BrandX

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    I think the Vanguard pieces are by far my biggest concern, because it is literally IMPOSSIBLE for me to get an entire set. The completion of all four arcs gives me enough Vanguard Merits for one, maybe two, at most three pieces, out of what looks like a dozen. There is no way I can get enough Merits by just running Rikti content, I have to grind my *** off (here's a cool mental image for you) to get enough merits for a full set. That, or run Mothership raids that I plain never see happening. I saw two last year, and I saw one a couple of months ago. Maybe I'm just missing them, but I'm not a fan of grinding repeatable Borea missions, so once I'm done with the arcs, there's no reason to hang out in the War Zone. AND they are level-locked, to boot.

    The Roman gear is another major PITA. OK, the Romulus sword and shield I can kind of see needing to beat Romulus to get them, but basic Roman armour? And even the bloody Roman swords and axes need access to Cimerora to unlock. Instead, at character creation I have to make do with a Viking axe. Apparently, the Romans were cooler than the Vikings. Otherwise, why would their gear be higher level content?

    I am in favour of making costume unlocks account-wise for two reasons. One is I get costume pieces at character creation, which is G-r-r-r-reat! Another reason is that this allows custom costume piece unlocks to be REALLY hard to get. For instance, I wouldn't bat an eye at the Vanguard costume unlocks if they were account-wise. Over the past year, I would simply have unlocked the whole set piece by piece by piece. And it would have MEANT something. Here is this long, hard trudge that took multiple characters and multiple run-throughs to complete, but it's WORTH IT! I now have the costume pieces unlocked, and this epic struggle came to something.

    Or think about it in terms of Roman gear. I would not actually mind having each ITF unlock only a single piece, or unlock a few pieces at a time, if those pieces were unlocked account-wide. Then I would both have incentive to run it multiple times: I want the full set, but I would also feel I accomplished something meaningful each run. Oh, sure, my character may not be able to use that gaudy Roman helmet, but that's OK. I now have it unlocked at character creation and on all other characters, so the chances of at least one of them having use for it are quite great.

    To me, this both serves to create a feeling of accomplishment and removes the trudge needed to get an item EVERY DAMN TIME.
    What server do you play on Sam?

    I know Virtue runs them (mothership raids) regularly twice a week, with me seeing a random one thrown in once a week by someone.

    Might look for a serwide badge channel to keep updated.
  2. Am I missing something? I can only think of 3 Level Restricted Costume Items Blue Side/2 Level Restricted Costume Items Red Side.


    Both sides are restricted on Talasorian and Roman Gear.

    Blueside is only level restricted for Raluu (sp?) weapons.

    This is one of the reasons I'm not (personally) bothered by having to unlock the costume items per character.

    Not that I'm oppossed to having the options open to all characters by just having one character unlock them.

    I'm waiting for i16 to create my BS/Fire Scrapper, so I can get the Raluu Blade I've wanted for her.

    My AR/MM Blaster had Nemesis Rifle at lvl 6 (would of been 1, but I ran a sewer team while I waited for a friend to log in to help me get them )

    My DB/'s always get the Red Cap Daggers by at least lvl 6.

    On that note, while not level restricted, it would probably be useful for the Redsiders to beable to unlock the Red Cap badge once, instead of waiting till Dec or Feb, or hoping they find someone with this missions still.
  3. Instead of this, why not go a more custom AT route?

    Set powers as Tier 1 - Tier 9, then limit some combo's of powers...

    For Instance, if you select Unstoppable, you can't select the other Tier 9's in the Self-Defense sets.

    Or...

    Melee & Ranged Primary with Self Defense/Debuff/Buff Secondary

    and

    Self Defense/Debuff/Buff Primary with Melee & Ranged Primary

    You could put control options of control in the Melee & Ranged of power choices.
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    Any oddities between my actual pylon times and what I show from my manual calculations have always been easy to explain away as either 5% tohit floor issues or streakiness in proc chances.
    This is what I would think.

    Alot of the calculated DPS's don't take into account missing, unlucky crits (it not criting as often as they calculate), or unlucky rolls for the procs.

    I know I've run the ITF, and not crited on Romi during one of his defeats.

    Being a AV I believe that gives youa pretty good chance to crit (15% isnt it?)
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    <.<
    >.>

    Yes, I meant GR. If they were to make anniversary badges account wide...

    Yes, Bill would have to get busy recreating his body. Hell, I was happy doing it on my brute just for the fresh batch of vetspecs.

    The fact that my Fire/Fire Tanker is the only toon I still have with the 1 year anniversary badge, is the only reason it hasn't been deleted and sits at lvl 38-40.

    If they made it account wide, and all my toons suddenly got them, I'd be estatic for many reason, one being, that Id free up a slot
  6. Quote:
    Originally Posted by Bill Z Bubba View Post
    OK... got some attack chain info for ya.

    Assumptions:
    You have enough recharge for the chain to repeat.
    You have 95% enhancement damage
    All scrapper crits at 10% chance except Eviscerate at 15%
    Fury is 90% for 180% damage buff
    You have 66% endurance reduction
    No other buffs, enhancements, special IOs, nada. What you see above is all I used for simplicity's sake.

    Followup, Slash, Focus, Strike
    Scrapper: 162 DPS 2.8 EPS
    Brute: 199 DPS 3.2 EPS

    Slash, Focus, Strike
    Scrapper: 120 DPS 2.3 EPS
    Brute: 185 DPS 2.9 EPS

    Eviscerate, Slash, Focus
    Scrapper: 119 DPS 2.4 EPS
    Brute: 177 DPS 2.9 EPS

    And the winner with the "yea, good luck getting enough recharge for this chain" attack chain goes to:

    Followup, Slash, Focus
    Scrapper: 188 DPS 3.0
    Brute: 213 DPS 3.5 EPS

    Basically the same thing we knew before. Followup is better for the scrapper in the same way that all damage buffs are better for scrappers.

    The same chains on a scrapper are better for a brute as well.


    SIDE NOTE: I may have to stick with SR on the brute side as well. For no other reason but that I'm going to want Quickness' +20% recharge. But we'll see. Still hammering on the claws/ea build.
    I'm saddened by this. No matter what, Scrapper do less DPS than Brutes. :/ By a pretty huge margin at that.
  7. Quote:
    Originally Posted by JDub View Post
    Personally.....I won't be happy untill I can solo Hami in under a minute. (<---Sarcasm) Some folks consider the end game to be spending hours doing calculations and tweaking builds to see how powerful you can actually make your 50's in this game. You don't need to put that much effort or Inf into a character to have fun and do all the content in this game....but it's alot more fun when you can charge into 99% of it solo and laugh at whatever it is trying to kill you....then tear it apart.
    This is true. Was just asking if the 15 more DPS was really going to make a difference is all

    I'm planning on going Claws/EA, and if I can avoid Follow Up (as it doesnt look all that great brute side), I wouldn't be oppossed to it
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    Just figured in the redraw on claws into the attack chain I had with gloom. It destroys it as expected. So gloom is out.

    Now I've got to figure out if Followup is still in. Unless I can figure out a way to get back the 15DPS I'm losing by not using FU, I'll probably be keeping it.

    Just out of curiousity, why?

    242 DPS is pretty impressive all by itself.

    But did that build include Assault by any chance?

    I'm just thinking, the only time one would really need that hi of DPS, is AVs...and then you'll either have a team, or the AV would need like 60% Lethal Resist before you're unable to beat it.

    I think my math is right, could be wrong.

    15 more DPS would bump that up, yes...but not by to much.
  9. Quote:
    Originally Posted by Neg_rogue View Post
    So the original premise of my Electric combatant for Issue16 was that of a tanker, but after getting the costume sorted and actually sitting back and having a think I came to the conclusion that perhaps the mindset for my character would be better suited as a scrapper, which is not to say that I came to this out of distaste for tanking; indeed it has been one of my preferred roles in many MMOs, but something about my hero doesn't scream "I'm the guy all of you must focus on and repeatedly punch and/or blast in the face!". Perhaps this just has to do with my stereotype that all tankers are the giant, burly types who could crush you with the might of their pinky which is a category my prototype hero would not fit into well, but who knows.

    However, in a sense that will probably contradict my previous statement, I did like the notion of being a damage soaking juggernaut. So to you I propose my simple question:

    How ludicrous would it be to design a scrapper who's main focus was that of damage mitigation? In essence, I will be playing an Elec/Invuln scrapper and the notion of having capped defenses and resistances (S/L at least) appeals to me. Is this a mainstream kind of thing or something more suited to a secondary build used for soloing and other special circumstances?
    There is nothing wrong with making a Scrapper as survivable as it can be. Just don't neglect the offense to do it.

    No, you don't need the uber ST DPS attack chain, and the best possible AOE chain.

    Really, all the ST DPS chain is good for is AVs. If you don't plan to solo them by yourself to begin, go with survival.

    This way the defender/trollers on the team can worry more about the squishies and less about you (I mean they likely are anyways, but you get my point).

    And yes, I think it's a good idea to try to softcap the defenses on your ELM/INV, if you plan to play the scrapper after 50.

    Will you be as survivable as an equally IOed out tanker? No. They have higher resists and more HP. But damn, if you won't be good enough.
  10. Quote:
    Originally Posted by Windenergy21 View Post
    It does when its meaning you pretty much have to take every power in the set. Merging it between melee/ranged aoes not only fixes the issue of not having aoe defense sooner, It finally opens up for a skippable power in the set. And the other reasons mentioned for the HPT like power as well like having resists that start with 100% health to avoid the high primary volley that TAKES the SR down to 10% health to begin with before the passive resistances even kick in.
    I really see nothing wrong with a set that has every power being must takes.

    Look at the sets where people skip certain powers. Those are the powers people are asking to be buffed.

    Countless AVs soloed with /SR builds. I can't think it's because it's a lousy set.

    I have my own at 50. I see nothing wrong with the set, and like has been mentioned, it does have one power that can be skipped, if you build to softcap, and softcapping isn't hard on a /SR scrapper.

    Unlike Bill, I don't want to see a taunt aura put on /SR, but I can see why he (and possibly others) would. I however love to just go spawn to spawn as quickly as possible.

    I don't care to herd at all.

    The only thing I think needs done to /SR on scrappers is switch Lucky and Evasion. I think quickness should remain at 20...to many players have made traveless power /SRs, which if it was put off to lvl 35 would be lousy.

    Lvl 28 isn't such a long wait for AOE Defense. IMO anyways.
  11. BrandX

    Ice/Ice Brutes?

    Quote:
    Originally Posted by prev1 View Post
    Looking at /dark and calling shenanigans :P. 1 recharge in brawl builds fury >shrug<. I know that was the initial logic, but it seems hinky.
    Things have changed since CoV arrived.

    Now it'll just be a matter of porting it and retesting it.

    Even then, I'm sure people will complain on test about it.
  12. Actually, the fact that they're split up doesn't seem to be a problem.

    It's the levels you get the AOE toggle that's the problem. Brutes have fixed this.

    /SR should replace Lucky and Evasion, imo anyways. Get the toggle Defense before the passive.
  13. BrandX

    Ice/Ice Brutes?

    Quote:
    Originally Posted by _Deth_ View Post
    Elec, with Energize and IOs, has the potential to be a friggin monster.

    As fars as "try some other ATs" goes, I have, I like brutes.
    Any set with IOs has the potential to be a monster. I was talking about with just SO/Generic IOs.
  14. BrandX

    Ice/Ice Brutes?

    My guess is we will see Ice/Ice ported to Brutes at some time. It's just a matter of time.

    No reason to complain about it.

    They ported over Claws/ for this round, there will be other rounds of proliferation.

    Like they did the first time, they just went with the sets that would be easier to test.

    And I still wouldn't think the arguement of Scrappers/Tankers got Elec/Elec, this is so unfair holds.

    It really isn't that great of a set, even with Energize. Fun, but not the greatest.

    Also, instead of sticking with Brutes, try some other ATs.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Nope. They're porting ElA. Not EA. ElA's conserve power is becoming Energize. They'll have to do something else to EA's conserve power if they ever port it over. Hopefully they'll turn it into a weak version of MoG.
    I figure it will have to be a power that keeps the -END Cost like Conserve Power, like they kept in Energize for ELA.

    My hope would be -END with +Resists.

    -END, +5-10% Resist All (except Energy & Psi), +?? Resist Energy (enough to reach 75% Energy Resist when fully slotted at least).

    A little bit more resist for the set, and the ability to have 75%+ Energy Resist on a Energy Themed Set.

    Then they should bump up Dark Armors Negative Resist Always bothered me it had more PSI resist than Negative Energy Resist.
  16. Or maybe, check in the datamining if it's the same people running the TFs quick, before throwing it into the average for merit datamining?

    Take the ITF for example. I've heard alot of people say they've done a 30min ITF.

    I can even see it as possible.

    Me? My fastest is 1:03 with my longest being 9hours+, with my average time falling in between 90mins I would think.

    Which come to think of it, make an alt, make a team, start the ITF, and have everyone plan to come back a week later to finish it, so it really racks up time on the TF
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    I decided to go claws/ea. I'll be able to focus more on damage thanks to EA's energy drain and I'll have claws' great mitigation to help EA.

    Plus the concept I have going kicks ***.
    This is what I'm going for Claws/EA.

    Always wanted to try EA.

    Talasorian Claws with EA seems like it would look great together

    And I figure, when they port /EA blue side, Conserve Power is likely to get changed.
  18. /signed

    It's one of the reasons I love to use the chain 2 option over the chain 1 option.

    Belts that sit off loosely to one side on a toons hips, also wanted by me.
  19. Quote:
    Originally Posted by SuperT View Post
    Although I do think its an interesting concept I'd say you are better off just making a dominator unless you dont have City of Villains. As a scrapper,you would probably kill them alot quicker just focusing on your attacks as opposed to trying to focus on keeping them stunned/immoblized.
    Everyone gets CoV now. Whether they decide to play it or not is up to them though.
  20. Quote:
    Originally Posted by BBQ_Pork View Post
    We already have melee sets with a few ranged attacks (Claws, Spines), so having one or two short-ranged attacks in a set shouldn't be too bad.
    Having both weapons out would seem to only make sense if at least three or four of the attacks were ranged.

    I guess I'd be more comfortable with a Pistols APP, though.
    I'd be okay with that instead, if it let me have both the sword and pistol out at the same time. Saddly, it wouldn't. :/

    Again, my suggest is just more for the flashy fun of what you would see in comics/manga.
  21. For Scrappers, Stalkers and Dominators!

    Dual Wield: Sword & Pistol.

    I was thinking about this the other day, and it's a combo I think many would love.

    When suggested over my SG global channel, I was sent to the Korean Trailer for CoH on youtube.

    A character in the video had this combo, and looked very much like a scrapper.

    Maybe...just maybe give it to Tankers/Brutes too. I didn't include them, because I wasn't sure if it felt tanky/brutey enough for them (you know, kinda like Dual Blades).

    Big swords with fancy animations would be my ideal choice for the sword.

    Still working on what I would suggest for the actual powers however.

    I wouldn't want it to just be Katana/Broadsword with a ranged attack.

    And I'm not looking for over poweredness either. Just a fun, flashy power combo, that would work great in the superhero setting.

    I'll come back and post what I come up with for a set, but do wonder if others think this would be a good idea for a melee set?
  22. Quote:
    Originally Posted by Riley_Delacroix View Post
    While I was in the shower this morning (yeah yeah, so I was inspired) I was thinking that Resistance sets don't really have an equivalent to the Luck of the Gambler set with its oh so awesome +recharge IO. What I was thinking was that while resistance or undefended characters can make some build sacrifices to get three or four LoTGs (worst case: maneuvers, weave, combat jumping, and hover) Resistance based sets should have a functional equivalent to the LoTG.

    That premise stated, here's my idea for a Resistance-equivalent to the Luck of the Gambler set:

    Name: Fated Stalwart

    Level Range: 30-50

    Components: Res/End, Res/Rech, Res, End, Res/End/Rech, Res/6.25% rech special.

    Set Bonuses: 2/Recovery +2%, 3/Max END +1.8%, 4/Accuracy +9%, 5/Reduce Stun duration 2.75%, 6/Psi Def +3.13%.

    Notes: I based the set bonuses on the set bonus article at Paragonwiki, and tried to mirror when possible the LoTG set bonuses. Thus +end instead of +hp, recovery instead of regen, etc. The reason the special IO in this set is smaller than the one in LoTG is twofold. First, most res-based sets can easily stack up five of these without trying or even leaving their innate powers in some cases (Invuln, Elec, Stone off the top of my head). Second, I imagine the raw size of the LoTG bonus has caused some balance concerns over at Castle's desk, and I believe that 6.25% is both reasonable and less difficulty-producing.

    In conclusion, I had this idea, I spent a bit of time working it up, and now I'm looking for feedback on its viability and the pointing out of potential issues with regards to balance. When that process is complete, I'll fire it off to Castle for his review and cross my fingers.
    Terrible idea imo.

    Here's why...

    It's easier for Resist sets oriented toons to get ahold of +Defense powers (like you already said), and thus get 5 6.25% +RCH IOs, and 5 - 7.25% +RCH IOs.

    I would say keep the +RCH IO for resist sets at the same bonus as LotG. 7.5% That way, it keeps people at 5 of that bonus. Instead of trying to get 5 of each.

    Second I would keep the IOs more in line with other sets.

    RES/END, RES/RCH, END/RCH, RES/END/RCH, RES, RES/+7.5% RCH

    Basically, all I did was make your END IO, give less END, but added RCH to the power, which while not usually useful on a melee shield toggle, still keeps the 6 slotted one at the same level as the other 6 slotted ones (basically...using the same END reduction).

    As for set bonuses, I think I'd go more along the route of giving the resist set different bonuses, ones resist sets could use more of...namely some +Def...or something else, why make it just like LotG except for END instead of Regen?

    1) 1% +END
    2) 15% +REGEN
    3) 2% +DMG
    4) 3% Fire/Cold Defense & 1.5% AOE Defense
    5) 3% Energy/Negative Energy Defense & 1.5% Ranged Defense
    6) 3% Smashing/Lethal Defense & 1.5% Melee Defense.

    This set would make people seriously consider 6 slotting the set in already slot heavy builds.

    Would give more +Typed Defense bonuses, at a decent level, which IO sets lack.

    Now one could say, put some resist stun or other mez resist into the set, but truthfully, as a squishy it's not enough and as a melee I don't need it.

    Also with these set bonuses, it doesn't make it easy to stack alot of these AND the +3% Defense IO (Steadfast and the PvP IO), which with defense stacking you would want.
  23. Young Face 6 for females. I really don't like to many of the face options. The few I do, only Young Face 6 works, as the closed eyes and Viper faces don't usually work for the concept.

    Large Boots. Almost every toon I have uses Large Boots. I just love them, and really, alot of the other options don't look that good on my toons. For instance, I'll see a toon in thigh highs, and say "Wow! Look at that costume. Why can't I ever get those to look good on any of my toons."

    Chest Chains. I wanted chain costume options before we had chain costume options. Now that we have them, I use them ALL THE TIME.

    Same goes for the vet reward, Belly T-shirt. I wanted it, the devs gave it to me.

    Like I tell my SG, "CoH has billions of combinations and character options. Sadly, I only like a handful of them."

    This is never more evident, than in the fact, that alot of my toons look quite a bit alike. Though I didn't realize this till it was brought up to me.

    One SG mate of mine always commented on all my toons looking alike. I tried changing it up witha few successess, but then I just said "Screw it. You can just tell it's a "Jess toon"."
  24. BrandX

    /Rock Armor?

    Quote:
    Originally Posted by GATTACA View Post
    I've been looking at secondaries for my claws brute that I'm going to make, and I can't decide between a few sets. Super reflexes, /Elec (Which seems everyone will be making), and /Rock Armor (not a lot of rock brutes that I've seen..)

    So I was wondering, is rock armor any good? With the slow movement and recharge in granite, is it worth taking on the set?
    Seeing as how /Stone Armor can't use claws...

    If you have lots of influence to spend for IOs, id say go /ELA.

    If you don't /SR.

    Or come up with a concept and roll with it
  25. Quote:
    Originally Posted by Infiniti View Post
    /SR and /Shields have basically spoiled me from playing other toons. They're about the only toons I can run through ITF without feeling like paper.

    I want to like Electric Armor, I really do -- but the feedback I'm hearing on Energize is that it doesn't overcome the set's issues.

    I have a few /WP toons and even softcapped a few to E/N (close on F/C) but it is very hard redside to get the right IOs (and very costly) to softcap S/L ... and even then, you have no def-debuff resist to speak of.

    So I that means I will make a Claws/SR Brute. Maybe I'll strip my WM/SR to do it.
    I wouldn't let the lack of defense debuff resistance sway you from /WP.

    At least, on my tanker, not at softcap level defenses yet, but having capped HP, tough/weave, +3% Defense IO, and regenning 100-106 HP a second with just one target in range, never died on the ITF.

    I figure Brute can do that, and do better with fury there to help kill faster.