Madam_Enigma

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  1. I don't, but I do know that outside of oil slick, my level 18 tanker does comparable damage to my higher level defenders usually. Really sad too, but then I don't play defenders for the damage.
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    That's part of the problem. They take so freaking long to get their 'core' defensive powers. Made a rad/rad, and it was soo painful trying to get the two toggle debuffs. When I was running a rad/rad defender the set was a joy to play. Corrupters to me take too long to get the fun powers.

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    Defenders take too long to get their good blasts and when they do get them they don't make up for the wait to get them because defender base damage is so pitifully low. Not really the case with offensive support powers being secondaries on Corruptors.

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    Ah, but to me the blasts are gravy with defenders. It's the primary I find most fun. That's one reason I favor stuff like dark miasma and trick arrow. So many yummy active powers instead of toggles. The blasts are just there to kill things, and don't matter which one I take. With corrupters I get the blasts quickly sure, but the yummy debuffs I really want are slow in coming. I'm happy with two or three decent blasts until the mid to late 20's if I get a fun debuff set..
  3. That's part of the problem. They take so freaking long to get their 'core' defensive powers. Made a rad/rad, and it was soo painful trying to get the two toggle debuffs. When I was running a rad/rad defender the set was a joy to play. Corrupters to me take too long to get the fun powers.
  4. I don't use it... Mainly cause I keep telling them who to attack, or having them stay in position. If I'm using aggressive stance, well I'm not too worried anyway so let my hench run wild.
  5. Personally, I love playing defenders. Even so, I can't stand playing corrupters for long. I play one for maybe half hour, then that's all I can stand.
  6. Oh yes, only one I don't regularly use is "goto".
  7. What I do is I have the full set (well almost full set) of advanced controls in my first power tray. That way I can set order and stance separately.
  8. Madam_Enigma

    8 MMs on a team?

    8 man mastermind teams? Been there, done that. It was intensly fun... Except at the time we'd click "Attack my target" and then everything froze for the 8 of us until either the enemies were dead, or we were. We couldn't use our support powers at all.

    I swore my graphics card cried each time we attacked.
  9. Oni reliably using fire breath wasn't nerfed per say. Oni reliably using other powers was buffed.
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    has anyone seen a crap tank ??

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    You never saw the original graphics for Stone Armor, then.

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    I've seen crap tanks. Tankers with bare minimum of attacks (which are never used). Tanks with toggle defenses only which are never turned on. Tanks that take all their primary and secondary, and slot up the stupidest of things exclusivly... Such as 6 slotting the mez protection and 5% resistances, and ignoring attacks and useful things to slot (like resistance toggles).
  11. Madam_Enigma

    Perma Hasten ?

    As someone else mentioned, by the time you have enough recharge to get perma hasten... Do you really need hasten anymore?
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    Dark Armor has resistance, defense (but it's laughable unless you specifically IO out to get more defense), -to hit, self heal, +perception, and a damage Aura, and end drain resistance

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    There, fixed that for you.

    By the way, here's some food for thought. Just tinkering around with Mids, I managed to develop a thug/ta build which just with IO's, combat jumping, and maneuvers nets about 10% melee, 29% ranged defense and about 31% aoe defense. I'm sure someone with more determination then me could get around 30% defense to melee/ranged/aoe with a regen scrapper. I was only trying for aoe and ranged defense on that build.

    30% defense to melee/aoe/ranged with regen's already high regeneration rate would be NASTY powerful.

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    Yes regeneration with pool powers and invention enhancements is extremely good, but forget inventions and do what Castle does, only use SOs and go roll an SR and Regeneration Scrapper and then tell me who is going to last longer.

    Mind you, you can Soft cap a super reflexes scrapper using only SOs.

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    Yes, you can soft cap an SR scrapper only using SO's if your sacrificing offense to get pool powers. My SR scrapper currently isn't soft capped, and does equally well to my /regen scrapper who's half the level. So I'm guessing as I get more tools in my /regen's belt I'll do better and better.

    EDIT
    Oh, and the invention system is there so players can improve their characters beyond the limits of their base capabilities. Why not use it? If you perceive a weakness and IOs can help remove it, why not do so before complaining?
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    A lot of you seem to be missing the huge point, Regeneration has 0 debuff resistance to anything, it has no constant resistance or defense buffs outside of pool powers, and is reliently solely on click heals, 1 click defense, and passive regeneration.

    Willpower has constant resistances, defense, regeneration, and small debuff resistances.

    Super Reflexes has a huge debuff resistance to defense debuff because its main source of damage mitigation is defense.

    So just like Super Reflexes, Regeneration needs debuff resistance to support its damage mitigation.

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    I'd have to say your missing the point. So far on my regen the ONLY thing I'm having trouble with is PvP against /poison masterminds and AE missions involving mobs with poison. And those problems are easy to fix. You can IO out to get decent levels of defense, you can use Lucks to get defense when it's actually needed... You have options other then complaining and asking for resistance to a debuff.

    And very few sets get resistance to -recharge anyway.
  14. Yes, "Attack my target" cancels bodyguard mode. Stay and follow wont if their in defensive.
  15. Hmm, that's an idea. Not sure where I'd pull slots out to put in superjump though.
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    Dark Armor has resistance, defense (but it's laughable unless you specifically IO out to get more defense), -to hit, self heal, +perception, and a damage Aura, and end drain resistance

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    There, fixed that for you.

    By the way, here's some food for thought. Just tinkering around with Mids, I managed to develop a thug/ta build which just with IO's, combat jumping, and maneuvers nets about 10% melee, 29% ranged defense and about 31% aoe defense. I'm sure someone with more determination then me could get around 30% defense to melee/ranged/aoe with a regen scrapper. I was only trying for aoe and ranged defense on that build.

    30% defense to melee/aoe/ranged with regen's already high regeneration rate would be NASTY powerful.
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    Virtually all +def powers grant +def resistance to go along with it. */Invuln, */SR, */SD

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    Uhm, they ADDED the def debuff resistance to SR because things like quicksand completely negated it, and almost anything could cause cascading defense failure. In fact, before they added def debuff resistance to SR my claw/sr scrapper was perma debt for 30+ levels. Pretty much everything was debuffing defense to the floor.

    Shield Defense gets some good debuff resistance, but not till later levels. It scales with level, so at low to mid levels it's rather cruddy.

    Invuln gets 50% def debuff resistance. Ok, that's pretty good I guess.

    Ice Armor gets 22% resistance to defense debuffs, so it can still suffer from cascading defense failure if it's hit frequently.

    Ok, so most defense sets get resistance to debuffs. Keep in mind nearly everything for 50 levels debuffs defense. Off hand, I can only think of a handful of things which debuff resistance though and most are late game. How about recharge debuff resistacne? Off hand I can think of one, MAYBE two sets which grant it. And -recharge affects everyone, not just regen.

    -regen is another debuff that's rather rare, and affects everyone. Regen just more so then others. Every set has a hole. Defense sets tend to have weak to non-existant resistance so they take the full brunt of a hit. Resistance sets generally are weak to psi, or get practicably no defense. Regeneration sets get hit often, but really don't have to worry bout it too often. It's only when they have huge spike damage that their lack of defense comes into play. Oh, and with IO's they can get respectable levels of defense anyhow. Their real hole is -regen debuffs.
  18. Me, I'd take CT:O as well as all three leadership toggles That way slotting acc in attacks isn't that vital till I start putting in sets.
  19. Man, that bites, but yeah. Once slotted up and you have your full array of powers VEATs are a sight to behold. Granted, some foes will give you trouble potentially (+2 Kalinda on a level 50 crab for example), but overall it's great. Espeically if there are mutlple VEATs.

    One thing that made me sad though. I got on a team with 2 corrupters, 2 brutes, and 4 VEATs while playing my spider. I was the only VEAT with the baked in leadership toggles.
  20. True, very true. As I said, RP can be a legitimate reason. This is an MMORPG after all. In the case of a warshade asking not to be healed unless at HP critical state, a robote could legitimately then RP having a logic error.

    Overall I'll accept most any buff. Even speed boost since it can be helpful. That said, yes I do have some characters that do refuse it. Some for RP reasons (most call it crack, and the char doesn't do drugs). Others refuse for practical reasons (lack of fine control, or really doesn't help much). Even when I refuse speed boost, I'll do my best to 'keep up'. Be it running a slotted sprint, using a travel power to move faster, whatever. And I'll never refuse it on a char who actually needs the +recovery.

    My TA/A doesn't really *need* +recharge right now. After all, powers recharge in time to keep perma (mostly). However my TA/A rarely refuses speed boost. I love casting oil slick more often
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    The Sonic debuff ring only really works out for some of Controller primaries. Mainly Ice, Earth, Fire, and Plant. It's ok on Illusion but the pet is often reluctant to enter melee. The Gravity pet has a knockback aura.



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    FYI, you can use it on phantom army too and they tend to like melee.

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    FYI mine like melee cause I summon them in melee. After that, they prefer range.
  22. Reading his post, it would indicate that the problems with pets spamming one power exclusivly even if they have other things (brute throwing rocks only for example) was in part due to the AI getting messed up by powers charging faster.

    And for those who think this is a nerf... Pets are immune to -recharge now too.
  23. I thought it went "You can't always get what you want. But if you try sometimes, you just might find you get what you need."
  24. I'd be nice if the pack only was toggled as ON if your using a build that has crab powers.
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    If it's the latter, then I look forward to seeing if Champions will be a bit more forthright in their nerfs (despite the presence of Mr. Emmert.)

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    In the five years or so I've played CoX I've seen very few 'stealth nerfs'. In fact, any nerf I've seen has been advertised via test server patch notes for a good long time (usually) before going live. When they go live they ARE mentioned in the patch notes. And at times there's even dev feedback about them. This change is one of those times. They tend to get argued, debated, and whined over long before they go live. The only 'stealth nerfs' I can recall reading about tend to end up being bugs that need fixing.

    On the other hand, there's dang few stealth buffs either.