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Okay, Mr. OP.
Say, for sake of argument, that they DID do something so the "skilled" players got Incarnate stuff, and the "unworthy" ones got squat.
If it turns out that YOU are one of the "unworthy" players, are you still going to think it's such a good idea?
My money is on "No". -
It can be a great power, or a horrible one, depending on the circumstances of it being used.
If the group is sufficently agroed or locked down, it's an awesome power. If you are solo and need a break in the action to heal, it's a great power.
If you use it on enemies that are sleeping, it's a horrible power. If you drop it on top of a Willpower tank you very well may get him killed, since the mobs will most likely run out of RttC and drop his regen.
I wouldn't kick someone for using a power once. However, if they used a power unwisely and it made things harder for the team, and persisted in doing so after being asked (politely) not to do that, I would probably kick them then. -
See, you threw me off, because the word Tow could be pronounced either "toe" OR "tau". And knowing that you are from Eastern Europe led me to believe that it was very possible you would pronounce a common word differently than I would.
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Quote:Pull him out of the room he spawns in back into the cave.Yes, it's Justice and it is currently dead quite, just after midnight local time.
Luv the way any discussion here degenerates into slagging off at the poster.
btw tried the suggestion of killing the clones, didn't help he just spawned more :-(. I have completed this sucessfully in a team but solo with 3 different blasters no way.
and to rub salt in you can't auto complete the mission.
His clones will NOT follow him, and once he gets out of the room he loses the regen bonus they give him. Did that on a scrapper and he dropped in less than a minute, should be nearly as easy on a blaster.
The funny thing is: You already ARE playing on the server that has the most Aussies on it. Justice has been the unofficial Aussie/Kiwi server for several years now. Try joining some of the global channels that cater specifically to Oceanic players and you should have a lot less trouble finding teams.
Just because something takes longer to do while solo than it does while teamed is not a case of bad game design. It's actually GOOD game design that an MMO should encourage people to team up to do things. If you got stuff just as fast or faster while soloing, there would be little incentive for anyone to team at all. -
I had the Samuel right. I always thought the Tow was pronounced like what you do when you need to move a broken down car. Like you'd say "toe"
Mine is pretty easy: Claws and Effect. It actually is pronounced pretty much exactly how it's spelled. -
Quote:LOL, you're funny.Incarnate System: an insult to skilled players
1. Using the RNG (Random Number Generator) to distribute Incarnate Shards puts them in the hands of undeserving players and can deny the shards to worthy players. Randomness should not be used to determine who obtains Incarnate boosts but should be rewarded to those who succesfully demonstrate mastery of their individual skills.
Individual players need to have their skills tested before being rewarded with something as important as an Incarnate Shard. Using the same type RNG system as is used to determine the pick of real world lottery and slot machine numbers is an insult to the Incarnate System and the Incarnate characters. Skill, not luck, should determine who becomes an Incarnate.
2. I am concerned about the lazy programming that we seem to be heading towards with the future of the Incarnate System. Indications are that the future holds nothing but Raids involving many players. This means that the programming staff only need to create a couple of new TF's for each Incarnate slot release and throw them out to the user base while letting the RNG determine who gets the good stuff and who doesn't. Skilled players not required.
Look at the new content for Incarnates in issue 19. Two new difficult TF's...and that's it. Let the grind begin as these two TF's (and the others that give Incarnate rewards) are farmed over and over again by every type of PUG that can be assembled. Surely, the programming staff and management of this game can do better than that to weed out those deserving to be Incarnates from those not so worthy.
3. The Incarnate System should be totally skill based throughout. There are multiple ways this could be implemented but I will suggest two:
a. Create a huge arc wtih Ramiel as the primary contact where the rewards at the end of each mission is a Shard and the reward at the end of the arc is a Component. Each mission would fit with the Incarnate lore and would reveal more as the arc progresses. Missions could be done in teams or individually with equal rewards for a successful (not auto) completion. Arc could be repeated via Ourobouros.
b. Create a large, related series of Shard missions that are offered randomly to level 50 players who have opened the Alpha slot. A similar system is already in game offering TIP missions and a Shard Mission system could be derived from that programming. Yes, it would take a lot of work to create quality missions but this game deserves to have that work done so that individual players have a fair chance to demonstrate their skills to the esteemed Incarnates like Statesman and Lord Recluse.
4. RNG based rewards inevitably leads to incessant grinding which, most players will acknowledge, is the bane of any MMO game. Skilled players want content and massive amounts of meaningful content that provides them with a story line they can follow and be rewarded accordingly at the end for their diligence in completing it. Unskilled players just want the rewards without the thoughtful work and those players should not be Incarnates.
5. The Incarnate System could and should be much more individually testing that what it is and seems to be headed for in future releases. As it is now, the laziest, most unskilled players can join a TF PUG and be rewarded richly while more highly skilled players receive far fewer rewards (or none at all). In the lore of comic super heroes, the lesser skilled pretenders fail while the more highly skilled ones succeed. Allowing the RNG to determine who moves forward and who lags behind runs counter to everthing super hero lore is based upon.
Summary: Even with the first inteeration of the Incarnate System, the players deserve better and more than what has been done to this point. Allowing the RNG to control the system is an insult to the player base and to the Incarnate characters and lore. Change the thinking soon or risk the system crashing into disuse due its denial of skilled players the challenges and rewards they so richly deserve.
Oh......wait......you're serious?!
BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!
So, you are more deserving of these rewards than other players because you're more "skilled"?
I have, in all seriousness, never seen such a display of self-entitled, unbridled ARROGANCE in my entire life. If you had said those exact words to me in real life, I would have been fighting the urge to slap you on general principle.
I didn't think it was possible for someone to have a sense of self entitlement that huge, complete contempt for "lesser" people, ridiculous levels of elitism, and an attitude that purely selfish combined into one personality.
Congratulations on the dubious honor of having proved me wrong.
And Bad Influence, your "idea" that when a shard drops everyone gets one, would just reward the door sitters even more than the random number generator already does. Seriously, if everyone got a shard when one dropped, the guy who has done nothing but stand at the doorway to the mission, would get 10-12 in one mission without taking a single step. How fair is THAT? -
I have 6 50s. They will probably all get at least the Alpha slot, but I doubt I will get all 10 slots on all of them, simply because that is going to be a lot of work, and I don't have that much time to spend on it.
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Quote:So, in all this discussion about how unfair it is that support ATs have to depend on melee ATs, your suggestion to alleviate my frustration playing melee characters in support-heavy teams is to behave exactly like every bad scrapper anyone has ever complained about on a team? I mean, the most common complaint about bad scrappers is that they constantly run ahead of the team and agro stuff the team is not ready to fight yet. But you're saying that that is exactly what I should do.You aren't far enough ahead. No matter how fast those support guys go, they still take non-zero time to kill stuff. After 1-2 AoEs drop (or even an AoE control) go prime the next pack. Make use of those ungodly defenses your AT has to prepare the next group for melting.
Pick up super speed or just ninja run or something. As a benefit of being ahead of them you get to use your AoEs too!
In short, go faster and stop lolly-gagging around trying to get super insane damage on the boss that will already be dead by the time your power animates.
That doesn't seem very fair to those support ATs that are so dependent on my melee character, does it?
Oh wait, I already covered that, they're NOT dependent on me. If your support characters can handle that spawn just fine without me, it kind of shoots the whole "they need melee to survive" argument in the foot, doesn't it?
Support ATs have been given multiple tools to deal with mez, between preventing it, removing it, and avoiding it. But that isn't good enough. In order for you to feel it is balanced, support ATs need to have passive protection from it.
I look at it this way: Melee ATs, for the most part, cannot mez their opponents reliably, and definitely not at range. Thus they cannot be mezzed. Support ATs, for the most part, CAN mez their opponents reliably, and at range. Thus they can be mezzed in return.
Anything our ATs can do to their opponents, their opponents can do right back. I'd call that both fair and balanced. But what you're asking for is to not only be able to reliably mez your opponents, but to be protected from any mez that might slip through. That is still like saying that because melee ATs can attack in melee range, their opponents should not be able to attack them back in melee range.
And if you want to say "But, we're superheroes!", flip through a comic book sometime, I'm sure you'll see a number of instances where a superhero gets mezzed. They aren't a hero because they can ignore mez effects, they are a hero because they succeed in spite of them. -
Quote:Wrong.
Regardless of this tangent, I was only responding to your feeling of being useless on high support teams. You didn't really attempt to make use of your defenses to prime the next set of mobs. A controller can certainly make an alpha not happen. But the cost of this is now the mob group is locked in place and not in the best AoE position.
Enough support ATs on a team can and will kill that entire spawn before a melee AT even reaches it.
I was on a team with 2 Fire/Something controllers, 2 defenders, and 3 blasters. Do you really think I had much of a chance to even attack before the spawn was destroyed and the team was moving on to the next? Not really, I went off on my own into another room because I got tired of using Head Splitter on dead enemies. While I was hitting ONE enemy, the entire group was down and the rest of the team was in the next mob already. I was completely and utterly useless on that team. I think I managed to kill maybe half a dozen enemies the entire mission, and I ended up quitting the team and soloing because I was frustrated with my inability to even attack, let alone kill anything.
Ironblade is right, incidentally. If you have enough support ATs on a team, killing them where they stand is much faster than trying to move them where you want them.
Look up what the Repeat Offenders' Green Machine all-Empathy teams can do. It's pretty sick, and usually made up of nothing but Defenders.
You keep saying that melee ATs are vital to an efficient team, and that is provably dead wrong. If you don't believe me, I'll post a Green Machine Empathy build and explain how it works. -
Quote:And a well played Controller can ensure that the alpha strike you're so concerned about never even happens.Melee brings a lot to the team if built and played correctly. Sure all support teams can melt spawns very fast but it is still going to be less effective unless you have a capable melee (anything) that can lead the charge, take the alpha and begin clustering mobs.
You do not need a melee character at all to do this. A Controller and a Blaster can destroy a spawn faster than all but the most tricked out melee. You seem to be saying here that support characters are helpless without a melee character around to babysit them.Quote:You do not need taunt or even a taunt aura to do this, just recognizing when the mob pack is finished and get to the next one.
Here's something for you to try: Tag along with the Repeat Offenders sometime, and see what they do with teams comprised of nothing but support ATs. They run themed teams of all defenders or all controllers, or all characters with a specific powerset (which any AT it is available on is welcome to join), and they absolutely annihilate content. They generally don't invite melee characters, because the melee characters slow them down. I believe they have done Master runs of all the TFs you can do Master runs on, without a single melee AT in sight.
The same can be said of support ATs. A defender or controller that constantly teams doesn't develop the skills to let them solo effectively. The difference being, while a lot of melee players will make an effort to learn how to contribute more on a team, a lot of support players automatically assume they can't solo, so they just start complaining bitterly about how unfair it is. Which is how you get threads like this one here.Quote:Player skill and game mechanics issue pretty much. The game doesn't punish bad melee builds until they get into teams so they go back to soloing where they kill fast. Additionally, they do not develop skills that actually let them be useful on a team. Quite the bad situation to be in.
It is perfectly fair that the ATs that are specifically designed to be team players do not solo as well as those that are designed for it.
Here is the breakdown from most solo oriented to least, for blueside ATs:
Scrapper
Tanker
Blaster
Controller
Defender
Interestingly enough, the breakdown from most team-oriented to least goes:
Defender
Controller
Blaster
Tanker
Scrapper
....the exact opposite order. It is both sensible and fair that the least solo-oriented AT will bring more to a team than the most. And it is also fair that the most solo-oriented AT will bring less to a team.
Unlike a lot of people in this thread, when I play a defender, I understand and accept that it is not going to solo as fast as a scrapper. Defenders don't solo like scrappers because they aren't meant to. -
Quote:I see.A melee at has about the same build solo or teamed and works fine. To give my emp the ability to solo i leave off heal other, fortitude, cm, rez, and ab. That build would get me kicked off a team in a second. To do the things that you refer to defenders doing(gm or av killing) you remove your ability to team. The number of tanks that wont take or use taunt is annoying. Yes, you get to choose your powers and play how you will. just dont expect those buffs you were wanting.
That tricked out defender soloing gm's? 1 stun and he is toast. The offensive debuffs like RI drop and you have to wait for them to recharge while big and ugly is pounding on you. The point is, as long as melee is completely self sufficient, speed ITF's will be an annoying reality. Melee seems to be ok with squishies having challenge but want none of it for themselves.
So, I give an example of something a support AT can do that not a single melee AT can, and just because it lacks mez protection it is invalid?
Sorry, that is complete bull. It can be and HAS been done. Do you think a melee AT succeeds at soloing an AV every single time they try it? Not even close to accurate. From the way everyone here is talking, you'd think a melee AT can do anything they want with zero chance of ever being defeated, and that isn't even CLOSE to true. Anyone attempting to run at x8, or solo an AV will more than likely fail repeatedly before they finally pull it off.
Something you may not realize: A melee AT has to change their build to do different things too. Those AV soloing monster DPS builds? Yeah, they usually aren't that great at running x8, because a lot of them skip AoE attacks in favor of single target DPS. They generally suck on teams too, because AoE rules the roost in teaming situations.
You also chose to completely ignore my point about melee becoming progressively more useless on a team when you start adding more support ATs.
Melee does not bring as much to a team as a support AT does, it is a simple FACT.
A scrapper brings damage, and nothing else. A scrapper can not reliably lock down entire spawns like a controller, and cannot buff their teammates into gods like a defender OR controller. Sure, a tank can soak agro, but support ATs working together can quite easily make that pointless.
This entire argument is based in the idea that support ATs should not only be great on teams, but they should solo at x8 like the most tricked out melee can do. And that is a completely bogus argument.
Support should be able to have their cake and eat it too, while melee remains good at only one thing? No, I don't think so.
When melee brings as much to a teaming situation as a support AT, maybe then we can talk about support soloing better. Until then, no, you don't get to be good at everything. -
Quote:This.You do realize that you ARE asking people what to play, right? You also ARE asking for people's opinions. It's ok. That's what this forum is about. If you didn't want opinions or discussion, why post anything?
I have to agree with the person you responded to. There is no feeling like trying something out and discovering you like it for yourself. There are 14 different basic options out there, and under each category, playstyles vary wildly. Try em out. Try them ALL out, and see what you like.
Asking for a suggestion is, by definition, asking for an opinion. If someone has no opinion on something, why would they suggest anything?
Try a Katana/Regen scrapper. It has pretty good survivability through leveraging Divine Avalanche and your click heals, it will never run out of endurance, and Katana's attacks are visually appealing. And you have to pay attention to what is going on at all times. The steepest part of a /Regen's learning curve is learning not only when to use your click heals, but also when NOT to use them. -
Quote:See, here you go again calling me a hypocrite.The sad problem is that the game inter-dependency between ATs is quite broken, you are very happy with melee's essentially absolute independence, but being rather hypocritical on the other AT's forced dependency.
I have been saying from the beginning of this thread that support ATs are just fine the way they are, not because I feel they should be dependent on a melee AT, but because I have not seen anything to suggest that they actually ARE dependent on a melee AT.
If support ATs were TRULY dependent on melee ATs to survive, it would be flat out impossible to solo one. It is not. Myself, and thousands of other players solo them all the time. If they were completely dependent on melee ATs, as you assert they are, none of us would be able to do that.
Sure, some melee characters can solo on x8, but not every single one with any build. A smaller number of them can solo AVs.
On the reverse side, a number of support ATs can solo AVs as well, many of them can do it even faster than any melee AT. Yes, it requires an expensive build to do, but you don't really believe melee ATs are doing it on SOs, do you?
Additionally, some support ATs can solo Giant Monsters, due to the amount of debuffs a lot of them are packing. I have YET to see a melee character of any AT at all that can make the same verifiable claim.
Do you know WHY Generic Scrapper solos better than Generic Defender? I do, it's because Generic Defender brings more to a team on SOs than Generic Scrapper ever will, even with the most expensive build possible. You want Generic Defender to solo better? You should be campaigning to have Generic Scrapper become more useful to a team. Because it isn't fair to ask for better soloing for support ATs, while they retain the same amount of team support. If support should solo better, melee should bring more to a team.
A team comprised of Defenders, Controllers and Blasters has no need or use for a Tank or Scrapper, and in fact will make either one pretty much redundant. I speak from experience on this. I was the sole melee AT on a team with exactly that composition, and I have never felt more useless on a team before or since. The Controllers locked the spawn down, and the Defender buffed Blasters melted it before I even got close enough to attack ONCE, let alone actually kill something.
So, melee ATs get more ability to solo because the more support ATs you add to a team, the more useless melee gets. -
If you get enough global recharge you can make it permanent, keeping you much closer to (or at) the HP cap.
I know out of Granite you need 55% global recharge and 3 slotted Hasten to make it perma. I do not know how much you need if you stay in Granite form most of the time.
And I concur with the Doctored Wounds slotting. -
Quote:It will stack to give AVs a moderate to-hit debuff. If you are not already softcapped to that AVs damage type it will help quite a bit. If you're already softcapped it gets less useful. It will also stack fears on them, which will slow down their attack rate if you catch them while the purple triangles are down.Touch of fear is single-target, yes? So how effective is it against the targets you'd really want to use it on, like Elites, AVs, etc.? I assume it won't do a whole lot to an AV. When would I want to use it?
Also, Touch of Fear can be slotted with Siphon Insight. That's a to-hit debuff set. The 5 slot bonus is the same amount of Smashing/Lethal defense that Kinetic Combat provides, and you can get all 5 for less than ONE Kinetic Combat. -
Quote:So, force the melee ATs to be absolutely dependent on support to stay alive to force them into being better team players, while you skip your ally buffs because they don't do YOU any good. That makes no sense at all.Problem is, as the game changes and your melee toons get buffed, those sets stay pretty much the same. so when you run your fully capped brute/tank/scrapper through an itf like a wheat thresher, your support gets left behind, dead most likely. The only way to avoid that is to not take ally buffs and take the fighting pool instead. Tanks lately have no idea how to hold agro, I have repeatedly come across tanks that dont know what the agro cap is. I tell tanks that if I have to fight for my life, they get no buffs. I am not a suicide buffer. want sb? keep agro. that simple. so seeing melee get the nerf bat is not that an unpleasant concept for me, many of them are not team players and need to be brought down to where the rest of us live.
edit. you might notice, there are no purple sets for empath powers. just sayin
Bad players are bad players. Making yourself into a bad player because other players are is just idiotic. And if you skip your ally buffs on a team-oriented character, that's exactly what you are doing.
And I don't see what purple sets have to do with anything at all. They don't really contribute much to survivability at all, if they existed for empathy powers they would give you more accuracy and recharge, just like the rest of them. -
Here you go.
It is softcapped to E/N, since Energy is the third most common damage type after smashing and lethal, and you barely resist it at all, getting some defense to it is important.
S/L defense is around 38%, which should be fine since you resist close to 70% of it.
It has decent regeneration, and HP is at 3,210.
Best of all, it's fairly cheap, and shouldn't run out of endurance at any time other than being nailed by a couple sappers at once.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(23), S'fstPrt-ResDam/Def+(34)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/Rchg(43)
Level 2: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Regen/Rcvry+(33)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(43)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(7)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(9)
Level 10: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(31)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
Level 14: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(34), Sciroc-Dmg/Rchg(50)
Level 16: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Rchg+(34)
Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), RechRdx-I(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(31)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36), P'ngS'Fest-Dmg/Rchg(46), P'ngS'Fest-Acc/Dmg(46)
Level 30: Combat Jumping -- Empty(A)
Level 32: Strength of Will -- GA-3defTpProc(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg(48)
Level 49: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(50), Insult-Dsrnt%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run -
Quote:It was changed last year sometime, which you weren't here to see.Weird, I guess that changed a while back, it's been PBAoE for as long as I've been looking.
This does fit with a similar problem I had, where /traps on my MM, caltrops took TAoE, but Mids said it would take PBAoE.
If the OP hadn't respecced his character since before the change he may not have ever noticed it, since they allowed characters who already had them slotted to keep them in order to not break people's slotting. -
Quote:*shrug*Edit: Ah, you were probably responding to the post by Claws and Effect. In that case, you probably should have actually responded to that one. Linearly, your post was below Reverence's. Threaded, your post was in response to Reverence's. So it's easy to assume your response was in regards to the post you responded to. Maybe it was, but maybe it wasn't. If it wasn't, I apologize, and you may just want to be more careful about which post you respond to.
I was just calling it like I saw it.
Seems to me that someone who says something can't be done, and that anyone who claims to have done it is just stroking their ego is probably a little jealous. And I'm also assuming that since he has that stance on it, he has probably never done it himself.
For the record, no one ever said soloing AVs was possible on an SO build. In fact, every thread on the topic is written and responded to with the understanding that soloing AVs with a scrapper is something done by heavily IOed characters, and is not something that should be commonly expected of any given player.
It IS possible to do, that has been proven repeatedly by many players. But, it is NOT something any random scrapper with an SO build is going to go out and do. It requires quite a bit of forethought and build planning, and it isn't successful 100% of the time. I can't even remember how many times I've faceplanted making AV soloing attempts before I finally succeeded at it.
Every AT in the game is capable of AV soloing with the right build, and actually, it is easier to do with an AT that has debuffs available to it. A Rad/Sonic defender that is built for it can solo an AV not only safer, but faster than most scrappers.
This thread here was simply talking about something that scrapper players like to do to test their build and push the limits of what can be done. No one was being negative in the slightest until Pinny came in and posted his derisive comments essentially calling us all liars, and I felt the need to respond to that.
On topic:
I didn't end up trying it with my BS/DA. I was running short on time before work so I left them as EBs and just blasted through it. With as easy as they went down as EBs I'm pretty confident I could have taken them as AVs, but it might have taken a few attempts. -
Quote:I facepalmed at the bolded part. Buying Thunderstrikes with Merits is a HUGE waste of merits. You can seriously get them for under 500k per recipe. I know you can if I'm selling them, I put any Thunderstrike recipe I don't need on the market for 100k flat.There's been a lot of constructive posts here. Try to remain constructive, I'm not going to respond to baiting posts like these last two.
I went and got the Thunderstrike set from the Merit Vendor in the Atlas Wentworth's, but don't have enough merits to get two sets, let alone three.
I had most of the necessary salvage already, and the stuff I needed to buy wasn't terribly expensive. Crafting them myself thus cost a total of about 6 million for the entire set. That stings, but I noticed a difference, even with only one set of them. I can imagine three sets will be very nice indeed.
Just a little update.
You spent probably around 200 merits for something that you could have acquired for less than 5 million for the whole set. -
Quote:I don't even worry about them. If I sit there and go "Man, I wish I could have a purple drop", it will never happen. If I just play the game normally without worrying too much about whetehr I get one or not, my drop rate seems to be one every few weeks. I had a drought of about 6-7 months between purples, and then got two of the same set within 5 minutes of each other.To Clarify my current main Im working on is Ele/SS/Mu and can easyly Tank +4/x8 and kill them thanks to plenty of AoEs and ST attacks.
Killing things in mass is not a issue. Getting a Purple to drop appears to be
RNG hates me.
My Goal isn't to get purples, my rant is just frustation in not getting any after all these toons and time.
To get an idea of exactly how rare they are, try this:
Take 2 10 sided dice, and designate one as the tens column, and one as the ones column. Now, once you have done that, start rolling them and see how long it takes you to roll 01 3 times in a row. That's about what your odds of a purple drop are going to be.
Yes, I am aware that would be a colossal waste of time, it's just an illustration of how rare they really are. I don't know what the actual drop rate is, but my example here should give a vague idea of what the game has to do to give you one.
When you defeat an enemy, it makes a roll to see if you get a recipe from them, then it makes a roll to see whether it is common, uncommon, rare, or ultra rare. I don't know for sure, but I suspect the number it has to roll below for an ultra rare is something like 0.05.
It has to make a series of rolls, and they all have to roll below a particular (very low) number in order to give you a purple recipe. Most of the time it will not, but occasionally someone will have a streak of good luck and it will do it twice in rapid succession. -
Quote:You didn't REALLY think there wasn't going to be a catch to it, didja?Hey guys,
Just wondering if anyone else has noticed this as they are respecing their toons with inherent fitness.
The devs have done a wonderful thing in my opinion, with giving us basically room for 3 extra powers that were used up previously by everyone wanting to add stamina to their builds.
As I have started doing my respecs for my toons, I have found that the number of enhancement slots we currently have seems to be used up rather quickly when I try to slot my toons the exact same way as when they had regular fitness.
Has anyone else noticed this when they do their respecs? I find that for those last 3 powers that I add, I only have like 3-4 enhancement slots total for them
I think it would be nice if we could have an extra 6 slots even, just to be able to have those last 3 powers with 3-4 enhancements in each of them.
That are your thoughts on the subject? Would you like to see some more enhancement slots added now with inherent fitness, or do you guys feel that we have enough now?
Thanks for your responses
We got inherent Fitness, which hundreds (or possibly thousands) of people have been asking for for years. At least one of the devs spoke out against it (Castle, I get the feeling he got overruled on this one). The downside to it is now you have to pick 3 more powers with the same number of slots to go around.
The devs seem to be saying, "Here's that thing you really wanted, now, since we aren't giving you any additional slots, you have to deal with the consequences of getting what you wanted."
A fairly good example of "Be careful what you ask for, you might get it." -
Smashing has a slight advantage.
Most robots are weak to it, while only Carnies and Rularuu Eyeballs are weak to lethal damage. (To my knowledge at least, there may be other things weak to lethal, but I don't know what they are offhand)
The downside to resistances to them is, most enemies that resist one will usually resist the other just as strongly. I haven't noticed one or the other having a distinct advantage, and it doesn't seem to slow me down much even when there is resistance present. -
Quote:Well, you're not just going to be standing there completely immobile with a strict distance of 7 feet either.Which to me doesn't make much sense for Martial Arts lol... Very few peoples arms or legs are 7 feet long
I could easily punch or kick someone standing 7 feet from me, simply because I would be taking a step forward anyway, in order to put more power into it. That step forward would carry me into striking distance within the span of the time it takes to throw a punch or kick. -
Another thing to consider: Rikti Drones ignore stealth, but they still have to be looking at you. If you can get behind them, they won't agro on you because they do not have a 360 degree field of vision.
I have stood directly behind one on my stalker before and it never saw me until it turned around, so the direction it is facing does have an effect.
