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I concur with Spyral. Shield is arguably the best set to pair with non-stalker Street Justice. (It's also the only non-weapon set that doesn't look dumb with a shield IMO)
If you roll it as a tank you will softcap very easily, and Shield/StJ deals pretty good damage for a tank.
If you decide to stick with Willpower the question is survivability versus damage. The tank will be virtually indestructible, but the brute will deal better damage. -
The thing about SPinning Strike that is frequently overlooked is that, yes, it's a 6' radius attack, but since it's a Targeted AoE you are not taking up space in the middle of that radius like you are in a PBAoE.
It's a 6' radius extending from your target, so all you have to dio is target one in the middle of the spawn you're aiming at and you'll hit most or all of them with it.
Street Justice is above MA and DM in AoE, just below KM, and lags behind most of the rest of them. It's ST damage, however, is among the better performers. Not quite the best, but it's no slouch either. For Stalkers, it IS one of the best ST sets. -
Quote:Yes.EDIT: I think the main idea I'm trying to get across is that devices crowning powers are slow and awkward to use, a luxury that blasters traditionally don't have time to humour. *Aside from gun drone as I've been enlightened :P
It is intentional. Devices plays like no other blaster secondary. It is a strategic set, and can achieve greater solo survivability than just about anything else.
That is a good thing. The last thing I want is for all blasters to play identically with different animations for their powers.
And yes, I have a /Devices. Sonic/Devices to be precise, and I've had it since early 2006. That solo survivability I mentioned? I've gone entire missions without even being targeted by anything, let alone defeated. And it didn't go all that slowly either. -
Quote:Okay, you're going to want more than just S/L defense and resistance. Energy defense in particular is VERY important to Willpower.I guess the mods can't really complain than since as far as I can tell, as a non VIP player there is no legitimate place on the forums for me to post this.
Basically what I'm going for is decent s/l defense/resitence, decent regen, decent recovery, definitely perma rage which I have achieved with hasten not running. Currently even without all the IOs from this build and no IOs slotted in some things Rage recharges before it expires without hasten running. I prefer to keep my patron pool in the build because I found I like the Elec Fence to immob+dot+end drain>ball lightning more dot+more end drain>then footstomp for an awesome combo.
What I'm going for is difficulty set to +0x3 or even +0x4 for basic missions. Would this build be viable for that? Suggestions are appreciated.
Edit: I prefer to stick with the powers I have chosen. I love the knockdown animation of Air Superiority and Fly+Afterburner is great for getting around (fly for theme. Costumes with wings wouldn't be the same otherwise.and Air Superiority instead of Hover because I can't use Footstomp or Hurl unless on the ground, and it meets the requirement to take Afterburner)
I'll explain why: You have very little Energy resistance, so any Energy attacks that hit you are going to hurt. A lot. Also, Willpower, as far as I'm aware, doesn't get any end drain resistance, which means any Electric attacks are going to drain your end bar dry in short order.
To that end, I would do a couple things with your build.
1) Split the Brute ATO between 2 different powers and use Catalysts on all of them for a whopping 10% S/L defense bonus between the two sets.
2) If the powers you put the ATOs in are Foot Stomp and Hurl (which I recommend), you can fill out the other 3 slots in each power with Eradication and Thunderstrike respectively for some more E/N defense.
3) Replace the full set of Gaussian's you have in Rage with 2 Rectified Reticle and 1 or 2 generic Recharge IOs. It will get you slightly more S/L defense and it will be recharging faster than with the full set of Gaussian's in there (Gaussian's seems designed more for toggle powers, due to it's low recharge enhancement and relatively high end reduction enhancement)
4) Swap the slotting of Health and Fast Healing. Fast Healing gives you more regen than Health does, so you're going to want it enhanced. The 3 uniques you have in there currently don't actually do anything to enhance the power itself. 2 generic Heal IOs that have been boosted 5 times should get you right to the ED cap on healing enhancement.
5) Take the slots you pulled out of Rage and put them in Mind Over Body. Then put 4 Reactive Armor in there and the Steadfast Res/Def. You don't need the KB protection or the set bonuses from all 3 Steadfast Protections, and your resistance will be much much higher with the Reactive Armor.
6) If you followed my advice in point 1, Put another 4 Kinetic Combats in KO Blow, and round out the power with 2 Basilisk's Gaze (use the ones that boost accuracy). That will give you a little more E/N defense.
Hope that helps a little bit. The rest of your build looks pretty solid to me. -
Okay, I was playing my scrapper and converted a Tanker's Might ATO, which converted it to a Scrapper's Strike.
Now, I didn't extensively test this, but if they automatically convert to the set you can use, wouldn't it make sense to gleemail them before you convert them?
Disclaimer: I don't know for sure if it works like that because I only did it once, so it is entirely possible I just got lucky in getting one I could use. -
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#1 from the second group sounds interesting.
I would tie it in with Defiance's damage buff stacking.
Each attack adds .5 mag hold/stun/sleep protection, stacking up to 7 times. But if you stop attacking, and thus stop stacking them, the mez protection goes away. Leaving a hole to immobilizes since they aren't as devastating to blasters (and Combat Jumping will eliminate that anyway). I would leave the defense and resistance out of it though.
Basically, you get mez protection, but only as long as you are constantly attacking. And it can still be overwhelmed, so it's not too overpowered. It will keep one hold, stun, or sleep from affecting you, but if your enemies stack them you'll still be in trouble.
Innate ranged defense isn't a terrible idea, but it isn't really fair to the other ATs, who don't get any kind of inherent defense. Any defense other ATs have they have to expend a power pick or IO slotting to get.
Better ideas there than a lot of the blaster buff suggestions I've seen, but you have to be very careful how much of a buff you give them. They are already pretty much the kings of damage output, making them too survivable would unbalance things a bit. -
Quote:Not exactly.. A TW/Regen with softcapped defense (to melee) would rarely be hit.
Defensive Sweep adds Melee/Smashing defense.
That leaves you with no defense to Ranged/Lethal attacks. Machine guns are ranged/lethal. And they debuff defense. Regen has 0% defense debuff resistance
So, since you aren't avoiding those machine gun attacks, your defense is going to get debuffed in a hurry, including that melee defense.
And there are a LOT of machine guns in the game, particularly among the Council and 5th Column. They tend to stand back and shoot you quite a bit before closing to melee range.
Defensive Sweep isn't as useful to Regen as you think. -
Quote:So, 2 characters that are at different points in their career cannot have the same event happen?No, it doesn't. When your characters meet your handwave vanishes in a puff of logic.
He explained it pretty well actually.
The first guy had been a hero for years when Galaxy was destroyed. He may have even been called in to help with the crisis because he is an experienced hero. (My main was in a different part of the zone helping out, since he isn't needed where BaBs and Sister P are)
The second guy was just starting his career when Galaxy City was destroyed.
If his characters meet later on it simply means they have something in common, since they were both at the Galaxy City disaster. The only difference being, one was an experienced hero coordinating with the signature NPCs, and the other was a fresh-faced rookie who just signed up.
The event happened concurrently for both of them, but one was level 50 and the other level 1. I see no handwaving in this instance. -
Quote:I thought things happened chronologically as you leveled. Meaning that you could still create Praetorians because at level 1 those events haven't occurred yet for your character.The point is that once I23 hits live, you can't, ever, make a new Praetorian character because the whole of Praetoria is no longer there
Or have they done away with that now? Because if they have, it seems incredibly stupid and wasteful to create 3 entirely new graphically intensive zones and several novels worth of backstory only to render it moot a year and a half later. -
Quote:No, that wouldn't make people ragequit when they stumbled in there by accident and a bunch of jacktards won't let them leave. Most PvPers I have ever encountered would NOT respect a "Hey, I didn't mean to come in here, can you please stop attacking me so I can leave the zone?" New players in particular would fall victim to this quite a bit, and they won't have IOs or expertly constructed builds. So if they were on a server like Freedom where people still PvP regularly, they might end up with a character that is doomed to spend the rest of its existence as a punching bag for people who refuse to allow them to leave, while being almost completely unable to defend themselves.I was hoping there would eventually be another PVP or new kind of PVP where those that attack get flagged and can't leave the zone (through any mean) for a certain time. No drones or any protected areas (turrets) (a true PVP spot) and the hospitals only have a one way portal that ports to random spots on the map (or exit if you are not flagged).
That is almost as bad of an idea as open world PvP that people have no choice but to participate in. -
Quote:My magic sword wielding character disagrees.Things like mutations and super serums are quite a bit different than magic. Magic is basically "draw pretty pictures, use 1000 year old figurine, say words, ???, PROFIT" as a core functionality. There's certainly more to it than if that particular power is fully explained and possible.
So does my character that is a vehicle for an ancient Japanese warrior's soul.
Both magic origin as defined by the game. Magic is not just wizards casting spells any more than natural is strictly normal humans. -
Here's mine.
It's a slightly different tactic than Xyzor's, but should perform equally awesome.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(15)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(43), Achilles-ResDeb%(46)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 6: Spin -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(7), SScrappersS-Acc/Dmg(13), SScrappersS-Rchg/+Crit(37), SScrappersS-Acc/Dmg/EndRdx/Rchg(37)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), Rec'dRet-ToHit/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(34), Rec'dRet-ToHit(48)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(50)
Level 18: Focus -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(33), Apoc-Dam%(34)
Level 20: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(36)
Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Knock%(50)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37)
Level 26: Eviscerate -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), SScrappersS-Dmg/Rchg(42), SScrappersS-Acc/Dmg/Rchg(42), SScrappersS-Dmg/EndRdx/Rchg(43)
Level 28: Instant Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(45)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
Level 35: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(48)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(45)
Level 47: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Super Jump -- ULeap-Stlth(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:In a rare defense of another player, he did NOT say "There are not many Energy Melee characters in the game". That would require empirical evidence to prove.You know this how? You've polled every single CoH/CoV player on all the servers? I always love it when people spout out things like this. It's easy to do so in this setting. However, when challenged to back it up with emperical evidence to quantify their remarks it becomes a different story.
What he DID say was "In my experience, not many" in regards to the number of EM characters in game. That is simply a recounting of personal experience and doesn't really require proof to be a valid statement. There was more to it than that, but the only thing he actually stated was that he personally does not see many Energy Melee characters in game. -
My name should answer this question nicely.
I have at least 3 Claws characters, but only one gets regular playtime (my main and namesake).
I also have a Claws/Fire Brute, a Claws/EA scrapper, and I think I have a Claws stalker floating around somewhere that I lost interest in for a while.
I have various Dark characters as well, either primary or secondary, across many ATs. My favorite of those is my BS/DA scrapper. -
Quote:I team more with my blasters than I do with any other AT. They are off the wall awesome when all I have to worry about is pumping out as much damage as possible.It really doesn't take much to understand that the "AT" needs an overall small buff but many of the sets especially the secondary sets are bonkers awful and need some real work.
The biggest problem blasters have is that other ATs you have to work to find poor combinations with blasters you have to work to find good combinations.
My Sonic/Devices solos very well, but I doubt I'll be taking down any GMs with him.
And I would really like to see video of that Fire/Fire/Fire blaster taking down a GM. As far as I was always aware they just don't have the tools to pull it off, and I'd love to be proven wrong on that. (because I have one myself, and I may be shortchanging him if it is indeed possible) -
Quote:I would increase Stalker resistance cap to 80% as well. In the theory that all melee-centric ATs should be able to get more resistance than a Defender or Controller.The more I think of this and the debates between the melee ATs, the more I'm convinced the following is a good idea...
Tankers 90% Resist Cap
Brutes 85% Resist Cap
Scrappers 80% Resist Cap
Stalkers 75% Resist Cap
One thing that has bothered me is the tough scrappers have the same max resist cap as all the squishies.Not to the point of caring to much mind you.
But then it helps going with the reverse order in terms of damage (though that will be subjective on lots of factors...AOE vs ST, DPS, Burst, keeping enemies close for the AOEs and ST, specific sets that just advantage specific AT mechanics).
And there you go. The best makeover a Scrapper can get! 80% Resist Cap! -
Quote:On a WP scrapper the melee defense is irrelevant.The power you put it in doesn't affect its function, so the question comes down to what would you lose from any given power by placing it there. In the case of ToD and Obliteration, you're obviously going to lose melee defense if you replace anything at all.
I concur with replacing the Touch of Death set. I would also replace the Obliterations with 4x boosted Eradication and a couple Scirocco's. That's because with your pathetic Energy/Negative resistance, you're going to want more defense to it.
Splitting it is a good plan as well. -
I've taken it on second builds that were built for a specific purpose, but I generally skip it.
My BS/DA scrapper doesn't take much damage from the autohit nictus on an ITF, so I like to have a second build handy in case the main tank is a defense based set like SR or Shield, so I can pull the autohit away while Romulus is being tanked.
None of my scrappers have it on their main build, but at least 2 that I can recall offhand have it on their second build.
I may look into it as a set mule on one of them at some point if I'm having trouble getting enough S/L defense bonuses. Maybe on a Willpower scrapper or something.
I don't really have anything against Confront, but 99% of the time there is something I can take that is more useful to my playstyle. -
Quote:I have a Claws/Regen build I'm working on that's pretty sick.More regeneration is, of course, better than less regeneration. But almost anything else is going to contribute more to your overall survivability.
Highlights:
Perma-Dull Pain.
700%+ passive regen.
Softcapped to S/L.
And it has enough recharge to run Follow Up>Slash>Focus>Slash>Repeat as its attack chain, which, while it isn't quite the best chain you can run, is pretty good.
It involves the scrapper ATO set, and lots of boosted enhancements. Oh, and tier 4 Spiritual, which I'm only one very rare component away from.
If I think about it when I get home I'll share the build. It should translate pretty well on the Regen side of things at least.
Edit: Also, Welcome Back Werner! -
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Quote:No, nothing broken at all about being able to level as a Regeneration Scrapper or Brute until you get to 50 (because Regen is still among the fastest sets to level), and then switching to Electric/Shield (If Scrapper) or SS/Fire (If Brute).I think everyone agrees switching ATs would be game breaking. Imo in-AT switching wouldn't be.
The sets that get good at high levels suck at low levels for a reason.
A set like Regeneration peaks at about level 30 and doesn't really get much better than that, while other sets don't start getting really good until level 30.
If they implemented this, you would never see a Regen above level 30, and you'd never see a Shield or Fire below level 30, pretty much ever again.
Part of the balance of those sets is that the better they are at end game levels, the worse they are going to be at low levels, and vice versa. There would be a TON of balancing issues that would need to be addressed in order to prevent people from abusing this idea exactly as I outlined above. -
I think the mag 50 unresistable Fear this set hits Positron with is enough to make it overpowered.
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Quote:I cannot argue with the logic of that statement.Yes, that was my favorite too. Reminds me of my wife's current favorite joke:
What's red and bad for your teeth?
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a brick.
The only problem is....bricks are not always red. Though they ARE always bad for your teeth, either via impact or attempted chewing. -
Quote:He's working on Neverwinter.Considering that Chris hasn't been with Paragon Studios since October 2010 it's likely that the DX11 game he was working on was either Champions or another game at Cryptic Studios (his current employer).
He was actively working on City of Heroes until PS did their layoff in October 2010, not a different game.
He told me personally when I found him on Facebook.