Cyber_naut

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  1. Quote:
    Originally Posted by PhroX View Post
    The thing is, EM is still one of the best ST damage sets out there, particularly with SOs and low end-IO builds (ie what the game is balanced for). Based on Bill's work here, only Fire exceeds it for Brutes (and were it ported to scrappers, it would be top). It probably feels weak because it was brokenly good before.

    Whirling Hands needs looking at though IMO, really poor compared to other sets' AoEs.
    You shouldn't use bills top end single target chart to determine if the set is ok or not, imo.

    Try playing it from 1-50 and I think you'll come back here with the same opinion as the OP.

    Sure, tricked out and maxed out with IO's, its on par with a few other sets for best single target damage. That's wonderful, but at the same time, it's dead last in aoe ability, both in damage and mitigation. So sure, it's great at single target damage, but the same sets that are on par with it there, blow it away in aoe ability.

    Then there are the intangibles. The best two attacks are ridiculously slow. The set really should be renamed tar melee. On teams is where you'll really feel the pain of tar melee (but you can color it now...). Fire off one of your 2 top attacks and watch the wonderful animations as your teamates kill your target and you attack air! So fun! As a bonus, if you're using ET, you damage yourself! Bonus fun! So while your teamates are wiping out enemies with their superior aoe capabilities (and everyone will have superior aoe capabilities, lol), you kill air and hurt yourself.

    The set was passable when EM was the unquestioned best single target dmg set, and was balanced by the fact it was the unquestioned worst aoe set. Even then it was underpowered because aoe is more valuable than single target in most situations, especially on teams, and since this is an mmo, well, you get the idea. And sure it had only one great attack, and it didn't come till very late, but the attack was AWESOME. Now the attack is a joke, and as a result, so is the set. Is it unplayable? Of course not. But its a cellar dwellar and needs help, but I guess the devs are just too proud to admit they made a mistake and over-nerfed it. The oddest part is they pretty much admitted they did it based on posts of people laughing at those who didn't take EM, somehow missing the fact the posts in question were dealing with pvp issues, where EM did in fact dominate. The oddity is multiplied by the fact they changed pvp to negate the advantages EM did have at about the same time.

    Oh well, luckily there are other sets. I certainly hope the devs don't look for the next popular one, and deball that one too. Wouldn't it be nice if they instead focused on the under-performers and buffed them, giving players new sets to play with? They did that with dark melee and look how well that turned out. Does anyone play ice melee, lol?
  2. Cyber_naut

    SS dps

    We'll have to wait for the math masters to show up, but I'd guess you'd be better off with rage running, assuming you can maintain your endurance.
  3. Quote:
    Originally Posted by gaidin View Post
    npcs are allowed to cheat.

    bastards.
  4. Quote:
    Originally Posted by MunkiLord View Post
    Vengeanced Nemesis are brutal even if you're softcapped. I found that out using my fire/shield in a +3x8 mission recently. Don't remember the last time I face planted that fast on a Scrapper. It was a fun mission, I was glad to have some challenge.

    Yeah, I enjoyed the wonders of stacked vengeance last nite... lol.

    Makes me wonder though, if the devs think zephyr is overpowered, how is stacking vengeance not overpowered?
  5. Quote:
    Originally Posted by Hejtmane View Post
    We are not getting Dual Pistol if you want range Claws has 2 attacks with range, Spines or wait for Kinetic melee
    The devs have stated kinetic isn't ranged either, most of the attacks are melee. Scrappers are melee specialists, and since dp is all ranged, scrappers shouldn't get the set, imo.

    Having said that, that doesn't mean scrappers can't have any ranged attacks at all. Like you mentioned, some base sets even have ranged attacks in them, like claws and spines. The devs could satisfy a lot of their customers if they created a ranged attack pool powerset scrappers could dip into. The squishy/ranged at's get a lot of nice melee attack choices in their pool sets, so I see no reason why scrappers couldn't get some more options for ranged attacks. And the devs have already kind of headed in that direction with the fire epic pool recently. For a couple of pistol attacks, I'd just add them to the devices pool.
  6. Cyber_naut

    help on kat/wp

    I've got a kat/wp that's soloed over 50 avs without insps. Use divine avalanche to cap melee, then use IO's to cap e/n and fire/cold (or get as close as you can - mines capped on both).
  7. Cyber_naut

    DM/DA vs. Kat/WP

    Quote:
    Originally Posted by Werner View Post
    1) Katana/Willpower
    2) Katana/Willpower
    3) Katana/Willpower
    4) Katana/Willpower
    5) Katana/Willpower

    I hate to make it sound that simple, as I'm a big fan of both Dark Melee and Dark Armor (though I've never played them together). But honestly, I think it's that simple. Just my opinion, of course.

    This. Not to say DM/DA is bad, just more complexity to it (though that's not to say you need a doctorate to use it...).

    Work divine avalanche into your attack chain and you'll be really study while having good single target and aoe abilities.
  8. Grats on 5 years UC, you've done a great job with the SG!
  9. Quote:
    Originally Posted by PrincessDarkstar View Post
    I can tell you that DB does have enough damage, even with just the Blinding Feint > Attack Vitals chain, but DB/SR can get perma-hasten and get the Blinding Feint > Ablating Strike > Sweeping Strike combo which is the best DPS chain for DB. And with room for the -res procs can easily solo heroes.
    DB can reach some of the higher single target dps's with lots of recharge.
  10. Quote:
    Originally Posted by evil_tim View Post
    Thanks for the responses. I was able to hang with her (Ms. Liberty) for about 10-15 minutes, I wasn't really counting. My end held up pretty well. I used Dark Consumption almost every time it was up.

    Towards the end, I just couldn't keep up with the regen. This coincided with the defeat of the last longbow mob from the multiple soul drains and dark consumptions.

    I think in addition to upping regen through numina/regen tissue, I really need to up my dps but I'm not sure how to do that.

    Something I've been thinking about is /Inv and /ela. The /ela would obviously mitigate the end issues, and has roughly equivalent res, but wouldn't have the regen or defense of /wp. /Inv would have better res, equivalent def, but lack of end recovery options.

    I've thought about using SM with /ela to help mitigate incoming damage through KD. SM also has some nice burst damage with SM, HM, and SS. If enough recharge could be had, I might be able to get an attack chain of SM, HM, SS, SM, HM, Tremor, repeat. Tons of knockdown with the occasional hold. Using purples would also fill the toxic hole in /ELA.

    SS/INV is another way I'm thinking about, if I can mitigate the endurance somehow. Is there a SS/INV build that could fight an AV for 10-15 minutes without losing endurance?
    DM is one of the better single target DPS sets, and therefore one of the better sets to use to beat down AV's and Heroes. You need to use IO sets to max out dmg/end/rech, get as much set rech as possible and put together the best attack chain you can. My dm's use the chain of smite/siphon life/smite/midnite grasp, repeat, but that takes a lot of recharge.

    SM is great single target dmg too, but it's end hungry from what I understand. SS is decent for single target, but you'd be better off with DM still.

    As far as surviving, trust me, it's all about DEFENSE. Can you survive in some cases without defense? Sure, but you'll survive in far more situations with it.
  11. The key to soloing avs/heroes is defense/endurance/healing.

    First of all, you want to be softcapped against whatever the hero is throwing at you, resists/regen/heals alone isn't going to do it in most cases, you need to avoid being hit. Obviously, SR will get you softcapped (45%) defenses the easiest, but you can softcap on other sets too, but obviously, it's easier on sets that already have powers that offer defense. If you want to do it on a dm/wp, I'd suggest going for softcap on s/l, which will make you pretty survivable against most heroes, but that's gonna be real costly and require a very tight build. I have a kat/wp scrapper that can solo most avs, but katanas divine avalanche provides me with the softcapped melee, which protects from lots of incoming damage. Your best bet is going with SR or SD, but SD will be considerably more expensive.

    Next, you need to make sure you have your end usage/recovery to the point where you can fight for a pretty long time without running out of blue, especially if you're doing it with no insps, otherwise you could pack blues.

    And finally, even with softcapped defenses, you need some way to heal damage when you get unlucky and the hero smacks you with some serious hurt. So if you're not using insps, you need some way to heal, in which case SR's usually will grab aid self from the medicine pool. But if you don't mind using insps, carrying a bunch of greens works too. DM is a nice powerset in that one of the attacks supplies a nice heal. DM/SR is a great av/hero soloer, that can be build relatively cheaply. DM/SD is one of the premier setups, but again, a lot more pricey.
  12. First of all, I don't think anyone is claiming that defense without defense debuff resistance is 'useless'. I believe the argument is that it's not nearly as good, which is especially true when you start running into def debuffers, lol.

    Secondly, I know you love calculators, but simply take a level 50 SR toon into an itf, then take a softcapped def toon with little to no def debuff resistance. The difference will be obvious and glaring. I remember back when I was unfamiliar with def debuff resists, and I took my freshly softcapped DA scrapper to the wall, where he was repeatedly abused, lol.
  13. Quote:
    Originally Posted by Kioshi View Post
    Thanks Werner, nice to know FM/SD is competitive, because, y'know, farming a lot is hella boring and my experience with ELM was not that good in pve on a 50 brute because of the slow killing speed on hard mobs. Maybe I'll giv it a try later and farm a bit on my ELM/Stone to see how he performs now that we can set for 'no bosses' (although I don't even know if +2/x8 no bosses is the best setting, don't bosses drop rares recipes now?), he's only partially IO'ed so I'll have to get a kin or two.
    They're both top notch, but if you're concerned about hard targets like bosses, then fire is definitely better. And while elec has an extra nuke, fire has FSC which is up way more often. Take fireball with either for added aoe goodness.
  14. Quote:
    Originally Posted by UberGuy View Post
    I'm losing about 3.5% AoE defense, some speed slotting on most of my travel powers, a bunch of KB protection I didn't need on the characters I've used these sets heavily on, and a bunch of inf because I'm subbing in a PvP +Def unique. In the process I'm actually gaining about 2% melee defense and 1% ranged.

    Ew, how much are those pvp uniques going for now? I snagged the only one I've ever gotten back when they were a measly 500 mil lol.
  15. Cyber_naut

    New melee set.

    Looks pretty cool, but the incarnates news is even sexier.
  16. Cyber_naut

    Best Scrapper?

    Quote:
    Originally Posted by Blue_Centurion View Post
    Wow, while waiting around for replies (thanks to those that did) I read the 2 results are in stickies. I was thinking about taking scrappers for the edge in damage I assumed there would be. So much for assumptions. What were the Devs thinking? Oh, NVM, Devs thinking, heh.

    K, thanks for the help.

    Its true that in most cases, brutes have both a damage and survivability edge on scrappers, but there is no glaring gap that you're really going to notice. There is a playstyle difference in that you don't need the fast pacing on a scrapper that most like to use with a brute.
  17. Cyber_naut

    Best Scrapper?

    Quote:
    Originally Posted by Fury Flechette View Post
    It's fire/shield *if* you define best in being able to to do well in any aspect of the game (sans PvP). It can solo AVs/Rikti pylons, it can farm and does beautifully in TFs.

    This isn't saying that other scrapper variants aren't better in certain aspects. DM/Shield remains the king in AV soloing, it's just not as good in the AoE and farming department. Elec/Shield is arguably better at farming, but it has poor-below average single target dps. BS/Shield is good overall toon, but there are others that surpass it in just about every area, including single target dps.

    One note however is that for it to reach its potential, fire/shield needs a sizeable investment in IOs. Prior to that, it's a solid combination but not an outstanding combination.
    This. I've played every scrapper primary to 50, and every secondary (except for invuln and elec, which I've played on brutes), and my FM/SD is my favorite thanks to it's versatility. Great survivability, great single target damage and great aoe dmg. But like fury states, it's an expensive build (if you really want it to shine) and other combos can beat it in certain categories and situations.
  18. Quote:
    Originally Posted by Dr_Impossible View Post
    Well done CoH gang.

    Deserved.

    A guy at Nintendo said years ago that graphics are great, but if the game ain't fun, it ain't fun. I think that, the loads of new features that keep rolling out and the awesome community make this game an island, and the winner. The fact that Champions is so frickin' irritating to play helps too I'm sure. Kept me here since July of 2005 and I'm not goin' anywheres.

    Gratz again, keep up the great work!

    -Doc
    Yeah, graphics are great, but you seem to imply CO's graphics are great. I'm gonna go ahead and disagree there, lol. When I ran up to the first contact, the mayor, and thought I was looking at a cgi muppet, I knew that game was in trouble. But you're right, gameplay is even more important, and coh owns lots of other games on this point as well.
  19. I would definitely take PF, its a free defensive boost - you want as much defense as possible. Grant Cover is only good for the def debuff resists imo, and a SD build is usually pretty tight, so it's a very skippable power (I've skipped it on all my SDs...). You can up your def debuff resists by slotting AD with HO's, but they're really pricey now.

    I'd skip OwtS, especially since you yourself have stated you rarely use it.

    Ninja run does make travel powers way more skippable now. But your choice of flight seems odd considering your character description. I'd go leaping, and at least pick up combat jumping for a bit more vertical movement and defense bonuses. I myself never go without a travel power, and it's usually super jump. I just enjoy the added speed and vertical movement too much to not take it. Most people take SS, which is a bit faster and offers stealth, but I emulate the stealth by simply dropping a stealth io in sprint, and click sprint on and off whenever I need a bit of stealth.

    As far as slotting, you should search the forums for some dm/sd builds before spending the cash on io's. DM/SD is one of the best builds you can slot up, but they can be pretty expensive, so make sure you have a good build idea before spending any cash.
  20. Quote:
    Originally Posted by Werner View Post
    You don't need every power, but there also aren't any bad powers. I'd take everything but Unstoppable, because I hate tier 9 crashes, but it's very effective while it's up. Some people skip one or two of the passives. They aren't so strong that you must take them, but they are strong enough that you may miss them.

    Edit: The devs buffed Invulnerability a while ago. Before that, the consensus seemed to be that it was the worst secondary, though not unplayably so. Just in the sense that SOME secondary needs to be at the bottom of the list. As I recall, some of the changes were ones that the forums had come to rough consensus on. The changes were small and cautious. They were also exactly what the set needed. The devs made it very competitive without changing the personality of the set or making it overpowered, except of course when dealing with its specialty, surviving large crowds of smashing/lethal enemies.
    And since a good portion of its survivability is given via defense, it benefits greatly from def bonuses from IO's.
  21. Quote:
    Originally Posted by Myriad View Post
    Lets try a simple gedanken experiment and say we have a powerset A that overperforms in the early levels but underperforms in the end game. Would you like to play it? I guess it's safe to say that most people wouldn't. And it's obvious why. As your character progresses he will leave the level range with above average power behind. Sooner or later you will end up with a character that underperforms, probably resulting in less fun and maybe even some frustration. Not good.
    Now imagine we have two powersets B and C. C underperforms in the early levels but is overpowered in the end game when compared to B. Suddenly B is in the same situation as A was in the first example. Because B<C is fully equivalent to C>B. Again, not good.
    (Disclaimer: I'm NOT saying that Shield Defense is like powerset C. I used the example solely to try to explain my point concerning a certain theoretical balancing issue.)

    You can't balance end game power on basis of performance (in a specific level range), xp or currency, because these are factors players will overcome more or less easily. All you accomplish this way is making it harder / slower to get there and give reasons for farming and RMT.

    My Fire/Kin example was not meant to be sarcastic. I included it to show that although I see, understand and accept the reasons why you can't balance overperformance in the end game with underperformance in the lower levels, that doesn't mean I always like it.
    I'd agree with your argument if there was a wide performance gap at any level overall, but there isn't.

    I think werner nailed it with his post, the over and under performance claims are mostly overstated. We've seen all the top end stuff being done on the other primaries too, and in many situations, you are better off with another secondary. I think most of the secondaries are pretty competitive with eachother. When I play, I don't see 99% of the scrappers running around with a shield, I see a pretty even mix of secondaries. The reason you see so many people drooling over shields here is because we're the min/max crowd looking for any slight advantage, and clearly shields has advantages in terms of end game and with massive IO investment.

    So again, there is absolutely no need for nerfs. I would agree that a couple of sets could use some buffs to get them into the performance range of the majority of secondaries, but that is another argument. And as I've said, I'd love to a few buffs to IO's that benefit resists or heals (or just new io's), because it's far easier to buff defense than it is resists late game, which is unfair to sets that rely primarily on resists and heals. But overall, there is no huge performance gap, imo.
  22. MA was a great addition to the game. Lots of people like it for various reasons, like having the ability to make your own stories, or to play unique content and new stories (especially with the slow pace new content has been released lately), and yes, as a way to create ideal ways to level. But anything can be 'exploited', the dev created content has been exploited since the game began. And when the devs find an 'exploit', ie. something that is not working as intended, they fix it. No big deal. And yes, the xp being awarded for henchmen was obviously a glitch, and the devs fixed it. I have no problem with that.

    But, when the devs start making AE inferior to regular content, I think thats a mistake, if for no other reason, it's going to anger a lot of people who do enjoy AE, and pissing off customers is a mistake. And to those who don't like AE, nobody is forcing you to play it. So if the argument becomes 'well the devs are pissing me off by providing AE', it's not the same argument, because adding alternative options is not the same as removing options. More options is almost always a good thing, if you don't like the new options, then simply don't choose them. Removing options is almost always a bad thing, because if an option you enjoy is removed, there is no choice.

    To those who complain about 'bad teamates' who they believe are the products of AE, I'm fairly confident it's not the fault of AE. It's the playstyle and/or personality of the players themselves that probably irritates you. These types of players existed long before AE came around, and removing AE isn't going to change that situation. And guess what, if you invite someone to your team you don't like, you have the option to boot them. See, options are good, lol!
  23. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    I'll just go ahead and rank them from what I have sitting at 50.
    2 Regens, 2 Inv, 1 SR, 1 SD, 1 FA and 1 WP
    so...


    1. Regen and Inv
    2. SR, SD, FA and WP
    3. DA and ElA


    Don't judge me!!!
    I find you...

    GUILTY!

    (not sure of what yet, I'll let ya know)
  24. I have one of each, and when you're dealing with av's, in most cases you're going to need a heal at some point in an av fight using SD. So if you're targeting no insp av fighting, go DM for siphon life.

    If you don't mind dropping greens, and you want to use the toon in pve play, I'd say go with fire. Fire does more damage more of the time because dm is reliant on its build up power feeding off lots of enemies, and on top of that, as silv mentioned, it tends to kill the enemies that AAO uses to buff you, so it can sometimes work against itself. Plus fire has much better aoe with the awesomeness that is FSC.

    You can't go wrong though, both combos are top notch and very fun to play. It basically boils down to dm being a bit more survivable and fire being a bit more damagy, but overall they're both pretty even, and both very fun to play.