Cyber_naut

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  1. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Joining the crowd with their inherent fitness mids
    For the aoe and hasten starved builds

    46.3/46.3/46.6 defense
    329% regen (26.45 hp/sec)
    143.6% HP (1922)
    200% (3.75) endrec with 1.04 enduse
    SK-CS-SK-CAK chain on perma hasten
    Aidself
    Fireball!!!!!!!

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    If you're gonna team at all, I'd endorse this build or one like it. Fireball alone will give you some nice aoe and make you feel a lot more usefull on teams. Or go villain and grab some mu electric powers. While you're correct to say MA is pretty much a single target set, there's no reason not to use the great pool powers to get some juicy aoe. Looks the change will make playing sets like MA on large teams a lot more palatable.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    Damnit, Iggy....

    Ah, the power of shield walls... lol. But builds that benefit from more recharge are still better off with LotG's imo, and I think shield walls can be pricey (haven't checked lately).
  3. Quote:
    Originally Posted by hedgehog_NA View Post
    I guess, I have to retire my tank "Back Alley Broiler"..the chicken tank

    Brawler was a great animator, and it becomes painfully obvious how good when you look at animations in some competing cames, including some that haven't even been released yet. And before he cut off correspondence in the forums, he was one of the more friendly and informative devs in the game, and it was greatly appreciated, at least by me. I obviously don't know the specifics of what happened, but it's this games loss without a doubt. I would love to know what happened exactly, so I know who to shoot hate at... lol.
  4. Quote:
    Originally Posted by Biospark View Post
    Perhaps you have not seen Arcana's major work on just this topic.
    Granted, the last I had seen, she had not added Willpower to the thread, but Regen is quite well covered.

    Perhaps someone could link it for you. Then read it once for yourself.
    Or, read it a few times like I had to do.

    Here it is. Will save you a search.

    http://boards.cityofheroes.com/showt...errerid=440406
    I remember TRYING to read that a long time ago, lol. There's no question that arcana is a math wizard, but you don't need to be a math wizard to have a really good idea how effective each scrapper secondary is in game.

    And even if you accept her mathematical analysis as being a completely accurate assessment of how strong each secondary is relative to eachother, I don't see any of that conflicting with my arguments anyway. But if you see something in there that does negate something I've said, what and where is it exactly? Or better yet, what about my argument do YOU disagree with?

    To summarize my argument:

    1)Since regen relies so heavily on regen, it should get debuff resistance, just as other sets that rely on one mechanic so heavily (like sr with def), gets debuff resistance. This argument is an opinion, so really there is no right or wrong answer here, nor can it be proven 'wrong' or 'right', with or without calculators...

    2)Regen is NOT lagging 'way' behind any competing sets. Early on, it's actually pretty strong thanks to endurance boosting powers, and click heals putting it ahead of other sets that need to build defense/resistance and toggle management. But as the game progresses, it falls behind other sets, especially those that incorporate defense.

    And even if you want to argue that it is on par with other sets even late game, you can't deny the fact that due to it's clicky nature, it takes more skill and activity (activity that detracts from offensive performance, while many competing sets actually ADD to offensive performance) to achieve similar survivability to sets that you just turn on or sets that actually boost offensive performance. I would argue that if it takes more work, and detracts from your offense, then that set should offer superior survivability, and I'm not sure anyone is arguing that regen is superior in terms of survivability vs. competing sets.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Actually, Regen gets damage mitigation from regeneration, heals, and +health. If you count +health and +res together, at standard levels of difficulty regeneration gets about equal amounts of protection from healing and regeneration, and slightly less from resistive/health mitigation.

    As to its performance, the only argument on regen are at high levels of performance with high levels of player skill. In the hands of average players playing at average levels of difficulty, I don't think the devs see any difference in performance across the playerbase for Regen relative to other scrapper sets. If they did, they would probably act upon them. In the past, though, its always been implied that SR (prior to its buffs) and Invuln (to an extent) were the lesser performing sets. That past includes the recent enough past for regeneration debuffs to be fully in play.

    At high levels of performance, there is a potential argument to be made but at those levels of performance balance arguments typically have to be pretty sophisticated to be convincing, of a kind I don't generally see being made. Or at all, really.
    You don't need a lot of calculations to make the argument that a set requiring active use is more difficult to use than a set that only requires toggles to be turned on. And imo, a set that requires active use (and time to use it, which takes away from offensive output) should be able to outperform a set that requires no active use and doesn't cut into offensive performance.

    I don't think any of us have survival statistics on the varous secondaries available to scrappers, and even if we did, they'd be tainted by player skill somewhat. Having said that, I'm willing to bet that the vast majority of knowledgeable scrapper players would not rank regen as the top secondary in terms of survivability (in fact I think most would consider it a bit squishy in pve play, outside of pairing it with parry or divine avalanche). I'm arguing that it should be tops in survivability, and without question. Why? Because again, it takes more effort than the other secondaries, and pretty much only offers surivivability, while the active nature of the set actually decreases offensive output where many other secondaries actively improve it.

    And while its true that regen gets its mitigation from regeneration, heals and +health, more of it's powers involve regeneration (dull pain and/or recon didn't get nerfed when regen was overperforming), and is the primary potential target for debuffs, which is why I believe it should receive at least some regeneration debuff protection. SR has other minor secondary pieces of mitigation as well, but since it's primarily defense based, it gets defense debuff resistance, hence the comparison.

    And finally, you're implication that if regen was underperforming at all, the devs would have acted on it by now, is simply not supported by the history of this game. There have been, and are, underperforming, and overperforming sets that have remained so for very long stretches of time, and some of them were altered after player imput and suggestions.
  6. I love scrappers as much as anyone in terms of style, but in terms of performance, there's no way anyone with even a bit of knowlege about how the game works could argue that a team of scrappers will move through content as fast as a team of buff/debuffers. Stacking buffs/debuffs are FAR more powerful than anything scrappers bring to a team, and those at's generally (not in every single case...) have superior aoe ability as well.
  7. Quote:
    Originally Posted by firespray View Post
    I understand the argument that the OP is making, but I don't really agree with it.

    City of heroes is a multiplayer game. It's great that they've made it accessible to soloers, but at its heart, it's meant for teaming. There SHOULD be content that's only accessible to teams, and honestly we don't even have that much of it. Add up all the raids, task forces, and trials in the game, and they're still probably only 10% or less of the total amount of content. I think that's a pretty acceptable amount really. It's not going to kill anyone to join a team once in awhile.

    A better solution is to make teaming more desirable via reward rather than making it a requirement. Why piss off players that prefer to solo? The real reason a lot of players solo is due to the bad set up where you get better rewards for soloing than you do on teams. Change that around and you'll see a LOT more teaming.
  8. Its absurd that regen as a set has no -reg resistance, considering the fact that's it's main form of dmg mitigation, like super reflex uses defense (and gets massive def debuff resistance).

    Secondly, the fact the set is so dependent on user skill/activity/effort, justifies the set being able to OUTPERFORM a competing set that is completely passive, and that is certainly not the case as of right now. In fact, I'd argue that the opposite is true.
  9. I play the game quite a bit and I don't even bother with purples anymore, and I've got only 1 pvp IO that I bought when they first came out, that would indicate to me that they need to be a little bit more attainable. I understand they are 'ultra rare' but when you make them almost untouchable to most of your players, it's wasting a valuable resource and draw to the game imo. I'd increase the drop rate a tad, and let the pvp ones drop everywhere, because lets be honest, they're not drawing anyone to pvp, especially after the disasterous pvp revamp where pvp follows completely different rules from pve. Secondly, I'd lower the cost of purchasing them with hero merits. 30-35 hero merits for one single IO? C'mon.
  10. Quote:
    Originally Posted by Redd Rumm View Post
    Well... my only guess as to why you have a problem with inherent stamina
    is that you like bragging on how you " Have several builds without stamina"
    This. No sane person can honestly claim endurance isn't an issue in this game, especially during levels 1-22, and it's a flat out PITA for most players, which is supported by the fact almost every build has stamina in it. The fact it's so rare that stamina is skipped proves the fact that endurance usage is excessive in this game, which is why the devs have decided to make this move, and it's a great decision.
  11. Flight could use some fixes imo. Due to a nasty disperity in effectiveness, almost all of my toons are leapers over fliers. I like to build to concept and I've skipped flight on toons that would be better suited for it based solely on the fact flying is so damn slow.

    Combat jumping is more end efficient and offers similar defensive capabilities. If hover is going to effect endurance more, it should offer better defensive numbers. Now I'm sure some will argue that hover gives you better directional movement, but its a lot slower and everything can still get at you because pretty much everything has ranged attacks.

    For pure travel ability, SJ again is much faster than flight. Anybody that's played the game for more than five minutes forgets about the minor safety advantage flight offers. I'd love to see some sort of faster flight offered, either with some sort of penalty or as a higher tier power choice.
  12. 1)Fire/SD scrapper (me)
    2)elec/SD scrapper
    3)SS/SD brute
    4)rad/sonic defender
    5)fire/rad corruptor
    6)ice/cold corruptor
    7)sonic/kin corruptor
    8)fire/kin controller

    We need 3 melees so I went with 3 SD's because SD adds great aoe with SC and offers the superior mitigation of defense and team stacking buffs. Fire scrappers have a great mix of single target and aoe damage, while elec offers massive aoe damage, both sets can dip into fire for fireball and even more aoe dmg. SS for the brute is one of the better aoe dmg dealers, and said brute can go into the mu or soul epic for added aoe carnage. All in all you have 3 wrecking balls buffed to the gills for both single target and aoe dmg, with stacking def buffs, even though it will be absurd overkill on this team.

    We have to have a defender so I went rad/sonic which is an av/gm killer, with rads nasty debuffs and sonics stacking -res. One of the better defender combo's imo.

    Then I went with the at with the nastiest combo of buff/debuff/offense, the corruptor. Fire offers nasty single target and aoe dmg and we'll double up on the rad buffs/debuffs just for the fun of it. Then I went with ice for some nice aoe/single target dmg, and cold which will add to team defense and mitigation while offering some nasty buffs and debuffs. And I went with another sonic for more -res and kin for its happy bag of tricks.

    Finally I threw in a tried and true fire/kin for its massive aoe carnage.
  13. They should actually redo the prequels with a good writer and director...
  14. Quote:
    Originally Posted by StratoNexus View Post
    You are honestly proposing that any level of defense under 45% is overly under-performing? What does that even mean, overly under-performing?
    It's based on my experiences leveling SR toons. From my experience, leveling a toon that relies primarily on defense, like SR, is a PITA, because defense isn't very good without inspirations until you start getting near softcap, and anything that gets through your meager defense makes said toon die very quickly, as opposed to any other set that has layered defenses. I don't mind that sub par performance because you have the end game payoff of soft cap defense and DDR. Now if the game is changed to make soft capped defense far less effective, that leveling up inferiority is no longer justified, and a set like SR becomes a joke.

    Defense already has plenty of kryptonite to deal with. For example, DE already had tools that could give def based toons all kinds of problems, which makes the buffs even more difficult to understand.

    People build for defense because they can now, thanks to IO bonuses. And it's been GREAT for the game, especially for scrappers. A good deal of the buzz in these forums is due to the fact that players can now softcap their toons late game and accomplish heroic feats like soloing av's and pylons. Weaken that too much and we go back to threads like 'i soloed a group of four hellions!'. Pretty exciting huh? I for one don't want my multi-billion io'd out level 50 toon struggling with every other even level spawn of average enemies like DE and malta, which are common lvl 50 enemies.

    And if the devs are wondering why there is an imbalance between people building for defense and those building for resist and heals, then look no further than the miniscule io bonuses available for that build style. The answer isn't to decrease def bonuses or def effectiveness if this is what they're looking at, the answer is to increase players ability to build for survivability outside of defense based builds so they can continue to use their end game toons to solo avs and such.

    As has been mentioned earlier, if the devs want to create a new level of difficulty, thats as easy as offering even higher difficulty levels on the slider, or putting it in the new incarnate material.
  15. Quote:
    Originally Posted by Krogoth View Post
    Not since issue 18. It now adds a fire component to all attacks instead.

    Fiery Embrace: After using this attack, all subsequent attacks for 20 seconds will do extra fire damage.
    Thats fire armor. Fire melee has build up.
  16. Quote:
    Originally Posted by NordBlast View Post
    I PMed Castle regarding 64% to-hit. He replied that it is WAD.

    I'm usually opposed to nerfs, but one nerf that would be extremely beneficial to this game would be a nerf to castle...
  17. Quote:
    Originally Posted by Werner View Post
    Yeah, I definitely think raising to-hit in the pre-50 content is a bad idea. Incarnate levels, fine. They can set that up extra-difficult if you like, even with disclaimers like "casual players need not apply - you'll need a good build and IOs for this stuff, or a really good team". But I don't think they should be adjusting the pre-50 content to make it, in this case, significantly more difficult.

    (Edit: And frankly, I don't think they'll want to deal with the outcry if the incarnate levels aren't at least ALMOST as casual-friendly as the pre-50 levels.)

    THIS. Save the increased difficulty for the incarnate levels.
  18. Quote:
    Originally Posted by UberGuy View Post
    I disagree vigorously that any mob should ever be consistently be given this particular brand of bypass as a full-time benefit. We have examples of things that bypass particular strategies already. It's called typed damage and typed defense.

    The change to get mobs to have 50% base toHit was sought for so long for very sound reasons. I have problems with them making a fairly blanket reintroduction of it; having it apply to an entire faction of mobs full-time is overly severe, IMO. Having powers that grant it temporarily or conditionally (like build-up) I am more OK with.
    Agreed. The devs clearly feel capped defenses are too powerful, while ignoring the fact defense is overly underperforming before soft cap, the fact soft cap doesn't happen until late game anyway, and as they've done in the past, they have over reacted with an overbearing change that will make defense gimp.
  19. Quote:
    Originally Posted by NordBlast View Post
    I haven't check Malta numbers in this mission. But I'm begining to think that TIP missions might be buffed.
    This. I noticed it immediately on my fire/sd scrapper who was getting repeatedly slaughtered in a tip mish when I repeatedly had faced malta on the same setting previously with little difficulty whatsoever.
  20. Quote:
    Originally Posted by TwilightPhoenix View Post
    "Cough cough" Psi Assault "Cough hack" Shield Charge "Cough hack wheeze"

    Ugh, I hate fall allergies.

    You need a cough drop or what?

    Shield charge got changed because nothing in the game did the type of damage it did.

    With rage, SS is on par with several competing sets in terms of damage and eclipsed by several more. Without rage, SS is in the basement. So while rage might be overpowered if it were in another set, it is absolutely not overpowered in the SS set. In fact, I'd argue that the negatives to rage are excessive when you consider the fact that rage, which requires a power selection and slots, only allows SS only to compete with other sets rather than eclipse them. If you're paying penalties for a power, a crash and serious endurance issues thanks to an end crash that can't be mitigated with slotting and hits all at once, it should offer superior performance, not simply allow the set to compete with other sets and even be bested by some.
  21. Quote:
    Originally Posted by Dz131 View Post
    I don't know why Rage is exclusive to 1 set. When all others have the standard BU, ok except claws.

    And kinetic melee. And dual blades. And dark melee. If every set had the same powers and worked the same way it would get pretty boring, pretty fast.
  22. Ability to turn off glow on hasten and superspeed.

    All sword/mallet or no sword/mallet on powersets like fire melee, stone melee, ice melee, etc. For example, I'd love to use stone melee but I don't like the concept of using giant stone/crystal mallets, I'd love to have the option of just using stone fists for all the powers.

    Aid self animations without tricorder.

    Midnight grasp using something other than tentacles.

    Less acrobatic/more realistic dual pistol animations. The current animations are nice but they don't fit most gun toting hero/villain concepts.

    Claws eviscerate, something without the gymnastics move.

    Alternate to anything that uses the chest thump animation like tough.

    Ability to customize granite armor somehow.
  23. A lot of people like SS the way it is, so to change a set that is so popular would be insanely foolish.

    Having said that, there are some that aren't happy with the way rage works. So if I were in charge, I'd rework SS, using all the same animations, and simply offer it up as a second version of SS. Why can't the most popular super power in comics have two sets? The original, with rage, is more geared towards a hulk-like character, so I'd make the second offering to cover less 'angry' SS characters and maybe leave rage out all together.

    With this solution, you can make a whole new powerset with very minimal work, while keeping those happy with the current SS happy, and offering a possible solution to players who want a SS type character but are unhappy with how the current SS set functions, specifically due to the fact the set is designed around rage.
  24. Cyber_naut

    AV Scrapper

    Depends on the av, but for most cases, most scrapper primaries can be set up to do enough damage to overcome most av's hp and regen. The key is survival, and again, in most cases, you need soft capped defense against what the av is dishing out, and some way to recover health for when attacks slip through, either via high regen or heals.
  25. I noticed the increased difficulty in the first tip missions I ran with my SD scrapper, specifically against DE and malta. There is already plenty of stuff that makes defense useless in this game, I don't see any reason to increase these instances, especially in groups that already make defense based sets feel like tissue paper.

    This is an obvious attempt to weaken soft capped defense survivability. The problem with defense is, it doesn't take much to go from feeling invincible to feeble. The game already has enough enemy groups and instances that make defense toons weep. If people want to find a challenge in this game, they can find it easily enough. This trend I see, especially with the praetorian content, where it seems the devs want to create a higher difficulty game at any level, where it is a struggle to survive, is a really bad idea.