Frosticus

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  1. Quote:
    Originally Posted by ChaosRed View Post
    AE is alive, and never died.

    You can still power-game with the thing, but power-gaming in COH is like peeing on ant hill. Sure it appears like power, and certainly you get visible results - but it is pretty boring, and rather unimpressive, and really a child could do it and produce the exact same result.

    You always could create delicious RP with AE. I find, that my best RP in AE, is usually deeply connected to just one or two players I treasure. I like the personal touches you can put in AE, that can reference adventures in the past, character names and places that have meaning in your RP circle and make the game seemingly "come alive".

    I've felt more like a super hero, in a real super group, playing AE than anywhere else in game. I can make our imagination come to life with the tool. It's awesome, and people have focused too much on the power-gamer exploits rather than give the tool its full due.

    Power-gamers are deluded fools. If they have fun, with their endless repetition of simple, risk-free patterns, then I wish them well; but I won't let their intrusion ruin my own experience. One of the great things about AE power-gamers, is they all congregate in one zone. Leaving almost all other AE buildings, deliciously empty. I can openly roleplay with my small group in some of them, knowing I am not disturbing anyone, and nobody comes along to spoil the mood. Wonderful. It's like all the dumb power-gamers have put into a single box, where they perpetuate their strange repetitive drudgery ad-infinitum without ever bothering me. I have indulged in boss farms myself, so I am not blame less, but it is usually just for an hour or so, to get some tired character a tasty enhancement treat, a small carrot for squandering hours in the game without one iota of XP to show for it. I consider the whole experience utterly OOC.

    Meanwhile, AE is slowly building more and more strength as a story tool. We don't sing AE's praises enough. We think the masses dictate whether AE is useful. We judge only the worst distortion of AE's usage. We forget to judge the sharp, simple and effective personal content it can create for ourselves and friends.

    I have screen shots of battles, that took place in AE, that for me - sing. For they represent some of the best RP moments I've ever had in this game.

    What bothers me is, the general negative use of the feature (and the subsequent vehment criticism of it), will ensure COH won't augment the tool beyond what we already have. Sad, because this tool, could be the greatest RP tool I know of, if taken one or two steps further. Sadly, what I think we'll see is just see more Nerf-Catting with the thing.

    I use the tool constantly. I love it. I wish I had more time to iron out every bug that comes up with the one's I make, but sometimes those bugs create RP moments on their own. When I didn't spell $target correctly, for example, it has created this in joke as to who the mysterious $targte is.

    We each take turns being GM with the thing, sometimes writing another chapter of each other's stories or ideas, which takes stories in new and unique directions. Wonderful stuff, I only wish we could convince the stewards of COH to augment it more, it's a gem of a tool. Under-developed just a bit, but its concept is sound - and it thrives - it always has.
    Actually children are better at RP'ing than power-gaming. In fact RP'ing is a very "child-like" state, whereas power-gaming, or being extremely "goal-oriented", is a later cognitive development.

    In case no one has noticed the only way to actually progress a character is by killing mobs. Farmers are better at the game than you (they are better at it than I am too), that's ok, but don't be upset at that farmers for being better at the game than you, be upset at the way the game is designed.

    I was just in atlas AE building and could hear the soft chorus of crickets. That's ok though, it is easier to RP when it is quiet.
  2. I'm curious why you guys all go with soul, aren't you at the DR res cap with free res+WoP?

    Is it for powerboost? We did a bit of testing last night for pb+mezzing and it was only making a ~7 second stun last ~9 seconds, so it is getting DR'd pretty heavily (pb+slotted dom stun should be 12 sec).

    I'm just wondering if mace mastery wouldn't work about as well as you can easily get up to 20% lol DR'd defense while still hitting the DR res limit and then you'd have perception too.

    But maybe I'm looking at it more from an offensive rad/pain and you guys are building heavily for support?

    Anyway, this is what I threw together. If the res shield and pb are actually really important then it can be flipped in easily.

    I also don't know how well anguish cry actually works (haven't been pvp'ing much), but for an offensive rad/pain I'd imagine it is worth taking.

    Code:
    Reg	45.7 hp/sec
    Hp	1462
    Rec	2.99 end/sec
    End	110
    Rech	50%
    Tohit	24.30%
    Acc	49%
    Dam	28%
    Kb	41
    Click this DataLink to open the build!

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    Altered for pb and a more "supportive" role

    Code:
    Reg	43.1 hp/sec
    Hp	1441.5
    Rec	3.16
    End	110
    Rech	37.5%
    Tohit	17.6%
    Acc	9%
    Dam	25%
    Kb	53.5
    Should protect against even Forcebolt. w/o pvp IO's = 47.5 kb (still good vs levitate)
    Click this DataLink to open the build!

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  3. Doesn't it usually take two applications of power sink + LF to drain enemies though?
  4. When brutes get a ppp with fire attacks I'll like /fa a lot more what with its delicious 30 second duration FE!

    I don't know much about elec armor other than that it seems robust enough to get you to where you need to be and offers a ton of extras like unlimited endurance, immunity to end drain, slow resistance, and even +rech.

    It's too bad brutes have to wait until 28 to get energize though.
  5. Quote:
    Originally Posted by FuzzyWonder22 View Post
    I c wut u did thar! The only one that really fits though is Lightning Storm since it's actually a tier 9 power and even then it doesn't because the power is highly useful all the time.
    Tier is irrelevant. In fact be glad it is the tier 9 that sucks on traps as it makes the set mature even faster. Ya it would be nice if every power was a must have... or would it? Looking over my toons I habitually stay away from sets that require more than 7 powers as it just makes for too tight of a build.

    LS is far from useful all the time. It costs too much end and fires too slowly to be useful all the time. It used to be useful all the time when you had it firing nearly twice as fast and slotted it for reduced end cost.

    It needs to fire ~5-6 shots to start paying for itself which takes about 30-35 seconds. It is impossible to say that acid mortar has issues and then praise LS (not that you did, but others have spoken down about acid mortar) considering it has identical recharge and duration, but costs about 40% as much end to cast (while also drawing its own agro).

    Of course I wouldn't mind if the traps cycled even faster as I don't agree with the design principle of needing to fully slot something for it to be perma on fundamental set powers and I've asked BaB's to take a look at the stupid hitches and pauses that summoning many of the traps causes that actually make them take longer than they should to deploy, but really traps is a solid set. It just requires a playstyle adjustment...sort of.
  6. Quote:
    Originally Posted by SkeetSkeet View Post
    68 end gone just like that is still 47 end remaining. That's a significant cushion against zero which is easily managed. In actual use, peak end burn isn't sustained 100% of the time, while recovery is constant.
    So that's the storm build you run then is that accurate?

    Fair enough, you and I just play our storms quite differently. I have a net end gain of ~2.5 eps on my fire/storm and my storm/sonic with all toggles going and I still have to be prepared to use hibernate as a recovery tool for the troller and pop conserve power whenever it is up on the def.

    Netting a little over half of your level 1 base recovery would make me delete the toon. But obviously YMMV as you run with that build and do well.
  7. Pets no longer being affected by recharge springs to mind as a recent "stop gap"
  8. Quote:
    Originally Posted by JamMasterJMS View Post
    What are any of these modding tools you speak of?
    seriously?
  9. You won't like the answers you get
  10. Yet neither of you used smiley faces to suggest that you actually are laughing. hmm
  11. I'd play a warmace stalker, but not unless the AS animation was an overhead smash of some sort rather than a stabbing motion. And then I'd use the shovel weapon.

    Assassin shovel to the face.
  12. Quote:
    Originally Posted by Jetpack View Post
    Can we get a statement as to whether the reduced recipe drop is intended?
    Yes please. It won't be long before requests for fillers start up again, if they haven't already.
  13. Quote:
    Originally Posted by SkeetSkeet View Post
    Actually it's 3.2 end/sec. Big difference.
    no 2.27 end/sec burned just from toggles. Net recovery of less than 1 eps means in conjunction with how you have LS, nado, and FR slotted that to use 3 attacks and those summons would suck up about 78.5 endurance over ~10 seconds so a total of 68 end gone just like that and such low net recovery that like I said you need a kin for it to be playable.

    I find it trying to play toons with less than 2 eps net recovery, that build has 0.93 eps net recovery.

    Adding in the extra mitigation of tough+weave on a stormy is a PITA on the end bar and takes heavy slotting to make possible. Something a 32 end cost LS is not helping with.

    Quote:
    What do all the primaries that aren't sonic, ff or traps do? Carry some break frees when you know you're going to fight rikti. With that level of defense, I start a LGTF with a 8-10 bfs and end up with some left over when I'm finished. The scenario you describe of needing to be babysat by a tank, having to hold back, getting steamrolled by rikti or running out of end... those things simply don't happen. Having used that build on dozens of ITF/LGTF/STFs, I can say that in-game results trump forum theory as to how well it works.
    Exactly they use inspirations. Now add oranges to the traps def because he doesn't need bfs or purples, or even greens really if he uses triage ontop of his massive mitigation. The gap just got larger.

    The great thing about traps is that even with the same sleep hole as FF and sonic your def shield isn't suppressed when it happens so you keep protecting the team. And because most of your powers act outside of you once cast or have lingering effects getting slept is not really a very big deal.

    If you've ever wanted to build a "tankfender" style defender I'd say traps is the way to go. It works in a number of other build types too. The only time I've felt my traps corr isn't really good is on a team that can vaporize mobs. It's pretty easy to feel inconsequential no matter what you are playing on those kind of teams though. And really with the +4 option now there is little reason to breeze through stuff like that unless that is the desire.

    Quote:

    The overall discusson on traps in this thread has convinced me it's more worthwhile than I gave it credit for off the cuff.
    This is good news, it is a really good set that has gotten a bad rap cause it wasn't that good pre IO's and cause the PT nerf made what few people were using the set speak ill of it.

    Traps imo benefits like superreflexes does from IO's. It goes from decent, but surpassed by many of its brethren, to right near the top.
  14. I don't see a BS being nearly as good as EM or Elec, it doesn't hit as hard and has no status effects, or anything for that matter.

    I guess just to play something new would be good enough.
  15. Looking at this build again I'd steel the purple out of sirens song and change it to the hold proc in poison trap. It is a great proc in that power. It goes off a lot.

    If I were to actually build a traps def I think I'd try to softcap s/l, ranged, and psi and then go after other bonuses. I think that would be a pretty indestructible toon.
  16. Quote:
    Originally Posted by TRTerror View Post
    Ok posi done and got to 23(stamina is so nice for posi). Have stealth io in sprint so i just run up and pgt, jump back, mortar, howl.

    Achilles heel procs alot in mortar.
    Not that lucky with procs in caltrops yet.
    I think I've found slotting damage procs in mortar to be more effective than in trops (if you are choosing between the two). Mortar fires every ~5 sec whereas trops will proc check every 10 sec.

    Tough to fit 2 dam procs, achiles and still get the acc/def debuff/ and rech up high.
  17. Quote:
    Originally Posted by perwira View Post
    I usually summon drones placed into the midst of the enemy before rushing in, which will draw the initial aggro instead of the FF, which you'd really rather not get hit. The highly rugged mortar should be next as it aggressively draws aggro and clusters any mob towards it and they'll ignore the FF, then the trap, a mine, and caltrops, all centered in the midst.

    One thing I'm not quite sure about is whether caltrops draws any aggro to the caster - it's been my experience that when I toss these into a mob, causing minor damage, sometimes I seem to get noticed even when ss/stealthed.
    Ya same I fire them off as I'm on my way into the spawn. You can see how well they work if you summon them just behind most of the spawn, they will literally turn away from you and attack them as you are rushing the group. Very good power, unsung hero.

    I think that the reason they have gotten a bad rap is because people will summon them before hand and have them hovering near them. They don't fly fast at all and will usually show up a day and a half too late to the battle if used in that manner. Cast in the spawn on the way in: great power.
  18. Quote:
    Originally Posted by Aquila_NA View Post
    How will Traps/Sonic compare to Rad/Sonic for AVs? My initial thoughts were positive, but does AM give Rad the edge?
    Rad/son might be faster vs easy AV's just cause a lot of your time is consumed spamming traps powers vs just clicking AM and the occasional heal, but:
    Mez protection
    Much stronger -regen
    Much higher -res

    Makes traps a better set against "harder" AV's and even GM's. Do a search for Silverado and follow the links in his sig to see some of the shenanigans he has gotten into with traps for other AT's.
  19. Quote:
    Originally Posted by SkeetSkeet View Post
    Click this DataLink to open the build!

    Softcapped to everything? No. Survivable? Absolutely.
    Gimped to hell? yes. Sorry but 2.27 end/sec before attacking with no way to recover end? Totally underslotted LS, nado, not even perma freezing rain. This build is practically unplayable without a kin. lol attack 3 times, summon nado, LS and you are needing to rest heh.

    What do you do when you get hit by a rikti mez with dominate and it suppressed all your non-IO defense and hurricane and you get steamrolled in seconds?

    Exactly like I said, I was able to cap my storm def to ranged only without gimping it. I was able to cap (in mids anyway) a traps def to every position and damage type without gimping it and it has just shy of 500% regen to cover the few hits that do come through.

    I love my storm/sonic def, it is a monster and is still powerful post Lightning Storm nerf, but man defender traps is pretty potent.
  20. Quote:
    Originally Posted by Mr_Squid View Post
    I managed to come up with a real good build when I was in closed beta. Basically, you roll a trapper, but then play it like a stalker.

    The build revolves around using superspeed and stealth to give you full stealth, running into a mob while the force field generator grabs all the aggro, and dropping trip mines, poison traps, and acid mortars right on the enemy's toes. It worked FANTASTICALLY. And I am sure that with the right IO build I could softcap my defence too.
    This is a very viable tactic. If you use seekers you can ease up the load that FFgen has to carry as well.

    IME it ends up being sort of like Illusion with phantom army for breaking up an alpha, minus the continued presence of them, but you don't need the continued mitigation cause of FFgen and PGT.
  21. Quote:
    Originally Posted by TRTerror View Post
    Can you post the chunk?
    Cant read the file
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  22. Quote:
    Originally Posted by SkeetSkeet View Post
    IOs let virtually any build be survivable--if you choose to build that way. This defintiely includes storm.
    lol, without you stating what you consider "survivable" to be I guess you're right .

    Show me a storm build that is capable of softcapping to everything. My storm def was able to softcap to ranged and that's it without seriously gimping the build.

    My storm troller is able to softcap to s/l and ranged (with a kinda gimp build).

    Having 21% def to all as a base to work off of and mez protection is huge.

    It's ok if you don't think traps defenders are good. You're just wrong.
  23. Frosticus

    Fire/Rad/Stone

    Quote:
    Originally Posted by Local_Man View Post
    OK, I see that, but I can't imagine using up that many slots, plus using two slots in AM that could be used for EndMod. But, I suspect the OP is one of those folks who likes to go against the grain. If so, it is kind of odd to come into the forums to ask for comments on a build without explaining the unusual preferences first. Of course, folks will point out the unconventional things in the build.

    A while ago, I tried a non-travel character by 2 slotting Hurdle, Combat Jumping and Sprint all with Jump enhancements. Was it usable? Sure. Did I like it better than Superjump with only its default slot? No. I changed it on a Respec.
    Well what I suggested is an order of magnitude better than cj+hurlde vs sj. It is quite close to superspeed.

    I have no idea if he has done something similar to what I suggested, but you can max out AM's end mod and rech with 4 slots so squeezing in some runspeed isn't that difficult.

    Really it's a matter of finding 4 (2 in AM, 1 in sprint, 1 in swift) slots vs requiring two power picks (ie cj + superjump, or hover+fly).

    The unsuppressed movement in combat is on par with speedboost and is pretty awesome.

    However, getting AM up enough to do it is usually a mid 30's+ thing...although temp superjump can usually last me until about lvl 30.

    I dunno, some people skip a lot of powers in rad (like me) and have no problem fitting in travels, but other people like taking mutation, fallout, and choking cloud on top of the rad 5 and it can be nice to have an alternative to the "normal" must haves in this game. ie stamina+travel on every single toon. It can get old.
  24. Quote:
    Originally Posted by EnigmaBlack View Post
    Using the new difficulty settings over the past two days and hearing in game from players that solo 8 man spawns leads me to believe you don't get an increase in drops and players are starting to ask for pads again. Personally speaking I got about 10 recipes in 4 hours of soloing 8 man spawns in the past two days. Of course it could just be bad luck for me, but I expected a lot more considering the amount of enemies I am fighting. Among some of the theories floating around is that the other 7 "virtual" players are "getting" the drops. We won't know unless a red name sheds some light on it. I'm just glad they didn't nerf the influence.
    We're going to need all the inf we can get if drops keep up at this rate. Very short supply, uber demand.
  25. what was the old nbc rerun season catch phrase?

    If you haven't seen it, then it's new to you!