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Quote:Really? Not entirely sure what you're addressing here, so I'll respond to both possibilities. One of them is bound to be the correct point.They don't need -10 protection. -3 perhaps, up to -5 if you 3 slot resistance enhancements.
The TANK who is being hit by every single mez effect an 8 man spawn can throw at him doesn't need mag 10 protection?
If you start giving support ATs mag 3 protection, you might as well just remove mezzes from the game completely for all the threat they would be. Since, after all, you can adjust difficulty setting so that you will never encounter more than that at a time.
How is it not fair that the enemy mobs can do the same thing to us that we can do to them? A controller can hold them, but their enemy shouldn't be allowed to do the same thing? That's like saying enemy mobs shouldn't be allowed to attack a scrapper in melee.
Or are you saying enemy mobs shouldn't be allowed to mez defenders? Somehow I don't think it's possible to cause the AI to distinguish between them and change what they attack with.
Pretty simple equation really. Support ATs can mez the enemy at range, thus they can be mezzed in return. Melee ATs cannot mez the enemy at range, thus they (usually) cannot be mezzed.
You want mez protection on support ATs? You'll probably have to give up some of their mezzing effectiveness to get it. -
Quote:People have also said that Dual Blades and Claws are sub-par sets too based on the damage numbers they see, completely ignoring the fact that they animate relatively fast.I am still not on the bandwagon. I like what one of the posters said. Its mediocre at best. I should have went with MA, or claws. I have played dual blades and its a decent set.
I haven't played a Kin to a very high level (I messed around with it in the beta), but from what I remember the animations were a LOT faster than the eye would lead you to believe.
The Tier 2 attack (Smashing Blow?) has a similar animation time as Storm Kick, and Quick Strike is exactly what it's name implies.
If you're going to continue to believe that the set sucks no matter what anyone says....well, no one is forcing you to play it.
For what it's worth, the scrapper gurus have come to the conclusion that Kinetic Melee is in the running for highest DPS set available to scrappers. These would be the guys with all the spreadsheets that are better at math than I will ever be, I tend to accept their opinions as being at least well-informed. -
Still level 50. From all reports we have gotten, the level cap will never be raised beyond 50. Instead of giving us another number to reach, the devs in CoH are giving us more stuff to do at level 50 instead. And with the upcoming Incarnate content, we can become even more powerful without our level going up.
Personally, I think continually raising the level cap and giving us the same old enemies with more HP would be the lazy way to do it, and I'm glad the devs decided not to go that route.
Not sure what you're asking about here. If you mean enhancements, then your only limitation is being of a high enough level to equip teh enhancement in question. Otherwise, you are only limited by inventory space and how much you can afford (some of the Invention Origin enhancements are extremely expensive)Quote:Any limitations as far as upgrades etc are concerned?
Any crafting limitations?
Demon Summoning, Dual Pistols, Kinetic Melee, and Electric Control are the powersets you need Going Rogue to play. Depending on how long it's been since you played last, you may not see too much that's new, or there could be a whole lot of stuff that is new to you. We still get new powersets for free occasionally, and they have been proliferating more sets lately (giving powersets that would fit an AT to those that didn't have them before, example, Tankers and Scrappers got Electric Melee and Armor, when before only Stalkers and Brutes had them)Quote:And what powersets are only available for going rogue
No, customizing your powers' colors is available to everyone, and has been since issue 16 came out around this time last year. [/QUOTE]Quote:and is the color changing only from going rogue? -
Quote:End drain resistance, not protection. The only armor set that won't be completely drained by a sapper after 2 shots is Electric Armor.
How many armor sets have endurance drain protection? How many Stalkers worry about a single Sapper in a spawn? I actually worry far more about Mu (or Clockwork) in the lower levels, because endurance drain protection is hard-capped far below what most sets provide until late in your character's career.
There is no armor set in the game that is completely immune to it.
A 60 foot mez power is still more than your average melee character gets without dipping into APP/PPP powers. An Empathy/Sonic defender that has Screech has more ability to nullify a Sapper at range than a BS/DA/Body scrapper will EVER have. Yes, Dark Armor has some end drain resistance, but it by no means makes them immune to it.Quote:It's not likely that everyone is going to slot that much range into those powers, though...
If you're talking about the base range of a reliable mez, Defenders get two sets and Corruptors only get one set (Psi - which can go out to 100' - and Ice Blast only has BFR at 80'). The ranged mezzes are usually 60' range, with a couple of exceptions (Cosmic Burst is 40', Dark Pit is 70' and could hit 80' due to AoE size but can't target something at that range, and Power Push is 70' if you're counting it due to being the only 100% reliable KB in the set).
Point is, a support AT is still playable with no mez protection, because nearly every set available, with very few exceptions, has some sort of ability to nullify a mezzing enemy at range. A melee AT with no mez protection would not be playable, for the same reason, they lack the ability to prevent ranged mezzes.
If you stripped away the mez protection from melee characters they would quite literally be completely helpless against a ranged mezzer. With no passive mez protection, a melee character such as a tank, who is meant to attract the attention of enemies, would be unable to do their job. -
Quote:So, you're saying no melee AT is ever challenged by anything in the game at any time? If so, that is simply ludicrous.Interesting, but not an accurate point at an absolute level, also why melee has no challenge in the game.
A Sapper is much more dangerous to a melee AT than it is to a ranged AT. Why? Because just about every ranged powerset in the game has SOME way to put that Sapper out of commission before ever being hit by it's end drain. Most melee powersets do not. Many do have mezzes in them, but they are all melee range mezzes. If a Sapper agros on you from across the room, and you don't have sufficient defense to avoid it, your endurance will be gone and you will be held before you can ever get close enough to mez it first.
Vanguard Sword mobs seem designed specifically to be difficult for melee ATs. My scrappers have a helluva time fighting them, while my blasters rip through them with relative ease. My Rad/Sonic defender had the easiest time against them, and he has no status protection and can't shoot while mezzed.
Devouring Earth can make melee ATs defenses useless, and it can be difficult at times to reach the emanators in order to dispose of them. A ranged AT doesn't have to move to kill the emanators. Rularuu and Nemesis can also be difficult.
Saying melee ATs are not challenged by anything is one of the more ridiculous statements I've heard recently.
Again, the old argument that it is so unfair that melee ATs get mez protection while support ATs don't. It's just as dumb now as it was originally.Quote:Remember that each Mez attack has a MAG potency, and so the "dangerousness" of a mez mob is dependent on its MAG potency and the victim's MAG defense. This why Support is so helpless against minions, they have MAG-0 to resist a MAG-1 Attack, a Tanker with MAG-12 potency defense, would need to be simultaneously striken by 13 mezzing mobs to be affected, I don't think it ever happens...
So some MAG protection afforded to Support ATs, is not game breaking by any means, it just makes low end mobs not as dangerous, a level of danger they should never had in the first place. If a MAG 3 was to be given to Support ATs, it would let them resist 3 Mez minions attacks, but if they were attacked by a Mez Minion and Mez LT at the same time, they would have a 75% chance to resist, if they were hit by a Boss (MAG 3) it would be a 75% chance to resist, the same chance the boss would have to resist a controller's strongest mez! If the Controller was hit by both a LT and Boss, effective combined MEZ MAG 5, the Controller would have a 25% of shaking it, if a minion was to add their 10 cents, thus a boss, lt and minion, then the Support AT has NO chance,a nd is auto sent to la la la land. I would think a support getting hit by a boss, lt, and 1 minion (MAG 6 composite) to happen far more often than the MAG 12 composite needed to affect a tank.
Do you know of any tanks, scrappers, brutes, or stalkers that can mez an enemy from 80 feet away earlier than level 41? I don't.
Now, of the support ATs, let's see how many of them have that ability.
Dominators and Controllers, well duh, that's what they do.
Defenders? Yup, every single powerset they have has at least one ranged mez power in it, except for energy blast, which has gobs of KB that can be used to similar effect. Corruptors? Only Fire Blast lacks a ranged mez power. Also, both Defenders and Corruptors have other means of mitigation that can be used to prevent being mezzed.
Masterminds? Yep, most have access to mez powers, and ALL of them can still give commands to their pets while mezzed. Kheldians have ranged mezzes as well.
Blasters have access to a mez power in every primary except Fire and Energy, and they can all fire 3 attacks while mezzed.
People who make a huge deal out of mez protection differences strike me as people who don't think any kind of strategy should be necessary to play the game.
The ATs that get mez protection have no way to prevent it at range, the ones who do not get it DO have the means to prevent it.
If your support AT cannot handle a single mezzing minion, I take that as also meaning you don't know how to effectively play your character.
If it's only lasting 10 seconds, it might be bugged.Quote:Please read. The resistance is not applied, even negligible amounts of it as you infer. It only lasts 10 seconds, then mez duration goes back to 100% in combat monitor. Aegis Mez protection lists 20% resistance bonus, 1/(1 + 0.2) = 83.33% duration. This would be a significant help for a support class that is frequently in melee regardless of any other considerations. Ideally, this would be protection, but given the complete lack of options, this is the best I could find. -
Quote:It DOES provide a shortening of the duration of effects. When you have it slotted, any status effect that hits you will be shortened by 7.5%.It should provide resistance (i.e. shortening the duration of mez effects). This is what the use of the IO is intended as it is named "Mez resist" shockingly enough.
10% of 12 seconds is 1.2 seconds, so 7.5% is less than that. It IS shortening the duration, but you probably aren't noticing it.
It does not claim to do anything that it doesn't do, thus there is no bait and switch involved at all.
If you slotted it expecting to be protected from mez effects, or have them reduced by a significant amount, the problem is that you failed to understand the durations involved, rather than a problem inherent within the IO itself.
Most people DON'T slot it because they understand that it's effectiveness is minimal at best. Chalk it up to a lesson learned and don't slot it in the future.
If every character in the game had reliable mez protection, a lot of the enemies that are challenging would be pushovers. And that probably isn't a good thing for the game. -
Claws would be my choice. It builds Fury pretty quickly, and has pretty good AoE in it's own right (Spin is just sick on a brute)
Also has Follow Up, which is stackable for a pretty much constant 75% damage boost. Plus it has significant effect on your accuracy, so if you're short on slots you can forego accuracy in your damage aura and let Follow Up boost the to-hit on it. That is of course assuming you run on SOs or generic IOs. With Follow Up active you can slot the damage aura with 1 end reducer and 3 damage and still have it hit pretty reliably. -
Quote:Nope, Rain of Fire is the same. BUT...blasters have access to AoE immobilizes by going villain and running a Patron arc, so you can get more use out of it that way.It's been a while since I've taken my Fire/Fire out for a spin, so I was curious if any changes had been made that I need to be aware of.
In particular, I was curious if the make-enemies-scatter Fear Effect had ever been removed from Rain of Fire (in which case I might pick it up), or if Hot Feet ever got changed to allow activation or effectiveness on a perma-hover character.
Of course, anything else I should know would be appreciated. Thanks in advance!
Burn is now an effective attack power, as the fear in it was removed.
Hot Feet cannot be activated while in the air, but it does stay on if you have it running while flying. I don't know if it actually damages enemies, but it will remain active. -
Probably would be my BS/DA scrapper, which I just got softcapped to all positions again.
Either that or my main, a Claws/Regen scrapper.
Or possibly my Rad/Sonic defender. Or my Sonic/Devices blaster. Or my Fire/Fire blaster.
Or maybe my DM/SR brute.
Those are my 6 50s, so it would likely be one of them. That's a really tough question, My enjoyment of each of them varies depending on my mood, so I could end up choosing one to be my Incarnate and end up regretting it later. -
Quote:I'm going to stick with positional on this character, largely because I already have the vast majority of the necessary IOs.Since the BotZ nerf, I've shifted to typed defense builds for Dark Armor and have been VERY happy with the results. S/L and E/Ne defense bonuses are easier to acquire with out making sacrifices to damage enhancement or endurance management.
I think I have a way to free up a couple slots for Stamina. My ranged defense is sitting at 47% on this build, so I can swap one of the Eradication sets out for a Scirocco's Dervish and keep the same AoE bonus, while my ranged will drop to about 45.5%.
If I can find one more slot somewhere, I can 3 slot Stamina and get at least closer to endurance sustainable. Since I had room for Hasten in this build, my lack of recharge bonuses won't be as big of an issue as they were before. -
Quote:Yep, HP, a little extra regen, and defense are what you want to shoot for.What are some bonuses I would want on a spines/wp scrap? I was think alot of +hp and some e/ne defense and s/l defense, and do I need alot of recharge?
The recharge probably won't do you a whole lot of good. The only click power WP has is unaffected by recharge at all, and Spines has such maddeningly long animations that once you get to about 35% global recharge your attacks will be limited by their animations more than by lack of recharge.
I like Eradication for PBAoEs to get more end, E/N defense, and more max HP. I use 4 of them and round out the last 2 slots with 2 Scirocco's Dervish or Multi-Strike (depending on whether I want more end reduction or more recharge)
Obviously, Kinetic Crash for your ST attacks (not that spines has a whole lot of them), and Reactive Armor for resistance toggles.
Numina's Convalescence in all your powers with a heal component (HPT, Fast Healing, RttC, Health, etc.) will give you a good chunk of extra regen and some more max HP. I use the Heal, Heal/End, and Heal/Rech in autopowers, and Heal, Heal/End and Heal/End/Rech in toggles. Obviously, the unique should be put in an auto power.
I don't go too crazy chasing after regen bonuses, but most of the time you will end up with them while you're trying for something else.
I have a pretty standard template for WP characters, and those sets are the main pieces to it. -
I've loved comic books since I was a little kid, and always wanted to make my own superheroes. Unfortunately, I had zero artistic talent in the realm of drawing. I could write out my character's story, and imagine what they looked like, but I couldn't show anyone else what they looked like.
Then a couple friends (well actually a friend's older brother and his friends) introducced me to Champions and the HERO system. I'd played D&D and Werewolf before and really enjoyed them, but my first love was always superheroes, so naturally I was hooked on CHampions immediately.
I had heard of MMORPGs before, games you play online where every other character you see is someone sitting at their computer somewhere, and was intrigued by it. With my pen and paper gaming background it seemed to be a natural extension. Ultima Online and Everquest were the main ones at the time, but there weren't any superhero based games out there. In January of 2004 I saw an ad for City of Heroes in a random comic book I had picked up and thought it was the coolest game I'd ever heard of.
Unfortunately, I didn't have a computer at the time (well, I had one, but there was no internet and it wouldn't even run the Sims reliably), so I kind of forgot about the game for a couple years.
Later on, after I had a better computer, I was in Best Buy looking for an antivirus program when I happened across the original City of Heroes box for $19.99. City of Villains had just come out and that box was sitting next to it with a $49.99 price tag. Since I was short on funds that day, I picked up the cheaper one.
When I got home I loaded the game, which took about 4 hours (the computer still wasn't that great, only had 512 MB of RAM) and logged in for the first time that night.
Even though it was laggy and slow (which I thought was normal for an online game at the time, having never played one before), I was instantly hooked and spent the first 2 hours playing with the costume creator before I even entered the city.
My first character was an Energy/Energy blaster named Doppler (I wanted a name that suggested "Energy" and it was the first one I thought of not already taken). I went through a number of short lived characters in the first few weeks, and then I created my namesake character.....and here I am today, 5 years later. -
Well, I managed to pull it off, but I don't know if it is endurance sustainable, I'm thinking probably not.
Crap, the link broke when I copy/pasted it. If you copy/paste the whole thing, it should pop up in Mid's just fine, I've done it that way with other peoples' broken links. I need to find a couple slots for inherent Stamina for the endurance, but I'm kind of at a loss as to where to find them.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46)
Level 2: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/Rchg(15), M'Strk-Acc/EndRdx(25)
Level 4: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
Level 6: Slice -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(39)
Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21)
Level 10: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(17), RedFtn-Def(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
Level 16: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Dmg/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/EndRdx(29), Theft-+End%(31)
Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Acc/Dmg/Rchg(25), Erad-Dmg/Rchg(31), Erad-Acc/Rchg(33), Erad-%Dam(43)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-Build%(34), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 28: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(36), RedFtn-Def(42), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(45)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Head Splitter -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Acc/Rchg(42)
Level 35: Oppressive Gloom -- Stpfy-Acc/EndRdx(A)
Level 38: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
Level 41: Weave -- HO:Enzym(A), HO:Enzym(43)
Level 44: Maneuvers -- HO:Enzym(A), HO:Enzym(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Mrcl-Rcvry+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 0: Ninja Run -
Quote:Clockwork, Freakshow, Crey Voltaic Tanks, Arachnos Mu, those damn goth chicks in Croatoa, and anything else that throws electricity at you.One reason I wasn't terribly concerned with pushing up more E defense is that I assume a large amount of the energy based attacks thrown at me are going to have a smashing component.
All of those things are pure energy damage with no smashing component at all, and they are fairly common. The only energy damage you will run into that has a smashing component are things with the Energy Blast powerset, or Sonic. There is a LOT of pure energy damage in the game, that's why it's the third most common type of damage.
Also, Malta Sappers' end drain attack is flagged energy. Being Dark Armor you will resist end drain, but if a Sapper tags you while your end is already low you're gonna be in trouble. -
Quote:You can contact a GM and see if there is anything they can do about it. When the emails started disappearing because there was a timer on them no one knew about I managed to get 6 recipes back that way. I know a GM can track them and return items, but I don't know if a GM will do it, especially if it's an active account and the item was claimed.I sent a 20million inf recipe (first thing like that I have ever had) to @bloodminion instead of @bloodchilde. I actually had an account Bloodminion in Asheron's Call and somehow got mixed up. It is late and I am dumb even when awake.
Is there any way that I can find out if the account is even active? I suspect I have lost the item. I sent a message but have little hope.
I hate using email as storage and transfer.
Worth a shot though, worst he can say is no. -
Quote:Yes, everyone thank Galactor, it was his idea alone that we get these things for the game, and if he hadn't spoken up we still wouldn't have them.I wrote up a lengthy post before AE and power customization came out, about being able to become "Level 54" so that the players in the game aren't playing 'second fiddle' to Statesman, Positron, etc. The Incarnate system is an even better idea than just becoming "Level 54".
I wrote a suggestion a long time ago about making the fitness pool inherent in all characters. Picking the fitness powers while training up isn't as 'glamorous' as picking up a new attack or buff.
The devs do listen to their players and give them what they want. With the release of Alpha Strike, the devs will have give me more than what I suggested for the game.
Kudos to the devs. Hope the rest of the playerbase enjoys the result of my suggesting it in the first place, except Psyrene.
/sarcasm
It is HIGHLY improbable that a single player's suggestion caused the devs to give us these things. But, if patting yourself on the back for it makes you feel better, feel free.
You probably were not the first person to suggest either one of those features, and many many others suggested them as well. Trying to take the credit for them is like a football team's mascot taking all the credit for the game they just won.
Sorry, but I take a dim view of people taking credit for things they had little or nothing to do with. -
Quote:Strangely, I seem to be the only one who got what Munki was doing here.Yes it does. The majority is always right. For example Emperor Cole's side is the majority in Praetoria and they are obviously the right side.
And the one example I gave trumps anything reasonable or real you can come up with. Now excuse me while I put my fingers in my ears and start yelling so I can't listen anymore.
Did no one else notice the similarity here to a large percentage of Golden Girl's arguments against something? -
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Quote:Can anyone make a convincing argument why a team should take a staker over a brute or scrapper at this point?Pretty much the same answer I would have given.Quote:Because the person running the stalker is a good player, and other players enjoy having them around?
I've said it before, and I suppose I'll say it one more time: If you're having trouble getting teams on a stalker, perhaps you should consider finding new people to play with. I have a DM/Nin stalker, and I have NEVER been refused a team invite based solely on my AT. And that was in my global channel.
If the only people you ever play with are min/maxers who absolutely MUST have the most optimal team for any given mission/TF, the problem isn't with the AT you play, it's with the people you are playing with.
Contrary to apparently popular belief, the game is NOT about collecting as much loot as fast as possible. It's about having fun playing a video game with other like-minded people.
If I'm refused a team because of the AT I happened to log in with, I simply make a note and try to avoid that team leader in the future, because that kind of attitude usually means they are someone I would not enjoy playing with anyway. -
Quote:No problem.I basically took every power in the primary power pool set and am currently only mission two. I figured that the best defense is a good offence with the blaster, but was hoping I could do something to make her strong as my SoA. I'll have to work on using those devices. I make make a second build and take some of those devices soon so that I can get used to using them. Thanks for the help.
A blaster is a VERY different animal than a Bane. Soldiers of Arachnos are the only ATs that
can effectively combine good ranged damage with a good amount of defense/resistance.
No blaster will ever reach Bane Spider levels of survivability, but many builds can outdamage them, in which case you only need just enough survivability to kill them first.
You picked one of the more stylish blaster combos, but it lacks a little in the damage department. It's a blaster so you'll still be doing good damage, but other combos will do more. Dual Pistols/Devices is a very strategy-oriented combination, it lacks a lot of up front damage, but if you set up your battlefield to your liking it can be one of the safer blasters.
On the other end of the spectrum is the Fire/Fire blaster. It's got lots of "OMG, I did HOW much damage?!?", but if things go badly for them they tend to faceplant quickly. (Not always the case, I've seen some truly beastly Fire/Fires, but it's a tendency of the average one)
The safest blasters are those that have either Sonic as a primary, or /Ice and /Devices as a secondary. I went with the best of both worlds and have a level 50 Sonic/Devices.
The most important question to ask about any character is: Am I having fun playing this? If the answer is "Yes", you're doing it right. -
Battle Axe brutes might come close to what you're looking for too. No other set available to scrappers has the CRUNCH! feel of Broadsword.
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Quote:Untrue.But...they do nothing in pve, so there is no reason why they would add.
All PvP IO sets have 2 different sets of bonuses. The first set is active all the time, the second set is active only in PvP zones or the arena. In PvP you get BOTH sets of bonuses.
I'd pick either Shield Wall or LotG and slot 4 of them. Or possibly 3 Shield Wall and the LotG +Rech. -
Quote:I presume it is a planned build for after i19 goes live and Fitness is inherent, and he doesn't have the update to Mid's that reflects it.
EDIT: Also, curious as to why you're ignoring your Fitness pool?"
But if that's the case, there are no slots set aside for it. Probably something to consider. -
Marauder's Cell IS a defeat all mission.
Just thought I'd mention that.
But, it might be a good idea to pick one that does NOT include an AV fight, as that can skew the results depending on how effective the team is against AVs. -
Quote:But....you need to buy the Going Rogue expansion to do that stuff, it isn't available to people who didn't purchase it.http://paragonwiki.com/wiki/Issue_18
that will describe tips and A-merits which are the newest game system introduced that is having an effect on the market. Recipes and Rare Salvage seem in my eyes to be cheaper, while some random common salvage is going to be going for crazy prices if you want it right now.
People still farm in the AE but I think lots of people are chasing Amerits and doing tips. Tips are a great gameplay experience, teamed and solo. I find them fun and I think the rewards are amazing.
Praetoria is awesome.
Inherent Fitness pool will be coming for everyone, but the Incarnate content coming in issue 19 is Going Rogue exclusive as well.
Going Rogue is the first paid expansion since City of Villains (which started out as a standalone game, but since they combined them it is effectively an expansion now). It also includes 4 new powersets that are only available by buying the expansion, they are: Dual Pistols, Electric Control, Kinetic Melee, and Demon Summoning (Mastermind primary).
Going Rogue is, in my experience, very much worth the money you pay for it, it gives you a lot more stuff to do (especially after i19 hits, which is supposed to happen later this month) and explores the "gray area" between hero and villain. Previously, you could either be the classic Superman-esque truth, justice and the Paragon way type of hero, or a Saturday morning cartoon villain. With Going Rogue you have the option to be something in between. Or even something darker.
Praetorian content is very dark and morally gray, and frequently forces you to choose between the lesser (or greater) of two evils, and very often neither choice is the "right" thing to do. A lot of people complained that the choices given to you aren't very heroic at all....but that's kind of the point. There is one particular arc where you are forced to kill one of two people, and aren't given the option to let them both live (storyline based, letting them both live would effectively end your character's story right there) I won't get too deep into it, but it's a really cool world to explore that explores morality a lot more than the regular CoH game. Tip missions and morality missions do the same thing, but there is usually a "right" and "wrong" thing to do, depending on what your alignment is.
Hero, Villain, Vigilante, and Rogue are the alignments. Hero and Villain are the classic "good guy"/"bad guy" that CoH/CoV have always had. Vigilantes are heroes who have no qualms about killing if it's necessary for the greater good. Rogues are villains who are doing it for personal profit rather than just for the sake of evil itself. (A Rogue can very much have a moral line they won't cross, villains have no such line)
A lot of people responding to returning players mention Going Rogue content as being new stuff, but frequently forget that not everyone will have it. A lot of people assume that everyone bought the expansion and take it as a given that they will have access to the content they talk about. But in actuality you have to buy Going Rogue to access a lot of it.
