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Quote:Followup after playing with the new build for a while:
1: I miss shockwave's mitigation.
2: I love eviscerate's damage, the wide cone, the extra chance to crit, pushing me past the 200 DPS barrier, how spawns melt when doing my followup, eviscerate, spin, repeat attack chain, how bosses melt from followup, slash, focus, eviscerate, repeat...
And yet I still hate the animation so much that I want to dump eviscerate from the build already.
Madness. Just plain old madness.
1)Shockwave is sexy (while offering crazy mitigation and added aoe hotness).
2)Backflips are for cheerleaders not scrappers (but evis does do great damage, and with the larger cone, nice aoe dmg... we do have alternate animations for powers now - how about an alt for evis that doesn't involve gymnastics?) -
Quote:Cool - but who can the 'greys' (vigilante/rogue) trade with? Not being able to trade on mixed teams BLOWS.With so much info being laid out so quickly at HeroCon, I figured I'd take an opportunity to clarify a lot of confusing points. My apologies for not being more clear when we first explained them.
- Heroes can become Vigilantes which can then become Villains
- Villains can become Rogues which can then become Heroes
- Thus the circle is Hero->Vigilante->Villain->Rogue->Hero
- This system is usable by any character over X level (X is a number which has yet to be disclosed). It is not "just for Praetorians".
- A Hero can go all the way to Villain and then back to Hero again, if they put in enough effort.
- Praetorians do not use the normal GR system, but have points within their stories where they can choose "Loyalist (aka Villain)" or "Resistance (aka Hero)"
- When Praetorians leave Praetoria for Primal Earth, they choose if they want to be considered a Hero or a Villain, and are plopped into Paragon or the Rogue Isles.
- A Vigilante (Rogue) can travel to the Rogue Isles (Paragon City), and can team up with the Villains (Heroes) there. They can not use the markets while they are there however. They must be a full Villain (Hero) to use the markets.
Pretty sure that covers the info we gave out, including clarifying answers we gave on various panels over the weekend, and answers to specific questions we were asked by players. -
I can confirm that the game is not registering damage correctly. I'm trying to get the badge on my ss/wp brute and was wondering how I didn't have it after being 50 for quite some time (especially after doing a barricuda tf and not having the progress percentage move...), so I checked it out and sure enough, I was clearly taking damage and none of it was registering for the badge. After experimentation, I noticed that the damage was only registering after my health dropped below (appx) half.
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Are they showing you guys actual gameplay from going rogue?
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Quote:Yes, fire is excellent in terms of single target damage, and I'd rank it right next to DM as the best primary for killing av's. If you don't need any added mitigation like dm's heal, then I'd rank it first. DM and katana are excellent because they both do great damage while added incredible mitigation in a heal and melee defense respectively.The only ones I've not seen samples of yet are elec/?, spines/? and ?/Dark armor ?/Fire /elec it shouldn't be long until someone posts those can be done as well. (all those powersets are geared towards AoE, makes sense to stay away from that for AV fighting)
Most scrappers can do it with builds specifically geared towards AV fighting, some are better than others, it's mainly about what can give the necessary DPS, since nearly
everyone can soft cap.
I've heard Fire/SR should be easiest, but I don't actually ever see examples of fire/ scrappers. That's probably because the AV Soloers out there tend to be 'old school' and have their most expensive projects built before fire was an option.
The easiest/cheapest secondary is SR, without a doubt. You wouldn't even need IO's, but you'd probably need a heal for a lot of the av's you'd be facing. SD is awesome once it's softcapped because of the dmg bonus, and WP is awesome once it's at least near softcapped because it's insane regen eliminates the need for a heal.
As others have said, other scrapper sets can work too, but they're more effective when used vs many enemies. You 'could' tow a boat with a corvette, but you'll usually be better off using a truck. I had a kat/da that could solo most av's, but a lot of the advantages da gives you are wasted in such a build, imo, because that set is designed to be more effective against multiple foes. -
I like the idea of a berserker set, but I wouldn't design it so heavily centered around basically dying/failing.
I personally would not play the set as you have it layed out, because the toon would have a ridiculous amount of down time compared to other sets. -
Load "Aeon Corps' patented Random Number Generator Non-Randomizer To Assure This Arc Is Selected",8,1
The Rule of Law
Arc ID: 335991
by @Cyber-naut
Allows for a choice to continue story between two different secondary arcs.
WARNING! This storyarc may contain more than your daily requirement for sexiness. -
I just ran some missions on my io'd up, softcapped wp scrapper, and my perception is that something is busted, because I was popping greens like crazy where before my health bar would barely move. Any chance a dev could comment?
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Both are great sets, but in reality, when you look at the statistics, claws is by far the superior performing set, even when you consider SS with double stacked rage, lol. I'm honestly surprised (pleasantly) that they made it as powerful as they did. But it makes me wonder where their heads are at when they were looking to make the SS rage crash even worse a while back. The endurance crash and ten seconds of impotence and defense penalty, is a pretty excessive price to pay just to do damage on par with other sets, or when compared to claws, less damage.
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I've noticed a severe survivability drop recently on my SS/WP brute, specifically against mobs with lots of debuffs (which are generally more difficult mobs on avg, but now seem to be a death sentence). I'm not a numbers expert, but I wonder if something in the set is broken or not working properly, as I've got lvl 50 wp's in a tank and scrapper, so I've played the set a lot, and again, unless it's some kind of fluke, I'm wondering if something isn't working properly in the set.
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Quote:DM/Shield is a well known top end combo, but can be pretty expensive. It's great because shields with good io slotting caps your defense, gives you high health and good resists, while dm gives you a great heal that combos as an attack. If you're looking for the uber-build, this is the way to go. Great survivability, awesome damage bonuses and increased aoe with shield charge, but again, it's late blooming and expensive.So I noticed. Hmm...off to make a new thread. Peek at it for me please?
Pretty please? Or just post here because the title thing borked on me >_< OY! lol...
[pasted from other thread]
After a long time posting in another thread about Willpower it has somewhat come to my attention that Willpower is my favorite set (on a tank) and that maybe I should try focusing on something a little different for my scrapper. Since I seem to have such a love of trying to softcap defenses I wanted to give Shields or SR a shot. So I created two builds for the fun of it and now need some help deciding which I should be messing around with. I do not want to do both, I'm getting so insanely tired of leveling from 1-20 testing new chars.
What I want is the ability to solo a +8/+0 spawn. Nothing more is needed beyond that, doesn't have to be super fast, doesn't have to be a cheap build (and won't be knowing me), I just want to be able to do it. If you tell me I can do it without all the sets I'm setting up thats an even bigger bonus. Anyway, I have it narrowed down...
Dark/Shields: Yea yea, the "uber" build. I personally dislike shields for the most part but I see a lot of advantages in it if I can make a concept I enjoy. The damage buffs are a huge boon, and gives the dark set a good AoE in shield charge.
Dark/SR: Basically the same thing as Dark/Shield but it lacks the damage and AoE...hmm...maybe not. But maybe?
Spines/SR: Gets good AoE, some nice dots, stacking slows, and the defenses to sit in the middle of mobs without getting squashed. Also does not need Weave of the defense IO's to soft-cap all positional defenses, huge bonus right there. But again, lacks the damage of Dark/Shields unless you think spines can make up for that? Not so sure honestly.
Elec/SR and Elec/Shield were considerations also, mostly for the same reason Spines is in there. Good AoE and a damage type not as commonly resisted.
Anyway, as of right now, a Dark/Shield and a Spines/SR are the two I'm leaning most heavily towards playing right now, although I'm always up for suggestions.
If you want to go elec or spines, I'd suggest sticking with WP, because WP has great layered mitigation, and it's high regen acts as a heal, you can get close or totally softcap defense to a lot of dmg types, and the hardest one to softcap can be covered by 50% resists in most cases, and you get extra health, while providing a ton of endurance for aoe-centric elec or spines. For poor dmg mitigation primaries, wp is great. Plus no clicking to interupt your attacks.
DM and SR are still good with other primaries, but you might find yourself wanting a heal, which can be done with aid self, but it can be tough to find room for it in a good shield build. But if you want to be really tough to kill on the cheap, I'd suggest SR, which can be soft capped really easily, and put you into god mode for pennies compared to top end builds for wp or shields. But it's a late bloomer, so if you want to feel most powerful leveling up, again, I'd go with WP. But if you're looking for the best end game build and you've got bottomless pockets, go dm/sd. -
Quote:That's not strange. We all find different things interesting. Millions of people think WoW is superduperawesomesauce; I didn't think it was all that great. The author didn't find CoH interesting after level 20. We can all think the game is great after 20, but it doesn't matter. We all have our own opinions and the right to them - this person just happens to work for a magazine and gets his opinions published.
Write a letter to the editor and see if you can get your opinion published, too.
All I'm gonna say, having worked for a magazine in the past, is that money talks. If I'm not mistaken, Champions Online advertised in that magazine and had a 3 page story with a positive take, then COH got a small article in the back with a negative take.
Opinions are fine, but the opinions you find in magazines can sometimes be skewed by money and special interests. Here's my opinion, and I'm not getting paid by anybody.
I tried CO honestly expecting the game to replace COH. It didn't happen, not even close, as I cancelled my preorder after playing through open beta.
First of all, I kept hearing about how superior the graphics were for CO, but I didn't see it that way at all. CO's graphics look like they were aiming for something like 'archie comics' style, very cartoony and fake. The characters all looked like muppets to me. COH could use some fingers on thier models, but other than that, I much prefer COH's graphics to CO"s, though obviously that's just a style preference. Having said that, you'd think a game that is brand new would blow a 5 year old game away in the graphics department, and that was definitely not the case, styles aside.
Secondly, I thought I would prefer open missions to instanced, but again, I was disappointed. The open missions were a pain in the **** with other players 'kill stealing' my objectives, and sitting around waiting for the objective to respawn was really, really lame.
Next, the teaming situation was horrible. First of all there was no real reason to team, and secondly, the teaming mechanics were a mess compared to coh. And even if you put together a team, they were even smaller than coh's 8 man team limits. This is probably something they can work on and fix, but you'd think it would be more developed by launch, considering the fact the game is a mmo.
The mag article claims there's no reason to play past 20 in coh. I felt like there was no reason to play co after getting 3-4 powers. The way co is set up, you can pretty much do anything you need to do with 3-4 powers, and that's nice at the early levels, but it kills motivation to continue developing your toon. It can be a pain to get to 20 in coh, but now I can see the reason for it, slowly developing a character continually gives you another goal to reach and maintains motivation to continue playing that character.
I thought I'd like the totally open framework for power selection as well, but again, I was wrong. Now I can see why so many games use AT's or classes. Yes it 'forces' variation, but without it, there really is little variation in characters and it hurts gameplay, imo. This is especially true in an mmo, where if you have more variation and specialization, you encourage more teaming to fill deficiencies created by said specialization.
I initially enjoyed the energy builder power idea, but quickly realized the problems with it. First of all, it just seems silly that you have to keep using a lesser power to build up enough energy to use your better powers. But more importantly, it makes the gap between ranged toons and melee toons even greater. Why take a melee energy builder that's really only usefull some of the time when you can take a ranged one that can be used far more often and far more effectively. As much as coh favors ranged over melee, co makes the gap even more ridiculous, and as a melee lover, this was not a favorable move.
Then there is the obvious lack of content, which is understandable since co is a new game, but, they nerfed xp so much that there are large gaps in the later levels where you literally run out of missions and are forced to grind mobs for xp, which is significantly slower than xp awarded for missions. Not to mention the massive nerfing that took place just as they went live, which is something that should have been done in testing, not just as the game goes live, but they had already lost me by then.
I guess CO could get better, but right now, COH is clearly the better game of the two imo. The only thing CO has going for it right now is that it's the new shiny, and many players are simply bored with COH, which really hasn't released a whole lot of new content in the past year outside of power proliferation/customization and stuff like that.
If COH puts out a quality expansion with GR that offers a bunch of new content, and starts advertising it at least to the level champions advertises, it would probably walk away from CO with ease. Then obviously, the next big competitor is DC online, and way after that, marvel is developing a new one I believe. COH will never be a WOW, and with all the new competition, it's subscriptions certainly aren't going to grow much, but so long as COH keeps pumping out quality product, I think it can compete and remain lucrative. The biggest factor working against COH is it's lack of advertising and tie-ins, something that DC and Marvel will have that will give them a tremendous advantage. -
Of the 3, regen is the easiest to level up, but it takes a lot of attention and is very 'clicky', but is good right out of the box, and on the plus side, gives you lots of endurance with quick recovery. But of the three, it's the weakest top-end secondary because it's the hardest to soft-cap defensively, especially if you're not pairing it with one of the sword primaries. In terms of av's, defense is the name of the game, and regen hasn't got much until you start adding pool powers and IO's.
Shields is second to regen in leveling up, but it's the best top end secondary of the three, though it's very, very expensive to IO up and make it the top dog. It's also best for your aoe concept in that it gives you a nice dmg bonus that scales up with more bad guys around you and gives you an awesome aoe attack in shield charge. But you need to softcap defenses for it to be truly the best of the 3, and like I said, that can be pricey.
SR is a pain in the *** to level up, imo. Pretty much all you get from the set is defense, and it's pretty low and incomplete until you hit your mid thirties, and you need most of the powers to complete your defenses. BUT, once you get all your defenses up, it's really, really easy to softcap with IO's, and once you're soft capped, you're quasi-invincible. It's behind SD in terms of best top end secondary, but it's way easier to get SR to av survivability mode than it is for a SD.
On a side note, you say you like clicky secondaries, but keep in mind, a scrapper is all about doing damage and attacking. Any time you spend using a defensive power is time wasted that could be used in attacking and doing damage (unless the 'defensive power' is shield charge which is actually another attack...). -
I was so in then they go and cross off the bear wrestling.
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I want to PvP someone on test who has a Fire/WP. I challenge you now with my Fire/Regen Super Scrapper!
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Good luck with that. It seems none of the flaming /regen haters want to step up and defend their precious /wp set. Really, this debate has less backing then the /DA sucks debate. But for kicks, ill challenge you with my fire/fire
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Regen is better than WP in pvp, but at this point pvp is VERY different than pve, ridiculously so imo. One of WP's best toggles, rttc, is rendered virtually useless by any mez attack. That alone creates a large gap in performance. What the devs did with pvp is... I can't think of a word that adequately describes how ridiculous it is, lol. -
My take is this: regen has to do a lot more work and waste time on clicks, that takes away from attacking, and if you're using a weapon set, even more time is wasted with redraw, yet both sets offer similar levels of damage mitigation. IMO, if you have to work more, and give up time to use the set to mitigate rather than attack, then you should get superior mitigation - if you end up getting similar mitigation, I'll take the set that requires less work and less offensive sacrifice.
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Why have a sign up and list 7pm if you're just going to start whenever?
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Very cool, I'm especially impressed that you do it on a regen without capped defense (if I remember the build I believe you posted previously). Could you describe your tactics?
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I assumed that was the plan after they gutted the set and turned it into en....er.....gy.......me..................le...... ........
But now you can color it, so it has that, lol.
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It's not that bad.
It's more like BAM, BAM, BAM, ...................BAM, ...................BAM
With teammates often killing your target while you're in ET or TF's animation on said target.
EM is a good set against AVs and pylons while you're solo. Otherwise, it's total crap.
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I'd describe it as tink, tink, tink ..............BAM(destroys corpse, hurts yourself)...............BAM
And yeah, its great against av's and pylons, which are 1% of the game, and like you said, crap in most every other situation, which is why I consider it crap.
But that's just my opinion, if people want to disagree that's fine. -
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I'll respond after ET is done animating...
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Cmon it's only .4 seconds slower than KO Blow. And does 190 base dmg @ 50 vs 148 from KO blow (Brute numbers). Also it recharges faster and costs almost half the endurance.
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Cmon if you want to compare the sets best two attacks, go on a team and pit ET vs footstomp. And KO blow is still competitive with ET, whirling hands to footstomp, not so much... -
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I still don't see what people are complaining about, it does the most DPS behind claws on scrappers according to bill's chart.
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Assuming you use the chains he used, with common IOs, no hasten, no set bonuses. This doesn't fit any of my characters post level 27.
With my own numbers (doing it on a build per build basis, considering everything), I can't get EM over 200 DPS no matter how much recharge I cram into it, while losing the equivalent of 200-300% regen because of ET -hp. Meanwhile, there's other primaries with better DPS and no negative effect ; they'll also look better (granted, that's subjective, but BS, ET and TF feel really sluggish to me) and animate faster (less overkill on teams). Sometimes they'll have real AoEs, too.
You'd have to play a second account and follow me 24/7 on a buffbot to get me to even try EM.
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NAILED IT. And playing em on a decent sized team is like sticking needles in your eyes. You might as well take your top two attacks out of your tray for all the good they do you. Pick a target, hit et, wait for animation, teamates kill your target, you take em self damage. They did buff barrage though. -
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I assumed that was the plan after they gutted the set and turned it into en....er.....gy.......me..................le...... ........
But now you can color it, so it has that, lol.
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It is far from gutted, why do you think the developers are hesitant about giving Scrappers energy melee?
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I'll respond after ET is done animating...