Nihilii

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  1. HOs can give you better stats for some specific powers ; i.e., I like to slot my Siphon Life with 3 acc/dam and 3 heal/end. Recharge isn't necessary in SL for the Smite MG Smite SL chain (the global recharge you're going to need for MG and Smite will give SL enough), which is the top DM DPS ST solo attack string.

    Other than that, my guesses would be a combo of Hami raids being harder than they used to be, inflation, and people who don't want to invest in the IO system and find HOs easier to use and understand.
  2. Quote:
    Any thoughts about this?
    Might lead to either more min/maxing if the buffs are interesting enough to do so, or to not being used if the traditional buffs are overall better.

    Doesn't seem to be something that's in line with the current philosophy of the game as we keep seeing less drawbacks. For example, old T9s, be it blaster nukes or scrapper godmodes, had huge crashes ; new T9s are not as powerful but recharge faster and have lesser/no crash. Also see WP and Shield with their complete mez protection, as opposed to other sets who always have a hole of some kind - fear, knockback, confuse. It's the same with attack sets, knockback doesn't exist in melee powersets (well, if you want to get technical there is knockback, just low mag enough that it actually does knockdown against most foes you should normally fight).

    I'm not a mindreader, but looking at all of this I think the idea of buffs with debuffs or debuffs with buffs doesn't seem to fit into the current trends.
  3. Nihilii

    anyone on?

    The big difference between these two towns and CoH servers, which is also the reason why this analogy doesn't work, is simple : critical mass.
  4. Quote:
    To the best of my understanding, the bickering here was not about animation time changes but about changing Eagle's Claw from a high single target damage attack to a mid-high ST and low AoE attack. I'm pretty sure that by tweaking the damage numbers of the ST and AoE components of such an attack, it could be one in PvP and the other in PvE, eliminating the need for that discussion to even be happening
    Fair enough. I overlooked that part, and apologize for the somewhat sarcastic reply.
  5. Quote:
    Originally Posted by SpittingTrashcan View Post
    Hey, does anyone else remember how power effects can be different between PvE and PvP, and how that means that we don't have to argue about how changing a power for PvE hurts it for PvP or vice versa?
    I don't remember power animations being different or it being discussed as something possible.

    That said, the argument of not changing something for fear of nerfing its PVP effectiveness is ludicrous seeing as we're talking about 3 or 4 players, tops.
  6. If you don't mind not seeing buffs on you, you could eventually use /suppresscloseFXdist 255 and /suppresscloseFX 1 to turn sword attacks into odd-looking punch attacks. Saying this for FSC mostly, as it is that good.
  7. DB relies on Blinding Feint stacking to get as much damage as possible. Scrappers get higher damage mods (and, unlike Brutes, aren't balanced around Fury) so get more out of it. By my own calculations and experience I need 90% Fury on a DB brute just to break even with a DB scrapper. For reference, the brute/scrapper balance is usually something akin to ~70% Fury to break even with scrappers. Although it's not a major concern, the animations aren't especially fast and Fury building isn't so hot, at least for me.

    For these reasons, I think DB works better on scrappers ; it's not an enormous difference and you might never see it unless actively looking for it, but it's there.
  8. Nihilii

    AV/GM soloing

    so·lo
    (sl)
    n. pl. so·los
    1. Music A composition or passage for an individual voice or instrument, with or without accompaniment.
    2. A performance by a single singer or instrumentalist.
    3. Games Any of various card games in which one player singly opposes others.
    adj.
    1. Music Composed, arranged for, or performed by a single voice or instrument.
    2. Made or done by a single individual.
    adv.
    Unaccompanied; alone: flew solo from Anchorage to Miami.
    intr.v. so·loed, so·lo·ing, so·los
    1. To perform a solo.
    2. To fly an airplane without a companion or an instructor, especially for the first time.

    In my eyes, this is straightforward.

    Using a dead body = 2 characters != solo
    Using insps/temps = 1 character = solo

    Quote:
    I personally do not believe in Insps or Temp powers to properly solo AV/GMs because given enough insps and temps an emp/Dark defender can solo an AV/GM.
    What's wrong with an emp/dark soloing an AV/GM ? For that matter, it'd take a lot more work and planning to take down a level 50 GM on an emp/dark with insps/temps than on a rad/son without insps/temps. So I'm not sure I understand your point here.
  9. Quote:
    skipping Eagle's Claw, of course
    Which is very very wrong if you ask me. Singletarget T9 attack that gets skipped in optimal ST chains. Blah.

    It'd be definitely great if EC DPS was improved.
  10. Elec armor was designed for brutes and it shows. It's a high resistance set, capable to hit above the 90% cap on energy res and 90% to everything with its T9. Scrappers are limited to 75% so the energy res and power surge aren't as good there. Basically, as an elec scrapper you'll take 2.5x as much damage against energy opponents (or against anything that isn't psi while in Power Surge) compared to an elec brute. This is especially important for a Fire/Elec, as your primary offers no mitigation other than "kill them ASAP".

    The endurance management is awesome on brutes, and while it's still damn great on scrappers, it's not the huge advantage it is on brutes as scrappers have better epic tools than brutes for that purpose (Conserve Power, Physical Perfection). This will most likely be moot when Going Rogue is released, but for now brutes have it "better" on that one.

    The damage aura combined with end drain is great on a brute, if you use Power Sink you can even sap some foes. Of course, you can do just the same on a scrapper, however lacking a taunt/gantlet effect like brutes get the elec aura tends to make wounded mobs flee for their life (on brutes, they'll stay put until they die, except for very specific mobs who always run like those mafiosi snipers in port oakes). This is, again, something especially true for Fire/Elec as the dots from FM combined with the damage aura and sapping will make mobs run even more on a scrapper.

    As for Fire Melee, to be fair it's an awesome set on both ATs and the differences aren't as significant as with Elec Armor. Fire Melee brutes get Incinerate earlier and FSC later, which can be an advantage or a disadvantage based on your playstyle (personally, I really like having that full ST attack chain as soon as level 8, but more AoE oriented folks might be annoyed to have to wait an extra 8 levels for FSC). GFS does more damage (relatively, before mods are applied) on a brute than a scrapper, though. There's also dots ; Fury fully affect the damage of fire melee dots, whereas scrapper criticals don't take dots into account.

    You can make a strong and fun to play Fire/Elec scrapper, but I'm absolutely sure you could just as well make a stronger Fire/Elec brute.
  11. Re : Talk to me about Fire/Elec

    Better as a brute.
  12. No matter how many times I hear these "I can hit 38 bazillion mobs with 3 feet cones as a smooth attack chain that doesn't waste even a millisecond positioning" claims, I've never seen it ingame nor seen any video showing that. Guess I just don't play with the cool crowd !

    For that matter, chaining FU -> Spin -> Evis on a standing still target already takes more than 6 seconds, and nobody's going to have perma 2x FU as, well, the way FU works is that you have to hit an enemy first (and 0s travel time doesn't exist, unless you've got a pocket tanker herding mobs to you standing still).

    Everything can look great on paper when you use arbitrary values as hard numbers. Somehow, these paper builds never seem to reach the statistical comparison topics based on actual gameplay (i.e., kill inf/defeats per minute).
  13. Which, with the recent news, is a cunning way to say it's possible but takes a lot of work. Clever.
  14. Quote:
    Like very few players have noticed how Elec/SD scrappers are overpowered for AoE/Farming. Wait... more than half of the lowbie scrappers I've checked recently were Elec/SD...

    Believe me, when something gets overpowered, even slightly, players are very fast to jump on the bandwagon.

    SS as it is now would be insanely overpowered if ported directly to scrappers.

    Scrappers were almost perfectly balanced before the introduction of /Shields, and that's when they were the most fun in my opinion : you could pick any primary/secondary combo and be sure it would never be sub par. So you dont want anything overpowered like SS being thrown into the mix. Or it needs to be rebalanced, but I'm pretty sure Tankers and Brutes dont want any rebalancing of SS
    Stop stealing my answers now !

    I should just start QR before reading anything past the OP.
  15. I've had some success with a DB/ELA that had around 28ish defense to all positions, without insps. It wasn't fantastic, but still, as that alt was based around *using* insps, that it could solo some AVs at all was interesting. A claws/DA would be relatively similar ; smaller res numbers, higher def numbers, faster recharging heal, harder end management - overall I think it'd be a better toon (than DB/ELA) as claws is light on end and CP/PP can do the trick.

    Focusing the build on it, you could build for S/L softcap and be fine against many AVs without insps.
  16. Quote:
    I never really payed a lot of attention to the "story" in hero or villain arcs to be honest. To me they come across like this: [wall of text] .... fighting .... [wall of text]. There is an awful lot of telling and not a lot of showing, and--this may sound weird--something about the font in this game makes me not want to read.
    My thoughts exactly, until I upped the font size from 100% to 113% (at 1680x1050 on a 22"), which made it look not just bigger but also better somehow. That said, it didn't do anything to improve the writing.
  17. Quote:
    Personally, my brute (3 of them I rotate in and out of diff maps) can each pull in 3M per hour. That may or may not be on the "Lower high level" side, but 3M an hour is still a pretty penny. 500K is childs play. Cater to your strengths.
    He was talking about 500k per minute, or 30M per hour.
  18. Quote:
    Superman and Geen Arrow were on the same team - the SAME TEAM - and they seemed to make it work okay. That's the way the world works, in comics and in real life.
    I'd really like to believe you and I sure wish I could play NBA finals on the same team as Lebron James next year, but somehow I think this is unlikely.
  19. If you'd had 33%+ def to every position and don't mind actually using insps, I'd vote Aid Self (one luck would be enough to softcap), but with the values you posted I'd go with softcap.
  20. Seconding ELA, for reasons already highlighted.
  21. Power Surge is junk on scrappers, in my opinion.

    Consider :

    Thanks to scrapper resistance cap, PS only brings you to 75%.
    S/L res, you're already at ~60% with Charged Armor and Tough, a 15% boost can help but isn't all that much.
    EN res is already capped, PS doesn't do anything for it.
    Psi res isn't boosted by PS.
    That leaves PS significantly boosting F/C/N/T resistances, which aren't encountered nearly as often as the above damage types.

    Add to that the crash leaves you at 10% hp, 0 end and -recovery for 20s. Thanks to Power Sink you can mitigate the end crash... But if you do that, you're going to be at 10% hp for a few seconds ; and if instead you heal up right as you crash, you're not going to recover end fast. The power can be worth it villainside for a brute with the 90% resistance cap, but on a scrapper going to 75% just isn't worth the headache. Pop lucks instead of Power Surge and save yourself the trouble of having to convert these into an awaken once you crash.

    Everything else is worth getting, although at high level I like going for CP/PP rather than Power Sink, to save enhancements slots and animation time.
  22. I don't necessarily disagree with you, but I think as a tanker you have some wiggle room with that ; more often than not, in heroside PuGs, tankers control the pacing.
  23. For tankers, getting Rage up as often as possible is the way to go even with the crashes; the damage boost provided outweight the damage loss caused by crashes.

    Now, consider you never fight 100% of the time in a mission, especially on a tanker. Crash downtimes can be used to move around, gather mobs, heal up, and so on. You can also use vet attacks during the crash, and procs still work (I personally footstomp during rage crashes as the Arma proc procs often and KD is good for mitigation - not only for me but for my team).

    To directly answer the question :

    Quote:
    I guess what I really want to know is for the best DPS do you want rage recharging and activated as fast as possible?
    Yes.
  24. Pick Lingering Radiation. Congratulations, you win.
  25. Quote:
    Originally Posted by rsclark View Post
    I will no more accept that this process is free than I will accept that "you're" is a possessive pronoun. Words have meaning.
    I'm going to let you in to a little secret : nothing is free in life, there's just costs you might not see.