ClawsandEffect

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  1. Quote:
    Originally Posted by CactusBrawler View Post
    I think you are missing peoples point Claws, no one has asked for a super in depth, well written amazing solo arc for getting notices.
    No, I understand the point quite well.

    Something was introduced to the game as a reward for doing something specific: The Incarnate Trials.

    What people want is to get the same reward, while not doing the specific thing that the reward is for. And it was given to them, but at an extremely elevated cost. And there was much complaining about it.

    It's no different than people wanting PvP IOs, but not wanting to PvP to get them. That was given to them as well, also at an extremely elevated cost. The complaining about that seems to have died down in the face of this new "outrage".

    What the WST is, is a method of obtaining the reward earlier than we would otherwise have. I presume it is because the Rare and Very Rare Alpha slots were ready, but the intended method of obtaining them was not, so they gave us a way to get them early.

    Now, you can call me a dev fanboy if you want for defending their design decision, but it's more of a case of me being realistic.

    Unlike some of the people posting in this thread (and others), I am not laboring under the delusion that my $15/month gives me the right to dictate game design. That $15 gives me the privilege of playing the game, nothing more. The only decision that is mine to make regarding the game is whether or not I play it.

    I am accepting of the fact that if I want something that is rewarded for a specific task, then I need to do that specific task. If the developers choose to give me an alternate method of obtaining that reward, fine, but I realize they are in no way obligated to do so. I also realize that I have no right whatsoever to demand that I be able to obtain that reward in a manner of MY choosing.

    I have no more right to dictate how the developers design this game than I have to dictate how next year's Ford Focus is going to look. I can only choose to play or not play, much as I can choose to buy their car or not buy it. And the same is true of every player in the game. Your $15 is as valuable as my $15. No more, no less. If my $15 doesn't confer to me the right to dictate design decisions, neither does yours.

    Another analogy would be a magazine subscription. Just because you subscribe to a magazine doesn't mean you get to tell them what to write about.

    And as far as my earlier comment about blowing things out of proportion. A lot of people here are doing exactly that. A lot of people seem to think that any design decision they don't like is an attempt by the devs at destroying their way of life. Repeat after me: It's only a video game and I shouldn't take it so seriously.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    When that was just one SF, it was fine. When it was just that and the STF, it was fine. After all, these were supposed to be the pinnacle of challenge not meant for simple players, but for the best of the best. And I was fine with that.

    I just wish all the Incarnate stuff didn't take that as a baseline.
    So, YOU should get stronger, but your enemies should NOT get stronger?

    That's like saying Superman beating up normal human muggers all the time makes for a good story.

    The idea of an "end game" is that it is meant for those that have already done everything else. It's kind of intended for the people that are already as powerful as the game will allow them to get.

    The fact that it's as accessible as it is is already an anomaly among MMOs. Most MMOs don't even let you get to the end game until you're already geared up and as tough as you will ever get. This end game doesn't even require gear to participate in.
  3. Quote:
    Originally Posted by Toony View Post
    next way of leveling my character up
    Level shifts are not levels.

    Evidence that this is true:

    -When you are set to +0 while level shifted, enemies still spawn at level 50.
    -A lower level character SKed to you is level 49, not level 50.
    -You don't gain new slots or powers.

    A level shift acts like you are SKed to a level 52 character, and is not a real level in and of itself.

    Quote:
    If the devs want us to do it that way, fine. I have no problem calling them out on a horrible decision that ignores a large portion of the playerbase in exchange for doing a reptitive task over and over again just like EVERY MMO END GAME EVER.
    So, what do you suggest? We get this stuff just for asking for it, and they crank out new stuff to do every week?

    No matter HOW much stuff they give us to do, at some point it will ALL become repetitive. If the "end game" consisted of a couple task forces, and a few story arcs, and we didn't have to do much of anything to become Incarnates, people would be getting pissed about the fact that they blew through all of it in a couple months and didn't have anything left to do.

    How long does it take for new content to lose it's mass appeal? Not very long in my experience. It is the "in" thing to do for a couple months, and then it becomes more of the same old same old just like everything else.

    The people you say are being ignored are the percentage of the playerbase that just plain REFUSES to team, AT ALL , for ANY reason, EVER. I can't imagine the percentage of players that flat out refuse to ever team at all is all that big. Hell, I spend most of the time soloing myself, and even I team with people to do stuff occasionally.

    You act like the devs are absolutely required to treat this game like a single player game, and give the people who refuse to play with other people just as much to do, and the means to acquire everything just as easily, as those who team.

    It's a multiplayer game, and it is perfectly reasonable for the developers of it to focus on the multiplayer aspect of it, because that has been proven to be what the majority of their players want. I'd be willing to bet a LOT more people did the initial Incarnate stuff and ran the new TFs than ran the new story arcs. It only makes sens to focus on the part of the game the most people will utilize first, and catch up with the other stuff later.

    Yes, I believe they should add stuff for soloers to do, but I also believe that the multiplayer stuff should come first, because that's the part of the game that draws the most people in. A new task force attracts a lot more attention than a new story arc. When i19 was released, Apex and Tin Mage drew attention, while most people I talked to didn't even realize there WERE new story arcs.

    And here's some irony for you: A bunch of people that refuse to work with others banding together on the forums to shout down anyone who thinks they are blowing things out of proportion.
  4. Quote:
    Originally Posted by Stormfront_NA View Post
    I remember when support ATs could use Phase Shift as a means of suvival and getting around, getting to glowies safely, etc. To a developer who is brain-locked that the only way to do that was by beating every mob in between, was obviously an exploit! So the power was essentially nurfed to uselessness.
    It was an exploit because it allowed you to complete missions, and entire story arcs in some cases, with absolutely ZERO risk of being defeated in any circumstances. That is no more fair than killing hordes of enemies that can't fight back, it just takes longer.

    Quote:
    When I read about trapdoor, and how he could be coerced to leave his area of power, and thus reasonably defeated by those without unconditional defenses, well that was viewed as an exploit, and had to be remedied, right? After all, a player did the mortal sin of using their head instead of their muscles.
    Okay, think about that situation from Trapdoor's perspective. If you were essentially immortal as long as you stayed within a confined area, and your enemy had to come to you, would you leave that area for ANY reason?

    Can you honestly say Trapdoor's refusal to leave that room is not a completely rational decision for Trapdoor to make? He is virtually immortal while in that room, not leaving that room for any reason just makes sense.
  5. You know, this whole thread reminds me of something from not that long ago:

    "What? A LotG costs 240 reward merits?! I get 10 merits for a story arc while a Positron TF grants 60?! That is SO UNFAIR TO SOLO PLAYERS!!! Why should I have to team to get reward merits faster, I should get the same number for the same amount of time spent. If a Sister Psyche takes 2 hours and grants 40 merits, I should get 40 merits for 2 stary arcs that take the same time to do."

    Anyone else remember that argument that went round and round when merit rewards were introduced? This isn't the first time the devs have given players a more time consuming method of gaining rewards while solo to appease the players who refuse to team for whatever reason.

    Bottom line: The devs did not HAVE to give solo players an option at all. But they did, and predictably enough, the complaints started immediately because it takes longer than running a single task force.

    It's also no different than PvP IOs costing 35 A Merits. Yes, you have been given an option to avoid the activity that is supposed to reward them, but getting them without doing that activity is going to take a long time.

    That says to me that the devs want people to earn their Notices though the WTF and Incarnate Trials, because they made the alternative incredibly time consuming. And looking at recent game history, it is not the first time it has been done like that.
  6. Quote:
    Originally Posted by streetlight View Post
    Here's my quick work-up, mostly taking what you already had. Softcapped S/L, great recharge, likely similar endurance, but it does require a bit more influence. I used 5pcs of Apoc and the Gladiator's TP/3% to get there.
    Needs more E/N defense.

    With only 8.9% resistance to it, you're going to want to get hit less with it.
  7. Quote:
    Originally Posted by Chase_Arcanum View Post
    Why those zones exist:

    Back when CoH was under development, many MMO players engaged in broad "hunts" that were just mindless slaughter-- no story, no quest, just large teams sweeping enemy after enemy. Since the groups in the regular zones were solo-friendly sizes, the hazard zones were meant for that kind of large-team "hunt" behavior. They were never intended to be anything else... and they were actually kinda popular early on.

    For several reasons post-launch, the devs added more incentive to go into the instanced missions. These essentially killed the street-sweeping, as your team could get better reward taking instanced missions and encountering foes that were properly scaled to your level and size, so there seemed little reason to make these for CoV.

    I'd still have liked at least a few places for large teams to run crazy, but I can understand why they instead opted away from those.
    I understand why the zones exist, even though I wasn't here for the heyday of people hunting in them. The point I was making is that when you compare the numbers of zones between CoH and CoV you have to take into account the fact that there are huge areas of CoH that sit completely empty 99% of the time.

    Quote:
    Originally Posted by Yogi_Bare View Post

    And yeah, when I do play blueside; I do a lot of Boss hunting in the Hollows and in Perez.
    And how many other people are in those zones when you are doing so? I'd be willing to bet the number is less than 5 for the Hollows, and closer to 0 in Perez.

    Boomtown gets no love. The newer players I've run into lately don't even know there's a GM that spawns in there. I'm sure poor Babbage suffers from nearly terminal loneliness because no one even cares he's there anymore, same for Adamastor. I ran a Kahn a while back with a player who gushed about how cool the second mission was, because he'd never been in Boomtown before then, and he playing his third level 50 at the time.

    CoH has more zones, but it kind of evens out because half of those zones sit completely unused the vast majority of the time, while CoV makes better use of it's available space.
  8. Quote:
    Originally Posted by Yogi_Bare View Post

    Blueside has a choice of two starting points, sewers, sole access to 'privileged' zones and hazard zones (at least 24 diverse, open world, maps to progress through)
    Okay, when was the last time you were in Boomtown, Perez Park, Dark Astoria, Crey's Folly, Eden, the Hive, or the Shadow Shard for any reason OTHER than hunting some enemy group you need for a badge or aura mission?

    Sure, you get sent to one of those zones for a mission occasionally, but those are random location missions that could appear in ANY zone, making their appearance in one of those zones pure coincidence. There is nothing to actually DO in any of those zones. No story arcs, no task force, no contacts, stores or anything else the rest of the zones have.

    They are wide open areas that, as far as I can tell, have no legitimate reason to even exist. There are TFs in the Shadow Shard, but how often does anyone run them these days? There's the Hamidon raid in the Hive, but that is pretty rare nowadays as well, except for the 2 or 3 servers that raid it weekly.

    Red side has fewer zones, that much is true. But at least red side actually USES the zones they have available, as opposed to blue side where you will frequently find yourself to be the only person in any of the aforementioned zones for hours at a time.

    I actually made a new global friend the other day because I saw him in Boomtown, and it was the first time I'd seen another player in Boomtown in at LEAST 8 months.
  9. ClawsandEffect

    Tier 4 Alpha

    I'll probably get it on my BS/DA scrapper eventually. But I'm in no hurry at all to get it. I'll get it in my own time, the game and the Incarnate system aren't going anywhere for quite a while.
  10. Quote:
    How do you name a character when you can't think of a name?
    I don't. I put the character on hold until I think of one, rather than settle for a name I may end up hating later on.
  11. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Thor is more of a heroic brute. He was something of a berserker after all.
    That, and scrappers don't get a hammer.
  12. It wasn't my build (even at my most noobish I had more sense than this), but there was the DM/SR scrapper I ran the first mission of an STF with.

    He had all of his primary powers, even Confront.

    From his secondary he had: Focused Fighting, Agile, and Practiced Brawler. That was it. He never toggled Focused Fighting on, and seemed to think that all he had to do was take Practiced Brawler (he never used it that I saw)

    He had all 4 travel powers. He started the pools with: Flurry, Air Superiority, Jump Kick, and Teleport Foe. (Apparently all 9 powers from his primary didn't give him enough attacks)

    I mentioned above how I ran the first mission of an STF with him. That's because he blamed the rest of the team for his constant deaths and quit the TF during the Magus Mu'Drakhan fight in the second mission.

    He claimed that he'd never been defeated before, and I believe it. I checked his badges, and there was not a single damage or debt badge, but there were LOTS of AE badges.

    He also told us how he had 9 other level 50 characters, and none of them had ever died before either. Did I mention how we had to give him detailed directions to Independence Port, and explain that the missions were NOT in the AE building?

    And yes, this was shortly after issue 14 went live, how'd you guess?

    The really sad thing is: The guy had 15 months worth of vet badges too.
  13. Quote:
    Originally Posted by OutaControl View Post
    Regen blows... and it can't be made to not so.
    This....is incorrect. You can make Regen beastly if you build it right.

    But, if you hate it that much, go ahead and delete it. I've been playing a Claws/Regen for 5 years now and it's still my main and favorite character, but maybe it's just not for you.

    I can probably guess what you did wrong. You spent all your IO slotting chasing regen bonuses, thinking that you can just heal back any damage done to you without having to click a heal. Bad idea. Regen scrappers need recharge and defense. Every hit that doesn't land is one that doesn't need to be healed back.
  14. You know, at the exchange rat outlined in the OP, it would be entirely possible for some of the dedicated soloers in the game to acquire a Very rare BEFORE a team player could get it.

    Someone who does in on a team will get it in a minimum of 3 weeks. If someone has been consistently playing the same character since i19 was released, it is entirely possible that they may already have the majority of the necessary components required to make it.

    It is not out of the realm of possibility for someone to get it in 2 weeks of solo play.
  15. ClawsandEffect

    MA/Reg

    Quote:
    I changed a few minor things around with your advice. My defenses and resists are low, and I am wondering if I might have put too much emphasis on regen/hit points and sacraficed too much?
    Yes, you put too much emphasis on regen/hit points. Just in glancing over it, you seem to be well over the threshold of perma Dull Pain. If you have the +HP accolades, Dull Pain will cap your HP every time you use it, making all of those +HP bonuses completely redundant.

    You already have plentyo of regen as well. My general rule is: Only slot for more regen when there is nothing else more useful you could gain from those slots. Chances are, you're going to end up with regen bonuses by accident while chasing other stuff, so I wouldn't worry about it too much.

    As far as defense/resists go:

    Defense is a LOT easier to come by on a /Regen, since you only have Resilience and Tough providing resistance.

    My personal preference is to slot /Regen for S/L defense instead of positional. Mostly because the vast majority of defense debuffs in teh game come from swords and machine guns, which are tagged lethal. Regen has no debuff resistance of any kind, so if you slot for melee defense it will disappear in a hurry. (It'll still disappear with S/L defense, but not quite as fast)
  16. Quote:
    Originally Posted by Santorican View Post
    The original intent was to talk about why Scrappers have Taunt auras and the short answer is because they do, if you don't like it, don't pick the power or play the secondary.
    Exactly this.

    If you hate getting agro so much, play a Ninjitsu stalker instead. That way you can use Placate or Smoke Bomb every time something even looks in your direction.

    Scrappers have taunt auras because of overlap between AT roles. Scrappers can serve as light tanks if need be, and the sets that have taunt auras are better at it than the sets that do not.

    If there wasn't meant to be overlap between AT roles, Controllers would not have Defender primaries as their secondaries. And yet they do. And scrappers have taunt auras. Deal with it.
  17. Quote:
    Originally Posted by Santorican View Post
    Using saturated SD and AAo which is pretty regular in my play style I have no problem defeated any group of +2 x8 with DC+SC
    But can you defeat every group with Shield Charge?

    I get that DM/Shield is a powerful combo. I'm not trying to say it isn't.

    My issue (and this holds true with ALL archetypes for me) is when players latch onto something and it becomes viewed as the BEST that AT can offer. Fire/Kin controllers, Stone tanks, Fire/Mental blasters, etc. all have gotten that treatment in the past.

    It happens largely because people find something that a particular powerset combo is very good at, and sweep the things it isn't good at under the rug.

    Yes, a DM/Shield will out-damage my BS/DA by a wide margin, but how well does it handle non-postional psi attacks, or insane to-hit buffs? From what I've seen, in the face of those two things, most DM/Shields will fold like a cheap card table.

    Scrappers are the most well balanced AT as far as various powersets are concerned, and it's a disservice to the AT to imply that one powerset combo is the best and all the others suck in comparison.
  18. Quote:
    Originally Posted by _Elektro_ View Post
    Well Mr.Claws, I have to hand it to you, you came up with a build that is definitely more survivable than mine!

    And aside from the Glad 3+, it isn't impossible to do, just some great choices for slotting. I do however like Shockwave as an attack, but I guess you can't have it all.

    Mine is slightly higher in resits, and you have me by about 6% on S/L defense, which is a lot. (Taking the Glad out of the mix since I'm pretty certain I'll never own one. )

    Thanks for posting that. I'm not sure if I'll make the move. I confess I shelved the poor bugger for now... but I may have to pull him off the shelf now! Thanks again.
    I've had that build laying around for a while. I came up with it when someone wanted to know if you could softcap Willpower on a scrapper. I wasn't sure you could until I actually sat down and did it.

    It's pretty much exactly what I plan on doing with my Claws/WP brute, which should end up pretty much identical, but more survivable due to the higher HP a brute will have.
  19. Okay, aside from the fact that the suggestion is a bad one, why would the city hold the heroes they licensed financially responsible for damages caused by us doing our job.

    We are no more or less than police officers, as in, we have the same powers and perks as a police officer in Paragon City. If a police officer gets into an accident while in a high speed chase, the city doesn't take the damages out of his paycheck, the city pays for it because it occurred while he was performing the duty his job requires of him.
  20. Quote:
    Originally Posted by _Elektro_ View Post
    Well the other advantage I would point out that I did actually mention above (and one of my main attractions to the combo) is that if you combine the hard hitting nature of Broadsword, and add the lovely damage bonus of Against All Odds, it could be (I'm guessing) VERY hard hitting.

    I don't know if it can damage as much as DM/Shield though because DM has Soul Drain. I monitor my damage numbers as I play, and the DM/Shield will hit some ridiculous high numbers in there.

    My DM/Shield is about 5% above softcap on positional defense. So I wouldn't really make a decision based on that aspect of Broadsword. In fact, I kind of understand why one person pointed out it would slow your DPS quite a bit if you did lean on Parry that much.
    Broadsword/Shield's damage levels will stay fairly consistent, while DM/Shield will have some highs and lows.

    I'm still confused by why everyone holds DPS as being more important than anything else. 2 scrappers will both kill things effectively, does it really matter that one did it 3 seconds faster than the other?

    I like optimizing my characters, but not to the point that I'm willing to rebuild it from scratch to gain 5 DPS.

    My only real complaint with Shield Defense other than low level squishiness, is the fact that I don't like how a lot of powersets look with it.

    DM/Shield in particular, is good at single target DPS, and not a whole lot else. Shield Charge doesn't really add enough AoE to raise DM's AoE from "mediocre" to "good" since it recharges so slow.

    I suppose what I'm getting at is maybe you should play what you like and not worry so much about which one is "better", because "better" is a completely subjective term. What is better for one person's playstyle may not be better for another's.
  21. Here's the build I said I'd post. A little late, but better than never.

    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: Soul 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%(48)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
    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), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    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:Enzym(50)
    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: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(48)
    Level 44: Dark Blast -- Empty(A)
    Level 47: Shadow Meld -- HO:Membr(A)
    Level 49: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    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 -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(45)
  22. Another thing worth noting.

    You should compare sets from 1-50, not just how they perform once they are AT 50.

    There are a number of sets that trade top end performance for a smooth leveling process, and vice-versa. For example, I found that shield defense was way too squishy for my taste in the early levels, so the only one I have is BS/SD. Well, that and I don't like the way the rest of the sets look with Shield.

    Quote:
    I am not sure you understood me right. What I said is that DM/SD actually has synergy, while BS/SD does not, once you're IO'd out.
    But what if I'd rather use IOs to add things other than defense? Broadsword is more flexible in that regard than the other sets. I can use a lot of Mako's Bite and Scirocco's Dervish to softcap to Ranged and AoE, and use Parry for melee defense so I don't have to take things like Maneuvers in order to softcap.

    I would still get melee defense up to 30% so I can softcap with one Parry, and that's a lot easier to do than getting 45% to all 3 positions without Parry.

    My theory on Parry is: If I'm in melee with something, I can hit it with Parry and have melee defense. And if I'm NOT in melee with anything, why do I need melee defense in the first place?
  23. Quote:
    Originally Posted by Vanden View Post
    Sure those sets need enemies in melee for those powers to work best, but you're a Scrapper; you're going to close in melee with them. They don't need to be attacking you to get that benefit, and besides, an enemy who isn't attacking you is an enemy you don't need defenses against.
    So what do you do with an enemy group like Council or Nemesis that likes to stand back and shoot at you?

    Since they are reluctant to move without prompting, you will end up fighting one at a time, and none of those powers that need enemies in melee range will be nearly as good as when there is a whole group clustered around you.

    Part of the functionality of those powers is so that when you are on a team you can keep things in melee range of you to benefit from. An Invulnerability scrapper who is not softcapped would have a hell of a time keeping his defenses up if Invincibility did not taunt. If it didn't taunt, things would go rushing off to squash the fire blaster who just lit them on fire, taking your defense with them.

    To put it simply: The powers available to scrappers that have taunt components have them for a valid reason. That reason is so the powers will actually work the way they are designed to.
  24. I'll still take my Broadsword/Dark Armor over all of them.
  25. Quote:
    Originally Posted by Nihilii View Post
    Scrappers of all secondaries can do MoITF, and many Shield scrappers have done so.
    But did they do it solo?

    I know a lot of scrappers have done it on teams, but how many have soloed it?

    There was only one that I know of, done by Iggy Kamakaze. Unless others have done it since then and I just didn't hear about it.