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Task Forces with no minimum team size
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This, but I'm against the suggestion of lowering AVs to EBs if it comes with a reward decrease (and it'd have to in order to not make story arcs obsolete). -
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Even if you give the players a warning, that leaves a very narrow subset of players who'd be able to actually be able to solo the TF.
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I respectfully disagree. Pretty much every build can solo most AVs with one shivan and lots of purple insps - and, yes, there's people who still won't be able to, just like there's people who aren't able to solo purple bosses in normal missions. Should we get rid of purple bosses in normal missions ? The standard disclaimer coming the con system ("purple is very dangerous and shouldn't be attacked solo", or something like that) seems to work well enough. I certainly hardly see anyone complaining about bosses in solo missions. -
Both are valid ways to go.
You'd get much better performance with insps on a regen build designed with insps in mind, but you (probably) won't be able to take on AVs without insps on such a build.
However, on a build designed without insps in consideration, you'll be able to solo AVs with or without insps. The downside being your peak performance won't be as high as the first build.
Many scrappers seem to prefer the second choice. I'm not big on it myself, at least not for every combo, as sometimes I feel the tradeoffs are too big ; but, you'd probably get more advice if you choose that path.
As for MA/Regen, I've crunched the numbers and am happy with how it looks on a spreadsheet but I haven't any real ingame experience with it so it's best to let the experts speak. -
Such a sig in the scrapper forum should be considered trolling.
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The first thing you have to consider is if you want to solo AVs with or without insps. Regen is heavily recharge focused and MA benefits from recharge bonuses as well, so if you go with insps (mostly lucks here) you can afford a very high recharge build for the best DPS chain and great survivability having these regen clicks up so often on top of high defense thanks to insps.
If you'd rather do it without insps, you'll have to go for as much defense as possible. Positional is better in my opinion. -
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Re: Elec Armor, I hope the devs will take this opportunity to rework the set a bit, with the focus on the set's performance between having a 75% and 90% res cap.
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Not just that. /Elec as CP I don't see them leaving that in there while both Tankers and Scrappers can get it in their epic powers.
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They could replace CP with a +HP power or something to make up for the res cap disparity.
I liked ELA as a Brute, but I admit I wouldn't play the set with a 75% cap if it was ported as it is. -
The following assumes your budget is unlimited.
Solo ability, I'd pick DM/SD or FM/SD.
Team ability, Katana/Invul. -
Agreed with the OP. The whole LFT tool could use a complete overhaul.
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If you're only interested in rewards, it never made sense to team anyway. You get much more XP, inf and drops solo.
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Once this change goes Live, I'll never farm again. What would be the point ? I farm because I like fighting tons of mobs and getting great rewards, now I'll have the option to fight tons of mobs and get great rewards in every mission I get from level 1 to 50.
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Difficulty settings
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No kidding. I'm so excited about this it's hard to refrain from starting 34 different topics named "I16 : Bestest issue or besterest issue ?".
Can we have I16 on Test yet ? Pretty please ? -
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Enhanced Difficulty Options - Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can! The difficulty settings of the mission owner dictate how the mission is handled, just as before, and you can change your difficulty settings at any Hero Corp.'s Representative in Paragon City or Fateweaver in the Rogue Isles.
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This is the best QoL feature ever, and a great way to ensure you'll get my money, devs. Well played.
It looks like we better hold off on buying these purples, I'm willing to bet there'll be a sharp drop in prices with hordes of scrappers taking on 8 man maps by themselves. -
... Because with this change, I think I'm going to stay here for a long time.
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Enhanced Difficulty Options - Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can! The difficulty settings of the mission owner dictate how the mission is handled, just as before, and you can change your difficulty settings at any Hero Corp.'s Representative in Paragon City or Fateweaver in the Rogue Isles.
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I'm so hyped about this.
Edit* So hyped that in fact, I'm posting in the completely wrong forum. This was meant for Scrappers. Doh ! -
I'd say getting to high DPS as a DM is much harder while GM soloing because the mobs around are often much lower than you and can't survive Soul Drain. At most, they're 50, unless you specifically make an AE mission and fight the only 2 or 3 GMs you can get there.
As you're also going to use insps and/or temps buffing your damage, it's better to have a primary with high base damage. The reason DM/Shield is so great is because it operates at ~400ish % damage while other scrappers have to live with a 270%, maybe 300%ish average at best. Once you push that number to 500% with insps/temps, I'd rather go with Katana/anything, Fire/Shield or BS/Shield.
Frankly, soloing GMs as a scrapper is pretty boring, IMHO. They've got two or three attacks, none of them hitting hard, they take a long time to kill, and require insps/temps (although a Fire/Shield with saturated AaO might be able to do the Kraken without, seeing as it's only around level 10). Even worse, there's just not that many different GMs in the game. I don't think it's worth building a whole character for it (granted, any scrapper able to take on GMs should be able to take on AVs as well). -
While I can't join these due to living in a different time zone, I salute your efforts. It's still interesting to watch your results on TV - err, read about it on the forums.
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Just like an attack, you want to slot it to get the best benefits out of it, in my opinion. It's also on a long timer so recharge is great.
I like to slot it with 4 Soulbound allegiance (Dam, Dam/Rech, Acc/Dam/Rech, Acc/Rech). It gives a juicy HP and damage set bonuses, 60% acc, 96% dam and 89% rech in the power.
To be honest, I haven't tried the Coralax yet. Just the different Mu pets so far - and I think they're all great.
Looking on City of Data, it looks like the Coralax AI is set to prefer ranged, which is always good... However, he only has two ranged attacks. Damage shouldn't be so bad considering you're going to debuff res so much, though, and regardless, pets are always very efficient in DPE. -
I'm not sure you need 2 holds. Your Dark Servant uses PG too, and as purple triangles always follow the same pattern ( 50s up, 25s down), you can throw the first hold a few seconds before the triangles go down and the second one right when it goes down.
Following this, I'd remove Spirit Shark Jaws, replace it with either Hasten or the coralax pet, and throw 1-3 of the slots as LoTG +rech in Hover, Shadow Fall, CJ. -
Well yeah, but using shift+lclick is the same as using any hotkey+lclick. In this situation, shift is basically a hotkey.
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Why should the custom enemy groups we create in the AE work under different rules?
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Why shouldn't they ?
Most normal dev content is painfully boring to solo if you know what you're doing, and it gets even easier on teams if your teammates are good. Having the option to put lieutenants and bosses only in challenge maps is much more fun.
"Give buff/debuff sets to all minions, see if they're so easy then !"
Sure, that's an option. A tedious option. I'd rather hit big sacks of HP doing big damage than minions stacking buffs/debuffs to godlike status, especially as buff/debuff stacking from your foes means you're better off soloing than teaming, as the mobs will get exponentially stronger with numbers ; just like I have much more fun on a team with few buff/debuff ATs if at all, as stacking buffs/debuffs is brokenly good in this game. -
No worries, I get that a lot. Probably should have picked the Kraken, as it is easier and there's no confusion regarding his status.
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I don't use the hotkeys, so I can't really answer that.
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Ahh, well I guess that *is* the answer. I'm so used to hotkeys in any game I didn't stop and consider not everyone does. My bad ! -
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And that's one problem with Dark Melee, in that it also relies on Soul Drain for its high DPS, which would probably kill minions before you can finish off the AV. That's just a guess, though.
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Not a problem.
Tanker survivability allows you to take on 10-11 lieutenants + the AV. Even with damage slotted in SD, +2 lieutenants will survive a SD every ~31s for a long time (10-12 minutes, if memory serves me well, and most fights are quicker than that).
The real difficulty is to find enough lieutenants in a non-AE, non-outdoor map. If it's really too hard then using 16 mobs of any kind (+ the AV) is an option, as SD will only hit 10 at a time it'll take longer for minions to die. -
Isn't that exactly the same thing ?
I.e., if Shield Charge is the power number 7 on your hotkey bar, you'd press 7 and click the location. Here you press shift and click the locationn. I don't see much difference.
(I'm just asking because I've seen this bind used for teleport too, yet I don't understand what makes it different than using the hotkey bar.)