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  1. Quote:
    Originally Posted by Leo_G View Post
    I didn't skim your post. You just took it from a biased point of view. Of course DA will cost more endurance when it has more toggles. Because FA only has 2 protection toggles, yeah it'll cost more. But then FA also has 'less' survivability just by virtue of having a weaker heal. Same with electric.
    FA and Electric are better Tanker Primaries than Dark Armor. I don't consider FA's heal weaker by any means.

    Quote:
    Originally Posted by Leo_G View Post
    Next time, calculate the amount of resist those toggles provide vs the endurance cost of them. Do they offer equivalent resistance or does DA, for some reason, pay more endurance for them yet recieve less of a bonus?

    Then, when you add in the mez toggles, compare those to the utility of Fiery Embrace/Burn and Power Sink/Lightning Reflexes. Which of those provide more survivability?
    That's my point. DA is given NOTHING better for it's higher endurance usage. CoF and CoD are not worth the endurance cost, even slotted. Soul Transfer is an ok pick if you like building a debt badge and re-toggling the 4-7 toggles that failed your the first time.
  2. Quote:
    Originally Posted by Fulmens View Post
    I'm going to take Aggrovac, the 6 million inf man, out to try a 0/x8 radio mission against CoT, at level 50.

    No, it's not "SO's only", but I did this build for 6 million inf back in I9, over a weekend, so surely it can't be THAT overpowered?

    EDIT 1:
    Huh. Can't do it.

    Lemme try Boltcutter- L50, SO only, BS/inv scrapper that I also haven't played for a year or two.

    EDIT 2:
    Nope! Died twice on the first spawn. Might have done better if I hadn't waited so long to hit Unstoppable.

    EDIT 3: Managed it with Niefelherse, an Ice/Axe tanker. Admittedly, that's an Ice/Axe with a Numina and Regen unique, a Kismet +Acc, 200 bonus HP, +25% recharge, and a few other minor things in there. And some of those fights went long enough for Hibernate to be needed, used, and recharge.

    EDIT 4: MAnaged it again with Orbital Bombardment, an IO'd out L44 Dark/En tank. It merely requires time.
    Sorry for the double post, but I just noticed this reply. I'm not sure what purpose this post serves. You produce an IO'd Dark/Energy tank running a CoT mission (0/x8) as evidence of what?

    Dark is great for minion and some LT control (depending on your tanker secondary) but so-so for bosses and up. It's medicore at best against AVs. At least an Ice tank gets Hoarfrost to supplement having only one enemy in range of Energy Absorption. What's DA get...soul Transfer? Great.

    rabblerabblerabble
  3. Quote:
    Originally Posted by Leo_G View Post
    The object of the set is you can pay more endurance for more survivability.
    This is where my main issue with DA lies...it pays more for the same or less survivability. I speak from tanks and brutes experience/perspective. Scrappers can get by with less survivability because they have tanks soaking up the aggro 8 times out of 10.

    I find it interesting most people skim over my posts and go right for erqy (whatever).
  4. Here is how I decided to slot the build. Any advice is welcome.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  5. Quote:
    Originally Posted by Calash View Post
    That explains it then. The best I can tell they have not hit Freedom yet. Same thing with Victory. Virtue was a different story, and I am assuming they will make the rounds to other servers this weekend.
    Will they email or call my cell? I might be out and about for a few hours and won't be able to F5 my CoH webpage.
  6. Quote:
    Originally Posted by Gorgar View Post
    In the end, Dark Armor is one of the sets that can get great benefit from IOs (end/recharge in Dark Regen from heal sets, etc, the +end proc, etc), but I don't think it's unplayable with SOs. I wouldn't argue that it doesn't have the power to use more endurance than other sets, but to me it's a more powerful and flexible tool than some other sets, and is worth
    You make a good point, and I agree to an extent. Lastly, I don't think the set is unplayable, but I feel it's end usage is too much for what the set provides. I also feel a couple powers need revisions or out right changes (yes, yes, cottage rule rabblerabblrabble).
  7. Quote:
    Originally Posted by Sharker_Quint View Post
    actually, every set has a way to replenish the end. it is called a blue inspiration. and honestly, if you are going to run offensive toggles,
    It's amazing how that simple post of mine flew right over your head. Di dyou even read the thread or did you just jump on my post because you're bored?

    You're supporting DA's end usage, which is greater than any other tanker primary and has no endurance tool to assist it's usage, by telling me I have to use Blue Inspirations and IOs.

    Is that about right?

    Then you have proven my point, thank you.


    And this little gem:

    Quote:
    Originally Posted by Sharker_Quint View Post
    there is no need for tough as nothign should be hitting you which brings your end consumption down to(using SO's) 1.47/sec. and with io's is down to 1.34 as combat jumping does not need an io because all you are dropping the end cost by is .02. and with stamina and PP you are recovering at 2.88/sec. your end drian is less than half of your recovery which means you should be fine.
    Even if you drop Tough AND Acro, <going to bold it, just for you> DA still uses more endurance than any set and has no endurance tool to assist endurance

    Quote:
    Originally Posted by Sharker_Quint View Post
    lrn2bildkthanks.
    Indeed.
  8. To add some substance to this debate, I've brought some figures courtesy of Mid's.

    I chose 3 sets that all have a "KB hole" and would use acro to plug that hole. I also used Level 50 IOs and have included Physical Perfection. Stamina is slotted with 3 lvl 50 IOs and PP is slotted with 2.


    1st up, Fire Armor.
    • 2 Shields and Combat Jumping; 1 level 50 end rdx each.
    • Blazing Aura, Tough and Acro; 2 lvl 50 end rdx
    Result: .93 end/s

    Keep in mind that Fire Armor has access to Consume as well.




    2nd up, Electric Armor.
    • 3 Shields and Combat Jumping; 1 level 50 end rdx each.
    • Lightning Field, Tough and Acro; 2 lvl 50 end rdx
    Result: 1.16 end/s

    Keep in mind that ELA has one the best endurance tools in the game; Powersink.




    3rd up, Dark Armor w/out CoF and CoD.
    • 3 Shields, Opp Gloom and Combat Jumping; 1 level 50 end rdx each.
    • Death Shroud, Tough and Acro; 2 lvl 50 end rdx
    Result: 1.14 end/s

    DA has NO endurance tool.

    Lastly, DA with CoF and CoD.

    • 3 Shields, Opp Gloom, CoD and Combat Jumping; 1 level 50 end rdx each.
    • Death Shroud, CoF, Tough and Acro; 2 lvl 50 end rdx
    Result: 1.61 end/s


    Dark Armor uses more endurance and has no way to replenish that endurane unlike sets like FA and ELA that use similar power picks.
  9. Quote:
    Originally Posted by Calash View Post
    This event so far has not played out like normal invasions. Rikti patrols, waves of enemies pouring in, GM class spawns. While they are the same enemy, this event reminds me much more of the end of beta than our current invasions.
    I saw nothing what you described on Freedom. I only saw a normal rikti invasion in KR.
  10. Quote:
    Originally Posted by Calash View Post
    - A large segment of the forum population has been asking for events. We got one and many of us are happy for that, even if it slightly resembles a standard invasion.

    - It has been stated in many places...it is not over yet. Still have yet to see a mothership hovering over us. First wave was probably part of the marketing to get people ready for a weekend attack.


    I am really looking forward to seeing how this turns out...and to smashing many Rikti
    Your definition of "slightly" confuses me in your first point, and I love events but I would like something different, not just more Rikti. I'm probably one of the few in my SG that actually enjoy the invasions and actively build teams when I see one in a zone.

    My angst is towards the lack of information we have received, and I'll gladly eat my words if this "event" turns out to be the prologue for something larger...but right now it's "meh."
  11. Quote:
    Originally Posted by Fulmens View Post
    Well if we're going back to the pre-IO world, Clouded, you can use Hover instead of Acrobatics with no loss of firepower.

    Personally I did it with teammates, and by slotting a lot of END reduction (yes, in my attacks too.) In return I got one of the hardest to kill, biggest-PBAOE sets out there.

    ... but, hey, if you only want something that's as tough as Invuln you can run only some of those toggles.
    I've tried the Hover-Brute/Tank and found it unappealing. I move around ALOT when I play melee characters, especially Tanks, to control aggo and/or hit as many enemies as possible with PBAoEs. Hover hindered this ability and I found it an unacceptable substitution for Acrobatics.

    To be honest, DA is the only set in this entire game I find lacking in such regard. I'm not one to be so critical of a set but I cannot help state my opinions in contrary to those praising it when I disagree.

    "If you don't like, don't play it," is not an acceptable solution for me. I'd rather hear from Castle that he finds the set performing adequately and sees no need for further evaluation. At that point, I'll just avoid it since no matter what I say nothing will change.
  12. Sorry to be a wet blanket, but I find all this is be pretty underwhelming. Perhaps I'm alone in this line of thinking, but I feel as if the devs are merely placating us. I would really enjoy some new information about this game without all the silly updates from Twitter.

    It's been 4 months since I16 and I really don't think it's too much to ask for an update already.
  13. Quote:
    Originally Posted by KaliMagdalene View Post
    Yeah, I've met several players who are elitist about certain powersets too, and many who still carry impressions of what those powersets are like from the game's first year.

    I don't care how many level 50s anyone has, if they don't play DA, or they only play it long enough to get annoyed with it and quit, I don't care what they think, really.

    And yeah, I don't know what you did, but it's possible, even easy, to play DA without massive end issues, so you did it wrong. DA's biggest actual problem is the lack of KB protection, and that's easily covered by easily obtainable IOs.

    If you don't like the powerset, there's nothing wrong with that, but trying to blame the powerset because you couldn't play it when it's both quite playable and fairly effective is a bit silly.
    Sorry, I guess we should all stop and chat while we play and let our End replenish or I'll lower my difficulty to -1 x 0 so I can be amongst your elitist group. By the way, the first sentence in your quote is pretty interesting since you seem to be projecting such an elitist attitude as well.

    Perhaps you could do me the favor and explain how you can run 8 toggles (explain in my post above, which you ignored since it provided way too much sensible replies) and use Dark Regen without having end issues. Please remember IOs are not required in this game and telling others to rely on them means the set DOES have issues.
  14. My SS/WP Brute (heavy IOs) and Fire/SR Brute (heavy IOs) are about the same in terms of overall survivability. There are occasions where one is better than the other. For instance, I've had better luck with the SR Brute on Mothership raids and better luck with my WP Brute on the RSF.

    I would say SR and WP tied for most survivable followed by Shields and Invunerability (if we aren't counting Granite).
  15. I think you'll take a few hits no matter how stealthy but you have two heals to to mitigate any damage and by that time most enemies, save for bosses, will be stunned or feared.

    Just don't run Death Shroud with CoF because the tics of damage from DS will break the fear component for a brief period allowing the enemies to attack.
  16. Quote:
    Originally Posted by Dark_Respite View Post
    My geek cred is probably failing me here, but is the tag "two weeks two weeeks" a reference to TOTAL RECALL? I have been trying and trying to remember what it is...

    Michelle
    aka
    Samuraiko/Dark_Respite
    I remember that scene in Total Recall. The phrase is muttered by the robotic disguise Arnold is wearing when it begins to malfunction. The disguise is a fat woman with red hair in a moo-moo.
  17. There are a few changes I will suggest for your build but you should know that Longbow and Arachnos are tough enemy types, so don't beat yourself up too much if they give you trouble.

    Suggestions:

    1. High Pain Tolerance should have more slots. 3 Heal enhancments and 1-2 resistance.

    2. Mind Over Body: 3 resis IOs, 1-2 end rdx

    3. Heightened Senses: 3 Def IOs, 1-2 end rdx

    4. Combat Jumping is way over slotted, either 1 def enhancement, 1 jump OR 1 end rdx

    Personal Preference suggestions:

    1. Drop punch or Jab and take Haymaker. I like Jab for Fury building.

    2. Take a few slots from Boxing. I will spend 2-3 slots in boxing since I only use it for fury building.

    3. Switch a end rdx in for a recharge on KO Blow

    4. Add a 3rd heal to RttC and/or remove the taunt enhancment

    5. Throw a 3rd heal enhancement in Fast Healing

    I also fixed the coding for you:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Vipra expencive: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- Acc(A), Dmg(3), Dmg(3), EndRdx(5), RechRdx(5)
    Level 1: High Pain Tolerance -- ResDam(A), Heal(7)
    Level 2: Mind Over Body -- ResDam(A), ResDam(7), EndRdx(9), EndRdx(9)
    Level 4: Fast Healing -- Heal(A), Heal(11)
    Level 6: Boxing -- Acc(A), Dmg(15), Dmg(15), RechRdx(17), EndRdx(17)
    Level 8: Knockout Blow -- Acc(A), Dmg(19), Dmg(19), RechRdx(21), RechRdx(21), RechRdx(50)
    Level 10: Jab -- Acc(A), Dmg(11), Dmg(13), EndRdx(13), RechRdx(23), RechRdx(46)
    Level 12: Combat Jumping -- DefBuff(A), DefBuff(23), EndRdx(25), EndRdx(43)
    Level 14: Swift -- Run(A)
    Level 16: Indomitable Will -- EndRdx(A), DefBuff(25)
    Level 18: Rise to the Challenge -- Heal(A), Heal(27), EndRdx(27), EndRdx(29), Taunt(29)
    Level 20: Quick Recovery -- EndMod(A), EndMod(31)
    Level 22: Rage -- RechRdx(A), RechRdx(31), RechRdx(31)
    Level 24: Health -- Heal(A), Heal(33)
    Level 26: Stamina -- EndMod(A), EndMod(33)
    Level 28: Taunt -- Acc(A)
    Level 30: Heightened Senses -- DefBuff(A), DefBuff(33), DefBuff(34), EndRdx(34), EndRdx(34), EndRdx(36)
    Level 32: Foot Stomp -- Acc(A), Dmg(36), Dmg(36), Dmg(37), RechRdx(37), RechRdx(37)
    Level 35: Tough -- ResDam(A), ResDam(39), EndRdx(39), EndRdx(39)
    Level 38: Weave -- DefBuff(A), DefBuff(40), EndRdx(40), EndRdx(40)
    Level 41: Gloom -- Acc(A), Dmg(42), Dmg(42), Dmg(42), RechRdx(43), RechRdx(43)
    Level 44: Dark Obliteration -- Acc(A)
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  18. Defense is all the rage now and can be acquired fairly easy with IO sets. I typically choose position or typed defense based on the powersets I'm using but usually when building a defensive based armor set.

    However, when it comes to a resistance based set like Electric Armor, I'm left wondering if obtaining melee defense is better or worse than obtaining S/L defense.

    What say you all? Do you prefer melee over S/L or vice versa, and why?

    Thanks!
  19. Thanks to rylas and everyone else for their input!
  20. Quote:
    Originally Posted by Dark_Inferno View Post
    Hello guys. Loving the new power options and colors. i noticed that the Dark Armor set now has an option to remove the character fade from Cloak of Darkness, but a similar option has not been added to Electric Armor's "Power Surge". If we could have all the glows and such of that without the character disappearing as an option that would be awesome.

    ty!
    I don't believe the two powers function the same. It's my understanding PowerSurge is more similar to Granite in that, when activated, the power changes your costume or character completely.

    I stand to be corrected if I'm mistaken.
  21. I'm not going to get my hopes up on anything major and will just believe this is just a purtified invasion. I really REALLY want to be wrong though.
  22. Perhaps Paragon has Portal Detection and knows when an off-world portal is opened which would stop the Rikti from gathering in safe areas.
  23. Quote:
    Originally Posted by Rylas View Post
    I can supply the build if you like.

    I also have a "Pre-20" build that I use for TFs. Elec/ can be made quite sturdy in the early levels, especially when it's a respec build that 6 slots all the powers, and has plenty of +recovery bonuses to make up for no Stamina.
    I'd love to see the 50 build and pre-20 build to help me gather ideas. Thanks!
  24. Aaaargh, I need to know when this is happening to make sure I can schedule some time to login.

    You'd think the invaders would be civil enough to post their expected invasion times in EST, but nooooooooooooooooooo.
  25. Hi Tankers,

    I wanted to give Electric Armor a go for tankers and paired it with Stone Melee. I know on CoV Stone/ELA Brutes are very effective, so why not a tank?

    I'm familiar with ELA some (50 em/ela brute) but have very limited experience with Stone Melee. There seem to be quite a bit of powers that look like good choices but I'm not sure I'm willing to sacrifice the fighting pool or the energy mastery pool.

    Here's where you all come in.

    Below is a copy of the build I plan to level and I've left out slotting for now since the power picks are what I'm focusing on.

    Questions:

    1. Is it a mistake to skip Heavy Mallet? In the build I have Stone Fists, Stone Mallet and Sesmic Smash for ST damage.

    2. What's the concensus on Tremor? The numbers looks similar to footstomp but the 3.3s animation seems a bit long. Should I ditch this since I already have an AoE type power; fault?

    3. I chose the Energy Mastery Pool for Physical Perfection to stack mroe regen to Energize. Is it noticeable or should I grab a different pool or powers?

    4. Lastly, what direction do players take with IOing their ELA Tanks; more HP/regen, more Recharge, etc?


    Thanks for all the assistance, and here is the build.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Thumpbot: Level 48 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- Empty(A)
    Level 1: Stone Fist -- Empty(A)
    Level 2: Stone Mallet -- Empty(A)
    Level 4: Conductive Shield -- Empty(A)
    Level 6: Static Shield -- Empty(A)
    Level 8: Grounded -- Empty(A)
    Level 10: Taunt -- Empty(A)
    Level 12: Energize -- Empty(A)
    Level 14: Hurdle -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Lightning Reflexes -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Fault -- Empty(A)
    Level 24: Hasten -- Empty(A)
    Level 26: Super Speed -- Empty(A)
    Level 28: Power Sink -- Empty(A)
    Level 30: Lightning Field -- Empty(A)
    Level 32: Power Surge -- Empty(A)
    Level 35: Tremor -- Empty(A)
    Level 38: Seismic Smash -- Empty(A)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- Empty(A)
    Level 47: Conserve Power -- Empty(A)
    Level 49: Physical Perfection -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet