ClawsandEffect

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  1. Quote:
    Originally Posted by Savos View Post
    You have a serious bias towards solo play thinking that scrapper/brute/tank should and need to be able to solo x8 spawns otherwise they just die. Work in a team and this ceases to occur, even if it's only 4 people or whatever. You can still get mezed of course, but with the additional help they can't kill you quickly enough generally.
    *I* have a bias toward solo play? Where did I say anywhere in this thread that a melee toon needs to be able to solo at x8?

    What I said was:

    Quote:
    You're basically trying to convince me that it's a good idea to reduce the amount of mez protection that melee ATs get. And it's not going to work. They need enough mez protection to do their job, and I already gave a couple examples of situations that will overpower their current level of mez protection. If you reduce it a tank, brute, or scrapper will need to have an Empath babysitting them at all times to be at all useful on a team. People are finally getting that the "pure healer" isn't any more necessary than a pure meatshield, why do you want to change it so it is?
    Where did I say in that quote that a melee AT should solo at x8? I don't see that anywhere. I was referring to team play. I don't believe a team should require a tank, but if I invite one, I expect them to do their job, which is holding agro. If they have lower mez protection than they currently have, they will get continually mezzed because everything is aiming at them instead of the rest of the team. Only Invulnerability has a taunt aura that remains on when mezzed, every other set's aura shuts off. When that aura shuts off because it's mezzed, that tank loses agro. Tanks need the protection they have to do their job, which is taking agro for a team. I didn't say anything at all about solo play.


    Quote:
    Mez as it is now is just stupid. At 50 NPC mez lasts for ages, far longer then it takes to annihilate a spawn on a team. Melee has absolutely no regard for mez. None. Even your contrived situation provides limited actual mez during gameplay based on experience. Providing a bit less protection and this changes a bit and reduces solo at x8 potential, both good things in my opinion. Additionally, now that melee are no longer gods perhaps the base duration and mechanics of mez will get looked at to attempt and fix the absurd scaling that goes on because melee have too much defenses against the new more powerful mez that keeps getting introduced!
    So, instead of using the tools you are given (breakfrees, proactive mez defense), you are saying the devs need to change the game to suit you.

    Right.

    When someone builds a building with metal studs, you don't demand that they tear it down and rebuild it with wood so you can use a hammer instead of the screwdriver they gave you. Refusal to use what you are given does not equal a design flaw.



    Quote:
    Solo +0/xX/boss packs with X being bigger then 3. WP with common IOs can do it no problem. Corruptor, at least the Sonic/Kinetic one I have, certainly couldn't if there was a boss without taking 10 minutes per pack.
    Okay, so you have the best AoE mez in the game available to a non-Controller, non-Dominator character, and apparently are refusing to use it. I'm talking about Siren's Song. It is permanent with just SOs. You can sleep entire spawns, leaving you free to kill any bosses that may be there without the minions and LTs bothering you. When it wears off you can do it again because it is recharged already (I have 2 level 50 Sonic characters, I know exactly how effective this is).

    Another little tidbit: Fulcrum Shift deals no damage, so it won't wake them up. You can FS and kill them much faster with your buffed damage output, and they will sleep right through it. You're a Sonic/Kin, so you should have no problem sleeping them, Fulcrum Shifting, killing bosses first and stunning them awake one at a time with Screech. With the buffed damage on your ST blasts, and high recharge you doubtlessly have, you should tear through that spawn in short order in relative safety.

    Now, if you skipped Siren's Song and Screech, you have basically set yourself in a situation where mez is unpreventable by you. That isn't the games fault. Refusal to take and use powers that would be useful in that situation does not equal a design flaw.


    Quote:
    Solo an elite boss. Outside MM, those are pretty hard without /Dark or /Rad. There is just too much incoming damage and mez to handle.
    Any AT with any powersets can solo an Elite Boss. Sure, it's easier for some than others, but anyone can do it. If an Empathy defender can solo one (which has been proven before), anyone can.

    Quote:
    I don't really care about equal.
    Obviously. What you want is for the devs to gimp melee classes and force them to ask support classes for help.

    That is clearly a much better solution than using the tools at your disposal to make things easier on you.

    /sarcasm


    Quote:
    Ok...? I don't care that mez exists or doesn't. I care about the duration. 45 seconds is a long time to be doing nothing. And it doesn't disappear solo either with smaller spawns. The minions and lieutenants have them above 40. I like to press buttons to get digital rewards. Not pressing buttons and watching digital lights go off isn't as impressive.
    Minions and lieutenants have mezzes above 40? Yeah, I am well aware of that.

    Wow. You get Siren's Song at level 18, 22 levels to get it slotted and learn how to use it effectively. That takes care of mezzing minions and LTs while solo. It baffles me that you're running a character that can handle minion and LT mez better than most and are still having problems.

    And I find it exceptionally hard to believe that you run on teams and not a single member of the team can do anything about mezzes at all. Sounds like you need to run on better teams, to be perfectly honest.
  2. I didn't get a single purple drop for almost a year. Not a single one.

    Then, when I was running a random mission, I had two drop within 3 minutes of each other. From the same set no less.
  3. Quote:
    Originally Posted by Siolfir View Post
    Hit 60% Fury? >.>
    If you want to play by those rules....let's see that brute Scourge.
  4. ClawsandEffect

    A god with a gun

    Quote:
    Originally Posted by Ironik View Post
    That doesn't work for me. That will never work for me.

    A regular guy getting a shot of magic? He becomes magic, period.
    Well, then I guess you should be deleting all of your "Natural origin, regular guy" characters when they get defeated.

    Because, by your own logic: A regular guy using reverse-engineered alien technology to teleport himself to the hospital? He becomes tech, period.

    Hey, don't look at me, you made the rules.
  5. Quote:
    Originally Posted by Roderick View Post
    If you can't run morality missions (because you don't have GR), you can still get A-Merits by trading in 50 Reward Merits and 20 million Inf. In most, if not all cases, this is a better deal than using R-Meritss to buy the item.
    I thought you needed GR to even get into the base where you can trade them in.
  6. Quote:
    Originally Posted by Sukothai View Post
    I think we should be able to do lower level SG/Mayhem Missions when asked to rob/protect the bank. For example: If you're at the level of Skyway City, you should have an option to do Skyway, Kings Row, and Atlas Park. If you're at level 50, you should be aloud to do all the SG/Mayhem missions, and fight at what ever level your character is.
    It would work for Mayhem Missions. But since you're reacting to a bank robbery it doesn't work for Safeguards so well. If someone is robbing the Skyway City bank and no one is robbing the Atlas bank, you'd probably want to protect the one that is actually being robbed....instead of standing around in the lobby of the Atlas bank chatting with the security guards.
  7. Quote:
    Originally Posted by Angryellow View Post
    Does anybody else have a character who isn't in line for the IF respec rebuild?
    Probably just the ones I don't play very often.

    I have a lot of characters that will be getting situational powers. Such as my Claws/Regen getting the rez, and my Sonic/Devices getting Shockwave.

    A couple others will be getting travel powers I skipped in favor of other things. It doesn't really matter to me how fast I can get to the mission, I'd rather perform well once inside. So a few of them will bet getting SS or SJ.
  8. I met my wife in CoH. We lived 700 miles apart, and got to know each other over the course of about a year and a half, and decided we should meet in person. It just clicked and we've been married since April of '08.
  9. Quote:
    Originally Posted by Gardo View Post

    All I can seem to find on the market are lvl 50 hami's...
    That's because they are rare to non-existent at any other level. There was a bug that people were taking advantage of to get level 51, 52, and 53 HOs, but it was fixed and the only ones remaining are the ones that were acquired while the bug was active still. That means there is a very limited number of them, and the people that have them are seldom willing to give them up at ANY price.

    I'm not entirely sure if it was even possible to get them at a lower level than 50.
  10. Attack Vitals is Ablating Strike-Vengeful Slice-Sweeping Strike.

    Sweep is 1kCuts-Power Slice-Typhoon's Edge.

    Note: If one of your attacks misses, it breaks the combo. All 3 must hit.

    Looks like you have a lack of any defense at all. Next to recharge, defense is what Regen wants. Weave, and possibly Maneuvers will help with that. As far as your Patron Pool goes, you seem to have skipped the power that Regens want that pool for: Shadow Meld.
  11. Quote:
    Originally Posted by Savos View Post
    Play redside style then, or reduce your dependence on a tank. 8x spawns are not a big problem even at +4 with a capable team sans tank.
    So, if 8x spawns aren't a big deal at +4 without a tank, why do support ATs need mez protection again? You kinda shot your own argument in the foot here. If your support ATs can run on a team of 8 at +4 without a tank.....arguing that they still need mez protection is kind of ridiculous.

    Quote:
    Giving unbeatable status protection pretty much invalidates a lot of the difficulty for archetypes that have the protection.
    Except it's NOT unbeatable. If you've ever fought Carnies on a full team, you have seen situations where a tank, scrapper, or brute will get held. If a spawn shows up with a Master Illusionist and 2 regular Illusionists in it (which happens quite frequently), you have a lot of non-positional psionic mez right there already. Add to that the fact that Master Illusionists will spawn 3 more Illusionists and you have SIX mag 2 holds coming in at you that almost no one will be able to avoid (since I can't think of a whole lot of builds that can achieve large amounts of Psi defense), and if the Dark Servant the MI also spawns happens to tag you with Petrifying Gaze, you will be held through any amount of hold protection you have.

    2 Malta Hercules Titans can hold a tank quite easily. They have a missile that leaves a patch of basically autohit hold. If a tank stands in that patch for too long, it will quickly overpower hold protection.

    I don't know if I'm just that good, or if the people complaining are either that bad or just unlucky, but I haven't felt like lack of mez protection was really that big of a disadvantage to my support characters. Yes, I DO play more than just melee characters. If I get mezzed, the first thing *I* think is "Damn, I should have been paying closer attention and got him first" instead of "What? I got held? That is SO UNFAIR!"

    You're basically trying to convince me that it's a good idea to reduce the amount of mez protection that melee ATs get. And it's not going to work. They need enough mez protection to do their job, and I already gave a couple examples of situations that will overpower their current level of mez protection. If you reduce it a tank, brute, or scrapper will need to have an Empath babysitting them at all times to be at all useful on a team. People are finally getting that the "pure healer" isn't any more necessary than a pure meatshield, why do you want to change it so it is?

    I don't know if you came from a game where the tank/healer/dps trinity is in full swing (doesn't seem like it since you're advocating relying less on the tank), but your idea of reducing mez protection for melee ATs will make that playstyle necessary here as well. The fact that it ISN'T necessary is one of the best things about this game.

    Quote:
    Fix both these problems by creating sensible amounts of protection, duration, and quantity and a lot of these concerns disappear.
    So, wait...let me make sure I have this straight.

    You're suggesting that the devs completely revamp mez protection/resistance for player characters, change the duration of every single mez in the game, and reduce the number of enemies that have mez powers....just to solve a problem you have with a single IO?

    Or are you asking so your defender can solo at the same difficulty as your scrapper with the same ease?

    You may not be aware of this....but the ATs are not designed to be equally proficient at everything in the game. They never were, nor should they be. Every AT has something it does better than another AT, and that other AT has something it does better as well.

    If you really want everything to be equal, I can go along with that. I want my tank to be able to buff his teammates to godlike status. I want my scrapper to be able to completely neuter 8 man spawns. Give me those things and you can have your equal mez protection.

    Here's a challenge for you: Name one thing a well built melee AT (of any powerset combination) can do that not a single equally well built support AT (of any powerset combination) can do. This assumes equal skill, and equal budgets for the builds. Just one thing that a tank, scrapper, brute or stalker can do that a controller, defender, corruptor, or mastermind can't.

    Quote:
    Originally Posted by Siolfir View Post
    It's debatable whether or not you can count VEATs and Dominators as "support ATs"... so the other exception would be a Controller with Psi Mastery.

    None of those seem to give up a great deal, unless you mean "not taking Fireball" for the Controller.
    The only way a Controller will have full time mez protection is with enough recharge to make Indomitable Will permanent. And let's face it, if you have a build with that much recharge (which pretty much requires purples)....you probably aren't going to be having too many problems with mez.

    And besides....Fissure is a better AoE than Fireball anyway
  12. Quote:
    Originally Posted by Savos View Post
    This is what I meant. This is also the reason why scrapper, brutes and tanks can just solo huge spawns without much effort. Most support sets provide additional mez protection as well, so if more is needed it is practical to get.

    With just acrobatics against mobs with holds I mostly ignore them anyway. Even on teams with lackluster aggro control post Fulcrum Shift or first strike.

    Giving -10 is way too much.
    No it isn't. If there is enough mez flying around to incapacitate the tank, how long do you think the rest of the team will last once he's out of commission? (having been in that situation before, I can assure you it is between 15 and 30 seconds, depending on how much damage is coming in along with those mezzes)

    Melee ATs have such a high amount of mez protection because it is necessary for them to do their job. Unless you think a tank should NEED an Empath, Thermal, Sonic or Pain Dom along to stand a chance in hell of holding the agro of an enemy group that throws a lot of mez.

    The only melee AT that a case can be made for getting less is stalkers, and they've been shafted so many times that would just be kicking them when they're down.
  13. You can softcap a WP/DB to S/L/E/N damage pretty easily, while getting good regen/Max HP numbers, and decent resists. I would definitely go that route, survivability goes through the roof.

    I'll post a build later if I have time (no promises though, I have a lot going on at home these days)
  14. ClawsandEffect

    Arch/dev

    Quote:
    Originally Posted by Grey Pilgrim View Post
    As I said, I don't really use Gun Drone much. I'd like to use it more, as it's a neat idea and adds to your damage, but it takes far too long to summon. I honestly wouldn't mind the summon time if the Drone remained up for a longer period of time (or permanently... it's not like mobs can't target it).
    Gives you a helluva defiance buff though.

    I really only use it for hard targets where there's only one thing for it to shoot at. It's contribution to your damage is really noticeable that way.
  15. Quote:
    Originally Posted by Diggis View Post
    ]

    Two New Task Forces (nb I believe these require the alpha slot on members to start... not 100% sure)
    You should be able to run them without the Alpha slot...but it will probably be INSANELY difficult without it.
  16. Quote:
    Originally Posted by Roderick View Post
    You won't find Crushing Impact or Red Fortune or Thunderstrike in the A-Merit vendor either; they only sell rare, very rare and PVP recipes. At the previously set R-Merit prices, Uncommons would be worth a fraction of an A-Merit each.

    No need to /bug it.
    Yep, that's the problem.

    I directed someone to look for Kinetic Combats with A Merits, and they reported that 4 were available. The Acc/Dam didn't show up because it is the only uncommon in the set, but the 4 rares did.
  17. Quote:
    Originally Posted by Chaos Creator View Post

    The PvP 3% Defense IO is really nice to have and saves alot of effort but it is also incredibly expensive.
    Steadfast Protection does the exact same thing in PvE and is much more reasonable. I usually put it in True Grit to save myself a slot in Deflection.

    I also like slotting for Max HP as well, which True Grit helps with.
  18. ClawsandEffect

    Arch/dev

    Quote:
    especially since you have to turn off Hover to use it
    Weird, I used to cast Gun Drone with Hover on all the time. Just have to make sure you're as low as you can possibly go. You can drop a Trip Mine with Hover on too if you do the same thing.
  19. Quote:
    Originally Posted by Desmodos View Post
    Prior to Issue 19, I would have agreed with that. Post issue 19, I suspect we will see more DM builds with Touch of Fear. Considering opportunity costs, most builds skipped ToF, but with 3-4 new power choices, I'm hard pressed to find a power more useful than ToF.
    And if you're running a build that benefits from typed defense, you can use Siphon Insight in it for a dirt cheap 3.75% S/L defense. Provided you have the slots to spare, but it might save you from having to slot Boxing with Kinetic Combats to get more defense.
  20. Fire/Rad or Sonic/Rad corruptor.

    Or possibly a Rad/Sonic defender.

    Sonic/Mental/Soul blaster would be a nice choice for AoE carnage (Total of 4 cones with NightFall and Soul Tentacles), and the ST attacks of Sonic would speed up AV/GM fights considerably.

    Actually, in thinking about it, Sonic/Mental/Soul blaster is my recommendation. It works on just about every level with an Ill/Rad troller. Sonic adds -Res to the fight, it can get up to 4 cones for ranged AoE damage, Drain Psyche will add some -Regen to GM fights.
  21. Quote:
    Originally Posted by Call Me Awesome View Post
    My opinion? Presence is among the more useless pools in general and even more so for a tank; you already have far superior tools for aggro management. I wouldn't even consider it on an Ice tanker; you already have the best aggro tools in the game at your disposal in your primary and secondary.
    Pretty much this.

    However, if you have a Dark Armor and have the power picks and slots to spare, Invoke Panic could stack with Cloak of Fear nicely. I'm planning on doing exactly that on my DA/Ice tank's second build.

    Probably not the most effective thing ever, but it could be fun.
  22. The reason you can't set up a macro to call a macro is because it would enable botting, which the devs are very much against.

    If it were possible you could set up a macro on autofire that ran through every attack you have, and you could just walk away from the keyboard and farm.
  23. Other possibility: Is Reactive Armor a rare (orange) set? I know uncommons (yellow) don't show up as available to buy with Amerits. Could that be the issue?

    I can't log in to verify myself at the moment.
  24. Quote:
    Originally Posted by Hot_Head_Mike View Post
    So my main character is an Electric Armor/Super Strength Tanker. The problem is I'm not 100% on what Alpha Ability I should pick. I don't have a Mids thing to post to show you all of his things but I worked on recharge,ACC,HP mainly. I like the DMG resistance bonus from the Cardiac set, but I don't know if i'll really need the endurance cut down. All though I will have 6 toggles once i19 is live. All of the Alpha Abilities sound good, so what would you guys suggest?
    You do realize you can collect all of them and swap them out depending on what you need at the moment, right?

    I would get as many of them as you can and do exactly that. Sometimes you'll want recharge, sometimes you might want more damage. You can switch them out as you see fit (I believe there is a 5 minute timer on it)
  25. Quote:
    Originally Posted by Serva_Obscura View Post
    Unless I'm going blind I can't see the Reactive Armor IO set in the AMerit list offered by BOTLER. Neither could I find any threads mentioning it using forum search. Does anyone know if this is WAI or an oversight?
    Did you adjust the slider to take into account lower levels?

    If you left the slider at level 50 you won't see them because Reactive Armor caps out at level 40.