Dispari

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  1. Quote:
    Originally Posted by hedgehog_NA View Post
    Funny the same people howling that scrappers should be able to solo are against squishies having any sort of passive mez protection. Why exactly should a scrapper be able to solo, yet a defender cannot. And no, scrappers are not tanks. if you want to tank, roll one. One of the nice things about COX is the bleedover between AT's. You can find exceptions for just about any role/rule. There are tools available that a scrapper can solo without mez protection, if he chooses to take them. It just wouldnt be a easy as it is now.
    Defenders can solo fine, just not at the speed and ease of a Scrapper. And if you want a reason, it's because Scrappers don't have Fulcrum Shift, Dispersion Bubble, and Fortitude. Some classes are built for soloing, and some for teaming. They fill different roles and perform in some areas better than others. That's basically the definition of a class system.

    What you're asking for is for Defenders (and other non-melee ATs) to be tankmages who can solo like a Scrapper AND buff teams in ways that Scrappers can only dream of. Failing that, you want to nerf Scrappers out of spite.
  2. Quote:
    Originally Posted by hedgehog_NA View Post
    Scrappers dont need mez protection any more than blasters or defenders do.
    Blasters have Defiance and Defenders are back-line support and a lot of them do have mez protection or mezzes of their own. Scrappers have to be right in the middle of everything all the time, even if they aren't taking alpha. This is a dumb argument. Unless you also intend to make all Scrapper attacks have an 80 foot range.
  3. I'm still not sure what issues people are having with Trapdoor. If you just kill his clones (which is easy enough to do considering they're minions) he regens like a normal EB. I've soloed him with everything as far down as Corruptor damage. The only things lower than that in damage are Controller, Defender, and petless MM. And I'm pretty sure those have the tools to handle him as well.

    Kill his clones and use inspirations. If you still can't handle it, take a friend.
  4. I did a master of Tin Mage which we completed in a pretty short amount of time, and had 3 total deaths.

    Of course, I was playing with some pretty skilled people, and they did some prep with pets and nukes for the Director 11 battle. Then again, being my badge character and the only one interested in doing things like master runs, I already had those sorts of things laying around. I'm used to pulling out a Shivan if my team can't handle something hard, so being told "This next part is hard so use pets and nukes," I say "Okay."

    I had fun wading through level 54 enemies and seeing how well I do against things that are 50 feet tall. I enjoyed the AV fights and cutting down the war walkers. It's a very short TF, and nobody's making you run it if it's not your cup of tea. It does take some skill and coordination, but at the same time I wonder what sorts of people just throw together a PUG to run it and expect to win. There has to be SOMETHING in this game you can't just faceroll at.
  5. I'll do schedule A if you want.

    Common: Ignores 1/6
    33 / 6 = 5.5%
    27.5 * 0.15 = 4.125%
    Total bonus even at ED: 9.625%

    Uncommon: Ignores 1/3
    33 / 3 = 11%
    22 * 0.15 = 3.3%
    Total bonus even at ED: 14.3%

    Rare (33%): Ignores 1/2
    33 / 2 = 16.5%
    16.5 * 0.15 = 2.475%
    Total bonus even at ED: 18.975%

    Rare (45%): Ignores 1/2
    45 / 2 = 22.5%
    22.5 * 0.15 = 3.375%
    Total bonus even at ED: 25.875%

    Very Rare (33%): Ignores 2/3
    33 / 1.5 = 22%
    11 * 0.15 = 1.65%
    Total bonus even at ED: 23.65%

    Very Rare (45%): Ignores 2/3
    45 / 1.5 = 30%
    15 * 0.15 = 2.25%
    Total bonus even at ED: 32.25%

    These are absolute minimum returns, even if you're already at ED. But since you're talking about recharge, remember that the more you have the less it does. The recharge formula is:

    1 / (1 + (recharge bonus / 100))

    So if your recharge bonus is 100, that's 1/2. If it's 200, that's 1/3. If you have high recharge numbers, it's not likely you'll notice a bonus of 9%.
  6. You guys are dead-set on making the Direct 11 badge completely impossible huh?

    Either that or you guys will change how the badge or encounter works in a couple months so it's actually doable again.
  7. Is this AI bug what keeps making my Backup Radio guy run off and get killed? I thought he was just a bad investment.
  8. So I keep having this debate with people. Assuming you aren't taking the incarnate to fill in a hole in your build, what's better for a Blaster in your opinion: damage or recharge?

    Recharge means your AoEs are up faster, and so are BU and Aim. But damage means you just plain do more damage. Which do you think would be better in the long run?

    No wrong answers.
  9. My /Invuln Brute now has 2958 HP and regens 32.65 HP/sec.

    Health and Physical Perfection report an increase in regen rate with my Spiritual Radial. DP's heal and health boost have both gone up as well.
  10. Quote:
    Originally Posted by White Hot Flash View Post
    6+ years of it, mostly by people that aren't with the company anymore.

    If you know the reason why it's happening already, why complain? If it were easy, they'd have fixed it by now.
    It happens a lot because it's not a code bug so much as servers not being set to the same time. When you zone and hit another server, it checks the time and says "Okay, so it took you an hour to zone," and turns off your stuff and gives you an hour of patrol exp.
  11. Scrapper Burn still does damage to self. Just saying.
  12. Quote:
    Originally Posted by Savos View Post
    Which is still bugged/awful.
    It's not bugged. Just awful. So don't use it.
  13. So... this was about an IO at one point, right?
  14. Dispari

    Too much Alpha?

    In response to your comment about speeding through to get merits and then sell the stuff, and the state of the market, I think the market should be stabalizing and fixing itself soon. People are now adopting a "kill through" attitude for TFs so they can get shards. With a huge number of players killing instead of speeding, we'll get a lot more items on the market.
  15. Dispari

    Too much Alpha?

    Quote:
    Originally Posted by AnElfCalledMack View Post
    Assuming already ED-capped, Schedule A (Acc, Damage, etc)
    Common: ~9.6%
    Uncommon: ~14.3%
    Rare: ~19.0%
    Very Rare: ~23.6%

    15% of the ED-affected portion plus 100% of the ED-resistant
    Don't forget there are rare and very rare levels that give +45% base. For very rare that means 32% boost even after ED.
  16. Quote:
    Originally Posted by Blue_Fenix View Post
    What builds or powersets did you once consider 'tight' or hard to fit in all the powers you want that aren't as hard to build now that we have Inherent Fitness?

    One I'm thinking of is Super Reflexes. I was always disappointed that SR seemed to require 8 or even all 9 power picks to play it the way I would want to. Now that we have fitness for free, though, I'm very likely to go roll up a new SR character.
    My widow. I neatly fit Assault in now. Have 60% damage bonuses, plus damage incarnate! I also like being free to pick up Physical perfection on toons with Tough/Weave, like most WPs and Invulns. My Brute now has SC/PP.
  17. Quote:
    Originally Posted by Pinny View Post
    We had this argument on the closed/open beta forums.

    Pick powers that you don't need slots in, or reduce slotting in other powers. It's called a trade off. Something that's finally happened in CoH. You can't 6 slot everything you see anymore; you need to make choices.
    Yeah, that. People should be looking over their builds and looking for cheap and easy things to pick up that won't hurt slots much.

    Off my list of 50s that improved:
    Widow: Assault, TT:Offensive, Recall Friend - Damage, accuracy, TF stealthing utility
    Elec/Invuln Brute: CJ, Superior Conditioning, Physical Perfection - DEF, end, regen, recov
    Energy/Energy Blaster: CJ, PB, Venge - DEF, boost for DEF, Venge!
    Plant/Earth Dom: 4 powers for LotG slots!

    Between all those things, I had to move exactly one slot.

    Besides that, I found it far easier to build Stalkers and Tankers after this. Opening up extra power picks early on means I can fit all those necessary powers in without being gimp on attacks or defense.
  18. Dispari

    AE Power Combos

    Quote:
    Originally Posted by Winza View Post
    Actually, if I were to add in a new AT that used an AE powerset combo that isn't already available, it would be Assault/Buff-debuff. It'd have MM debuff values with tanker damage modifiers. It wouldn't be the best at anything, but it would definitely be fun to play. It also wouldn't be over or underpowered, just neutral.
    Actually what you're proposing is an AT that is a Corruptor but has weaker buffs/debuffs and some of their attacks are melee. It's weaker than a Corruptor unless the inherent is pretty cool.
  19. Dispari

    AE Power Combos

    Quote:
    Originally Posted by SuperFerret View Post
    BTW - Is it possible to Soft Cap without use of IO's? Seeing as how the game is balanced around SO's, that really might not be as big of an issue as assumed.
    A few things come close, like Traps Defenders and Widows. Not sure if anything can do it though.

    Incidentally, Scrapper SR is around 30%. If they gave SR to Tankers it would be super easy to soft-cap.
  20. Dispari

    AE Power Combos

    Quote:
    Originally Posted by ClawsandEffect View Post
    Fire Blast would be all kinds of sick if paired with something like SR or Ninjitsu. Especially Ninjitsu, since you can softcap it fairly easily and it has a good self heal.
    You and I have very different definitions of "easily."

    No character I've ever made outside of my widow have been able to achieve softcap without build sacrifice. So I've never bothered.
  21. Quote:
    Originally Posted by Wavicle View Post
    Additionally, there is no such "Generic Defender".

    There are a very few specific Defender primaries that don't have much to help against mezzers. (Emp and Kin I am looking at you. Cold is also at a bit of a disadvantage.) Very few. Most have Very powerful tools of one kind or another.
    Even if your primary can't, most secondaries can. Pretty much all of them come with their own hold or stun so you can strike first.
  22. Dispari

    AE Power Combos

    Quote:
    Originally Posted by SuperFerret View Post
    Range/Defense can work, just not at Blaster/Tank levels. Kheldians pull this off already.
    Fortunatas and Crabs do as well. But they have a bit under Stalker damage and defenses. Although they also have powerful team buffs that, if removed, would warrant increases in damage and survival.
  23. The human brain is really bad at reading and predicting odds (it's why we play the lottery). In fact the better your accuracy the more often you'd notice and get annoyed by misses. The brain has a way of exaggerating odds to make them better or worse. If your hit rate is 50% you expect to miss a lot so it doesn't annoy you if you miss three times in a row. If your accuracy is 95% that means you should miss one in 20 attacks, but your brain thinks "I should never miss EVER!" and every miss annoys you. If your odds were 99% you'd get so used to hitting that every miss would be the most annoying thing ever.
  24. Dispari

    AE Power Combos

    A combination I end up making a lot in my arcs is range/defense. Works especially well for tech and gadget themed critters. AR/Invuln, DP/WP, Archery/Ninjitsu, stuff like that.
  25. Dispari

    AE Power Combos

    Quote:
    Originally Posted by Infernus_Hades View Post
    You know what I did as a challenge?

    I greated characters with ZERO status effects in an arc. I created the Green Martians of Edgar Rice Burroughs. I made them quite tough as befits a warrior, had them hit fairly hard and then I posted the Arc and had a number of people run it - THEY LOVED IT.

    It was very stiff competition, none of the groups could be defeated in a steam roller fashion. It also was fair - no one held, knocked back or mezzed you. The bad guys were also in the whole hard to hold, but they all had weaknesses - immobilize, slows and so on.

    I was rated straight 5 stars for it by most people as the foes were a challenge yet very fair. I did it as a counter to the Devs who I say often take a shortcut - they use mezz to artificially add difficulty. Design and armor can make foes tough and resilient - while not holding your player in perma - status effect.
    Most people like my arc, despite there being some stuns and holds here and there.