness.
    Yeah, I did check out paragonwiki and this site for the info on them. But it didn't give the answers I was looking for.

    But maybe I'll check out the vanguard for what I wanted to do. COuld work
  16. ...what year were they created?

    ...what issue did they show up in?

    ...did they just form up when they finally appeared in game?
  17. BrandX

    Help with MA...

    Trying to plan out the story for my first go at MA.

    However, I have a question or two...

    Can you setup the custom mobs/critters/AVs with multiple attacks? IE: Fire Blast and Martial Arts and a Defensive Secondary? Or is that impossible?

    The plan is more for a RP event with my SG, than worrying if the rest of the player base enjoys it or not (I'd assume not, as one enemy I want to be difficult for an 8 man team to deal with an AV obviously).

    Trying to plan it out before hand, so I'd also like to know if you're able to leave bodies scattered across the floor, like in the LGTF, where you see Longbow & Rikti laying everywhere.
  18. Quote:
    Originally Posted by Grey Pilgrim View Post
    Heh, that's the difficulty with changing animations. I bet you anything if BAB were to change the current animation, hordes of people would suddenly come out of the woodwork to say they "love it!" It's happened far too many times.

    When looking at Fiery Melee, do keep in mind that Combustion, Fire Sword Circle, and Fire Breath all have 2.67-3 second animations, so there are longer ones. I tend to lead off encounters with those to make them useful for the team, and my EM Tanker adjusts as needed with the attacks he uses. Part of the issue is people not liking the change and not rolling with it.

    That said, I do think it would help to have Total Focus animate faster (though I do wonder how it would look like speeded up), to get it somewhere on par with KO Blow (faster animation, similar numbers for everything else, but five seconds longer for recharge). I think most people would say that KO Blow recharging five seconds slower is okay, and would take that over the length of TF's animation.

    Part of the trick with TF's animation is that it is used for different attacks in Electric Melee, Peacebringers, and I think Seismic Smash (can't recall if there are others), so I don't know how much that has held back its being tweaked, or what. Whirling Hands seems to be the other contender for a tweak, as well.
    Well, I have thought of rerolling a new EM toon, see if maybe it'll feel different if I start at lvl 1 again, and work my way up to it.

    After all, I love the look of the pink pom poms

    Wouldn't do it as a tanker however. :/ Maybe a Stalker or Brute.
  19. Quote:
    Originally Posted by Biospark View Post
    Well, my main defender would get zero benefit from it.

    I will say that its an interesting idea that fits with the "spirit" of Vigilance, but it would only benefit Rad and Dark in a "Big" way. Everyone else will get little or no benefit from it.

    hmmm, unless your also saying that while mezzed, my Charged Armor, Tactics, Maneuvers, and Combat Jumping would still be protecting myself and my team. That might be interesting. Probably would cause defenders to go more toggle-heavy than they already are, which would be nice if we could get some endurance reduction somewhere in the inherent too. Hehe, oh wait....
    That's exactly what I'm saying.

    Combat Jumping/Leadership Toggles/Epic Armors, they all stay active and at full effectiveness as well as the toggle debuffs (ie...Darkest Night, Hurricane, Disruption Field...ect...ect).

    Yes, some sets would see more use of it, but I think all Defenders would see positive use of this type of inherent, if they take their epic shields at the very least.

    For some it might not seem as major, but they'd all beable to make very good use of the inherent if it was changed to such a way.
  20. Quote:
    Originally Posted by UberGuy View Post
    Anyone who's soloing AVs w/o an Illusion Controller or a Mastermind is very likely investing in IO sets to do so.
    I figure as much. Just didn't want to go the route of assumption.
  21. Quote:
    Originally Posted by Garent View Post
    Do you mean the toggles wouldn't suppress?
    Exactly what I'm saying.

    Currently if a defender get's mezzed...the defensive toggles like Dispersion Bubble remain toggled, but the effects are suppressed.

    If a Dark Miasma Defender lays down a Darkest Night, then gets mezzed, the toggle drops completely.

    My suggestion...for Defenders inherent...none of that happens for their toggles.

    They're toggles are ALWAYS working, even when mezzed.

    Kinda like how Blasters can use their Tier 1's and the Tier 2 from their Primary when mezzed.

    Except for a Defender, it would just be toggles.

    They wouldn't beable to attack. They wouldn't be able to put up new toggles (or maybe allow them? But I'm okay with this being a no). They'd just beable to keep the current toggles going, both offensive and defensive, with no suppression/loss of effect.

    I don't see how this wouldn't benefit all defenders solo/teamed.

    Yeah, for one's like TA, they wouldn't get as much out of it on their primary, but they'd see use for it in pool powers/epic shields if they decided to take them.
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    Okay, can someone remind me what the changes to EM were?

    I believe they were dropping TF's stun from Mag 4 to Mag 3, changing/lengthening ET's animation, and upping Barrage's damage while also increasing its endurance use and recharge. Am I missing something?

    If not, it seems really odd to me that increasing ET's animation by 1.67 seconds nerfed the set THAT badly. Yes, that's now 2.67 seconds, which certainly does feel longer than one second. At the same time, it does a big chunk of damage more than Greater Fire Sword, which animates only .33 seconds faster (mildly noticeable, but not that much). And I don't hear people whining about GFS much.

    Was Energy Melee that much in the lead before? It doesn't seem like 1.67 seconds on one power is enough to drop it down and make it as bad as some people are saying. Or are we now looking evaluating the performance of powers in a different way than before the changes to EM (and how much do changes to other powersets account for this? I'm thinking the dropping of "redraw time" from the weapon powersets, etc.)?

    I'm also curious about this. How much of the disgruntlement with Energy Melee is purely by the numbers after the nerf, and how much is it with aesthetic? I hear a lot of grumbling about the animation look of ET and how the set is slower now, so I'm trying to separate the emotion from the reality.

    I don't have quite as much issue with EM that some here seem to, so I also wonder if it's partially a difference in expectation. I have plenty of experience with longer animating attacks from Fiery Aura (the AOEs and GFS are all between 2-3 seconds), Shadow Maul, Full Auto, etc. So I'm comfortable with longer animations and knowing when to fire them (I generally don't have targets drop before the attack I selected goes off).

    Anyway, just some honest questions to dig down into the issue.

    My Energy Melee user was a Tanker. So I wasn't even looking to be the best at single target DPS...or the best at Melee at all...my WP/EM wasn't even setup to have a nonstop Attack String.

    ET's animation became ugly and long. :/

    However, even with that, I gave it a fair try...and just found things made worse by I was in fact using the set's two main attacks on enemies the team already defeated all the time.

    I'd say the difference with Fire Melee's GFS, is the rest of the set doesn't suffer go slow. Look at Incinerate, it goes off fast. The other attacks don't feel to take forever.

    EM has 2 that do. EM is also a single target only set, for the most part. And I say that, loving the animation for Whirling Hands (and it's equivalent in other sets).

    Then there's the animation to ET now. Not only is it longer, but it looks like they were going for a convulsing assassin strike.
  23. Quote:
    Originally Posted by Clouded View Post
    You're nuts.

    ET on a 1 sec animation was what made EM the AV-soloer of choice for Brutes.
    I have to ask if this was with IO sets, setup to solo such things? Because my WP/EM tank was IO'ed out for survival, +RCH was the least of her worries, and I was usually waiting on attacks to recharge after the initial release of attacks.
  24. Quote:
    Originally Posted by Vitality View Post
    For Scrappers.

    I need to wait until we know the powers from the Blaster primary to elaborate on this more but...

    Tier-1: Rubber Bullet: Minor Damage: Immobilize: -res

    Tier-2: Cryo Round: Minor DoT (Cold): Hold

    Tier-3: Ranged Shot: Moderate Damage

    Tier-4: Poison Tipped Bullet: Single Target: -res, -def (double the values of Melt Armor)

    Tier-5: ?name?: ?PBAoE or Targeted AoE?: Moderate damage


    I love the idea...don't perticularly care for you list of powers. :P

    But then, I don't care for the idea of a hold/immbolize being in the epic set either.

    I'd rather wait for GR to get this epic for Scrappers.

    Get the fancy animations, and alot of different ranged options with the Dual Pistols. With maybe one utility power (like Focused Accuracy).

    I'm still annoyed by how Blaze Mastery requires one to grab the immbolize or the hold, when all I want from it is Fire Blast just to throw a fire ball. :P
  25. Personally, I'm not even worried about the PvP & IO recipes. Yeah, they're VERY expensive, and I wish they weren't. But *shrug*.

    What I'd rather see is a drop in merit cost for IO recipes. Not saying making it huge drop...but drop it some!

    Example, Kinetic Combat: DAM/END...that's like 200 merits. Now, if one is looking to get it at level 33, most likely going to have to buy it with merits.

    Or, make it so you can random roll for recipes at the level you WANT them, with both merits and AE tickets.

    Sadly, I can say I want them at lvl 33, but if I'm higher, it puts them at my level or the highest lvl possible for the IO. :/