- 
				
Posts
7232 - 
				
Joined
 
- 
	Have fun with all those machine guns stripping away your melee defense.
That's one of the best points of Parry - countering defense debuffs, which Dark Armor doesn't resist at all. A few Council goons open up on you with machine guns and you can kiss your defense goodbye. And since you don't have Parry, it's going to stay gone. - 
	Here you go, a build I threw together a while back and tweaked to fit your preferences better.
It encompasses most of the things I mentioned in my previous post.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Clawsome: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Acc/Dmg(29), P'ngS'Fest-Dmg/Rchg(36)
Level 1: High Pain Tolerance -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(23), Achilles-ResDeb%(43)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Rec'dRet-ToHit(34), Rec'dRet-ToHit/Rchg(34)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(17)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-EndRdx/Rchg(40)
Level 18: Focus -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Dev'n-Acc/Dmg(23), Dev'n-Acc/Dmg/Rchg(43)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(36), P'Shift-EndMod(45)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27)
Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27), HO:Enzym(48)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Membr(43)
Level 30: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg(40)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(33), HO:Enzym(50)
Level 35: Eviscerate -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(37), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(45) - 
	
 - 
	Quote:I appreciate your faith in my abilities, but that was Iggy, not meHere's (Iggy's? Claws and Effect's?) Claws/Regen doing the Riki War Zone Challenge using only Swipe.

My Claws/Regen isn't nearly that good. It has more to do with lack of stupid amounts of money to throw at it than lack of build knowledge though. I probably COULD build one that tough, but I haven't done it yet.
I still think Iggy needs to be nerfed. Not his characters, Iggy himself. - 
	Quote:My Shield/SS is level 27 currently, and I'm planning on taking it.
The huge Def drop, as a shield tank, has me thinking maybe I should skip it. Shield has Against All Odds which is a nice little damage buff.
Why?
Because Super Strength is balanced around Rage being actively used, and isn't really that great on damage without it. Against All Odds is nice, but I have my doubts about it being enough to make Super Strength deal better than mediocre damage without using rage.
Shield Defense has enough resistance and +HP to handle taking a few hits while the defense crash is going on. Tanks are intended to be tough to kill, they are not necessarily intended to have their HP bar never move. And even WITH the defense crash, you're still going to have 25% or more defense.
Also, like others have mentioned here, if you can get Rage to overlap for at least 10 seconds it nullifies the Rage defense crash.
My only issue with Shield/SS is the combo has 2 powers I'd like to put on auto, and I only have the ability to do 1. - 
	Quote:Get enough recharge to make it overlap.So my Shield-SS tanker is in the 30's.....
I am considering taking Rage again, but it's something I can't remember that well from my old school tankers..... how bad is it? The description seems almost unplayable from the crash.... but a lot of people seem to take it. What's the best way to deal with the crash? - 
	You're also making teh mistake of slotting sets for positional defense on a Willpower character, which you want TYPED defense for.
Look into sets like: Kinetic Combat, Eradication, Reactive Armor (you only need 4), Rectified Reticle. 3xThunderstrike and 3xDevastation is a better slotting for Focus on a WP character.
Heightened Senses gives you a good amount of defense to Smashing/Lethal/Energy/N.Energy/Fire/Cold, and gives you ZERO defense to Melee/Ranged/AoE. So, your slotting and the defense inherent in Willpower are working against each other. Weave and Maneuvers give defense to everything only so they are useful for characters that want typed OR positional.
For the record, defenses do NOT stack. If you have 30% lethal defense, and 15% ranged defense, and you are targeted by a lethal/ranged attack (like a gun), your defense to that attack will be 30%, not 45%, because it uses whichever defense is higher, not both of them.
I'll post a build when I get home, because it is a large change indeed.
Edit: The downtime of Vengeance on your build in the OP is irrelevant, becasue Vengeance is unaffected by recharge. No matter how much recharge you have in your build, Vengeance will not recharge one second faster.
For your Alpha slot, Spiritual will be more useful than Musculature. The recharge aspect will get your attacks recharging faster, which is useful because Claws is more of a DPS set than a burst damage set. The Heal aspect will affect any power you can slot a heal enhancement in, because it functions just like an SO of the appropriate type. That means it will affect your Max HP and Regen powers too.
Speaking of Max HP and Regen powers, you should slot High pain Tolerance for heal first and resistance only if you have a couple slots to spare. HPT raises your Max HP, which in turn makes your regeneration more effective.
Move the Numina's unique to health instead, and slot 3 Numina's in HPT so you can get the regen and Max HP bonuses from the set, while getting around 91% enhancement in the power itself.
Slotting Slash with 4 Kinetic Combat an Acc/Dam from another set, and an Achille's Heel proc will help increase your damage output. When the proc fires, the target it affects will take 20% more damage from any subsequent attacks that hit it for 10 seconds.
Spin and Eviscerate should both get 4xEradication and 2xScirocco's (I like Acc/Rech and Dam/Rech). That will give you: 3.6 more max endurance, 6.26% Energy/Negative defense, 4.5% max HP, and 20% regen. Since you want typed defense, that 6.26% Energy/Negative defense is a huge bonus for you, and the max HP is nice too.
Slotting 3 Thunderstrike and 3 Devastation in Focus will net you another 2.5% E/N defense, 12% regen, and another 2.25% max HP. Pure Fire damage and pure Cold damage are among the rarest damage types in the game, 90% of the time they will be paired with a damage type you have defense to (either Smashing or Lethal)
4 Reactive Armor is better in Tough and Mind Over Body, gives you S/L/E/N defense for only 4 slots.
Drop Resurgence and take Strength of Will instead. Since SoW is unaffected by recharge, you can leave it with just the default slot and put your Steadfast Res/Def there instead, saving you a slot in Tough. Taking Resurgence is like admitting defeat before the fact. There is no real point to taking it at all since you can make a wakie out of any 3 of something else. The only rezzes I take in scrapper secondaries are the ones that have another use, like Rise of the Phoenix or Soul Transfer.
Indomitable Will will accept LotGs, and you should put at least the +Recharge one in there. 3-4 LotG in Indomitable Will, Heightened Senses, and Weave is my preferred slotting. It will get you more benefit than Red Fortune (since you will end up going over the 5 bonus limit on 1.25% E/N defense bonuses by using it), and it will save you at least 4 slots, which you can put in other powers (like Indomitable Will)
There's a lot of things you can do to improve your build, the way you have it slotted now isn't very efficient. It makes more sense to work with what you are given in the set (typed defense) than it does to try and get positional defense (which makes Heightened Senses redundant) - 
	Quote:If you're bypassing the Updater via Steam it may be a case of the version of the game on your computer doesn't match the version the live servers are running.I bought CoH Going Rogue on steam and it's been working fine, until just now. When I launch CoH it says "File System Error 65536" and steam says "This game is currently unavailable"..
CoHUpdater is the only way I know of to ensure that the version of the game on your hard drive matches the version being run by the servers. If they ran a tiny patch to fix a bug or something you will have the old version and it won't match up. Both your version and the server's version have to be identical of the game will not run.
You can ask in the Technical Support forums about how to set up the Updater so you will automatically download any patches before you play. - 
	Quote:I suspect you just haven't run the cape mission with the newer characters.Or does anyone know why this has happened, and if its something I can get a GM to fix?
Go talk to the City Representative in Atlas Park's City Hall (she's standing in the middle of the room right as you walk in). She will offer you a mission to protect a time capsule, complete that mission and it will unlock your normal capes.
Also of note: You must be at least level 20 to run the mission, if you are below level 20 she will either refuse to talk to you, or tell you to come back at level 20. - 
	The mistake was yours.
You went heroside to get your APP.
You don't need to do that, they are available to everyone at level 41, regardless of your alignment.
A hero character only needs to go redside to get Patron Pools because there is an arc involved in acquiring them that you have to be a full villain to start (a Rogue can do it to, but Rogue is the next step after villain on your path back, so there's no real point to waiting that long) - 
	Quote:But you've played higher level characters exemped with him.I actually haven't run any of my seriously "IO'd out" characters with him
When you exemp a higher level character down, you are still getting 5 levels of powers that he doesn't have yet, regardless of how IOed the character in question is. Your character is better able to handle enemies of that level because you are using powers that aren't normally available at that level.
When he SKs his character up to your level, he is trying to play high level content with a character that doesn't have the ability to handle it yet. If you've ever fought Malta or Carnies SKed up with a lowbie, you know what I mean there.
If you can just convince him to stop deleting characters at the end of every play session he'll find that they will improve as he gets higher. - 
	Sounds like he's seeing your level 50 characters in action and expecting his level 5 to be just as awesome.
In not getting anything past level 10, he hasn't gotten any powersets' signature powers yet.
Examples:
If he's played a scrapper, most of them haven't gotten their mez protection or sigbificant survivability yet.
A Fire Controller gets their signature power (Hot Feet) before it has the ability to actually utilize it effectively because it doesn't have Flashfire yet.
Tanks aren't particularly tough at level 8. He sees yours at 50 and wonders why his keeps dying.
It really sounds like your friend isn't realizing that they need to actually LEVEL these characters before they get good. No character will be as good at level 10 as they are at 50, because the majority of the good stuff is level 20 or above. By redoing the first 10 levels over and over, he's subjecting himself to the weakest point of any character's existence, and deleting them before they get a chance to show him what they can really do.
You need to find a way to convince him to stick with one character long enough to start getting the better powers and better enhancements. Seems like his mistake is constantly deleting them instead of keeping them around for later. - 
	In my experience, as you get closer to the next level you start getting +1 spawns. I presume that is so when you level inside the mission the enemies stay even-con to you instead of becoming -1s.
I don't recall any times I was only a bub or two into a level and was getting +1s. Every time I ever encountered it I was 7 or more bubs into the level. - 
	If hitting level 50 isn't exciting anymore because you've already done it 20 times, you're probably not casual.
 - 
	Quote:I think this is wrong.If you had 100% resistance, the KB mag would be reduced by 100%, in other words, it would be zero, no matter how high it started at. The fact that the armors have such high resistance is overkill, anything above 100% is really a waste.
I believe KB works the same as any other status effect as far as resistance is concerned. 100% resistance reduces the effect by 50% (why it works like that I don't know).
Status effect resistance and damage resistance don't work quite the same. Damage resistance does indeed reduce damage by the stated amount, but status resistance cuts the stated amount in half. You can see that in the combat attribute window. If you have 40% resistance, the duration of a status effect will be 80%, instead of the 60% you would expect.
From what I understand that is so you can't just ignore status effects with resistance alone. Even with 200% resistance you will still be affected by it for a split second, which is enough to shut down any offensive toggles.
As far as KB goes, most sets with built in KB protection also get KB resistance. The resistance reduces the magnitude of the KB hitting you, which will reduce it to less than your protection. So, if you are playing Invuln and get hit with a mag 40 KB, the resistance will reduce that to around mag 4, which is below Unyielding's protection. Dark Armor and Fiery Aura have no native KB protection, and hence no resistance, so they have to get enough from Acrobatics or IOs to beat whatever mag is being thrown at them. - 
	Once again you prove how clueless you really are.Quote:
To be blunt, Dark Armor for Tanks... SUCKS. 
Dark Armor is an awesome tank set.
With IOs, which I'm assuming you're asking about here, Dark Armor can have:
-Softcapped defenses to the 4 most common damage types. And good defense to Fire/Cold.
-80%+ Psionic resistance
-70%+ smashing/lethal resistance
-the ability to heal from 1 HP to full.....every 15 seconds.
-minions completely shut down and unable to attack
No other set can do all those things at once, and have a damage aura to boot. And even if you do happen to die, you can come back instantly with a mag 30 stun. Yes, you read that right, the magnitude on Soul Transfer's stun is mag 30.
Just wait til Dechs comes along, he'll set you straight. - 
	Quote:Kat/Will and DB/Invuln.So here's the deal: I have 2 potential character concepts, and I'd like to build both of them, but one is Invuln and one is Willpower. For concept, either character could use Katana OR Dual Blades, but I only want one of each. So if the invuln uses DB, the Will has to use Kat. Is there anything in particular which should influence me one way or the other in terms of power, or should I just flip a coin?
WIllpower benefits more from Divine Avalanche because Invuln has no issues building up good defense without it. - 
	Quote:From everything I've seen you post on the subject, it really seems to me that you want a Stalker to be nothing more than a Scrapper that can be sneaky and set up a critical on demand.No, I mean like 90% of the team play. I don't assume you spend 90% of the time fighting AVs in this game, do you? I know I don't.
If you feel like your stalker only serves a purpose in AV fight where everyone "cuddles" together, be my guest. That's not my idea of Stalker.
If that's the case, what is the point of them being different at all?
Hell, let's just get rid of Stalkers completely and give Scrappers the ability to set up guaranteed criticals. - 
	Quote:You mean like, say, 90% of the AV fights in the game that a team will be involved in?I think in the situation where everyone is within 30' radius (yes, I know it's rare)
In a situation where everyone is within 30' and the fight lasts longer than a few seconds, like a lot of the newer content seems to include, a stalker will almost definitely do more DPS than a scrapper.Quote:Stalker should be doing more dps than Scrapper. 
The possibility of landing a critical hit on 1 out of 3 attacks will increase damage significantly. For enemies like, say, Trapdoor, who have a game mechanic that rewards the ability to apply a large amount of burst damage in a short amount of time, a stalker will come in handy. I fully expect there to be enemies in future content that ability will be useful against.
If I know I will be fighting a particularly tough AV, I might be inclined to invite a stalker over a scrapper for exactly that reason.
I still haven't seen a scrapper that can kill a boss as fast as a comparably built stalker either. Build Up+AS+Placate+heavy hitter does a lot of damage in a relatively short amount of time, and I have killed bosses using that chain before they had a chance to react to my presence quite frequently.
A stalker makes an excellent duo partner for a controller for that reason alone. Controllers have little to fear from LTs and minions, but a mezzing boss can ruin their day in a hurry. If you have someone with you that can eliminate that threat immediately it gets a lot easier on you. Not all controllers are Fire/Kins, and not all controllers have equal ability to deal with bosses. - 
	Quote:The game is more than just a numbers exercise. It is not always about how much damage you can do and how fast you can do it.For example?
Animation time factors in how much dps you can do, which relates to how efficient your "burst damage" can be, which relates to your how good your role is on a team.
Spending 8s to snipe, placate (1s) and then run in to the boss (while not being hit by minions around him) and then set up AS for another 4s.
May I ask what do you care when you play Stalker?
I may take Moonbeam on my DM/Nin stalker's build because it is thematically appropriate to him.
I don't really care if it isn't the most efficient power, because I create characters, not just collections of numbers I pit against other collections of numbers. - 
	If you do it with just one person, it is no longer a Task Force and becomes a story arc.
If they ever allow us to run them solo, without padders, I would fully expect them to apply the story arc time/reward ratio to it.
Want to solo an ITF? Sure, but now you get 9 merits for it, because it is shorter than a lot of story arcs in the game. Same goes for any of the shorter TFs. Things like Synapse would be worth maybe 20 merits. Just look how much the merit reward of old Posi was reduced when they added it to Ouro and let us solo it, if you want an example. It went from 64 merits to 26 or so.
The term "Task Force" itself defines it as inolving multiple people. Look at any real world example of something called a task force, do you ever see a task force that is ONE guy?
The most I'll ever expect is the old version added to Ouro after a revamp, just like what happened with Posi. - 
	
 - 
	Quote:Define "difficulty".I'd much prefer the devs stop balancing rewards to punish you for going fast (which also punishes me for going slow, as I get less rewards per time played.)
In this one regard, I really like Apex and Tin Mage. TFs should have a merit-worth based on difficulty, and time should not be a factor in the slightest.
The ITF is still difficult for some people. Do you think the merit reward for the people that run it in 20 minutes should be higher than it is because some people still fail it? Or should it be lower than it is because other people can solo it?
You can't base it on "difficulty" because what is nearly impossible for one person may be trivially easy for another. - 
	Quote:Can you get them up on top of the globe too?(Hint: Force Bubble can be used to push enemies past the police drones, thus bringing them in range of Teleport Foe from the roof of the City Hall, followed by a Power Push (six-slotted with Kinetic Crash, of course) that will propel them almost to Wentworths from said roof.
 - 
	DM/Nin stalker might not be the best choice if you're planning on playing at x8.
You'll survive just fine, but it's almost completely single target, with only Shadow Maul for AoE. It will take you forever to get through a mission on x8.
If you want to increase the level of your enemies without upping the number of them too much, it will probably work for that. 
			