ClawsandEffect

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  1. Also, if I'm understanding the OP correctly, he saw the file in the scrolling it does as you download/apply files in the updater. Absolutely no rule against looking at it there, since it shows it to you every time a patch runs.
  2. It's pretty much random I think.

    Though they may give a nod to prolific forum posters on occasion.

    I doubt Arcanaville has missed getting a closed beta invite in quite some time.

    I've been in a couple recent ones, but until the last year or so I never got a closed beta invite.
  3. There's absolutely nothing else you can drop in order to take both?

    I'd probably go with Combat Jumping unless you find that you're having endurance problems.
  4. Quote:
    Originally Posted by Miladys_Knight View Post
    I thought as much and I have to admit 2 1/2 years ago I shared your view. Then I saw an energy/energy blapper spraying enemies right and left on a team and experienced people not complaining (this was back in the days of SOs and before we had any idea what real numbers actually gave us). I wondered what it would be like to slot for maximum KB and go to town on the baddies, I picked up an old energy/energy blapper that I had created back in I4, dusted it off, slotted it up and was amazed at how survivable it was.

    That toon has since become my main. I've also rolled an Energy/Elec/Fire with maximized AoE KB powers that's designed to be played at range. In this time scrappers have lost their appeal to me. (They are too easy to play, even more so since the addition of IO Sets to the game). I prefer squishies that can duke it out in melee range just for the challenge.
    My dislike is completely subjective, and if I implied it was anything else it was not intended. Like I said in the post you quoted, there ARE a few players I have met that play an Energy blaster that I would team with any time they ask. But teaming with any random Energy blaster has left a bad taste in my mouth.

    I completely understand that it is not the powerset that makes me feel this way, rather, it is the number of bad players playing the powerset. If it sounded like I was bashing the set itself, that was also not intended, I thought I made it pretty clear that it was bad players I was referring to. But, it may not have been as clear as I thought.

    As far as scrappers being too easy to play: I ramp up the difficulty and do things with my scrappers I wouldn't even DREAM of doing with a blaster. RWZ Challenge, pylon soloing, soloing AVs with no temps and no inspirations, and other assorted "that's not supposed to be possible!" stuff. I aspire to do something as impressive as what Iggy Kamakaze did, the guy pulled off a Master of ITF with his Katana/WP scrapper...................solo. I don't want to do it for bragging rights, just to push the envelope of what I can accomplish.

    I have 2 level 50 blasters and they couldn't be more different from each other. One is a Fire/Fire that is currently set up for PvP. The other is a Sonic/Devices. I'm also currently leveling an Ice/Electric and a Rad/Mental. I don't like repeating powersets, the only ones I have doubled are WP and regen on scrappers (2 each), and Dark Melee (one of each AT that can have it)

    My distaste for energy blast has led to me not having one myself, but I may roll one eventually. It isn't something I'm interested in doing right now though.
  5. Quote:
    Originally Posted by Golden Girl View Post
    They've crushed the MM pet exploit with an iron fist - just before 2XP weekend

    I guarantee the timing was NOT coincidence.

    I used those damnmissions to get some characters past the really early content, since after the hundredth time, Kalinda's missions get REALLY stale. And Burke's aren't much better.

    I don't think I've done the initial contact blueside in over a year anyway, so that was no big deal.
  6. Quote:
    Originally Posted by MEdelen View Post
    Thats why I missed it. It should be in the Development section.

    It used to be. It got moved after S&I produced the biggest and worst flamewars these forums have ever seen before or since.

    Because it was in Development, people thought that just suggesting something was going to make it happen, and other people thought that suggestions they didn't like were definitely going to happen. I'm sure you can see how that would cause flamewars.

    The theory behind moving it to For Fun! seems to be the devs' way of saying "It's only a suggestion, don't take it so seriously"
  7. Quote:
    On a scrapper I know you can't
    Really? You can't?

    That's odd....

    http://boards.cityofheroes.com/showthread.php?t=189427

    Dark Armor is the easiest resistance-based set in the game to softcap for a scrapper. Invuln is a close second. Fire and Electric are more difficult.
  8. Hmm.

    That's strange. I have a click heavy secondary on my main (the very same claws/regen we've been discussing here). I pack a LOT of passive regen running just Integration (is 700% a lot? cuz that's what I have) so I don't have to click my heals very often.

    Losing a little DPS in order to stay alive doesn't bother me at all. Nothing kills your DPS like being dead, so I'm coming out ahead in the long run.

    And just for the information value, I rolled my main back when Slash still had the baseball pitch animation (Impale still has it for those that never saw it), and Follow Up had an agonizingly long pause before you could use your next attack. So, with that in mind, the current amount of redraw is almost nonexistent. I also still hate Strike because it has a pause in it, so I sacrifice DPS in order to not be annoyed every time I use my attack chain.
  9. ClawsandEffect

    Laser Beam Eyes

    Quote:
    I'd actually be satisfied if there were some kind of standardized activation time, which, while a bit boring, would be much more balanced.
    Yeah....they did something like that a while back.

    The blaster boards are just now cooling off from the flaming that resulted.
  10. Spines/Dark is the classic AoE scrapper. Spines/Fire is arguably better at it, with more damage in return for less survivability.

    Spines/SR or Invuln would be a solid combo as well.
  11. Yup, known issue. BaBs fixed it, it just hasn't gone live yet.

    And it's not an issue with MA, it's an issue with Shields. Super Strength has the same problem when you switch animations.
  12. ClawsandEffect

    Laser Beam Eyes

    Quote:
    Originally Posted by DarthAcerbus View Post
    So everything has to be all about the numbers and not about the fun?

    To some people, yes. Some people aren't having fun if they are not playing the absolute best thing they can play of anything. Those are the people who refuse to take Shadow Maul because it's DPA is low, and wouldn't take Flurry at gunpoint.

    Personally, if I'm having fun with something I could give a crap less if it's not the absolute best performance I could get out of something.

    I slot my regens for lots of passive regen, even though I'm constantly told I'm wrong for doing it....but I don't care because I like being able to mow through minions all day without ever clicking a heal.

    I took WHIRLWIND on a character, and enjoyed using it. I slotted Brawl once, and completed an entire story arc using nothing BUT Brawl. I play what I find fun, and if the numbers happen to turn out good on it, I consider it a win-win.

    And for the record, Laser Beam Eyes is absolutely identical to both X Ray Beam and whatever the Peacebringer attack is. It also happens to be the exact same length as a blaster's tier 2 attack. So I would say the other attacks in scrapper epics are actually too fast, and LBE is where they probably should be.
  13. ClawsandEffect

    New Scrapper

    Fire/Regen is probably the best scrapper combo for PvP at the moment.

    I'd defeinitely go Fire/Regen/Blaze.

    As far as soloing well....it's a SCRAPPER....if it didn't solo well you would have done something very very wrong.
  14. I very seldom even notice the redraw on Claws. The redraw animation is maybe half a second, and it only does it when you go to attack again, so it has no effect on your click heals.

    I have more issues with not being able to heal because I'm in the middle of an animation than I have ever had with redraw.
  15. Yes, I'm biased against the set, and I have no problem admitting it.

    It's because the vast majority of Energy blasters I have encountered in my 4 years playing consistently do all of the things I have mentioned and never seem to learn from their mistakes. The good Energy blasters, like the people in this thread, have been exceptionally rare. I have run across probably fewer than 20 players that knew how to use knockback without getting people killed. I would team with any one of them again any time they ask.

    Energy Blast is actually one of the main reasons I seldom PuG anymore. I don't know if I just have bad luck, but it seems like I run into more than my share of the retarded monkeys with trays full of knockback. And they get really bent out of shape if you make any suggestions on how to use that knockback better, so my solution is just to avoid them whenever possible. That usually leads to me doing a lot of soloing, which is just fine with me.

    I came to that conclusion after my scrapper got accused of leeching because the energy blaster kept targeting through me and never gave me a chance to actually attack anything. I know he was targeting through me because anything I targeted was immediately sent flying. Unfortunately, several experiences like that led to me having a dislike for the set. It's not fair to the people who actually know what they're doing with it, but it makes my play experience less frustrating by avoiding those situations.

    Sorry, but my opinion is very unlikely to change on this. If you know how to use knockback, good for you, but I've encountered far too many idiots. Like I said in my first post in this thread, Energy Blast gets a bad rap from bad players, not because there's anything wrong with the set.
  16. At least someone else here likes em!

    My VEATs are named after various tarantula species. The scientific name, that is. The best thing about doing that is it pretty much guarantees they aren't taken
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    <.<
    >.>

    I love my server.


    It's not a server, it's a bartender.
  18. What, did my tarantulas scare everyone away?

    *sniff* Poor misunderstood little guys.
  19. Quote:
    Originally Posted by Miladys_Knight View Post
    And there's good melee strategy and bad melee strategy. It shouldn't all fall on the energy blaster's shoulders. It is supposed to be a team after all.
    You say that like melee characters are the only ones affected by people throwing knockback around willy-nilly.

    What about the controller who's target for their AoE hold just got knocked out of the mob they were trying to hold? Yay, a 4 minute recharge power used on ONE target!

    Or the Rad who's anchor gets sent flying, causing the rest of the mob to lose that debuff? (this one can cause a team wipe if that rad's debuffs are important to that particular team)

    The kin whose Transfusion failed to keep someone alive because their target was knocked out of range?

    Badly used knockback isn't just a problem for melee characters. Most of the time, a target being sent flying is no more than an annoyance for a scrapper or tank. It can be downright dangerous for some ranged characters if they rely on enemy targeted powers for their survival and usefulness.

    Yes, a team should make adjustments to having an energy blaster along, but that doesn't mean the energy blaster should just go ahead and start knocking crap everywhere without consideration. The team should not have to change their entire strategy because one player refuses to change theirs.

    If the tank is Willpower or Invulnerability, unchecked knockback can get them killed. If the tank is Willpowerm, unchecked knockback can get the team killed. Rise to the Challenge is not a very good taunt aura, if something gets knocked out of it, it is very likely that the tank will have lost that target's agro before it even stands up. One Energy Torrent at the wrong time on a WP tank's mob can spell doom for a team running on higher difficulty settings. Especially if that team was relying on the tank to keep them alive.
  20. Here's a few species of tarantula we have in our collection:

    Pterinochilus murinus - Usambara Starburst Baboon - "OBT"


    Heteroscodra maculata - Togo Starburst baboon -or- Ornamental Baboon


    Chromatapelma Cyanopubescens - Green Bottle Blue


    Poecilotheria rufilata - Red Slate Ornamental


    These aren't our personal tarantulas, but they are pretty good pics of them. These girls here are the main reason I like them. They're cool looking!
  21. Quote:
    Originally Posted by Rick Astley View Post
    What was it?

    A video of a wolf spider with about 100 spiderlings on her back.

    And just for the record....my wife and I, and our 70-some tarantulas, laugh at all of you.

    We have some tarantulas that would make the arachnophobes in this thread crap themselves.

    Nasty bites on some of them, but most of them are fairly docile. We don't handle them because it stresses them out, but we have a number of them that we could if we were so inclined.

    We're working on a couple breeding projects at the moment, I'll be sure to post some pics when we have spiderlings

    You thought that video was bad? Wait until you see 150 P. Murinus running around. The common nickname for that particular species is OBT. It's supposed to stand for "orange baboon tarantula", but most people who know about them say it stands for "orange bitey thing". They have attitudes and a nasty bite. When you are bright orange in a green world, and only 5 inches across....you better be mean or you aren't going to live long.
  22. I've used the speed runs to get a few characters past the really early levels. And to put a level or 2 on characters that don't solo well (pre level 32 Illusion/Force Field controller anyone?)

    My only reaql problem with them is that very seldom does anyone even attempt to give them a plot. By far, the most epic fail on writing a plot I have seen yet was "...". That was it, that was the ONLY dialog anywhere in the mission. Yes, it's an exploitive farm, but at least have some fun with it!

    During the heyday of the comm officers I had one in which the contact berated the characters for being a dirty farmer. It was amusing as hell. But not nearly as amusing as the feedback I got from it. I had numerous people that were extremely offended because my contact was giving them grief for being a farmer. These same people ran my arc numerous times.....which just means my contact was absolutely correct.

    I don't create any exploitive arcs anymore (unless you count the one that was designed for my spines/fire scrapper with nothing but fire-wielding enemies in it), but when I did, at least I had a sense of humor about it.
  23. This:

    Quote:
    -Tanks and Scrappers should fight near walls and other objects instead of in the middle of a huge room that way when you do KB something it flys into the object/wall and doesn't go far.
    Is what I was talking about when I said this:

    Quote:
    Minor adjustments are one thing
    Fighting near a wall is a minor adjustment. My problem isn't with making minor adjustments to deal with a character's powers. My problem is with the implied "I'm going to play however I want, you 7 people need to just deal with it" attitude behind the statement. Am I accusing you of having that attitude? No. But you did imply it.

    What if the team had seven members before the energy blaster is invited, and none of them is a controller? Do you kick someone in order to invite a controller, just to contain one character's knockback? That's an unreasonable thing to ask, since there is no guarantee anyone on that team has a controller to switch to, which would be the easiest solution.

    Like I said, there is good knockback and bad knockback. Energy blast gets a bad rap because it is very commonly the first blaster a new player creates, and all the people (who are also new players a lot of the time) that they team with get a bad impression of what the set is. You can't tell me that a new player automatically knows how to use their knockback intelligently. Well, you could tell me, but I wouldn't believe it

    Edit: Ad Astra: I have never gotten the impression from any of your posts that you are a retarded monkey
  24. Quote:
    Originally Posted by NICKisdaBeast View Post
    Well I have this dark/armor battle axe tank, got him to level 50 and said to myself, why did I do that?

    Would anyone happen to have a build around for a da/ba tank??

    He is a good tank. The end bar..... is low. The damage, is VERY decent.
    I'll see what I can get going for you when I get home from work today. I'm fond of Dark Armor and have done some crazy stuff with one (my Broadsword/Dark Armor scrapper is softcapped to all 3 positions on top of his resistance and massive heal)

    Positional softcap isn't going to happen on a tank because there is no equivelant to Parry/Divine Avalanche to softcap melee. But.....I am pretty sure I can softcap at least 2/3rds of your typed defenses and get pretty close on the last 2. And that is without sacrificing resistance, though your recharge might suffer. But if my scrapper is any indication, once you get some good defense numbers on top of everything else DA has, you shouldn't need much recharge to function well.

    If all works out well your endurance problems should mostly go away too.
  25. Okay, here's what I came up with for you.

    A couple points:

    You skipped Instant Healing, bad idea.

    You want as much recharge as you can get, then you want to add some defense. Max HP and regen aren't that important to a regen. With Dull Pain up you will be at or close to the HP cap, loading up on a bunch of max HP bonuses will be redundant 60-70% of the time. Regen already has gobs of regen, so while it's not a bad thing to have more, it is doing much less for you than adding defense will. Fewer hits taken = more effective regen.

    A lot of times 6 slotting a set isn't a great idea. Crushing Impact and Doctored Wounds are good examples of that. The 6th enhancement isn't doing much for the power, and the set bonus for doing it is pointless. 1.25% toxic resist will not help you much. If a toxic attack hits for 100 points of damage, your resistance would mean it hits for.....98.75 points of damage. Same goes for Psionic.

    Okay, here's the build. You can tweak it however, but this should give you an idea of what you should be shooting for with a claws/regen.




    Hero Plan by Mids' Hero Designer 1.601

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
    Level 1: Fast Healing -- Numna-Heal(A), Heal-I(11), Heal-I(11)
    Level 2: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(42), Achilles-ResDeb%(45)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), EndMod-I(5), P'Shift-End%(5)
    Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(31), Dct'dW-Rchg(40)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(46)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(31), Dct'dW-Rchg(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(17)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg(46)
    Level 20: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 22: Hurdle -- Empty(A)
    Level 24: Health -- Heal-I(A), Heal-I(25), RgnTis-Regen+(25)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(46)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Boxing -- Empty(A)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), LkGmblr-Rchg+(39)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(45)
    Level 47: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), Heal-I(48), EndMod-I(50), EndMod-I(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit