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Posts
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I'm on a "revamp all my Scrappers" kick, and with power customization (read: Crippling Axe Kick won't have to look so stupid) around the corner, it's time to go back to the beginning and make my very first Scrapper into a contender.
I'm looking at the following pools:
Fitness (possibly with Stamina, I'm going without now but sometimes I'm hurting for end)
Speed (Hasten and Superspeed)
Flight? (Currently I have Air Sup and Hover, love the knockdown on Air Sup but I rarely use Hover in combat, and I can always buy a jetpack for getting up things)
Leaping? (Currently have CJ as a LotG mule)
Fighting? (Would make me less squishy, as this is my big problem, even running perma-Dull Pain)
Weapon Mastery (Must have Caltrops and Shuriken at least, I love Caltrops for the mitigation and Ninja stars are just cool)
For attacks: Currently I have Thunder Kick, Storm Kick, Crane Kick, Dragon's Tail, Eagle's Claw, and Air Superiority. If I take Crippling Axe Kick, will I have enough of an attack chain if I drop both Air Superiority and Thunder Kick?
Secondary: Everything except Revive.
Currently I have a build focused on +recharge and +regen, with Kinetic Combat procs thrown in nearly everything because they are cool, but I think it's time for them to go. (Except maybe in Eagle's Claw, because knocking someone on their butt after you jump up and boot em in the head is super cool.) Should I be trying to build up some melee defense as well?
Basically, I need to know what would be most advantageous, from a survival perspective....recharge, then defense, then +regen? Or am I looking at it all wrong? -
Quote:If super-sidekicking, difficulties higher than Invincible, and being able to set your own "team size" aren't incentives, I don't want to know what you would consider an incentive.No my expectations of a steady supply of market items is not unrealistic. Sigh I tried to refrain from saying this but here it goes... pre AE the market was fine (for purples and uniques). With that said I'm not going to get into how AE changed the availability of items on the market but I do think the developers need to address the lack of supply. Whether that be by increasing the drop rate or giving other incentives to play normal missions, I don't know.
The devs aren't responsible for player behavior. And before we turn this into another "AE farming is ruining the game" argument, players using the AE for its intended purpose aren't generating any purples or uniques either. On the upside, they are generating a larger supply of pool A recipes from the highly desirable sets that cap below 50. -
Custom mobs tend to be quite a bit more powerful than standard mobs at low levels, no matter how much you try to gimp them. I suggest using them sparingly.
And yes, shorter may be better, especially for lowbies, who level quickly and have to squeeze in some non-AE time if they want their mayhem/safeguard badges. Epic stories are really more suited for higher levels, from an immersion perspective. You can still create a compelling story that doesn't rely on a level 5 character to save the world. -
Unlimited ammo ftw! That leaves us with "open fire."
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A group of us once applied this philosophy to an all-blaster Invincible Freakspec. Only three of us were Blaster vets, nobody had a "survival" build, half the team was sidekicked, and there were quite a few mutters of "I don't know if we can do this." As it turned out, the waits between waves at the reactor were longer and more boring than ever.
Overwhelming firepower solves all problems. -
Oooo, that's not bad. I keep forgetting Numina's has a def bonus, I always fill Health with uniques. A bit less recharge, a bit less +HP, a bit less regen, but nothing major.
Thanks. -
Quote:Probably the same kind of people who think their custom group is actually appropriate for levels 1-54.Seriously, I never intend to run Mercedes Sheldon again. Whoever wrote those arcs should be whipped.
My first thought after completing those arcs (the heroside ones anyway, the villain one was just lame): This would be cool if I was 50. In the low 20s? Not cool.
Darrin Wade's arc, as well as the level-locking of the villainside Origin of Power arc to a range where the CoT are always 95% ghosts if you rely on S/L damage, the Midnighter arc's first mission being practically all bosses and unavailable until a level where half those bosses will be Succubi (Fury? What's Fury?), and the complete lack of anything remotely resembling a real arc from Mercedes Sheldon where heroes get three arcs (excessive difficulty notwithstanding) is just fuel for the "devs hate villains" fire.
Actually they should really take cues from some player-created arcs when creating future content. It might give them some ideas on how to write villain content that doesn't rely on the player character being someone's stooge, or inspire "which contact do you most want to beat up?" forum threads. -
Quote:If more players are participating in PvP then logically there would be more demand as well, since the sets give extra bonuses to PvPers...in theory anyway.Agreed. I'd be in favor of them bumping the drop rate now, but in the future if they enhance PVP such that more players participate they can always drop the rate back down again if they feel the recipes are becoming too abundant.
In practice, how many of the people seeking these sets are actually using them to PvP, and how many are using them to get PvE bonuses you can't get elsewhere? How many of those Gladiator's Armor uniques that sell for 1 billion+ inf ever see the inside of a PvP zone? -
Quote:Don't make a Bobcat map full of an enemy group that consists of a single, easy boss, has a bunch of gratuitous rescues for maximum mob density and is set to either 52-54 or 54-54 and expect anyone to expect it's not a farm.It's ok to use bosses just don't make a map full of bosses and excpect a GM, me or anyone else to expect it's not a farm.
Most arcs have bosses. Many arcs have multiple bosses. Some arcs even have groups of all bosses. You'll have a hard time convincing anyone that a mission with a few spawns of all Zeus Titans is a farm.
Boss + AE =/= farm. -
Quote:Yeah I thought so too, until I did some guy's level 30+ arc at 33 and got a Rikti Sword to the face from a +7 Hro'Dotz. However it's supposed to work, it isn't working that way.I had thought that I had read that they did a work around on this so that higher level enemies were brought down to the teams level.
Yeah, found it here unless it changed back...[INDENT] A critter that spawns higher than the level range chosen will be brought down.
A critter that spawns lower than the level range chosen will not be brought up. -
I've decided it's time to redo my DB/SR. She's more than fine for regular PvE, but without Hasten and with stubbornly clinging to Maneuvers and Tactics instead of Tough and Weave, far from optimal.
So here's what I'm looking at changing to. The HO in Combat Jump is a placeholder, as I'm sitting at over 47% defense to everything, it will probably become a Kismet or a proc in something.
Edit: Once I get a second ridiculous amount of inf built up I'll be replacing the Serendipities in the passives with three pieces of Shield Wall for another 5% HP...which will make some of the 10% regen bonuses redundant...of course by the time I generate that much inf Mids will probably have been updated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Viper Mk II: Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Power Slice- (A) Crushing Impact - Accuracy/Damage
- (15) Crushing Impact - Accuracy/Damage/Endurance
- (37) Crushing Impact - Damage/Endurance
- (37) Crushing Impact - Damage/Recharge
- (39) Crushing Impact - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance
- (5) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Hecatomb - Damage
- (17) Hecatomb - Damage/Endurance
- (31) Hecatomb - Accuracy/Damage/Recharge
- (34) Hecatomb - Accuracy/Recharge
- (34) Hecatomb - Chance of Damage(Negative)
- (50) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Defense/Endurance
- (7) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage
- (9) Scirocco's Dervish - Damage/Endurance
- (9) Scirocco's Dervish - Damage/Recharge
- (11) Scirocco's Dervish - Accuracy/Recharge
- (11) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff
- (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (13) HamiO:Cytoskeleton Exposure
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (21) Regenerative Tissue - +Regeneration
- (21) Miracle - +Recovery
- (23) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Accuracy
- (25) Performance Shifter - EndMod/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (40) Crushing Impact - Damage/Endurance
- (40) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Damage/Endurance/Recharge
- (45) Crushing Impact - Accuracy/Damage/Endurance
- (A) Run Speed IO
- (A) Armageddon - Damage
- (27) Armageddon - Damage/Endurance
- (27) Armageddon - Accuracy/Damage/Recharge
- (31) Armageddon - Accuracy/Recharge
- (31) Armageddon - Chance for Fire Damage
- (A) Defense Buff IO
- (29) Serendipity - Defense
- (29) Serendipity - Defense/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (37) Mako's Bite - Damage/Endurance
- (48) Mako's Bite - Damage/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (39) Titanium Coating - Resistance
- (40) Titanium Coating - Resistance/Endurance
- (46) Titanium Coating - Resistance/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Defense Buff IO
- (A) Defense Buff IO
- (48) Serendipity - Defense
- (48) Serendipity - Defense/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 8% Defense(Ranged)
- 8.63% Defense(AoE)
- 77.5% Enhancement(RechargeTime)
- 89% Enhancement(Accuracy)
- 10% FlySpeed
- 190.8 HP (14.2%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 15.5% (0.26 End/sec) Recovery
- 70% (3.91 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 3.13% Resistance(Negative)
- 10% RunSpeed
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Are you setting the mission level by adding level 54-54 enemies or are you manually setting it to 54 under Mission Parameters?
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PoliceWoman, would you mind doing a review of my arc "Freaks, Geeks, and Men in Black" (ID #161629)? I've played most of your arcs (left some suggestions in your "Warrior's Journey" thread), but if there's one you'd like some feedback on I'll gladly run it again.
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Non-blatant farms lose points for lying, and making me waste time looking at a loading screen for a mission I would not bother starting if it said "Malaise Lunatic Lts" in the description. I don't go out of my way to seek out and 1-star blatant farms, because I am far too lazy and it won't get rid of them anyway.
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Er, that's not how it works. Bosses only turn into Lieutenants on Heroic. If you put a high level boss in an AE mission, the boss will be the maximum level of the mission (so if you set the mission to 20-30 and add a Gunslinger, he'll be level 30. To a level 20 player set on Heroic he'll be a level 30 Lt.)
Enemy maximum level never increases, so if you add Tsoo to a level 50 mission they will be level 40. Their rank never increases either. -
I've seen a few that look like a story from the description. Sometimes they are a single mission, sometimes not. Some of them even continue the masquerade with intro text. Then the first mission will be all Lt Malaise Lunatics or a single fire melee custom Lt or something equally monotonous and chosen to do little damage to whatever the author's secondary is, with a single, easily found objective, on a large outdoor map of course. I have yet to find one where the return to contact text is anything more than "good job," or something like that, the second mission intro text is just as minimal. At this point I quit.
This is not to say that all missions that give out high rewards are farms. I have played a few that were not. They had variety in the enemies used, and had a semblance of story beyond the initial intro text. -
Quote:Generally such arcs are so terrible as to be unsalvageable. The people who make them have either no concept of balance, no concept of storytelling, or not even a rudimentary grasp of proper English. I doubt that any of them care that I think a group made up of your Extreme/Extreme AV self-insert and his Extreme/Extreme boss friends is not fun, your language suggests you are still struggling to pass the fourth grade, and "lol, kill everything" is not a story.Speaking of 1-star pieces of awful, what do you do with those? Does anyone bother with negative feedback? If not, why not? Would you be more inclined to tell people their arc is terrible if you could do so anonymously?
I don't even finish them. Usually I don't even start them. Most of my 1-stars are reserved for disguised farms. -
Under Mission Parameters you can set the Mission Pacing to "backloaded." This will make the enemies at the beginning of the mission -1 and -2, and the enemies at the end even-con and +1. Since you're a lowbie, you'll probably level halfway through the mission, as long as the map is big enough, so you'll be fighting stuff a bit lower level than you throughout most of it.
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Not to mention that some of the stickies ported over from the EU side should really be in Stories and Lore.
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Yeah, if I had two more slots they would go to BotZs. But I don't. I had them in the build, but then I pulled them out.
And if I had a spare 1.5 billion inf kicking around I might invest in Gladiator's Armor. Again, I don't. That IO is the biggest tease in CoH history. -
Doh, forgot about the defense suppression in Cloaking Device. Unfortunately moving the slots from Combat Jumping will remove the +regen and +HP bonuses, to take a power that I will rarely, if ever use. The way I'm playing the character Taser doesn't really fit.
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Going with what Heraclea said, I also like arcs that have a lot of flavor objectives that keep the missions interesting. If an arc has a good grasp of this but one or two missions fall short, I tend to point it out.
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I leave feedback basically when I feel like it. Sometimes I'm just not in a headspace where I can write something coherent and helpful. When I do leave feedback, I will list a few things I liked about the arc before getting into the nitpicky things I didn't like (often they are minor and don't affect my rating...but sometimes not). I point out spelling errors and typos when I find them, and if they are few enough to list they won't affect my rating. I am more likely to leave feedback if I have given feedback to the author in the past, and it has been politely received.
The only time I have ever gotten actual detailed in-game feedback on an arc was when someone played it after I advertised in the MA Arc Finder channel, and was doing a running commentary as he played. Usually it's of the "I liked it" variety, if people leave feedback at all. I've gotten a few "I liked the contact" or "I liked the custom group," but nothing much beyond that. The feedback that has really helped me improve my arcs has all come through reviews in the forums.