ClawsandEffect

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  1. Quote:
    Originally Posted by Bandeeto View Post
    These questions might be better answered in the scrapper forum, but since the issues I'm encountering are on a tanker I'm asking about them here.

    The "real numbers" descriptions of Kinetic Melee claim that Concentrated Strike is a PBAoE. It takes Sciroccos, and has an AoE radius listed. However, having now used it dozens of times in a crowd it *never* hits more than the individual I'm aiming at. Nor are there miss messages on additional targets in the combat chatter. Bugged power? Bugged description? Bugged set acceptance?

    The same in-game power description claims that Focused Burst is a ranged AoE with a listed radius, although it takes ST ranged sets. Again, it seems to hit one and only one individual. Bugged description, bugged power?

    Finally, Power Siphon's description claims that it takes Taunt IO sets, and in fact Mids also has it listed as accepting them. In game I am unable to slot any piece of a taunt IO set. Bugged description? Bugged power?

    I am finding the entire set quite underwhelming, in part because of the issues above, but also because of lackluster damage, high-feeling end usage, and mediocre secondary effects. Unlikely to ever play the set again, but I'd like to get the issues above clarified.

    Thanks!
    As far as why it's not accepting sets it says it does, that's probably a bug.

    Focused Burst is correct in what it accepts, it IS a single target ranged attack.

    Concentrated Strike is a ST attack, Burst is the PBAoE. probably a bug that it is accepting PBAoE sets. As far as I know it shouldn't be.

    The "lackluster damage" you're seeing is because the set is balanced around having and using Power Siphon, much like Super Strength is balanced around Rage. If you aren't using Power Siphon when it is up, the damage probably will be poor. From all reports I've heard, Kinetiec Melee/Shield Defense is in the running for the highest DPS set possible for a scrapper, so it should be comparable as far as tanker sets go.
  2. ClawsandEffect

    Procs in Toggles

    Quote:
    Originally Posted by MechaCrash View Post
    The wording on this leaves me with a question.

    Say I have Force Feedback's chance for +recharge proc in Hurricane. I'm just standing around, so it has no chance to fire. I charge into a pack of five dudes, and oh look it can make checks! But how many does it make? One, because I have any targets? Or five, because I have five targets?
    Should be 5.

    That's why that proc is so popular to put in Foot Stomp, because it will check for every enemy you have in range of the power.

    The Theft of Essence proc works the same way if you put it in Dark Regeneration.
  3. In the case of Maruader, I believe he can stack stuns pretty quickly if his attacks all land. Work on getting more defense so he hits you less frequently and you should be in better shape.
  4. You need Unyielding if you don't have it. That's Invuln's mez protection. If you're getting stunned through Unyielding, then I don't know what to tell you, neither one of them should be able to break through it.
  5. Quote:
    Originally Posted by TonyV View Post
    I'd much rather have people around that I have occasional squabbles with when it means that there are also people around that I talk to who are simply brilliant, people who become good long-time friends.
    A lot of the time, the people you squabble with and the people who become long time friends are the same people.

    Myself and a good friend of mine argue incessantly, but we both know that disagreeing doesn't mean we dislike each other, and at the end of the day either one of us would take a bullet for the other.
  6. Quote:
    Originally Posted by slainsteel View Post
    @ClawsAndEffect: Any suggestions on the WP build? Also, same question, any experiences (yours or others) with going against some super-AV's with a WP versus stone?
    Check out my replies to this thread, and the builds contained therein. Should answer your questions pretty well:

    http://boards.cityofheroes.com/showthread.php?t=245293

    As far as AV survivability? A WP tank built for offense should be able to solo one with the right secondary. You probably won't be doing it with Electric, but Dark Melee and Dual Blades should be able to. (Note: It will NOT be a short fight, a tank can just barely beat an AV's regen by leveraging Bruising, you'll be hitting each other for a while)
  7. ClawsandEffect

    Exemping Rules??

    Quote:
    Originally Posted by Donna_ View Post
    Ok so I hate exemping, and I NEVER ever! do it, how ever I am finding certain accolades such as TFC means I pretty much have to put up with it for a while, So knowing nothing about that system can someone tell me the rules? What IO's work, what sets you get, do you get the whole % benefit or is that just lvl 50 ones?? Oh and what powers can be used at what lvl ? Do the rules ever waver, like in PvP (SC) or AE building for example...


    Thanks for any replies, sorry for being ignorant about this part of the game.
    This is based on memory, so it may not be completely accurate.

    You only get set bonuses for sets that are no more than 3 levels above your exemped level. But I believe you get the benefit of all the slots in the powers you have available. They may be reduced in effectiveness if you exemp to low levels, someone else will have o confirm that one as I don't remember for sure.

    Numina's and Miracle uniques will work at any level as long as you have access to the power they are slotted in. LotGs you must be no more than 3 levels below (hence why the level 25s are so popular). I don't recall the availability of every single IO, but as a general rule the uniques will function normally.

    You have access to powers up to 5 levels above your exemped level. So, if you exemp to level 20 you will have access to the powers you picked at 22 and 24. That was huge for the people running Positron, because it meant that you got to keep Stamina for it. Of course that will be a non-issue soon anyway.

    PvP IOs also work at any level I believe.

    Hope that helps a little bit.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm not entirely against the possibility of a compromise.

    I wouldn't have a problem with, for example, increasing the hold protection in Acrobatics from Mag 2 to Mag 3. It's already there, so increasing the amount of protection by 1 wouldn't be a big deal.

    I also wouldn't have a problem with increasing the amount of mez resistance IOs grant you to an amount actually worth slotting for. Currently, the 1-2% resistance you can get out of them isn't even worth the slots you spend on it. Increasing that to 5-6% for the majority and maybe 10-15% for the exceptionally rare ones shouldn't unbalance anything, and might make things a little easier for those who choose to play support characters.

    I still don't think support characters should be given passive protection from everything, but there IS room for compromise.
    Quote:
    Originally Posted by Savos View Post
    Still keep mixing up terms. Protection is not what I want. Some reasonable way to create resist is, hence why I attempted to slot this IO but was sorely disappointed.

    Support with protection is just stupid. As is melee with guaranteed unbreakable protection.
    You fail at reading comprehension.

    Read the bolded part again.

    Also, melee does NOT have "guaranteed unbreakable protection". There are dozens of situations where melee characters can and will be mezzed throughout the game.

    There have been a number of examples given, here's one more: Try fighting 8 or 9 Tsoo Green Ink Men at once and see if your melee character doesn't get the crap stunned out of him. And yes, you can find them in those numbers even when you're not running at x8, they spawn in huge groups in Talos Island. A support AT character with Hover can kill them off in relative safety, because they have no ranged mezzes. They have melee stuns that will stack high enough to break through mez protection after the first volley, and then they will KEEP stacking them. If your melee character doesn't have a breakfree he is dead, because you can't kill them fast enough to stop the stuns from stacking.
  9. A softcapped Willpower tank can achieve ridiculous levels of survivability as well, and it isn't that hard to do.

    While it won't have the same resistances as a Stone tank, it also won't have the glaring Psi hole that a perma-Granite tank will have to deal with. And when something DOES get through, your insane amounts of regen will make it so you will barely notice you've been hit, because you won't see your HP bar go down unless you are actively watching it.

    Also, out of the two, Willpower/Electric will do more damage, due to not having the -recharge debuff that Granite gives you.

    Downside is Willpower has a weak taunt aura, so you will need to put at least one taunt IO in RttC and actively use Taunt in order to hold agro well.

    My vote is Willpower, but there are pluses and minuses to both builds.
  10. Quote:
    Originally Posted by Wiccania View Post

    Guys, I think the end of the world is here. Je_saist didn't make any claims or give any advice that is obviously and demonstrably wrong.
    You know, I didn't really even notice, but you're right. Je_saist's post was actually somewhat reasonable for a change. I don't necessarily agree with all of it, but there was nothing actually incorrect in it this time.

    Smoke Flash and Caltrops would have to go if ported to scrappers. Smoke Flash would have to go if ported to brutes. And I really don't see it ever getting ported to tanks at all, for much the same reason stalkers didn't get shields: Thematic inconsistency.

    The AT that is designed to piss things off while being very visible probably won't be getting a set that works best when stealthed. Dark Armor is a bit odd in that regard, bit Cloak of Darkness doesn't seem to affect agro generation much at all.

    Personally, I'd like to see stalkers keep the set as exclusively theirs, but it could be workable on other ATs. Actually I'd like to see every AT have a set that is exclusively theirs, but I doubt that is going to happen at this point, since so many sets have been proliferated already.
  11. Quote:
    Originally Posted by Crimson_Knight View Post
    I am about to respec my tank and place the Shield Wall Res Teleport/+3% def in my build. I already have the Steadfast Protection Res/+3% defense in the build. Can I have both of these uniques in the same build or is it not allowed?
    The only thing them being unique won't allow is having more than one of a given unique. You can have as many different uniques as you like and there won't be a problem.

    So you can have a Gladiator's Armor +3% defense and a Steadfast Protection +3% defense, but you can't have 2 Steadfast Protection +3% defense.
  12. One huge problem with your updated build: No Moment of Glory.

    Drop Assault, and take Tactics at 35. You're a scrapper, you shouldn't need Assault to deal good damage.

    Take a few slots from Tactics and put 3 slots in MoG (LotG +Recharge, LotG Def/Rech, 2 generic Recharge) Replace the Adjusted Targeting in Tactics with 2 Rectified Reticle and maybe a generic EndRed. Doing that gives you a net gain of 2.5% recharge, some more S/L defense, and you get one of regen's best powers. (MoG lets you do the one thing regen isn't good at without it: Take Alpha strikes. It caps defense and resistance for 15 seconds, with no crash. You want it, and you want it recharging as fast as possible)

    Find a slot to put in Hasten, if you have it 3 slotted with level 50 recharge IOs you should be under the threshold for perma Dull Pain, but Hasten needs another slot to get there.
  13. ClawsandEffect

    Build Advice

    Sorry I didn't get a chance to post a build. The explanation can be found in my sig

    Looks like you have everything well in hand though. I don't see anything I would be especially concerned about changing in your last build.
  14. Why no Frozen Aura?

    It deals the same base damage as Foot Stomp now you know.

    Also, the Regenerative Tissue unique is not good in Earth's Embrace. You only get the bonus for two minutes after you click the power. It would be better placed in Health.
  15. ClawsandEffect

    Dark/SS

    Quote:
    Originally Posted by Adaptionist View Post

    Actually struggled a little with arachnos tip mission at +2/8 (two deaths). Cascade failure on defence. Is this to be expected?
    Yes, it is to be expected. You've stumbled on a defense-built Dark Armor's biggest weak point: It has no defense debuff resistance, so if you start getting debuffed, you are probably going to keep getting debuffed. Most of the time it isn't a big deal if you're softcapped, but if a couple machine gunners get lucky at the same time you're probably going to lose defense rapidly.

    Fortunately, Dark Armor also has good resistances and the best self heal power in the game, so losing defense isn't as deadly to them as it could be.
  16. ClawsandEffect

    Build Advice

    Quote:
    Originally Posted by Shadidio View Post
    That's great to know. I had heard fire/cold were rare but didn't realize that energy and negative should be a concern.
    Think about the sheer number of Electric attacks you encounter in the game. Clockwork, Freakshow, Arachnos Mu. Electric attacks are pure energy damage, and they are everywhere. Energy is the third most common damage type (behind Smashing and Lethal), and there are a LOT of attacks that don't have another component to defend against.



    Quote:
    I'll check it out. I know my HP bonuses are harder to get due to the rule of 5 but the regen/defense/end would be fantastic! And if I haven't hit 5 10% bonuses that's just icing on the cake.
    I absolutely LOVE that combination for builds that are chasing typed defense.




    Quote:
    Confused by this one (still learning some of the powers) but I'm sure once I have mids in front of me it will make more sense. Resurgence was a filler for the most part so replacing it wouldn't hurt the build in anyway.
    Strength of Will is your Willpower tier 9. It is completely unaffected by any recharge bonuses of any kind. You could have 5000% recharge and it won't come back one second faster. It also boosts your resistance by a large amount. Since it is unaffected by recharge, it does not crash your entire end bar when it wears off like most tier 9s in resistance/defense sets. If Resurgance was just a placeholder I definitely recommend picking up Strength of Will instead. It's a great place to put things like the Steadfast Res/Def because it doesn't really need any extra slots at all. Also, it is always better to take a power that will help keep you alive than take a power that anticipates death.


    Quote:
    Already hitting the rule of 5 for Numina's max HP bonus =( Not too concerned with fire/cold defense capping. I'll check it out though and see what slots I can commit to it.
    In that case, slot 2 Numina's, a generic Heal IO, and 3 Reactive Armor (gives you more E/N defense)



    Quote:
    I'll need to see if there are slots free for this but it's a solid idea.
    If you follow all of my advice you should have 3 slots free.




    Quote:
    I never even realized that the +END would work in an auto power! This is great news!
    Yep, a Willpower brute can actually slot FOUR of them.



    Quote:
    Good call!
    If you're already over the cap for S/L defense, the Rectified Reticle and Mocking Beratement slotting will make up for the S/L defense you're losing by swapping out the Obliteration for Eradication. Also, if I remember the set bonuses correctly, you are getting 2 1.88% max HP bonuses from Obliteration as well, swapping them out will free up room to slot Numina's in High Pain Tolerance.




    Quote:
    Absolutely amazing advice. I really appreciate you taking the time to help me out.
    No problem at all. Ironically, I don't actually have a high level Willpower character myself, I just know the set bonuses that work well with it. (My highest is a level 35 Elec/WP brute)

    Maybe I should actually build one sometime.

    PS, if I get a chance I'll post a build that illustrates what I'm talking about better. I should be able to adjust the one you have here without even having to swap any powers around.
  17. ClawsandEffect

    Build Advice

    You can softcap this character pretty easily to Smashing/Lethal/Energy/Negative, but the way you are slotted isn't going to do it I don't think (I'm at work so I can't access Mids at the moment)

    Fire and Cold damage are less common than Energy and Negative, and the vast majority of Cold attacks have a Smashing or Lethal component (meaning your S/L defense will defend against them as well)

    I recommend slotting your PBAoE powers with 4xEradication and 2xScirocco's Dervish. Doing that nets you: 1.8% more endurance, 3.75% E/N defense, 2.25% max HP (really important for a WP tank), and another 10% regen from Scirocco's.

    You have the right idea with the Kinetic Combats in your single target attacks, but I would replace the Aegis you have in some of your powers with Reactive Armor (and drop the 5th one from Tough and put your Steadfast Res/Def there instead). Alternately you could replace Resurgance with Strength of Will and put the Steadfast Res/Def there instead. (that's actually the route I'd go)

    You also have the right idea with slotting Numina's where you can. I would do the same with High Pain Tolerance (you can slot 3 Numina's for the Regen/max HP bonus, and 3 Aegis for the F/C defense)

    Slot Taunt with 4xMocking Beratement. Willpower has a Weak Taunt aura so you'll want to add some duration to your Taunt, and Mocking Beratement gives you 2.5% to S/L defense.

    Pull the Performance Shifter ENdMod/Acc/Rech and Acc/Rech out of Quick Recovery and put in a Performance Shifter Chance for +End. Put a Chance for +end in Physical Perfection as well. (they are not uniques, so you can put in as many as you have powers that will take them, I'd put one in Stamina too when it becomes inherent) They check to give you a flat 10 endurance back every 10 seconds when put in a passive power, which is unaffected by recovery debuffs.

    Replace the LotG Def/EndRed in Combat Jumping with a Kismet +6% Accuracy (it's name is misleading, it is actually a to-hit buff, which is much better than accuracy)

    Replace the GSFC in Build Up with a 2xRectified Reticle and a generic recharge IO, gives you another 1.88% S/L defense.

    That's about all that jumps out at me, hope it helps.
  18. I'm not entirely against the possibility of a compromise.

    I wouldn't have a problem with, for example, increasing the hold protection in Acrobatics from Mag 2 to Mag 3. It's already there, so increasing the amount of protection by 1 wouldn't be a big deal.

    I also wouldn't have a problem with increasing the amount of mez resistance IOs grant you to an amount actually worth slotting for. Currently, the 1-2% resistance you can get out of them isn't even worth the slots you spend on it. Increasing that to 5-6% for the majority and maybe 10-15% for the exceptionally rare ones shouldn't unbalance anything, and might make things a little easier for those who choose to play support characters.

    I still don't think support characters should be given passive protection from everything, but there IS room for compromise.
  19. Quote:
    Originally Posted by Savos View Post
    Quite stupid. Even if you could self target, all those support ATs would still solo slower and less efficiently compared to melee. Even with Empathy and Adrenaline Boost.

    They don't have the damage to back it up, but they can take a hit or two.

    And you also include a whole lot of potential technical issues that have no point. Those concerns have no validity in discussion of whether or not it is a good idea to try.
    So, you say that technical issues are irrelevant?

    The fact that it very well may be IMPOSSIBLE TO DO WITH THE GAME ENGINE is extremely relevant.

    If it cannot be done by any means, what point is there in even trying? Unless you'd rather they try it anyway and end up wasting everyone's time.

    I'm not a programmer, and I don't know much about the coding of this game. But, if you can't target yourself to do ANYTHING, don't you think that maybe, just MAYBE there's a reason for it? The reason is probably that if you COULD target yourself, it would break the entire combat system in bad ways, and they decided that not allowing self-targeting would be preferable to wading through all that coding trying to fix the latest thing that got broken this week because of it.

    No, my technical reasons very much have a point. If they tried allowing it and it broke the entire combat system, would you be happy with not being able to play at all until they fixed it? I wouldn't.

    Or are you convinced that you can't target yourself just as a means of screwing over support ATs?
  20. Quote:
    Originally Posted by Largo View Post
    OK I just found out through slotting it, that Kismet: +6% Acc is useless to me slotted in invisibility because even though it says it grants a bonus for 120 seconds it doesn't, it shuts off as soon as I un-toggle the power, and can actually attack something.

    My question is: if I move this unique to Grant Invisibility, will it still give me the 6% bonus? Or will it give the bonus to the person Im casting it on?
    You put that IO in one of the 2 WORST places to put it. Invisibility and Personal Force Field will both preventing you from attacking, but they both need to be toggled on to get the bonus.

    Yes, you will get the 6% bonus in Grant Invis, because it is a click power. However, I recommend putting it in Combat Jumping or Hover, something you will constantly be running while in combat, that way you always have the bonus and aren't so dependanat on having a teammate around to let you get the buff from having it in an ally-only click power.

    Quote:
    I currently have a Karma: +KB resist in Grant Invis, and it gives me just enough resistance for my rad/MM blaster, If I move it to invisibility, will it not give me the +KB resistance when Im not invisible?
    Now, this is a different case. If I recall correctly, you will have the KB protection as long as you are within 3 levels of the IO (lower that is, it doesn't matter how much higher you are). I don't believe it matters if you have access to the power it's in. Or it could be the other way around and you have it as long as you have access to the power and the level doesn't matter ( I can never keep those straight)
  21. Regen wants recharge before defense, so you can get your heals back faster.

    I'd 5 slot all your heals with Doctored Wounds, and I think you already have 2 Obliteration sets on there.

    I would definitely NOT slot Reconstruction with Reactive Armor.

    I say this for the following reason: Regen has ZERO defense debuff resistance. Now, defense debuffs are extremely common in the game, anything with a machine gun will apply them. So, if you focus all yourslotting toward hitting the softcap to S/L you are not going to have anything left over for your heals and recharge bonuses. If you start getting debuffed, you are very likely to KEEP getting debuffed. Your defense will disappear quickly, and if you short-slotted all your heals to get there you're going to be in a bad spot.

    Just food for thought. My Claws/Regen has about 30% S/L defense and still manages to keep my heals slotted well, and I have perma-Dull Pain potential (you only need 55% global recharge + 3 slotted Hasten to get there) He's very survivable, and I didn't compromise what Regen is good at to get more defense.

    Oh yeah, you also REALLY want Integration before level 28. If you exemp to run Positron or Synapse you will lose your mez protection. I'd take it as soon as it's available.
  22. Quote:
    Originally Posted by Savos View Post
    Power Pool, (same) Power Pool, and a different Power Pool. Everyone takes Stamina so Health is a given, but Super Jump is now forced and doesn't even provide all around protection or resistance. Melee get those for just picking (any?) APP/PPP assuming they want or need them.
    The Hold and KB protection in Acrobatics is there if you want it, but you do not have to take it.

    Similarly,the mez and ranged attacks are in an APP if a melee character wants to take them, but they do not have to.

    Nothing is forced on anyone.

    Point of the matter is, the devs presented support ATs with a problem. Then they gave them a few tools they can use to solve that problem. Instead of USING those tools to solve the problem, some people decided that it was more logical to bitterly complain that the problem exists in the first place.

    If you choose not to use any of the means you have been offered to protect yourself from mez, it is not a flaw in the game. The devs are NOT required to fix your problem for you, especially when they have given you the means to fix it yourself.
  23. ClawsandEffect

    A god with a gun

    Quote:
    Originally Posted by Ironik View Post

    Before... could your cyborg do what he does because of Technology? Yes.
    After... can your cyborg do what he does because of Technology? No. He does it because of magic. Ergo, his Origin has changed. He has changed on a fundamental level.
    I don't see how gaining some magic mojo would change how my cyborg sticks an energy claw in someone's spleen.

    It's very simple: He extends an arm with an energy claw on the end of it in a violent motion. How exactly does the addition of magic change how that happens? Does teh technology simply stop working? Does he become paralayzed? How does that magic have anything to do with his ability to stab someone?

    Sure, he might be able to do other stuff now that he has some magic, but he was not changed into a magical being because of it. If I could stab someone via technology before, I can still stab them via technology after. Whether there is magic or not, my original abilities remain the same.

    By your logic, if I gained magic and then lost it, my technology would cease to function. I disagree on a massive level with that. Adding magic doesn't change what you could do without it. It simply adds new things.
  24. I never just give someone a build because they said "I need a build for X to do Y"

    If I see a thread that starts out like that, I'll give them some basic advice on how to go about building the character themselves and be on my way.

    I'll usually reply in my first post with a request to give me more of an idea what they want the character to do, and a suggestion to post their own so people reading it have an idea what they have in mind. If such information is not forthcoming, I ignore it and again move on.

    I will happily give any advice I may have about a given powerset combo, but I don't like being asked to do all the work for them.
  25. Quote:
    Originally Posted by angelbound View Post
    Thank you electric knight you just proved my point the expansion as of right now is not worth 40 dollars, later when they add more it will be but in my opinion that is a little greedy.

    I am sorry if you do not like my opinion but that is my opinion regardless, if you have 40 dollars to spare good for you, I for one could go out and buy dragon age for 30 dollars or something and would be busy until I felt going rogue was worth the price.

    Anyways thanks for the help all.

    And what is this about other power sets? There are only 2 power sets with the expansion.
    So, $40 isn't worth it to you to be able to play any part of the game with any character, which you cannot do without the expansion. Sure, you can buy Dragon Age and have a couple months worth of stuff to play, and then pay for the expansions to that (which will total MORE than $40), or you can pay for the expansion to CoH now, and get the stuff that will be added to it in the future for free.

    Incarnate content is coming, which is a way for level 50s to get more powerful. There are hundreds of tip missions you can run (which are better written than most of the regular content) and there will soon be many more. You can side switch a villain AT to hero side and vice versa. And anything that is added to the Going Rogue expansion in the future will be free of charge, since you already paid for the expansion.

    It really sounds like you are just making excuses to avoid spending the money. Paying $40 for an expansion that more than doubles the content any given character can do is definitely worth it. If you're going to complain that it isn't enough, when a lot of the stuff being added is coming within a couple more weeks, I don't know what to tell you.

    That's my opinion. I'm sorry if you don't like it, but it's my opinion regardless.

    PS: There are FOUR powersets with the expansion. Dual Pistols, Demon Summoning, Electric Control, and Kinetic Melee.

    And, for the record, I DID read the entire thread, and the only person I saw being a jerk in it was you. People tried to explain what else is in the expansion that makes it worth the money, but you kept repeating "It's just a couple powersets and 1-20 content" and it is a LOT more than that, which you refuse to listen to.

    So, buy it, or don't buy it, the decision is yours, but there is no call to accuse people who were honestly trying to help of something they were not doing (being jerks)

    Have a nice day.