Ehina

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  1. Dirges, let's say a brute and a scrapper both use an attack that deals 200 dmg. Then imagine you give a 50% dmg bonus to both.

    Now imagine the brute had a 200% Fury to factor in, and both got a 100% dmg boost from slotting IOs.

    Before the bonus they just deal 200 dmg each.

    After the exact same 50% bonus is applied to both, the brute will deal 225 dmg, the scrapper will deal 250 dmg.

    The brute got less benefit from the bonus, because its base damage to which it's applied is lower. In the same way brutes get less benefit from powers like Rage, Build up, Against all Odds... etc, than Tankers or Scrappers. It does not mean that they're not useful for them of course
  2. My vote goes for /Shield. It complements well Martial Arts lack of AoE with Shield Charge, it boosts its single target damage, and the both together look really cool.
  3. On a Spine/DA I would much rather look at typed defense sets than positionnal. You want especially to get that S/L defense as high as possible (it's like 80% of the damage in the game : even many energy attacks have a S or L component that makes this defense count against those). Salty and Twilight posted good builds for that matter. The kinetic combats are just annoyingly expensive nowadays, that's the only drawback if you go this way.

    Good luck
  4. If you want a farming toon, I'd suggest you to get a secondary with a taunt aura. It can really make a difference, and prevent some annoying scattering in certain situations. At least that's my experience. (Edit : those are /WP or /Inv, if we put /SD aside as you said you dont want it). However some people have reported very good performances with /Elec, /Fire or /Dark so that's maybe me being maniac with the "scattering" thing

    Anyway I must say have much more fun farming on my Spine/Inv or even my recent DB/Inv toon, than on my overexpensive Elec/SD, even if the Elec/SD is obviously faster. So those two work better for me because when I have fun with my character, I dont get bored after half a run

    So the secret is "find something with enough AoEs you have fun with !". Spines, Fire, Elec, DB, even Claws can deal some decent to really good AoE (Fireball or Energy Torrent in the ancillary pools help too). It's up to you which set you prefer.

    For a secondary /WP is a good all around choice. Not expensive to build, and has good performances (unless you fight very hard hitting SL and def debuffing mobs like cimerorans). /Inv is really good too, but more expensive because those kinetic combats the set really needs to shine cost alot atm.

    On the other hand, sets like /Elec, /Dark, /Fire without a taunt aura on a scrapper, have a damage aura that can be very handy too for AoE dmg.

    Anyway as long as you dont go for tough farms (+3 or +4/x8 with some S/L hard hitting mobs), alot of combos will work pretty well here. It's up to you to give a few tests and see which one you prefer.

    Good luck
  5. Looking at this combo recently (to compare it to the DB/Inv I've just leveled), this is what I came up with in Mids. Here I'd rather go with Typed defense than positionnal, because that's what you already get with Heightened Senses in WP. The main sets are : kinetic combat (x4), Eradication (x3), Reactive Armor (x4), Cleaving Blow (x3), Aegis (x3).

    Of course the ST chain is BF, AS, VS, SS, and it's a beauty because of the final AoE cone + dot.

    I remember I had a /WP scrapper built in the same way some time ago, and she was really sturdy, that was impressive !

    Good luck with your DB/WP

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  6. On the top of my list : Spines, Katana and Regeneration for Brutes
  7. Ehina

    spine/invul

    Hi, I have a 50 spine/invuln IOed and it's probably my favorite toon among alot of other powerful and slotted level 50 toons. It's not that hard to build it, and invuln can be truly awesome but it's expensive too, if you want to make it really great you have to check for a few things :

    - S/L defense : mandatory. That is alot of Kinetic Combat (x4) sets wherever you can (even in Boxing and Brawl !), which are very expensive nowadays. Also (x4) on Reactive Armors on all the resistance powers, weave, CJ slotted for defense. Being soft capped on SL with one or a few enemies in range of invincibility makes your scrapper almost unkillable against SL dmg mobs (75%+ of the attacks in the game).
    - Endurance management : mandatory, Spines burns alot of end really fast with its AoE chain especially if the attack are slotted too light on end. All the uniques (Miracle, Numina), Conserve Power, Physical Perfection, the 2 Perf Shifter procs, and some care on the attack and toggle slottings. This is not as bad as a Spine/Dark but one must be careful here too.
    - E/N defense : optionnal. It depends on where you want to go with your toon (SL specialist ? Or more balanced defenses ?). 3x Eradication in all the PbAoE, and the Reactive Armors.
    - F/C defense : optionnal. 3x Aegis in some of the defensive toggles.
    - AoE power : of course mandatory. Your AoE chain is composed of Throw Spines, Spine Burst, Ripper, and add Energy Torrent to that, this epic is just incredible to go with Thrown Spines and alot of fun added to your Spines attacks.

    For invuln, you can either be capped on SL defenses (almost unkillable against SL dmg, that is a great farmer for many SL maps, excellent toon for an ITF... etc), or a more balanced toon that you can bring almost anywhere with all your defenses around 35%. It's a personnal choice. Something like 40% SL and 35% elsewhere is good too.

    But first of all, just check with all those sets (Kinetic Combat, Reactive Armor, Eradication, Miracle, Numina, Luck of the Gambler : you need 4 lotg +rech, and possibly Ragnarok and Armageddon) if you can afford them. The glad IO +3% def is very welcome too but not mandatory (I dont have it). If you cant and want to stay more standard, with a frankenslotted or plain IO build, my advices in this post would be less useful. If you are willing to spend, I can post a few builds, if you have more specific questions about power choices and standard slotting, feel free to ask them.

    Good luck with your Spine/Invuln
  8. Quote:
    Originally Posted by Umbra_NA View Post
    I really don't think a signifigant percentage of the players would notice or care is SS Scrappers were strong.
    Like very few players have noticed how Elec/SD scrappers are overpowered for AoE/Farming. Wait... more than half of the lowbie scrappers I've checked recently were Elec/SD...

    Believe me, when something gets overpowered, even slightly, players are very fast to jump on the bandwagon.

    SS as it is now would be insanely overpowered if ported directly to scrappers.

    Scrappers were almost perfectly balanced before the introduction of /Shields, and that's when they were the most fun in my opinion : you could pick any primary/secondary combo and be sure it would never be sub par. So you dont want anything overpowered like SS being thrown into the mix. Or it needs to be rebalanced, but I'm pretty sure Tankers and Brutes dont want any rebalancing of SS
  9. Quote:
    Originally Posted by DSorrow View Post
    EDIT: This did spark the idea that I could move slots from CJ, Tough Hide and Invincibility into Kick or Brawl to place an additional set of Kinetic Combat. 20% Slow/-Rech Resist and 0.7% Def(All) vs. 3.75% S/L Def? I kind of like having 40% Slow/-Rech Resistance, and my current S/L Def is lower than this build's by 2% or so and it is already sufficient for just about everything. Choices...
    It's how my Spine/Inv is built, with kinetics in both Brawl and Boxing. So she can reach the SL soft cap with just one enemy close to the invincibility aggro aura. It makes for an extremely tough scrap/tanker against SL mobs (and a great farmer on SL maps). However it goes with a lower defense in other areas. That doesnt make me wanna use her for anything else than SL, and I guess it's not the direction in your build, especially having DA at your disposal (otherwise you could totally get rid of it and go in another direction).

    On a non-"SL farmer toon", I quite prefer having balanced defenses for an invulnerability scrapper, but it's your call
  10. This is how I built mine (still a project, the character has not been leveled). I'm posting the build here, because it seems to aim for the same kind of end game performance as yours (I didnt go crazy expensive with pvp IOs though), so I guess it might give you some ideas. What I tried to do here in the first place was to get the GD, GC, SD, GC chain gapless (249.65% rech in GD, so a recharge time at 3.43 or lower), and decent defenses.

    As it is in this build the chain costs 3.39 end/sec, with 1.08 end/sec more from toggles and a recovery of 4.02 end/sec counting both procs. I did not count any endurance accolades, so factoring them in, and with CP in case it should run pretty fine. The dps in this build can certainly be increased by playing better with procs in the chain, on this point it's just a rough draft as it is now.

    Good luck with your toon

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  11. I'd like also very much to get a second enhancement tray for various reasons (not only for the respec, but also for more storage capacity). It's true that the devs stated some time ago they considered that 10 was already generous as they did not plan IOs to be exchangeable once slotted in the first place. That's why it's not likely to happen very soon.

    However, the game is constantly evolving, as well as the devs may change their mind and what was not considered as a viable option before, can become an implemented feature tomorrow, we never know
  12. Subjective, and about what I read in this thread :

    The "people are paying 2 billions for a +3% def IO so this temp power is overpowered" argument is a bit flawed in my opinion.

    First of all, it's random. You cannot reliably get this bonus, but maybe only 1/5th of the time. So it's not at all the same as if you could get it perma all the time, not even close.

    Secondarily, when some people are willing to pay for 2 billions for this kind of IO, it's generally for toons with a build that would be at 42% defense without it (3% short from the soft cap), and for them it means alot. The 3% defense bonus you'll get 1/5th of the time will mean much less for the big majority of toons that will be either at low defense, or already at 45% if they're soft capped.

    The 30% recharge is certainly more generous, but once again it's fine because it's random : you cant reliably count on it to fill a gap in your build. On the other hand 15% run speed is not much, especially if it applies to the base.

    And I agree with what several players posted already. Make accute senses a +3% def all (positionnal + typed), and tough hide a +7.5% resist to all. As it is now, there are 2 defense buffs for only 5 buffs, it's a bit redundant.

    I like the idea behind this temp power, even the 1% chance to get nerfed as a Rikti Monkey. It will certainly add some fun during gameplay. I'm looking forward to buying this pack now, it wasnt the case before as I wasnt much interested by the costumes.
  13. I shelved my EM/WP too. She used to be really fun for soloing, she's not anymore. Not only that soloing is not automatically set for one player now, and thus doesnt reward single target damage as it used to be, but also her two main big attacks take way too long to animate. The set feels too slow for me.

    My SS/* and SM/* brutes deal as well with bosses, much better with packs of minions and lieuts, and feel faster and more fun to play with. That's a pity, because even if she wasnt my most powerful character (I've always preferred AoE over single target), she was a concept toon I really enjoyed.

    I'm sad to say that for me, the EM/ nerfs pretty much killed the set.
  14. I had a similar building than yours on my old Fire/WP scrapper (unslotted since then). I could reach something like 35% defense against most type of damage, but it was really hard to get higher without compromising other parts of the build, or getting ridiculously expensive. Anyway this toon was one of the most sturdy scrapper I ever had, his survivability was really impressive. It happened than after playing it in a few different scenarios I didnt feel the need for the soft cap anymore.

    The way to get there for you would be to add a 3% glad IO proc, drop a pool (Hasten/SS) and get maneuvers, and a few more tweaks. But I wouldnt do it unless you have a very precise purpose, because I think your build is already really fine as it stands. I would even consider, for an AoE oriented scrapper as yours, to drop 2-4% defense more and get Fireball or Energy Torrent. Since I respecced my Spine/Inv with Energy Torrent, the toon is twice more fun, really I dont exaggerate. This AoE cone with knockdown is great and plays so well with Throw Spines.

    Here my Fire/WP old build for info. Maybe it can give you an idea or two as it aims for the same kind of performance as yours. Good luck

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  15. Ehina

    SS Farmer

    Funny I would have said SS/FA is good, but not as good as SS/SD. But I guess it's an old debate, and it's really close anyway. Both are great choices, and fun to play with. I think SS/FA is even the most fun pick of both here, it's a bit harder to build well than a SS/SD survivability wise though.

    Yea so basicly, anything with SS/ can farm. Once you add Elec Fences and Lightning Ball, with enough recharge, you turn into an AoE machine. The secondaries adding damage, like SD, FA, Elec are the best matches obviously. (One could also consider /Dark, but it adds some endurance issues on top of SS's endurance hunger, /Stone is possible too if you want to lead very tough farms, like +4 bosses, but Granite lowers your recharge).

    /WP is a good straight out of the box set, doesnt require alot of investment to shine, gives more regen while you have more critters surrounding you, that's why it's popular too. A SS/WP works well with only SOs or cheap IO sets, and that's not as well the case of other pairings. But once you factor in IO builds, of course the other secondaries adding some damage will make better farmers.

    Good luck
  16. Why you dont slot IO sets in your attacks ? With 5-6 slots you can have much better stats in the slotted attacks, as well as handy bonuses with a set, than just using IOs.

    For example let's say 5 Crushing Impacts (relatively good performance/cost melee set) in Haymaker can give : 69% acc, 98% dam, 42% end, 69% recharge. And it will give you also more life, global accuracy and recharge.

    It's so much better than just the acc and dam you get from 5 standard IOs.

    And there are alot of possible choices involved here.

    Otherwise it's hard to review your build as a real IO-set build (and I did not check it further), as it seems it's just half way done.

    Good luck
  17. /Elec is not badass anymore since the last revamp. It used to be a single target king, now it's subpar to /Fire both for ST and AoE.
  18. Quote:
    Originally Posted by Panzerwaffen View Post
    So, let's apply that same logic to some other powers.

    I bet 95% of Blaster builds contain Aim & Build-Up. So, apparently Blasters don't do enough damage and their damage should be buffed.

    I'll also wager that 95% of builds posted on the forum utilize Fly, Super Jump, Super Speed or Teleport. I can therefore conclude that base speeds are too low and need to be buffed across the board for all AT's.
    Probably as 95% (if not 100%) of the Super Strength builds posted on those boards have Footstomp, right. But we're talking here about a particular defining power in a given powerset (as BU is a defining power in the whole blaster AT). And there are such powers for every powersets/AT, give me one powerset and I'll give you a power in it that is likely to be present in almost any Mids build posted on this forum.

    For the travel powers, if 95% of the builds used one specific travel power and not any of the others, it would likely mean there were some inbalance too. But that's not the case.

    Stamina is probably the only power, with Health, that you can find in 95%+ of the posted Mids builds in this forum, whatever the AT/powerset choice is. And Health, even if a very good power, is there most of the time as a Stamina pre-requisite. Hasten is a popular choice also, likely to be present in more than half of the builds in those boards, but nowhere near Stamina I think. (I have no evidence for those figures of course, and I hope you will agree they give a fair account of how things are going, because I wont give any )

    I really do think it says something about stamina and the basic endurance recovery vs consumption in the game. Does it make CoX a "tedious" game, or does the whole endurance concept need to be redone ? Certainly no. I like it how it is for the most part as I said before. Could it use some tweaks making stamina less "mandatory" and the endurance constraint a bit lighter sometime, or the global recovery just a bit higher ? I think it could. Just my opinion though
  19. What's with flaming the OP with things like "build better" or such. This is kinda ridiculous. If you really enjoy the end constraint as it is, fine. I you think it's a non issue, fine too. But you can state that without implying that people who think endurance can be an issue and a "non fun factor" in this game suck. I dont personnally think that the whole endurance needs to be redone, and I really prefer the endurance concept we have in this game than what mana is in most other MMOs, given that we have many tools to make it a non-issue like 95% of the time. However, I certainly think that it could use a tweak or two to be made better.

    I have many level 50 toons, some of them probably being built better than most of the "build better crowd" in this thread. I usually plan my builds far ahead, and use IOs to frankenslot as soon as possible. Most of my characters being scrappers/brutes/tanks, and having a "non-stop attack" playstyle, one of my first and main concern is often about end consumption and about how to make it a non-issue. Do I manage to do it ? Yea, most of the time. Do I think it's fun ? No, personnally I don't think so, especially in the 1-22 range before stamina and SOs.

    If we had a tracking tool able to compile all the builds posted on this board as guides or advices, and we looked at the percentage of them without stamina, I think it would be less than 5%. So stating that stamina isnt absolutely necessary and you can plan a build and play totally fine without it, is probably not an accurate description of the state of the game in my opinion. Stamina is almost a mandatory power actually, and I think it is fundamentally a weak game design (such a great game by so many aspects I can easily forgive it, knowing nothing is ever perfect). I also understand that for many players, it is as it is, and they got used to it so for them it's a non-issue. It's obviously not a reason to berate people who raise this issue. And that doesnt mean either that the game would not be better and more enjoyable for everyone, especially new players, with a higher base endurance recovery, and maybe a bit less powerful and mandatory stamina.
  20. I understand your point. And you made me realize I may think too much in this way while planning a new toon : how will it perform at 50 with a good IO build ? Actually I tend to shelve my level 50 toons fast, and will probably spend more time on it in the leveling process.

    The level 50 content is clearly missing, while there is plenty of lower level content, true point. (Hope GR will fix that). On the other hand, I dont like at all to play being exemplared : I feel loosing the privilege of what I just won before, new powers and slots.

    Another set of questions could be : is this character fun leveling with from 1 to 50 ? Will it be fine with SOs only ? Does it perform well before getting an expensive or final level 50 build ?
  21. I never played TA, but I 100% agree with the OP about Energy Melee.

    I had a EM/WP brute I liked to play before the nerf (and I dont think it was my most powerful character from far), now she's not fun anymore but feels slow as hell in the single target department, while being totally worthless on the AoE side. My SS/ and SM/ brutes deal the same kind of single target dmg, in a more fluid way, while being much better on the AoE side.

    - The ET nerf was really horrible to the set. I wish they would have lowered the dmg a bit, or even better, raised the dmg done to oneself (as it's supposed to be the reason behind such a high DPA attack). And I dont dislike the new animation from a graphic point of view. But the set now has its main 2 big attacks around 3 sec animation time and thus lost most of its fun and fast pace.
    - There was no reason to remove the mag 4 stun on TF considering how long is the animation (a very fast seismic smash still holds at mag 4).

    From my point of view, it's just one set less to play with. Sad story.
  22. Thanks for your answer guys.

    I remember very well one or two years ago when players were asking for a mail feature to move enhancements and influence from one character to another. They were promptly replied that the devs had already stated they didnt want it, that for many "good" reasons, and they shouldnt be asking anymore. Well, now we've just got that mail feature with i17.

    I guess everything changes, and what the devs stated one day might be bad for the game, can become good one year after.

    I feel the devs have chosen another direction with the recent QoL improvements than what has been standard in this game for the last few years in terms of limitations. I might be wrong but the introducing of this mail feature could be just a step on a path of more QoL improvements of the same kind. Those could take some time though, we cannot know for sure. Anyway we'll see, and my suggestion still stands

    PS : thanks Ian for your link, indeed I like very much the suggestion there too
  23. The times of "pain is good" in MMOs seem to be a bit over right now. We have seen some "quality of life improvements" in the past months like the mail, or the marker on mission map for last objectives as examples we couldnt have expected a few years before. Of course it doesnt mean everything must be given to players for free from now, but there are a few other things on the list which have been waiting for a long long time.

    I'm thinking especially about the enhancement inventory, and the fact they're not stackable.

    - First of all, the new mail system is great, but it should be possible to send stacks of items, or at least have a multiple attachment option there. I understand this 15 sec limit to prevent gold farmers from spamming too much but still... gold farmers will eventually keep on spamming using macros, and the normal players pay the price as always. If I want to send some stacks of salvage, or a row of enhancement from one toon to another, I will spend several minutes when it should be only 20-30 sec max.

    - And I'm coming to my main point : 10 slots for the enhancement inventory is too few. Also enhancements of the same kind should stack. It requires alot of time at the moment to move enhancements from one toon to another, when it could be much easier. Right now with the totally crazy prices on villain the market side, I find myself unslotting old toons to slot new ones, rather than buying everything from the market (hello 250M lotgs !) : it's really a pain to have only 10 slots for that matter too. Multiple respecs are needed to move the valuable enhancements, as well as alot of time you spend on tedious tasks rather than actually playing the game. Something like 3 rows of enhancements inventory would make things much better for sure.

    I hope we'll see some improvements in that matter in the months coming. Thanks for reading
  24. Running the Frostfire arc on hardcore at levels 10-12 was epic. Especially the few times my Fire/Regen scrapper was knockbacked in a second pack and I felt my heart beating anormaly strong for a PvE game... Or that time our group was fighting some mobs left behind, and Smurphy and I running forward just saw a big double pack behind a corner : without thinking both at the same time, he threw his dark toggles, I jumped into it and we started fighting. But the toggle got loose and mobs started to spread all around us beating on us. We had to retreat progressively while fighting, managing to keep our lifes mid/high and getting back to our teamates. Those were some intense moments.

    To anyone looking for something different and wanting to add something spicy to their CoX PvE experience, I strongly suggest the next Iron Eagles II meeting
  25. Is there a particular evening in the week you guys play, or specific playtimes ? Who to contact in game to get an invite in Iron Eagles II ? This looks really fun !