New Dawn

Renowned
  • Posts

    7257
  • Joined

  1. 2 end slots in wet ice and no end slot in ice patch? One use of icepatch is worth approx 40 secs of wet ice and yet icepatch has a 13.8 secs recharge. That extra end in wet ice would so be in icepatch if it was me.
  2. New Dawn

    Cysts and stuff

    I think if Sitriel and I knew any trainspotters we'd soon pwn this matter all up in here
  3. Group Fly isn't so bad if you follow them instead of them following you. However it can be tricky to negotiate a decent direction. It would be nice to click a general direction and for pets to proceed in it until you say otherwise.
  4. I'd like more range on the turret to make up for its non transportability and no drastic changes to anything else as I can understand why they don't...well graphically a proper taser gun would be nice.

    In teams I couldn't believe the levels of complete idiots who save the enemy from an already placed device rather than make use of it.
  5. New Dawn

    Cysts and stuff

    [ QUOTE ]
    Cysts are a walk in the park for post 38 Tri-form Warshades.

    Standard OP: TP in, let the thing spawn enough unbounds for a decent Eclipse, then Eclipse, Mire, Mire, Nova form and blast.

    Painless and dealt with in seconds, yet on many pugs it was down to said Warshade to bail the team out of trouble *after* said pug team decided to NOT listen and bundle in like lemmings .

    Actually, they're not that hard before then either. They tend to only be Kryptonite to bad teams .

    [/ QUOTE ]

    In most PuGs or SG teams I think there is only ever the bundle in like lemmings and keymash scenario. My last effort on one against a cyst near normal mission foes and a EB and I was a stonetank...and oh yeah thats really going to guzzle up aggro fast with trigger happy squishies in a pug who wont listen and won't wait...not without certain powers ice storm, fireball etc in that teams case.

    A toggle is a switch between two settings.
  6. [ QUOTE ]
    I can't help to react on your "rules" for I see CoH as a free game with lots of possible solutions to complete a mission or have fun. That's without some rules cast into iron.
    [ QUOTE ]
    (snip)...if all the players on the Game followed them.

    1. Always follow the Tank and never follow the Stalker!


    [/ QUOTE ]
    Well, I have two reactions on this. -Tankless teams can work amazingly. Also if you want to tank: stay in front of the team If a tank hesitates too long I know I won't and go in.
    [ QUOTE ]

    2. Hug the Defender or hug the Tank.


    [/ QUOTE ]
    Use your brain. Assess every situation on it's own. If you need healing, YES go close to the rad/ defender. If there's foes that do a targeted AoE mez on you, stay away from him. Ever situation is different.
    [ QUOTE ]

    3a. Wait until everyone is ready.


    [/ QUOTE ]
    Wait until half the team is ready. If you're going to team you should be ready all the time. And often not all teammates are needed to succeed. Why waist my precious time to wait for others to finish their MSN converstion?

    [ QUOTE ]

    3b. Tell the team when you are ready


    [/ QUOTE ]
    In a team I assume everyone is ready all the time, no need to state the obvious: state when you're NOT ready, much more important, then the others KNOW what will be lacking (ea. Heals/Control/Tanking)

    [ QUOTE ]

    4. Never Chase.


    [/ QUOTE ]
    Do chase, get the mob before it's out of sight and forgotten. And then in the kill all, when you're at the top floor, the whole team has to go back searching the entire level for that one baddie that's hid somewhere. Better to know you killed him. Also if you don't look around a corner you will never know where IF there's a mob.

    [ QUOTE ]

    5. Fight only the same mob as the rest of the team are fighting.

    [/ QUOTE ]
    Use your brain 2: fight whatever you think is best. What you often see is that while fighting the combat moves, and the team will come in range of another mob. If you see such a thing happening, you might want to do a preemptive strike so hatred is focussed on you instead of your teammates. Look at what's happening and try to see beyond the mob you're fighting at all times.

    [ QUOTE ]

    6. Communicate!

    [/ QUOTE ]
    Don't type when you ought to be firing of powers which can help the team. Let your actions speak for themselves. YES if you're annoyed with how someone plays or if the team should play different, have a little discussion and make an agreement on how to continue. Use the team chat to make jokes about how strong you are and Lady Liberty's skirt :P That's what makes a good team, if people are having fun, are joking around AND get the missions done.


    [ QUOTE ]
    Just my 2 cents.

    [/ QUOTE ]Just my 2 eurocents. Just remember CoH is a free game as in: there's a lot of freedom on how to overcome the challenges it presents.

    [/ QUOTE ]

    7) Don't take advice from a suicidal fire blaster!!
  7. New Dawn

    Cysts and stuff

    If squiddy and lobster ain't toggles then I confess I dunno what toggles are.
  8. [ QUOTE ]
    [ QUOTE ]
    I shouldn't even entertain looking at your builds anyway Alvan as I think your a little out of your box in a good way.

    [/ QUOTE ]

    That is probably the best compliment I've heard during all my time on the boards, thank you

    [/ QUOTE ]

    Thats the best compliment I can give an all!
  9. [ QUOTE ]
    This stealth thing, I seem to get into an argument about it every time it comes up - it supresses the moment you get aggro and stays supressed for 10 seconds after every time you do something, so what's the harm in it?

    [/ QUOTE ]

    Well ya may have ppl who are sadly and wrongly (apart from scrappers) up ya butt taking alphas but ultimately all reasons aside in PVE why take it? Also another thing all the plus run speeds adding so little in speed frame by frame with rooted and granite on, I'd rather 2 end slot tp self and just get about. Hold on a min the level of stealth in PVP is just over the range of tp...hmmm..

    I shouldn't even entertain looking at your builds anyway Alvan as I think your a little out of your box in "a good way". (Your a clever guy).

    I am working on my mates version and realizing things I need to look at for my own Stone/Stone (not that I will ever manage to IO all my toons up in my lifetime anyway with such bitesize playing I do nowadays. About 20 hours a week prolly).

    My mates version is gonna be PVE, the heal looks perma so far with granite running and so no +hp downtime (I went with less +hp slotting as we get capped anyway at 3212). Its slightly more exempable with Rock Armour (that helped in getting more rechg and the additional res to S and L from stone armour was way over the top anyway when in granite). Tinsy less HP regen so small I wouldn't worry. Slightly less end drain and slightly more end/rec.

    But a lot lot less damaging So on dam per sec and dam per end atm I just ain't done as well. I'll finish it tomoz and with his permission I'll post it but I reckon in getting more damage out...I might just end up posting your build back to ya

    I found dam slots for feint as the tohit was poor anyways. Double or single stacked with all the bonus acc you can have i thought its good enough for pve.

  10. Remove stealth from TP Self. More Taunt in mudpots. As for rest I'll look at it eventually cos an SG member wants me to for his but right now I gonna sleep.
  11. Tough is just smash and lethal where as Aid self is versus any damage type. Passives offer resists. Weave is great going for a non elude build. I think Aid self does more for overall survivability. Its popular for that. I did have complete fight pool on my SR plus everything else at one time and I did have end issues. With IOs end issues can be more easily removed.

    Air Sup and Flight is what I currently do. A few Brutes and Tanks swear by Air Sup for the knock up. The -fly when you don't have one ain't a bad thing and you can get it so early.
  12. [ QUOTE ]
    Everyone seems to assume that all PuGs are full of idiots, yet they play on them. Thus either they're idiots themselves or are lying about playing in PuGs.

    [/ QUOTE ]

    Generalizing!
  13. Data chunks help immensely.
  14. Maybe there are more ppl avoiding fotms and making Grav a fotm.

    They are probably all almost as popular as each other.
  15. [ QUOTE ]
    *hides and prays that having levelled two /Regen Scrappers to 50 and a Ninja Blades/Regen Scrapper to 50 will provide enough knowledge to not gimp this toon...*

    [/ QUOTE ]

    Put slots in air sup! If your using it.
  16. [ QUOTE ]
    I don't use Sprint in missions, I pounce around with Combat Jumping, it's faster.
    I only ever use Sprint these days for outdoor travel for the +jump combined with Super Jumping.

    [/ QUOTE ]

    Everything is a suggestion to get you started as said "more of a power listing and slotting advice than a build proposal". I put the end in because I felt I had a slot spare (in fact in my mind 4 spare) and had to put it somewhere incase you fight with it on. Air Sup puts heavy hitters on their backs making them hit less putting streak breakers back making you seemingly less squishie. Eviscerate is a better damage spike. Regen from health is good but aid self often does it anyway. Hurdle chosen because you had already chosen it, swift for better A - B control at speed which I swear by especially if you were without cj. Haste is good for a faster elude but I never needed haste in pve. In posting the build I did say there are other useful and good powers to get. Spin was deliberately left late based on a general consensus on these forums over a year ago about it being better taken when you have aoe def. My current build differs to that suggestion based on its intentions.
  17. [ QUOTE ]
    [ QUOTE ]
    How did you get 238,4 damage? I kept 3 even level 50 SOs in all attacks for comparison using Mids character builder quickly but the important thing is they are slotted the same in damage for comparison.

    [/ QUOTE ]
    It's right here. 238.4 see?

    [ QUOTE ]
    Assuming cast times given in Mids are made up of animation and draw time any pause is meant to be draw time and is already accounted for in the cast times we look at. Other types of pauses can come from the rooted times. Claws was sped up by removing the draw times.

    [/ QUOTE ]

    That's assuming alot. Claws doesn't have the rooted times and draw times removed, they tried that on test and decided it was overpowered (there were cases reported of scrappers getting through all their attacks and then having to wait for something to recharge). It still has the pauses etc.

    Where did you get Air Sup from?!?

    [/ QUOTE ]

    Your Planner is reading different to mine, and I doubt its a difference of +3. Can you import my above data chunk into yours and see if you get the same damage figure. Likewise though I imported your data chunk and it reads 207,3 to me.

    In the OP survivability was a problem and air sup is taken by many particularly for when fighting anyone from boss to AV. Thats why I brought that up and not Eviscerate. I reply in accord with the OP not anyone in general.

    [ QUOTE ]
    Large packs of weaker mobs are slightly better... I tend to dodge most of the bullets and the like, but then something bops me over the head with a sledgehammer for 50-60 damage and I lose roughly one fourth to one third of my health. I feel horribly squishy.

    [/ QUOTE ]

    106.35 Lethal Damage as said in CoD

    3 enhancements should offer slightly less than double that figure without a crit through ED scaling. Your base damage is higher than what is said in CoD by about 15% is that in one way accounting for the critical?

    Edit: Just checked, I am set to minimum and you are set to average (damage * chance).
  18. I have yet to try dropping Accs in attacks when using foc acc and see the difference. Same with Rage on superstrength. Some tanks perma rage in pve and have 2 end slots in attacks instead of one making a end friendlier build overall I think. I'll always hate missing XD Even Knockout blow + foc acc + rage on a white minion sapper can miss with seemingly high frequency. I daren't try! (+per also helps in tanking).
  19. Given that your a jumper and what you said in the first post this; more of a power listing and slotting advice than a build proposal; might help as a guideline SO build to start with for PvE. Take powers in the order you see fit. Med pool is often chosen before passives and is more needed on my claws SR than it is for Kat/SR. Air Sup can keep flooring bosses and make them keep having to get up. There are plenty of other worthwhile powers and options just remember getting to 50 is more or less about being a rookie hero avatar to on becoming a experienced hero avatar.

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Flight

    Hero Profile:
    Level 1: Strike -- Acc(A), Acc(3), Dmg(3), Dmg(17), Dmg(40), EndRdx(46)
    Level 1: Focused Fighting -- DefBuff(A), DefBuff(7), DefBuff(13), EndRdx(48)
    Level 2: Slash -- Acc(A), Acc(5), Dmg(5), Dmg(17), Dmg(43), EndRdx(45)
    Level 4: Focused Senses -- DefBuff(A), DefBuff(7), DefBuff(13), EndRdx(50)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Follow Up -- Acc(A), Acc(9), Dmg(9), Dmg(15), Dmg(15), RechRdx(46)
    Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11), EndRdx(11)
    Level 12: Hurdle -- Jump(A)
    Level 14: Super Jump -- Jump(A), EndRdx(50)
    Level 16: Swift -- Run(A)
    Level 18: Focus -- Acc(A), Acc(19), Dmg(19), Dmg(23), Dmg(23), EndRdx(46)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Stimulant -- IntRdx(A)
    Level 24: Aid Self -- Heal(A), Heal(25), Heal(25), RechRdx(31), RechRdx(34), IntRdx(34)
    Level 26: Eviscerate -- Acc(A), Acc(27), Dmg(27), Dmg(31), Dmg(37), EndRdx(39)
    Level 28: Air Superiority -- Acc(A), Acc(29), Dmg(29), Dmg(31), Dmg(40), EndRdx(40)
    Level 30: Lucky -- DefBuff(A), DefBuff(34), DefBuff(36)
    Level 32: Shockwave -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(37), RechRdx(37)
    Level 35: Evasion -- DefBuff(A), DefBuff(36), DefBuff(36), EndRdx(50)
    Level 38: Elude -- RechRdx(A), RechRdx(39), RechRdx(39)
    Level 41: Spin -- Acc(A), Acc(42), Dmg(42), Dmg(42), Dmg(43), EndRdx(43)
    Level 44: Agile -- DefBuff(A), DefBuff(45), DefBuff(45)
    Level 47: Dodge -- DefBuff(A), DefBuff(48), DefBuff(48)
    Level 49: Quickness -- Run(A)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
    |MHDz;2935;664;888;|
    &gt;-KE5MN*VS`0?0_D'_8'4CR:\8U]ZG:[[);F)0M]-XF2&amp;+).L!VZ"\+?7DF68Z\U3@-]+`D,/A[-Y6A
    TY&amp;=9'A^S.OLERRH_%O?PA&gt;8SM3S76:T?U&gt;NZS$X G6&lt;YGWP[9[TJ]GO7#W4IN#_)=5NJEV,M2%K7Z*;
    -37NS44UX7LJK44F[R=5Y(]73(=_M:/1PW'W?+K*IE^3&amp;?!:K]@0I5\W6];J`)&amp;FJP`0V.`*&amp;:Q[&gt;=!
    G`*@&amp;B,8*J:[\5FM7G78.Q`"G7PA79WJ0.%&gt;IW&lt;/IRW6^U&amp;?0$^&amp;'$@""Y+W&amp;;I&lt;@B_11@#-*Z?_MXB
    L&lt;FI;Q&amp;5L6R+^(\MIGV+H&lt;W#&lt;A;V7H83\HF(Q T`R[M(#@#AD)=?[MD88[#9TZ5-+A&amp;#]4A:%@.D;@IY
    =,)MD&amp;_]Q?CN9I1?*8#``:/,"XX57B+4)0D4V1K,Z%V9EVJT&lt;\`J&amp;V(B9,(]9\)GT$"$XY.HY@E17::
    G5;LOC1KM%7?R4`47`@Y&gt;.A)D;R^M+4;M-Z=P&amp;Q`K4;O9H/&lt;OL8)PN&lt;H$,1CS&amp;;#P&amp;/(Q,01KL"PKMF
    'L[(7S$.\H^8JH8(1&amp;S$Y@,"HCU(#!Z*KQ1$/[&ampS&lt;4P$DJ#@96F%,6677VI$"_XV2(%Z?!?*,QB=\ 4
    &gt;A**WNS&gt;A$3\;D&lt;#&amp;37'/)[049IH8`*]JJ08*Z-WO$KIERR&lt;3,&amp;7L&amp;1C^Q22=]$2&gt;'?,+0@K$GD,P
    %(?BY()96H@FTCVE&amp;G29BLA&gt;9OI9YM(^9J/;.&amp;@LN7=AL[W/F&amp;R7X[&amp;&amp;Z]TD9.!E"4/%2`Y]C1&gt;V#0Q
    :#__\&amp;&amp;C:TX"Q:3=!((JSFMC9R-G06G"5GA;/H;.)L%YE&lt;,GM]0X(N!+JEZ):B"XDN%;K4UK];F'1`%
    R%U-G9V/OL#IDGRW```
    |-----------------------------------------------------------------------------|
    </pre><hr />
  20. How did you get 238,4 damage? I kept 3 even level 50 SOs in all attacks for comparison using Mids character builder quickly but the important thing is they are slotted the same in damage for comparison.

    Red Tomax:

    Level 50 Scrapper Effects (for Eviscerate)

    * 106.35 Lethal Damage
    * 106.35 Lethal Damage (15% chance) if (target = player) [Non-resistable] (an extra 10% doesn't sound that significant)
    * 106.35 Lethal Damage (15% chance) if (target = critter)

    106,35 * 1,9493 (3SO) = 207,3

    Swipe, Strike, Slash and Focus all do the same Dam per End all slotted the same way. The others do less unless they hit more than one target or its follow up. Follow up increases the dam per end of all other attacks though by 37.5% for 10 seconds which isn't a bad return at all (if it ever hit )

    Assuming cast times given in Mids are made up of animation and draw time any pause is meant to be draw time and is already accounted for in the cast times we look at. Other types of pauses can come from the rooted times. Claws was sped up by removing the draw times. Some powers had animation and rooted times mismatched but I can't recall mention of claws having it afk and so there is no confirmation.

    A model with 3 plain lvl 50 Dam SOs (but hastened and IO rechg buffs)

    Follow up = 97,6 in 1,63 secs
    Strike = 121,9 in 1,17 secs
    Slash = 161 in 1,33 secs
    Focus = 200 in 1,53 secs
    (numbers taken from power graphs
    Total chain time = 5,66
    Total damage without 37,5% * base dam and before Crits etc = 580,5

    587,4/5,66 = 102,56 dps

    Eviscerate on a single target 207,3/2,17 = 95,52 dps and so if added to that chain it would lower the average dps levels.

    That chain is hard to get to reoccur directly after itself without IOs as there is not enough recharge with SOs, haste and quickness on follow up; without more than 1 rechg slot in follow up. Without extra recharge you get a gap that can be best filled with eviscerate as its just about 1.8 secs approx and had said:

    [ QUOTE ]
    Yes sometimes that highburst moment that you would get from it, that you wont have/be able to from other attacks is valuable.

    [/ QUOTE ]

    Once seeing where your going.

    Although for survivability purposes often gets almost completely filled with air sup. Air Sup slotted the same way only gives 81,26 dps (less than eviscerate) but Air Sup is great for keeping foes on their butts and therefore provides greater damage mitigation and thats why I recommended that.

    [ QUOTE ]
    Whilst SO'd some people have air sup in there which is wicked and 100% advised by me. Even when you get IOs later it maybe staple for its knockdown.

    [/ QUOTE ]


    A typical SO chain of follow up, strike, slash, focus, pause, follow up sometimes has the pause removed with shockwave by some peoples preferences. Thats because of only being able to get so many powers in the build they left out Eviscerate. Hitting 10 with shockwave was considered better than 2 maybe 3 with eviscerate and shockwave had to do. Thats what Unthing did with his 1,3 sec pause in the attack chain. I like to have everything but swipe from my primary with confront often filling my gap .

    With IO sets on a single target Eviscerate wouldn't be of economical use because follow up, strike, slash, focus can repeat without gaps.

    Eviscerate is best when your key four single targets don't follow on from each other and when, if you have it air sup isn't essential for its knock up by keeping bosses on their butts.

    (its 6:25 am thats almost bedtime for me XD )
  21. [ QUOTE ]
    *Looks at block of text and prays for all the little paragraphs gone to waste.*
    So effectively your point is moot because you're not talking about a /regen in the first place?!?

    [/ QUOTE ]

    No one needs foc acc on all the time in PVE with 2 accs in attacks. Often its overkill. I have 1 acc in all my blasts and less of a tohit buff on my ar/dev blaster and barely miss.

    Edit: Although the -def quality of AR proves useful.
  22. New Dawn

    Dodge?

    Swings and roundabouts. +rechg is +dps and +dam is +dps and many other examples. I might take build up to save end and push stamina later and some people may take stamina to save end and push build up later. I don't know of a hard and fast rule. The more damage you do in every hit the less future hits you need to make and so save end. Id normally take haste when survivability is also involved to buff both.
  23. [ QUOTE ]
    It seems to me will power aura is bugged and not doing a respectable job in aggro management. At least fromm my experience. There is a thread on it.

    The OP's testiment to the failure of Willpower just adds to the anacdotal evidence

    [/ QUOTE ]

    You'd be lucky in having any 'constant' taunt control on +6s otherwise buggy auras don't necessarily mean a fail in aggro control. You have both taunt and gauntlet to fall back on.

    I wouldn't call brute gauntlet much to fall back on as its not aoe.
  24. One can never determine the right build for anyone and so suggestions can only be made. I used to go off my rocker when I see someone use the words "you will need" or "you will want"...on these forums...not on my watch!

    I always get all the powers these days and find pros and cons out for myself and then respec them. Sonic Repulsion is off low favour but I will keep it for when I team with Sitriels Brute