BrandX

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  1. But my Scrappers are so good, they know how to use blades and not kill them.

    Though, that said, I had plans on a scrapper who went out of her way to kill the badguys, only to get upset that the medical transporters kept saving everyone she killed, as that's what they do in the COH verse.
  2. My main blue side, Brand-X, has gone through many ATs already, both blue and redside.

    My hope is with GR to put her as a Dual Pistol Vigilante, as she already travels to the Rouge Isles and does hero work there as one of Recluse's destined ones (he has his own reasons for allowing this) and has a tendency to follow her own rules when she thinks something shouldn't be a certain way...and keep her to just the one AT/Powerset, and finally have the toon I get to 50, and replay over and over, instead of forgetting about.

    Any others, no idea.
  3. They could even out Lethal Rounds with just doing more damage.

    In the end, this far into it, I'm thinking you'll be suprised to learn there will be reasons to use Lethal Rounds over the others.

    I can't wait for the set though. Oh how I've been waiting and waiting. And quite frankly 2nd Quarter is to long of a wait.

    I hope they're not planning a GR for year 6 release! They need to get it out ASAP!
  4. He must of been all over Talos. BAB showed up at my friends RP wedding in Talos (Virtue Server).
  5. I want Mother Mayhem's boots. Those look like some nice boots.
  6. Quote:
    Originally Posted by Leo_G View Post
    I suppose there would be suppression in the toggle phase, maybe not the 30sec(?) suppression but something like 15?

    The phantom gate wouldn't cause suppression because it's a pet casting it on you. I'm not sure how the rules work in PvP but it'd work the same as if someone used detention field on you.

    As for wasting attacks on phased/unphased targets, I guess if the graphics were visible indications of them being phased then it's on you if you're wasting attacks.



    The reason I put it in is for those exact reasons. If an enemy is phased and a teammate wants to attack that phased target, you have a power to help them do that. And if they don't want to stay phased, they can simply move away from the gate.



    Interesting alteration there, BrandX. Seems solid but I'm not sure how balanced it'd be phasing enemies and them not being able to do anything about it. It seems you could pretty much say phased forever and just pull the enemy 1-by-1 to you without retaliation from the others.



    Kinda pushes it toward Energy Aura as typed defense too. And worse off, the concepts would begin to clash. EA is a stealthy defense set with some resists too and the FX are basically pulsing auras of energy.
    My thought was...one could go the stay phased route, and go one on one, but that would make things alot slower, even if it's safer.

    I figure the phasing of enemies would be much like the phase powers in the game already. You could use it to fight a single target at great +Resists/DAM...ect to yourself, or remove a target from hurting you.

    I also don't know if it would be all that great of a team set, not sure.

    It would be different however.

    Yeah, it might be closer to EA, however, it would lack the +END (and Energy Defense) of EA however.

    And after liking the idea of this sets hole being Energy Damage (which can be worked around with Smashing/Lethal Defense for the energy attacks the aren't straight Energy, not to mention IOs/Weave/Set Bonuses/Manuevars...what have you).

    And I did notice your AOE Phase and how it worked, I still see people complaining about it.

    Blasters not liking to get in so close, and maybe I read it wrong, but it looked like you put a chance for a hold or something on the enemies in the AOE Phase field.
  7. Quote:
    Originally Posted by Two Listen View Post
    I've wanted to ask this question for awhile now. I'm "new", I guess. Newer. Not been playing enthusiastically for too long, though I've popped in here and there over the years.

    I enjoy Villains. And I wanted to know which two Archetypes are the least common - not including the epic archetypes.

    I have been told that dominators and stalkers are the least common classes, as a result of some bad rep in the early days.

    For those with more experience, which archetypes do you see the least?

    Cheers and thanks.

    From most of my teaming experience, Dominators for sure, but I always feel I see Corrupters less than anything else.

    Teams full of melee (Brutes/Stalkers) then no Corr at all. :/

    In fact, I was running Redside for quite awhile, and I kept getting full melee teams.

    So, what do I do? I make a Corr.

    Wouldn't you know it...all corr team. All Corr/Dom team. Oh look, 1/2 Corrs & 1/2 Melee team.

    So, I go back to the stalker I wanted to level up more...all melee team. All melee team. Oh look, we found a corr. All melee team. *sigh* heh
  8. Quote:
    Originally Posted by Katten View Post
    I totally agree, given the many different side effects of MA, a power build up would be very cool/fitting/not overpowered. nor would it effect the way people slotted or used the power, so it's not impossible to apply.

    Also, if it's a power BU/boost power, it absolutely has to say specifically that it enhances knockback, yet not enhance knockback. Otherwise I'd feel cheated somehow.
    I wouldnt mind the addition knockback on Crane Kick, but seeing a mass knockback with Dragon's Tail would make me cry.
  9. Quote:
    Originally Posted by Shred_Monkey View Post
    CI>FB>CB>JL>FB>CB>repeat is a lower recharge option that is right in the same damage range of those other chains. When you slot purple procs in FB, CB, and JL it gets even better.
    45.7, not bad.

    All the chains for Electric Melee, seem to be pretty close.

    Though being able to add in 3 Purple Procs is a good thing.
  10. Quote:
    Originally Posted by Reiraku View Post
    Funny thing is, /SR originally had a Phase Shift clone as a Tier 9. The devs changed that for a few obvious reasons.
    But phase shift rules have changed a bit since then.

    And the set would be interresting. Different playstyle that's for sure.
  11. Quote:
    Originally Posted by Gaidin View Post
    I just worked a 10 hour day and my brain isn't connecting the dots.

    Is the CI - FBlast - JL - Fblast chain higher DPS than the CI - CB - Fblast - JL?

    According to your recharge number, having Fblast replace CB requires less recharge in CI, and this looks like it should be a good bit higher DPS.

    So, if you don't mind, what are the actual DPS numbers for the two chains?

    Mushy brain going to bed now. :-P
    CI - CB - FB - JL = 45.1 DPS (unslotted, no build up, no AAO...ect...ect)
    CI - FB - JL - FB = 43.5 DPS
    CI - CB - JL - CI = 46.9 DPS
    CI - CB - FB - CB = 52.4 DPS

    Hmmm...doing all this is coming up with different numbers than I remember from doing the math before.

    I wonder if slotting the attacks for damage makes a difference in the final DPS to change which is better? However, so far at base damage, those are the numbers.

    FB, JL, CI all have better DPA than CB...however, the chains with CB seem to be coming out ahead all the time.

    However, the chains using one FB, continues to be easier to obtain. than doubling up CB.

    And using Fire Blast over Jacob's Ladder gives better DPS.

    I'll have to go back and check the numbers slotted again. I can swear I had better numbers on the various chains before.
  12. Looking over your set Leo (I love the idea of it)...here's how'd I'd do it.

    1) Hide
    *Special: For Scrappers replace with Phantom Mask, a non-suppressing Stealth, miving it to Tier 4 spot, moving Illusionary Aura to Tier 1, Phantom Shadows to Tier 2, Ghost Essense to Tier 3*

    2) Illusionary Aura (Toggle, Self +Def Melee/Range, Defense Debuff Resistance)

    3) Phantom Shadows (Toggle, Self +Def AOE, Defense Debuff Resist, +HP)

    4) Ghost Essense (Toggle, Self +Resist All except Energy, Hold, Sleep, Stun, Knockback, Repel, Fear)

    5) Phase Mastery (Passive, Self +Resist Immobilize, Teleport, Enemy Phase)
    *Special: When Phased +Damage*

    6) Planar Shift (Toggle, Self Intangibility)
    *Special: +Resist All except Energy*

    7) Ethereal Manipulation (Ranged Single Target, Put Target into Intangible State, or Pull Target from Intangible State)
    *Special: Can be used on the unphased when phased and the phased when unphased*

    8) Phantom Body (Passive, Self +Speed/+Slow Resist/+Perception)
    You've become accustomed to living in and out of phase.

    9) Realm Ruler (Click, Self Rez, Intangibility, +Resist All except Energy, +ACC, +DAM)

    You've become a master of the incorporeal, nothing can keep you out for good, not even death.


    Hide
    5.6% Defense All, 39.4% Defense AOE when Hidden
    1.88% Defense All when Unhidden

    Phantom Mask
    3.75% Defense All

    Illusionary Aura
    12.6% Defense Melee/Ranged

    Phantom Shadows
    12.6% Defense AOE
    15% +Hit Points

    Ghost Essense
    7.5% Resist All except Energy

    Phase Mastery
    +80% Damage

    Planar Shift
    11.3% Resist All except Energy

    Phantom Body
    +25% to Speed
    +25% Slow Resist

    Realm Ruler
    +20% Resist All except Energy
    +ACC/+DAM same as Resurgence


    *NOTE: Thinking about it, I'd replace the Positional Defense with Typed Defense. But replace Energy Defense with Psi Defense. Make Energy the real "OMG KRYPTONITE" to this set.

    It's different from Shields, yes. But making it Positional Defense seems to make it 1) Alot like Shields and 2) I want to have a set that's easier to softcap!

    Also note, Phantom Body doesn't give any +RCH.
  13. Quote:
    Originally Posted by Leo_G View Post
    Kinda is. It makes you better with *any* phase including the ones in the set.



    I can see that. Makes perfect sense too. We'll go with that.



    Need more of a reason to change that other than "just do it", especially if you're replacing it with such a plain vanilla power. And I don't think being intangible means being light on your feet. Not in the same way SR and Elec armor would be, that's for sure.
    Well they were more my thoughts/suggestions on your power set idea.

    However, my reasons for getting rid of the AOE phase shift, is simple. People tend to hate it in PvE. Team gets bubbled in the Phase Shift, the blaster outside it, sets down a Rain Power (or even the Defenders/Trollers/Whoever)...and it doesn't effect them.

    Same problem as the single target enemy phase powers.
  14. Quote:
    Originally Posted by Leo_G View Post
    Just to state my thoughts: I like MA how it is and feel it has decent synergy with any set. However, it doesn't really have much of a specialty or unique aspect to it and it basically falls middle of the road in everything except AoE dmg/control where it falls behind.

    To give it a bonus synergy/specialty/unique feature, I've always thought making Focus Chi into a Power Buildup type power would be a great change for it. Besides buffing your dmg and ToHit, make it double the effect of the in-set effect (stuns, immobilize and slow) as well as slightly improving defense, heals, Tohit buffs you may have as well as debuffs/controls you may have from your secondary. Fits conceptually too (you're focusing your chi after all so some differentiation from Build up should be in order).
    I like this idea as well.

    Rage would still be nice. But, that would really help on MA's secondary effects, as long as it didn't double knockback.
  15. Quote:
    Originally Posted by BlazingBlue View Post
    I'm not aware of any low recharge chains for the three powers you listed (due to the lack of work invested in Elec Melee/). I guess it could work with a longer durating chain with a more frequent use of Charged Brawl, but would lower the DPS, of course.

    If you ever have the recharge, Chain Induction > Charged Brawl > Fire Blast > Charged Brawl works. It actually deals slightly higher DPS than the more ubiquitous Chain Induction > Charged Brawl > Jacob's Ladder > Charged Brawl.

    The recharge requirements;
    Chain Induction: 3.564 seconds / 293% recharge
    Charged Brawl: 1.188 seconds / 153% recharge
    Fire Blast: 3.30 seconds / 82% recharge
    Charged Brawl: 0 / 0%

    If you're aiming for ST attack chains, Xandez, I'd definately recommend into respeccing for Jacob's Ladder. The Chain Induction > Charged Brawl > Fire Blast > Jacob's Ladder chain deals higher DPS and the recharge requirements are easier to meet.



    Havoc Punch is over-rated, in my opinion. Charged Brawl is more efficient in most aspects; recharges faster, has a lower endurance cost, lower activation time, and most fundamentally deals higher DPS.

    Putting Havoc Punch into the chain over Charged Brawl, doesn't lose that much in the DPS department.

    However, if you can pull off the +RCH needed...Chain Induction - Fire Blast - Jacob's Ladder - Fire Blast - Repeat, would be the best single target DPS for that build...but you'd need to get CI down to a recharge of 4.752. That's not an easy/cheap feat.
  16. BTW: That's assuming a 100% +DMG bonus on Rage for Scrappers.
  17. Quote:
    Originally Posted by Umbral View Post
    And then the set would be insanely overpowered. Just... no. Absolutely not. If you even begin to look at SS, you'd see that all of the attacks are balanced around the presence of Rage. Jab and Punch have pitiful DPA. Haymaker is better, but still mediocre. KO Blow is the only truly decent ST attack in the entire set, but it's crippled by the fact that it's on a 25 second recharge. The presence of Rage forces every attack within the set to be made worse to make up for it. Changing Focus Chi to be similar would demand that all of the powers within the set have their damage reworked to make up for the new ability to have BU active for 90% of the time.
    If all attacks follow the same DMG = RCH+END combo...or whatever the math. I would think it all comes down DPA.

    Now assuming MA/'s best DPS attack chain of SK - CAK - SK - CK - Repeat (all slotted with 99% DMG), if it had Rage, it would do about 233 DPS when rage is up.

    Considering, Rage drop means no dmg for 10 seconds, it would likely be less, but maybe putting in other sources for +DMG would raise it up.

    Now...to even obtain that DPS you have to IO out, much like the other high DPS builds.

    I don't see how that's over powered, when other sets get that high as well.

    Dark Melee, on just one target, same conditions, using Soul Drain on 1 target = 194.9 DPS.

    209 DPS with 3 targets for SD.

    225 DPS with 5 targets for SD.

    240 DPS with 7 targets for SD.

    The only difference I see here...Martial Arts, the set that's all about Single Target attacks, would become the best at what it should be.

    And unlike Dark Melee, it lacks the additional benefit of a self-heal in it's attacks.

    Now all that said, if they did make Focus Chi into a Rage clone, I see no reason to port Super Strength over to Scrappers/Stalkers (I would assume Stalkers would get said change to Focus Chi as well).

    MA can get super strengthy style animations for it's attacks, to have a more Spiderman/Scrapper super strength feel, rather than Superman/Tanker super strength feel.

    MA would lack a hurl attack, which I don't see a Scrapper type Super Strengther doing. They'd have a more pick up something heavy and throw it style...that can put into a Epic pool however.

    Just some thoughts on it.
  18. Quote:
    Originally Posted by Sailboat View Post
    Opinion only. Knockdown provides less mitigation than a good ragdoll knockback because the enemy recovers faster.

    I really understand why AoE knockback can annoy people, but I don't get why anyone has a beef with single-target knockback -- especially from a hard-hitting attack like Crane. Most foes will be half dead after a Crane Kick, and you can just tap F and kill them in a moment anyway. It's only one guy, not enough to cause a crisis for Invulnerability or Willpower's mitigation.

    There's terrain everywhere. And unless you're knocking the guy off a ledge or something, it doesn't slow you down much. Fine adjustments to DPS are really only important on AVs, and they don't get knocked back.

    Crane Kick's knockback INCREASES DPS if used on a runner, who does go flying a short distance but you can then run him down and kill him before he rises. Crane Kick's knockback INCREASES DPS if used to boot people into Freezing Rain that missed them. Crane Kick's knockback INCREASES DPS if used as a hard-hitting finisher.

    It seems to me that the negatives of Crane's knockback are very minor, somewhat offset occasional INCREASES in DPS, and fairly easily dealt with most of the time. I do not understand why it generates the level of complaint that it does.
    Yeah, the knockback in Crane Kick never bothered me. It's not even 100% So, it's not like it happens all the time.

    In fact, while it doesn't bother me when it happens, it makes me sad when I want it to happen and it doesn't.

    But I wouldn't want it to be 100% either. So I'll live with it.

    And your right, the loss of DPS from the knockback is only meaningful on the enemies that don't get knockedback in the first place (AVs). So, the big deal on it, I have no idea.

    I get more annoyed by the MA/ scrappers who slot KB into DT.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Time to do that all over again.

    Brutes have a melee damage mod of 0.75. Scrappers have a melee damage mod of 1.125, which is 150% the Brute damage mod (0.75*1.5 = 1.125). So let's give the Brute a theoretical 100 point attack. With the same attack, a Scrapper would do 150 points of damage. With ~100% damage enhancement (it's 98.8% or some such, but let's call it 100%), a Brute would do 200 points of damage, while a Scrapper would do 300% (150*(100% + 100%)). A Brute would, therefore, need 50 Fury (100% damage buff) JUST to break even, at 300 points of damage (100*(100% base + 100% from enhancements + 100% from Fury)). With Build Up, a Scrapper would do 450 damage (150*(100% base + 100% from enhancements + 100% from Build Up)) whereas a Brute would only do 380 (100*(100% base + 100% from enhancements + 100% from Fury + 80% from Build Up)) To break even under Build Up, a Brute would need another 35 Fury, or 70% damage buff, giving him 450 damage (100*(100% base + 100% from enhancements + 170% from Fury + 80% from Build Up)).

    A Brute would, therefore, need 85 Fury JUST to break even with a Scrapper going full tilt, and at least 50 Fury to break even with them under normal conditions. And a Scrapper can DOUBLE his damage on a lucky critical, which a Brute plain and simple cannot match. A critical Total Focus or Energy Transfer can get into the thousands of hit points of damage on a Scrapper. A Brute can kinda sorta measure up if he's going full on Fury, which is both hard to achieve and hard to maintain. A Scrapper can do that and more just rolling out of bed.
    And still with criticals factored in, Brutes out DPS Scrappers...have a whole thread on it in the Scrapper forums (stickied at that).

    Unless this more about PvP concerns?

    Because PvE wise, solo, after SO's are brought in, some blue skittles are in place, powers are taken to keep the pace, a Brute might start slow, but they catch up quick enough in the damage department.
  20. BrandX

    Uber veterans

    Quote:
    Originally Posted by GarfieldZ View Post
    This for the uber vets! I class these as players who have like a 48 month badge and higher!

    for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?
    Let's see, hit my 57 month status this month.

    My sig shows all my 50's, but I've played alot of the other alts. Still havent gotten a Blaster or Kheldian to 50 to round out my 50's hero side.

    I'm still looking for my favorite build however. All the sets have something that makes me go "I like it for this reason" but it lacks in something that makes me cry.

    Energy Melee is pretty looking, but it's a very slow using set, and not available to Scrappers.

    Tankers do to little damage solo.

    What I have found is I like Scrappers and Defenders (though I've never gotten into Kinetics or Empathy) it seems.

    VEATS are better than HEATS. If my Crab was a hero, I'd probably play her more often.

    Hoping Dual Pistols will be the set that finally gets me gung ho for blasters. Been wanting that set since I picked the box up at the store.

    Took me 2 - 2 1/2 years to get my first 50. Claws/Regen. I played her quite a bit after hitting 50, but when I switched servers I stopped.
  21. BrandX

    Dark/elec

    Quote:
    Originally Posted by cp2_4eva View Post
    Hello Defender class of 2009. I am not new to CoH, but I am a bit new to the defender class. I have one other defender which is and Emp/Rad. I forgot about her and didn't really want to touch a defender AT again. I am generally a Tank and a scrapper type. I have a few 50s under my belt with the Tanks and scraps.

    Something about Dark Miasma/Electric intrigued me. So I have one now up to lvl 26. He's been fun to play...I think. I always manage to get on a team with tons of trollers and defenders. I went in knowing that a Dark/ defender would be a thankless toon. You know, all the healers, FF, and sonics get the praises while Dark is the black sheep of the gang.

    I know what Dark/ is good at, but I wanted to get a little more advice from the defender veterans on what I might want to consider when building my toon. Here is what I do know about rolling a Dark/Elec

    - I get two pets. Fluffy and the voltaic sentinel
    - Dark Miasma is a debuff/slow defender. Darkest night gets less and less use the higher I
    get because the others can kill quicker as well. But Darkest night still helps alot. On AV
    fighting this is a heaven sent and a must (In my opinion)
    - I may skip petrifying gaze OR I can stack that with e tesla cage for bosses and such.
    - Fearsome stare may need 2 acc enhances to get the minions and Lts.
    - tar patch doesn't affect everyone. Know my enemies.
    - Defender attacks weren't really meant to be killers but rather a support to the support
    (support being me, a defender) I chose elec because I can stun foes and give me and
    team time to get in another attack.
    - I chose the fly pool so I can be above the fight and also give out heals better without
    totally putting myself right in harms way.

    So what things would you suggest? slotting? Powers? Play style? Let me know. I am kind of new to defenders remember. And please do correct me if I am wrong. Thanks!!
    My first suggestion...remember that Howling Twilight is a HUGE -Regen Debuff! So when up against those AVs, use it as a regen debuff and not save it as a mass rez!
  22. Quote:
    Originally Posted by Telperion View Post
    Ahh, there's the rub.

    So, even no matter how many members on a team (or several teams, say on a GM) have the -res proc slotted, it can only be refreshed, not stacked, because the target is flagged as the caster.

    This reduces the potential debuff impact i was thinking my trappers might have on hard targets, but still is a worthy proc to add.
    I thought it was just couldn't be stacked from the same caster. Not that it couldnt be stacked from multiple people.

    Personally, if you can get away with the -Res Proc, I'd likely slot it in every attack I could get away with (however, seeing as how I love Thunderstrike on blasters...it probably wouldnt see to much use from me).
  23. Quote:
    Originally Posted by Leo_G View Post
    That's what I'm saying. Coming from the perspective of an EM/EA stalker, it's strong but it's weak at the same time. Sure, it hits like a truck but it's SLLOOOooOOOoooooooowww.......www

    It also doesn't do very good AoE dmg (in the case of stalker, it does *no* AoE dmg), and if you're not a healing/regen secondary, your strongest attack slowly kills you. And if you're not a def/res secondary, you run the risk of dying in the middle of those long attacks.

    On top of *that*, those strong heavy hitters don't benefit from your inherent fully. So while ET is a 4.5 dmg scale attack, that's all it can be while the other heavy hitters scrappers have can meet or exceed that *without* killing you.

    I'm not saying EM on a scrapper wouldn't be strong but I doubt it'll be any more overpowered than on a Brute. And is EM even the top set for them? I'm pretty sure it was bumped down a step with the introduction of Claws.
    And I considered it slow with just Total Focus, before the change.

    If Energy Melee came to Scrappers, I'd roll one up, for no other reason than I love the looks of the Pink Pom Poms (that people are now ruining by changing it's colors >.>).

    If it wasn't for that animation aspec of EM, I'd hate the set 100% It's just not that great at all.

    Full on Troller team with one lone melee. Other melee options I feel like I can still get some attacks in, and do something. With an Energy Melee toon, I'm watching the team fly past me, with me staring at attacks going through animations on dead targets. :/

    And no...EM isn't top damage set DPS wise, it does still maintain top burst damage if I recall however.
  24. Quote:
    Originally Posted by DMystic View Post
    Brutes also have to start at .75

    Scrappers are at 1.125 not factoring in critical hits.
    And it's not that hard for Brutes to rack up some fury. I suck at fury generation, but even I can maintain at least 50-60% on teams, that keep on going and don't stand around alot.

    On my new Claws/EA I was maintaining a nice 80%+ ...but some of that may be claws...as my Elec/Elec and SS/SR Brutes didnt maintain that amount of fury as easily (at least for me).
  25. I like the concept, but it needs work imo.

    Keep the Stealth/Hide (for Stalkers)

    Tier 9 should be Phase Shift only better.

    I like that it gives you the ability to Phase Shift out a target. Send the target out of phase to give you breathing room from them, or to just take them on one on one, while the other enemies surround you.

    Keep the set a mix of Defense and Resistance. Make the whole in the set, the lack of any Energy Resistance. None at all.

    Positional Defense can cover the pure energy attacks, but when they do hit, they hit hard. This fits imo seeing as how ghosts have -resist to energy.

    I'd keep in all the special resists, add in KB (you're intangible, you shouldnt be knocked back), but no END Drain Resist.

    I'd replace the AOE phase shift of target, and just keep to the single target one for enemies.

    Replace the AOE Phase SHift with a Quickness/Lightning Reflexes style power. You're a phantom/intangible type theme set...should be lighter on the feet.