Giant2005

Mr. Union 2011
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  1. Quote:
    Originally Posted by macskull View Post
    I don't want to be handed kills by the system, I want to earn them. Likewise, I don't want to die because the system thinks I should, but rather because I've been outsmarted or outplayed.
    This line stands out to me above all others in this thread.
    I think I finally understand the argument between the pro TS and HD crowd and the anti TS and HC crowd.
    It is simply a fundamental difference of mentality, it is the difference of an agressive player and a defensive player.
    Currently with TS and HD implemented, you think getting a kill is too easy. I think that with them removed, staying alive would be too easy.

    After reading your post, I now understand that no-one is wrong.
  2. It really depends on the build.
    If you have enough recharge you only need 3 attacks for a solid single target attack chain. I usually try to get some decent aoe potential too but a lot of sets only have one aoe attack. In those situations, you would expect 3 single target, one aoe (sometimes two) and your Build Up power.

    As an aside, DPA and DPS are pretty much the same thing. The only time they will be different is if you have gaps in your chain.
  3. This is my Crab's single target build.
    It really does give up a lot and I usually run my AOE build, this is purely for GM hunting.

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1488;663;1326;HEX;|
    |78DA6594DB4E1A51148667641041142C0A5AA50ACA419081A 9F6AE8921D69A94434|
    |934DE4EA63281490990199AB4977D831EDFA0C79B26AD5A7B BCE803B5DAD6F496AE|
    |CCFAA95426C037FB5FC7BD377B97EE5EF3BED9BABF2E88C18 D8666596ADED4F6EAC|
    |D96A56EB71A5543375D65AD73C7D41A0E811E177D63E73D2C 79C3D46EA9DB6DA3AA|
    |9B3D31B6636A46D368D6D42DAD5AD33BFF3BF58C82AFD26A3 5E4A2AE916AD58DB6B|
    |7376E93D5630FB6DBBA5E1DB35FAF1BB57A870CC1CDB6B127 EF6EE677D492B6A7D3|
    |8FD5D1CD7BD3D45D5CE87FBAF4A147783F4A0311CA659A8A2 209433D49E83AC56F3|
    |40A909619629BCC941430C71CC9328F289F03F91C53A2AD4D D0E238591B72421B9E|
    |04FDCC20F9B8E0E382CF086CD3F0FD48B9DDF071C3C7039B0 7BE4EB28EA2F7D1AB0|
    |4C9217855624212BCB705DB673CCEBD8E2779BEFE187398CC 63881DDB675FFF07E6|
    |8503F0903979C40C4639F61315F561DEBE08DBDE9136C19A3 811A297B02464A6995|
    |19A6F00B6401A39C1CF1437C536E7D433EE35F89A79F139F8 8239F7127CC5DCA7D8|
    |10C74AA135ACDF2AF3520E5498912BCC2F143383DE6732DCC 30169B3BC16D26C057|
    |105E64211F137998B65A648730A23267C83FB8914988B45E6 52092C331D14338F3D|
    |9D97913F05A699A7B4C451EC4BF4016A3E642E3D62C61F834 FC0A7CCAF348F187A8|
    |AFDE69A895FE03A78C24C1D33DFD29F20897AC9046BCB4970 194C21260DE2BF7548|
    |F5D2A89746DE15D45BF909A28FCC06F30FCD4F468C0C5B163 159F494452E258F734|
    |7EB96C3BAE57016149C050567E1BB87CE31F655C4BE1EF76B BBA27D2E7EF46B49F6|
    |3B39D3447181B50C38279DBF4552034A4EEABB57505B19F05 A1D50D60694C259A66|
    |E71C05A91FEDD5582682B6E3FDD40AC740B012A8CF7BF102C E59D|
    |-------------------------------------------------------------------|

    As an aside, I should mention the DPS I quoted isn't really confirmed. I haven't done a pylon test or anything, it is just the mathematical potential. I'll post the math too to make life easier for you (t4 musculature included in calculations btw):

    Chain: Venom Grenade > Burst > Bayonet > Shatter Armor > Burst > Bayonet (10.42s)
    Venom Grenade: 140.8 x 1.6 = 225.28 + (28.7 x 1.4) = 265.46
    Burst: 269.4 x 1.4 = 377.16
    Bayonet: 350.4 x 1.4 = 490.56
    Shatter Armor: 443.6 x 1.4 = 621.04
    = 251.626 dps + reactive procs + achilles procs + pet damage

    Just realized I forgot to account for misses so that would actually drop it to: 239.0447 dps + reactive procs + achilles procs + pet damage
  4. So how about it?
    judging from all the complaints from Scrappers about the new Energy Armor revamp not having a taunt aura, I bet a lot of people would love the ability to get one on non Tank and Brute ATs. I think Crabs, Scrappers and Masterminds would all have a use for this as well as some other wannabe tanks.
    Also, adding a bit of value to the Presence Pool would be a nice bonus.
  5. I am not sure about this but I am under the impression that time cards of any variety no longer work.
    The site I usually buy my time cards from has a big "OUT OF STOCK*" banner posted on the page with the details for the time cards. That has never happened before.

    Could be just a coincidence mind you, I really shouldn't be reading too much into it.
  6. Quote:
    Originally Posted by Reppu View Post
    Actually, that suggested chain is flat-out impossible. Even at the 400% recharge cap that's not possible, I believe.
    You might be right, I didn't bother checking the numbers (still haven't actually) I just took my Brute's chain of Shin Breaker > Rib Cracker > Gloom > Shin Breaker > Crushing Uppercut and tried to re-purpose it to substitute in Initial Strike for Tanks. In hindsight, it might not work the same due to Initial Strike's shorter animation.
  7. Quote:
    Originally Posted by AresSupreme View Post
    These numbers are absurd. Where the hell do you get 2000% regen? 800 HP heal every second (With Heal Decay). Make stuff up better. Are you a friggin Giant Monster?

    I alone can kill a Pain Dom. If you are talking 2x Pain doms then I with a blaster could kill a pain dom. Blasters are a dime a dozen. Please explain these numbers because they are psychotic.
    if you read my posts then the answer would be apparant. Don't quote me and say random things with insults if you haven't read the content.
    Firstly, yes as I mentioned my Pain Dom is part of a /pain duo.
    Secondly, the 800HP per second was mentioned as an outcome of removing Heal Decay and an argument against it. Of course it is impossible to do that now.

    Again, I can't stress this enough, please read the posts before saying such absurdities and even more importantly, don't insult other posters. PVP already has a bad name in coh, we need to keep things civil and show the playerbase that we are not pricks if we expect pvp to ever be more popular than it is.
  8. Quote:
    Originally Posted by eth_Nargy View Post
    I'd rather skip rib cracker than one of the AoEs. Sweeping Cross will still do more than rib cracker even without combos and it'll be able to hit more than one enemy.

    And honestly, I don't feel that 7.5% resistance debuff warrants keeping the power when your other combo builders come up fast enough for it to be a non-issue. Hell, all you really need once you're at a decent level are initial strike and shin breaker.
    Rip Cracker has a higher DPA than Sweeping Cross at a 0 combo level and as a builder, it increases the damage of Crushing Uppercut instead of lowering CU's damage like Sweeping Cross does. Also the secondary effects of Rib Cracker are far superior to Sweeping Cross.

    When you mention not needing any more builders than Initial Strike and Shin Breaker, I assume you are speaking as a Tank? If so, you are probably right. the difference in DPA is negligable on a Tank but it becomes far more pronounced on the other ATs. Also the chain of Initial Strike > Shin Breaker > Initial Strike > Crushing Uppercut > something, requiers quite an extreme amount of recharge.
  9. Quote:
    Originally Posted by AresSupreme View Post
    OORRRR!!! you'd have to be a debuffer...I slaughter Pain doms every day on my rad then show up to their funeral...

    Their biggest thing is their regen. Lingering rad takes care of that. I'm sure there are colds and poisons that can do it ever better. Problem solved.
    A 500% regen debuff would hardly touch the sides... with 50% DDR and 2000% regen, you would drop that 2000% to 1750% which is a negligable difference. You would be dead before you tried for a second application.
    Regardless, this is not a thread about who has the biggest E-Peen, so let's keep this civil and constructive.

    Even if you got bugged and your Lingering Radiation was enough to get rid of the entirety of the Pain's regen, you are still looking at an 800hp heal every second. with 0% regen it would still take 3200 DPS to start scratching the surface.

    Sure you can also bring someone along that can debuff the ability to heal (very few powersets can do this and a major part of Heal Decay's implementation was to remove the requirement of having that perfect team for success), you can also bring some resist debuffs. The reason I don't want Heal Decay removed is because it is absurd to require such an army. Sure as a Pain, I'd benefit from it's removal more than most but I wantt to be able to log in, jump in RV and have fun. I don't want to have to spend an hour forming the perfect team with all the tools required to neuter healers and for that matter, runners.
  10. Quote:
    Originally Posted by Fiery-Enforcer View Post
    You would never die? That's funny.
    Not in any kind of reasonable situation. 75% resists, 150hp/sec regen, and a 800hp heal every second?
    You would have to do 3800 DPS to scratch me, you would have to do significantly more to be a genuine threat.
    I don't want Heal Decay removed.
  11. Quote:
    Originally Posted by Biowraith View Post
    To be honest, any of them can fulfil those criteria.

    But my personal favourite is Crab Spider.

    They're probably the most survivable: relatively easily soft-capped defense, which all SoAs get, but also decent resists to everything but psionic, and a Dull Pain clone. They're strong at AoE, which is good for the large mobs aspect, and besides a knockback hole have mez protection somewhere between scrappers and tanks.

    Their main weakness is single target damage, but bring out their pets (3 Spiderlings + 2 Disruptors) and they'll tear down hard targets pretty well too.

    I've got one of each to 50 (well, except Huntsman, but I'm working on one of those) and they're all very capable though. Whatever you pick should do the job.

    edit: as for what each has to offer, very generally:
    Crabs - AoE, high survivability, the most pets. Feels the most tank-mage to me.
    Banes - strong single target (comparatively weak aoe - fast recharging, but long animation times for lowish damage), mostly stalkerish gameplay but with extra buff/debuff, option of some pets.
    Fortunata - most controllerish choice with numerous mezzes, decent ranged damage, moderate AoE with crashless mini-nuke. Kinda feels like a controllery psi blaster with more survivability, I guess.
    Night Widow - Feels very much like a scrapper to me, with a touch of stalker - good single target, ok AoE - but with the added team buffs.

    They all get good base defense, and are relatively easy to softcap via pool powers & IO set bonuses, and they all get mez protection of some degree. With just SOs, Crabs and Banes are higher defense vs range, while Fortunata & Night Widow are higher vs melee.
    You are trying to speak favourably for the Crab which is a great sentiment but you are actually advertising them far short of their capabilities.
    Firstly, aside from the KB hole, Crabs have higher magnitude mez protection than any Tank can achieve short of being a Stone tank running both Granite and Rooted.

    Second, a single target focused Crab does around 250dps which is very, very impressive. That is taken before the achilles heel proc, reactive proc and pet damage is taken into account. The average Brute struggles to reach that kind of damage and no powerset combo in the game can destroy a pylon as fast as a Crab with the aid of his pets.

    The thing about a Crab is, they can literally do anything and do it exceptionally well but they cannot do everything. You can't build a Crab to reach his aoe potential without sacrificing his single target damage. Most people take the aoe route because it is more player friendly and that is what gives the illusion of poor single target damage.
  12. Best Mono AT Team would be: 7 pain Corruptors and 1 Traps Corruptor. Primaries a combination of fire and sonic.
    That team would have capped resists, capped defense, capped damage, capped recovery, enough +regen to make a Scrapper with IH running cry, passive heals from 7 stacks of soothing aura, obscene levels of to-hit, -1000% regen debuffs and enough resist debuffs to bring your enemy to the -300% cap.
  13. Quote:
    Originally Posted by DaveMebs View Post
    On a side note, while there is a disagreement between one guy and the rest of the PvP population, it sounds like it is universally accepted that Heal Decay should be turned off. Haven't seen a single post claiming HD should be left in place.

    I guess hatred for Heal Decay is the one thing that can truly unite people.
    I don't hate heal decay.
    I play in a /pain Duo and it already takes 5 or more to kill us unless we screw up. If we are allowed to spam heals as we please, we aren't going to die ever.
    When we aren't dying ever, how long before everyone else does the same thing and it becomes a waste of endurance to launch an attack?

    Edit: Just thought I'd ask, why do you want it turned off?
  14. Quote:
    Originally Posted by macskull View Post
    Reverting a set of controversial and almost universally reviled rule changes might not bring back everyone who's quit since I13 but it would bring more old players back than would quit due to the reversion. Generally, people who prefer post-I13 PvP spend their PvP time in zones, and if the system were to be reverted to the old ruleset they might stop PvPing, but probably wouldn't quit the game. That's not a loss for anyone.
    You are probably right. Those that have stuck through with the changes whether they prefer them or not have already proven they are less temperamental than those who have previously quit over a game change. I myself would never quit over such an issue.
    The only time I have quit a mmo due to game changes was SWG and for obvious reasons.
  15. Quote:
    Originally Posted by Jibikao View Post
    But what about Freezing Rain and if you get lucky, you can debuff 20% more with AH proc. I think Freezing Rain's 30% resist debuff should push Dominator over the edge?


    PS: Any Stalker combo can compete at such high level? lol I doubt it...
    No. FE + Crit damage alone surpasses Freezing Rain's Debuff.
    Then the Scrapper still has the higher AT modifier and damage cap in his favour.
    The Imps do make a difference though, no idea how to quantify their damage but when they have reactive and a 30% resists debuff on their side, they are nasty, nasty little critters. I think they would shift the advantage to the Dom.
  16. But do you think reverting to pre i13 would bring the lost players back?
    PVP in this game has never been anything amazing, pre or post i13. Those lost players have probably discovered how bad the pvp here has been by playing a different mmo with superior pvp mechanics.
    I don't think many would return even if you reverted the changes and offered everyone a free kitten upon their return.
    Making the changes may have cost more pvpers than it gained but I am confident reverting the changes would also cost more pvpers than it gains.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Given the Ops rules of being pegged to the damage cap, it looks difficult. On the Scrapper side you have a 1.125 damage modifier, 500% damage cap, at least a 5% critical rate, and an FE that is up more than half the time. This all translates, in extremely rough terms, into the equivalent of having something like an effective 1.73 damage modifier relative to something with a 400% damage cap. In other words, the dominator would have to come up with a way to climb out of a 70% hole to pass Scrapper damage. I would need to do some calculations to estimate the fire imp damage contribution, but it seems to be a tough thing to do.
    A Blaster has the same damage scale as a Scrapper and the same damage cap. All a Fire Scrapper has on a Blaster is +10% DPS from crits and +24.96% DPS from Fiery Embrace for a net gain of 34.96% DPS over a Blaster. It only takes 4 hits from a Sonic Blaster to surpass that DPS increase. The fact that a Blaster has access to Hot Feet in addition to Blazing Aura only tips the balance further in his favour.
    The thing that the Scrapper has going for it which will tip things in his favour are damage procs. The Blaster can only stick Gladiator's Javelin proc in his attacks and the Apocalypse proc in one.
    A Dark Melee Scrapper for instance, can put 5 damage procs in each attack in his chain, considering the premise of this thread and the fact you don't need to slot for anything but damage procs, that is a significant advantage to the Scrapper. Conversely, each proc is multiplied by the effects of -resists but the +damage available to the Scrapper from FE and crits has no effect on them.

    The discussion is moot however, neither can really compare to a Crab.
  18. Quote:
    Originally Posted by Reiraku View Post
    Two people liking the changes doesn't replace all of the others we've lost.
    LoL!
    No-one would ever believe you surveyed the game population but if you wanted to pretend you had and have a chance of convincing others as such, you really should pick a more realistic number than two.
  19. I find it ironic that people complain about i13 and then try to push for i13 V2.0 to hit the game.
    I13 arrived, a lot of pvpers didn't like it and quit in droves.
    New PVPers came along who liked the changes to replace the old ones.
    Now you want the changes reverted so the new PVPers quit in droves?

    Wouldn't it just be simpler to ask them to disable pvp and be done with it?
    Changing it back isn't going to bring back the old pvpers, it is just going to make a new batch quit.
  20. Quote:
    Originally Posted by Tamorand View Post
    Wouldn't the -to hit incarnate proc be more beneficial than the fire dot?

    Or is the assumption that if I'm using my insp correctly along with all of my accolades and incarnates filled in where they should be, I should't need another level of mitigation?
    If you are soft capped on defense, debuffing their toHit isn't another layer of mitigation. It does nothing. Tohit is just the opposite side of defense. The combination of defense and -tohit cannot exceed 45% and be of use (Other than all the exceptions already listed by others in this thread).
  21. I think Hiberlogging is more of an issue than anything presented in this thread.

    If the devs want pvp to end in combat, they would make you unable to log while phased. As soon as the 30s countdown begins, phase should end.

    Hiberlogging is becoming too prevalent.
  22. Heal Decay is fine, immortals in pvp are no fun. If we were allowed immortality, we would all have it and pvp would no longer exist.

    About travel suppression, I am for removing it but only with one caveat: all travel powers are greyed out in zone pvp. That would be a positive change.
  23. Quote:
    Originally Posted by Psychoti View Post
    As long as you can get the regular (and purple, and PvP) IOs in-game normally I'm completely fine with them being sold in the store as well.
    This.
    The same applies to the new AT specific IOs too but somehow, I think they will be market exclusive...

    As an aside, the Trapdoor thing always makes me smile when I see it. Trapdoor is likely the weakest AV/EB in the game. Granted I don't usually fight him as an AV (Always an EB) but he is a pansy. He does little damage and has 0 regen if you kill his pets.
    I kill him regularly with no enhancements at all and without inspirations while missing with half my attacks. I don't know how but people don't seem to see the massive popup on the screen that says "kill his pets to stop him regenerating" or something to that effect, every time a pet is summoned. If you really want it easy, just pull him into the lava and let that kill him while you just work on the pets.
  24. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    Melee Crabs are certainly not new. A major benefit of VEATS (and HEATs) has always been that you could design them to work in a variety of different modes. There is no "correct" way to play your Crab. Decent melee Crabs are uncommon, but I have encountered a couple of them on Justice.

    My Crab did have pets for a long time, but when I started doing a lot of incarnate trials, they just couldn't cut it. They were vaporized so fast that they contributed basically nothing. It was far more effective to take Tough and Weave and stomp fearlessly down the hallways of the Lambda Sector, or bathe in the radiation pulses of Keyes Island with all my capabilities intact.

    A couple of previous tank Crab threads:

    Finally getting around to a " Tank " crab build need help
    http://boards.cityofheroes.com/showthread.php?t=254576

    Making a Tanker Crab
    http://boards.cityofheroes.com/showthread.php?t=271340
    I did the opposite.
    The incarnate trials inspired me to take the pets and it was a very welcome decision. They aren't very useful for the labs/warehouse phase of Lam but they are very useful after that. I'd be willing to bet that my pets are responsible for a whole lot of the 30 kills needed for the extra astral. They do a lot of damage.
    Also they are amazing for all of BAF. they do a lot of damage to the AVS 9sometimes too much) and during the prisoner stage, they are incredible. My Crab solos two doors, she solos the SE door and the mobs from the NE door run down there to be slaughtered also. Having one character able to solo two doors iwth ease makes for an extremely easy Prisoner stage. Ever since my Crab got to 53 in trials, I have not seen a prisoner escape.

    If you don' think the pets do a lot of damage, get the Reactive Interface and then take another look. This might seem like an exaggeration, but I am confident that the combination of my 5 spiders and my patron pet easily surpass the DPS of my t4 Cimerorans.
  25. Quote:
    Originally Posted by Caulderone View Post
    This is Working As Intended. Mind Link cannot be slotted with Recharge enhancements*, therefore the Alpha Spiritual will have no effect on it.

    *Yes, I realize you can get around this with IOs that have a recharge effect, but that is of no relevance to the Alpha powers.
    Wow I had no idea it didn't take recharge. Guess I haven't slummed it on SOs in too long!