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Quote:I don't really bother enhancing them, but they are a great place to slot a LotG recharge.Ah I see. Thank you!
Is it worth enhancing those aspects, do you think? < . .>
Worth noting about Grant Cover: You only get the debuff resistance while you're actually running the power, so it is worth at least slotting it fr end reduction. -
Forevermore's builds are pretty solid.
The second one is a high-end Incarnate soft-capped build. Unless you plan on running a lot of Incarnate content when you get to 50, the levels of defense in it will not be necessary. It will also be VERY expensive.
Sorry I didn't get around to posting one for you, real life intruded again. -
Quote:I would like it somewhat earlier as well.Since I am still jobless (still looking) time is not a huge factor to me.
With that said, I would like a little earlier. My wife and I are nocturnal most of the time (I am an insomniac) so we spend family time together late.
I get up for work at 3 AM Central, so anything that runs too late is not really an option for me.
Interesting that this got brought up. I was kicking around the idea of an all-melee fight club type thing as a weekly event. I like melee, and all-melee fights tend to be the most evenly matched. It sucks getting kited to death because your scrapper or brute has no ranged ability.
Perhaps we could organize both events on different days, and make an attempt at breathing some life back into PvP on Pinnacle? Most of the jerks from the old days have moved on, so we should be able to do it without any hard feelings on any side.
Plus, it would be nice to fight someone who is actually capable of killing my main (Claws/Regen scrapper). I haven't been defeated by another player since last November, and it was more because the few people I found willing to fight me either weren't built as well or didn't have much skill at PvP than any skill I possess. -
I'm expecting the sets to be different enough that there won't be much overlap.
Afterall, Willpower has a place alongside Invulnerability and Regeneration, as it is kind of the result of smashing the two together.
I'm expecting Rad Armor to play a little bit like a combination of Fiery Aura, Electric Armor, and Bio Armor.
(plus the addition of -Regen in the set will mean melee ATs will have a viable set for soloing GMs, assuming it is substantial and/or stackable) -
I will probably run this Ouro TF repeatedly on my Electric/Martial Arts Tanker.
Since he will be virtually invincible against Freakshow with powers up to level 30. -
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Quote:I'm thinking Dominator. Psi/Psi/Psychic MasteryShe appears to be Psi Melee/Willpower, but I'm not sure of the AT. Scrapper? Brute? Any ideas?
She has both melee and ranged Psi powers, and a pet. The Willpower-ish powers she seems to have are found in the Dominator/Controller APP. -
Quote:3/4ths of the teams who ran the STF failed it in the first week it existed, too. Same with the LRSF. And BAF and Lam. And MoM, UG, Keyes, etc. etc. etc.3/4 of the teams running it are failing it.
Most on channels arent going to run it again.
its a cruddy trial..
Ill cancel and wait the only reason to be subscribed is incarnate since thats out for now, Ill unsubscribe and wait.
I fail to see the validity of complaining about this in the S&I forum.
Though I do find it incredibly amusing that there is always someone who complains that something is too hard.....after it has been live for less than 24 hours. -
Did we need more proof that one person's opinion does not make something a fact?
"Fun" is entirely too subjective of a term for someone to say that someone else is wrong when they apply it to a given activity.
To me, stamp collecting is boring, many other people call it fun. Which of us is wrong?
Neither. -
Sounds like it would be a good mechanic to add to Regeneration.
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Quote:
(This is coming from someone who currently has 6 Brutes on the only server I play on, so AT bias has NOTHING to do with my reasoning. I state this because I've been accused of being biased toward Scrappers in the past. It's not true.)
I'll just leave this here to speak for itself. -
Here is the relevant thread I started on the subject of Regen buffs:
http://boards.cityofheroes.com/showthread.php?t=262616
Coincidentally, I posted that the day AFTER Closed Beta started for Issue 21 (the issue the buffs appeared in). I was not invited to the Closed Beta, so I had no idea about the implementation of the buffs until August 9th, when it entered Open Beta. I also had no idea that Brutes were getting Regeneration ported to them when I posted it.
Also, to give credit where it is due, several other people in that thread made some very good suggestions to tweak the original idea or add something that I had overlooked.
I do not know if the implementation of those buffs occurred prior to Closed Beta or after. I also posted a less fleshed out suggestion 6 months earlier in December of 2010.
No developer posted in either thread, and yet Regen got buffs that were very similar to things suggested in the two threads I posted.
It proves nothing conclusively, but it does suggest that the devs DO read this forum to get ideas about things at least.
I recall reading a very well thought out and written suggestion about a form of Bio Armor, and apparently we are getting something like that soon. -
Quote:I have anecdotal evidence that your assertion isn't true.So a general perception is that this Suggestions & Ideas section of the boards is a completely fruitless place to post anything that an actual employee of Paragon Studios might notice, and given that when the dev's want players suggestion & ideas they totally bypass this area and post in the General forum, you'd have to say there's weight to that that belief.
I posted a suggestion a while back regarding Regeneration getting some minor buffs.
Shortly afterward, Regeneration got some minor buffs.
Not especially compelling evidence in and of itself, but the minor buffs Regeneration got were almost exactly what I had suggested, down to the actual numbers being very close.
Does it mean *I* got Regen buffed? Not necessarily, and I'm not claiming that I did. But it does suggest that they had read my suggestion thread at the very least. It's entirely possible that they were going to do it anyway and I just happened to make a really good guess, and just as possible that they wanted to do something but didn't know exactly what until they read my thread. I'll never know the truth, nor do I really want to, but as anecdotal evidence goes it's fairly convincing. -
Quote:Probably #4.BECAUSE neither Marvel nor DC were able to (or bothered to) Trademark the name.
You don't just take any 2-bit background character and register the name across all the various fields of the tradmark industry.
1) it takes money.
2) you have to actually show some use of that mark in trade to keep it,
3) sometimes the name is already in use in the industry you want so you can't reserve it, and
4) trademarking names is relatively new in comics (last decade or 2). Before that, you'd trademark titles, mostly... so it wasn't uncommon for comic companies to both use the same name for non-title-bearing characters. When the lawyers got involved and Trademark spree started, the existence of the same name in other publishers' arsenals often made the name too "broadly used" in the industry to trademark.
Not sure which applies to this case, but you get the idea.
Same reason Marvel and DC didn't go after each other for both having a character named Scarecrow in their rosters. -
Quote:The only truly unique element of any Marvel character I can think of offhand is Captain America throwing his shield as an offensive weapon.Except none of the elements you listed are unique to those characters.
We didn't get that ability for game mechanic reasons, but I would be very surprised if Captain America being known for doing that hadn't been considered as well.
I did a Google search a while back and found exactly ONE character in ANY media that throws a shield frequently enough to be known for doing it: Captain America. My search didn't even turn up another character that had ever done it.
It's a safe bet that throwing a shield is very much a part of the trademark on Captain America, because as far as I can tell it is a trait that is completely unique to him. -
Quote:I also see no need to buff Tankers.I have to agree with this. I see no need to buff Tankers, or screw with Brute survivability just to make Tanks feel better. I play both, and enjoy each for different reasons.
However, my suggestions to adjust Brute survivability had nothing to do with "making Tankers feel better". I play and enjoy both as well.
My concern was with the actual balance of it.
The balance point of Brutes has been stated to be intended to be between Tankers and Scrappers. In normal solo or small team gameplay, this is true.
But in heavy buff situations in leagues or large buff-heavy teams, Brutes can get very close to Tanker survivability while occasionally surpassing Scrapper damage output.
I don't want to screw with any Brute base values for anything, but I still feel their maximum potential should be dialed down a little bit. Not drastically, but enough so that their performance falls between Tankers and Scrappers across the full range, instead of equaling or surpassing them at the top end. The only real way to accomplish that is by reducing resistance and damage caps. Again, not drastically.
If damage and resistance caps were reduced, it would have little to no affect on solo and small team play, as I have never seen a Brute reach its respective caps on its own (other than through inspiration use, and that is limited in duration). But it would put Brutes closer to being between Tankers and Scrappers when heavily buffed, where they are allegedly supposed to be. (I say allegedly because I do not know where to find a dev quote that explicitly states it, but I do remember reading it coming from a dev)
(This is coming from someone who currently has 6 Brutes on the only server I play on, so AT bias has NOTHING to do with my reasoning. I state this because I've been accused being biased toward Scrappers in the past. It's not true.)
The only buff I would support to Tankers is a very slight damage scalar increase, from .8 to .85. It would help Tankers in a couple ways: 1) They would solo slightly better, and 2) They would hold agro better*. I'm not going to campaign for such a buff, but I support the notion of it.
I also concur with your suggestion of adjusting Threat levels so Tankers will hold agro better than they do now (which is already the best). It's debatable how much it would really accomplish in terms of a "fix", but it would reinforce the role of a Tanker as agro manager.
I also feel that it doesn't matter whether anyone agrees with how necessary a Tanker is on a team, because the game has never been about forcing people into one pre-determined playstyle. The role of tank is as necessary as the people playing them or forming teams feel it is, and not one bit more or less. I don't like Masterminds, but I will never say they are unnecessary or try to change the way they play so I will like them better. I just don't play them and let the people who enjoy playing that role do so without trying to force my preferences on them.
(*The bit about holding agro better is because damage dealt plays a role in how well agro is held by a given character. If it did not, it would be impossible for a Blaster to pull agro off a Tanker once it is established. And we've all seen Blasters pull agro before.) -
Quote:Aww.To address this list business once and for all.
I am retired. I agree with all my apparently many and very vocal detractors that I am not funny. I publicly apologize for every attempt at humor I have ever done in the past on these forums as they were quite obviously misdirected and foolhardy.
While I am still playing the game itself, I believe this will be my last post on the forums. It is no longer fun here. I had fully intended not to write a good-bye post as they always strike me as self-serving and attention-grabbing. Unfortunately, it appears I can not even make a serious post that wasn't intended to be funny at all without people telling me "that wasn't funny."
So be it.
Thank you, Memphis Bill, for at least responding to the actual subject of my thread and not turning this into some sort of personal attack.
For those who believe this is a joke of some kind, you will be waiting a very long time for the punchline.
That sucks Steelclaw. You were always one of my favorite posters.
I knew going into one of your threads that the chances of it being a rant of some kind were virtually zero.
And I for one found your lists amusing most of the time. Some of them fell flat, but that's the risk every comedian takes with his material.
No apology is ever necessary for any attempt at entertaining people. Whether that attempt was successful or not is irrelevant, the spirit of the attempt is enough. Your attempts to entertain were never mean-spirited, and never came at anyone else's expense. And, speaking for myself, anyone who had a problem with them can get stuffed. -
Quote:That's why I was proposing a moderate taunt effect.Plus it seems that Scarppers aren't supposed to have the same agro generation as Tankers and Brutes.
Enough to stop critters from buggering off, but not enough to pull agro off a Tanker or Brute.
Tanker and Brute taunt effects are +400%, if I recall correctly.
Make this a +200% effect with a 3 second duration. Since damage auras tick every 2 seconds, it would mean that something hit by a damage aura with this slotted would stay agroed on the Scrapper provided that A) The damage aura continuously hits it, and B) A Tanker or Brute's taunt aura is not affecting it.
It also goes without saying that this affect would be non-enhanceable. Which stands to reason, since you cannot enhance effects that are only present due to a proc.
Also, the devs stance on procs not going off 100% of the time is a little strange, considering that the Numina's, Miracle, and Regenerative Tissue uniques are all technically 100% chance procs.
And the Scrapper ATO(s) that currently exist can't be said to be a 100% effect, at least not completely. It is a guaranteed increase to a chance for something to happen that is only a 5% chance to begin with. Saying they got a 100% guaranteed effect would be implying that when you slot that piece a Scrapper would crit 100% of the time. The regular Scrapper ATO increases your crit chance from 5% to 7% on most attacks against minions (which is still lower than the Stalker's base chance to crit), and from 10% to 14% against LTs and higher. The Superior ATO increases the chance from 5% to 8% and 10% to 16% respectively. They kind of had to do it that way, because a 20% chance to improve a 5% crit chance to 8% would be pretty useless. How would you ever know if it was working? -
Quote:I'll try to put together a basic soft-capped SR build for you.wow thanks for that reply. Yeah, I left right when the IO's came out. I knew of them, but I didn't really know anything about them. It seems like the set IO's aren't really worth pursuing until late game, but the generics are so we don't have to replace every 5 levels (unless I'm wrong). I could use some help with a leveling build. Nothing fancy, but just things like: should I put 3 or 4 slots in a toggle? Should I slot an end reduction in them? I guess just a cookie cutter build for SR at least. For katana, I saw someone say "once you get x amount of defense, drop divine avalanche" I forgot the number, but you probably know it. Also, since I got 3 free abilities from dropping fitness I took gambler's cut, cause I like the animation and it's nice to use on someone with a sliver of health to not waste endurance on. Do people still skip this? If they do, am I wasting slots slotting it?
I'll dl that mids designer, maybe it'll answer some questions I have
I'll keep it as cheap as possible, as I'm sure you don't have piles of cash on hand to build it with. It will be in Mids' format, so when I post it you can load it directly into the program and view what I did yourself.
Just looking at the build should answer most of your questions, but if you have any others I'll be happy to answer them as best I can.
I was going to do it last night but I got busy and didn't have time. I'll try to get to it sometime this afternoon. -
Okay, here's what I came up with.
The Highlights:
Soft-capped to S/L/E/N
2,338 Max HP with Accolades (2,380 with Alpha slot)
691% Regen. (758% with Alpha slot)
I chose Spiritual Core Paragon for the Alpha Incarnate slot for the healing and recharge it gives. Vigor would be a good alternative for the healing and accuracy.
It will be pricey, as I used the Gladiator's Armor +3% defense to hit the soft-cap. Fortunately, they've dropped in price and you can get one for about 350 million if you're patient.
Here's the build:
Hero Plan by Mids' Hero Designer 1.955
http://www.cohplanner.com/
Click this DataLink to open the build!
Quiller: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(5)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx(11)
Level 2: Spine Burst -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(13), Sciroc-Acc/Dmg(13), M'Strk-Dmg/Rchg(15)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), RechRdx(19)
Level 8: Impale -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(21), SScrappersS-Dmg/EndRdx/Rchg(23), SScrappersS-Acc/Dmg/EndRdx/Rchg(23), SScrappersS-Rchg/+Crit(33)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
Level 18: Quills -- Erad-Dmg(A), Erad-%Dam(27), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(45)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(31)
Level 22: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 26: Ripper -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/Rchg(37)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(39)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 32: Throw Spines -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(40), SScrappersS-Acc/Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), Rec'dRet-Pcptn(46), EndRdx-I(46)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-EndMod(46), P'Shift-EndMod/Acc(48)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
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Gambler's Cut is actually what most of the Katana players with high end builds use, and skip Sting of the Wasp. At high levels of recharge it's incredibly quick animation lets it fit perfectly in between your big hitters.
A high end Katana attack chain would be: Gambler's Cut - Soaring Dragon - Gambler's Cut - Golden Dragonfly - Repeat
Building Scrappers has changed quite a bit since you left. The attack chain above would require quite a bit of global recharge bonuses. (acquired through IOs)
I start slotting sets when I'm 3 levels below the max level of the set (if that max is under 50). Certain things, like Numina's Convalescence +Regeneration/+Recovery and Miracle +Recovery should be slotted at the earliest level you can afford them.
By the way, things are INSANELY expensive now compared to when you left. A single IO recipe can go for 100,000,000 influence now for some of the pricier ones. -
Actually, unless you fight a lot of uplevel enemies, 1 accuracy SO is fine regardless of secondary.
It's just when you start fighting +2s and higher you need to worry about more.
I'm serious. Log into a character who has 1 Acc SO in its attacks and watch your combat log. You will be at 95% to hit on the majority of the things you shoot at.
Obviously enemies with defense or to-hit debuffs will change that, but in situations where you are not debuffed and they are not buffed 1 accuracy is sufficent. -
There is also the option of slotting the Darkness Mastery powers with Siphon Insight so you can get the same 3.75% S/L defense bonus as Kinetic Combat, while being able to slot your more frequently used attacks with a set that gives better enhancement values.
I'd probably go that route myself, if I took them. -
Quote:As far as I can recall, they are identical to the Dark Blast versions' animations.
I'm also wondering about the animations of Night Fall and TT. -
Quote:Hybrid has been changed.An argument for your Tough slotting is beefing up endo even further to run Hybrid. Perhaps go Agility Core for some further endo boost, and move an IO slot (endo IO) into Phys Perfection ... all in the goal of supporting Hybrid to improve DPS.
It is no longer a high end cost toggle. It is now a 0 end cost toggle with a 120 second limit, and a 120 second recharge, so it has a maximum up time of 50%.
As of when I type this that is how it stands, to my knowledge.