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Quote:Uhhhh...1) Do Air Superiority & Ripper stack with each other? Although one is KD and the other is KB, they're similar enough to suggest the possibility.
Air Superiority appears to be knockup, looking at City of Data. Ripper is knockdown; neither is knockback, that's what I was trying to convey. Ripper should only work like knockback when used on low-level stuff or sometimes knockback-vulnerable stuff (Clockwork are the only ones I can think of offhand).
2) In practical terms, do KB invention sets noticeably increase the effectiveness of Ripper's knockback? If an enemy's level is what determines whether Ripper produces KD or KB, will an enhancement set convert the former to the latter?[/QUOTE]
KB invention slotting will indeed convert KD into KB (at some point; I'm not sure if it takes a certain percentage of enhancement). But if you like knockdown, don't slot +knockback into Ripper. -
Quote:Not "seriously."Did you just seriously claim that the Vigilance is overpowered? It is probably the worst inherent in the game. As a Defender I would happily trade Vigilance for the ability to Scourge on my Secondary attacks only.
Quote:My interpretation of this message was not that the poster thought "Vigilance" was overpowered or that "Scourge" was not as good. I believe the poster may have just been reiterating the point that many Archetypes "special" abilities apply not only to their Primary Powers but also to their Secondary Sets as well.
Conclusion: fix Defender Vigilance before spending coding resources on making Scourge, already a good inherent, Even Better™. -
Quote:I think it's a great argument -- much better than "give buffers a pet!"To be honest its not really a good argument. The buffing Defender has no more chance to solo an AV than does a debuffing one (with the possible exception of Rad/Sonic and perhaps Storm/Dark). Score card still higher for debuffers taking this into consideration as well.
While teamed it may be true but fighting an AV is a relatively rare occurance especially when you take into account how many Minions, Lieuts, Bosses, and EBs you had you chew your way through to get there. I'd still say the debuffer has the advantage.
Buffers and debuffs each have a major but not definitive area of weakness, and one is weak where the other is strong. I never specified soloing AVs, just fighting them, and frankly the argument that neither debuffing nor buffing defenders can solo an AV seems to me to invalidate the OP's argument that there's an imbalance between the two, more than it refutes my point. If neither can do it, that's balance. The buffer is less able to solo, and the debuffer is somewhat less useful on teams, and dramatically less useful on teams fighting AVs. -
Funny. In between playing the game and marketing/crafting, I've been trying to build a character using (apparently hard-to-acquire) IOs for a long time now (my first draft of the build was post in June; character won't be finished tonight, and that'll bump it into December.) Having seen how difficult it is, part of my plan has been to level up some gamblers to specific levels to do random rolls and try and get the really tough IOs without paying full merit price.
So I am spending a certain amount of my time online in the market or at the crafting table or trying to get my gambler mules running...and I am frequently interrupted by teams asking me to join them. Often within moments or so of logging in. Of course I usually join, which back-burners my project again.
I can't do the kind of fast market work you want to do because it's too easy to get teams. -
This thread might have some ideas for you.
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Quote:I can't speak for other posters, but one reason I dislike it is that I often get "Can I join your team?" requests when I'm, you know, not teamed. Since you can tell by the search tool who does and does not have a team currently, this indicates to me that the person asking either can't be bothered to think for a moment, or doesn't understand the search system, which sometimes (not always) indicates the kind of confusion that means I'll have to tiresomely explain everything. You know, should I invite the person, which means I'd form a team, find something to do, and start herding cats.Out of curiostiy, why do you dislike it? It's no worse than you inviting someone else to your team. If you have a spot they could fill (depending on AT etc if you are a player who likes a specific make up) what do you have to lose?
I do agree with the /ignore if they persist.
But I'm never rude to the people who do this -- it's a small world, and I may be teamed with them some day soon.
So far I haven't tried to invite myself onto teams of strangers (friends are another matter). I do form my own teams often enough, and for Task Forces, if we need more to start, I even will send /tells to strangers who don't have their team flag set -- although I don't send any to people the search tool indicates already have teams. I try to be as polite as possible when so doing, though.
In return, when people are polite or thoughtful in inviting me, I make an effort to join; and even if I can't take them up on it (say, I'm leving the house in a few more minutes), I make a player note about that player, because the good ones are worth remembering. -
Maybe you can. My bio space is prime real estate and it's always used up.
*Smacks forehead* I always forget that I can put a player note on myself! Brilliant idea. -
Quote:I've seen several people say this, and I feel compelled to point out that DEBUFFING Defenders get the shaft when fighting AVs -- debuffs get reduced by the AV's gigantic debuff resistance, but buffs retain full value.M_K, I agree that a major issue is that buffing fenders get the shaft where debuffing fenders do not.
Does that mean that buffers and debuffers are balanced? I don't know. But the world's debuffers are painfully aware they are at a stark disadvantage fighting AVs; buffers are not. The Devs know it too, and may possibly be unmoved by special pleading to allow buffers better soloing if we're not going to help debuffers. -
Grant Cover is a toggle, and needs to be running in order to give you that level of defense debuff resistance, right? It's not like a set bonus, I assume, where the power can be turned off. So I would need to slot it up, for defense (to get the ddr % higher) and probably also for some end reduction?
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Quote:I don't use Mids', so I can't comment on specifics.Hello, this is my first time posting on the CoH forums but I've visited the boards regularly. I really like playing Brutes, Scrappers, and Tankers, and my latest project is an Invuln/Elec Melee tank. I would like some help trying to finalize the build for this toon. Currently, the build I have is sitting at the S/L softcap with 40% E/N defence and about 30% F/C. I decided to skip Resist Elements, and took Conserve Power and Physical Perfection to create some breathing room endurance-wise. I'd like to keep any of the expensive Uniques out of the build for now (Maybe later replacing the Generic IOs in Invincibility with Cytoskeletons). My main concern about the build is if Tough and Weave are a little late in the build. I think I could possibly put BU and RE off for a bit to get Tough and Weave a little sooner but I'm up in the air as of yet. I'd like some feedback if possible, or maybe if any slotting could be put to better use. I plan on doing TFs and high lvl grouping with this tank.
Quote:Currently, the build I have is sitting at the S/L softcap with 40% E/N defence and about 30% F/C.
That's fine; it's skippable.
My experience with exemplaring my Inv/SS Tanker quite a lot for task forces and lower-level content has been that even at fairly low levels, the character seemed quite strong -- even before Tough and Weave, even without set bonuses, even with degraded enhancement values. Part of it may be that one is almost always on a team for such exemplaring, and Inv benefits nicely from almost any kind of support or buff. But even after my teammates fell on Synapse, I was able to fight off hordes of end-draining Clockworks surprisingly well. I think Inv is genreally well-suited to exemplaring.
I wouldn't worry too much about taking Tough and Weave late, but that may depend on the definition of late, and I can't see your build. I'd try to get to Weave before the 40s, at least. My understanding is that you don't want Build Up to come much later than Lightning Rod, however, since using them together is so nice. -
Something others have alluded to, but not explicitly said, is that your choice of powersets is likely to have disproportionately influenced your experience. Empathy...well, especially the "healing" part of Empathy...is well-known for becoming something of a fifth wheel on higher-level teams. Players spend a lot of effort, influence, power picks, and slots to make themselvs tough enough that they won't need constant healing, and eventually it works, marginalizing the healing aspect of the Empathy powerset.
By the way, I was on an Abandoned Sewer Trial last night, and I think that one might be trickier than the Hamidon raids. -
Take it, but please don't set it to auto and then stand in the consignment house making the Build Up noise every 35-45 seconds. That drives me nuts -- not so much because of the noise itself, but by making me wonder who on earth would choose deprive himself/herself of the choice of when best to use BU, and instead rely on just hoping it happens to ping during a useful attack.
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Quote:Generally, you aren't playing to a Scrapper's strengths with a "go make a sandwich and whittle them down" playstyle. Scrappers have less durability and make up for that with offensive output. Many Scrappers do just fine fighting big crowds of foes as long as they are actively putting out damage and taking down enemies (thus reducing the incoming damage) but would not do so well just standing there sucking up damage and waiting for the aura(s) to slowly melt the foes. Damage output is part of a Scrapper's mitigation.I tried that and found it to die a lot. How do people play scrappers, am I missing a trick to staying alive, lol?
If you play Spines/Fire aggressively, using the regular click attacks as well as the damage auras, you will find that you still can't stand in a crowd long enough for someone else to make a sandwich -- because the crowd is GONE, baby. That works well enough as a strategy, but it might not be what you want.
You might find something like an Invulnerability/Fire Tanker with Fire Sword Circle set to auto works better for true "wander away from the keyboard" killing.
Note that you'll have to set the attack on auto manually for each fight -- because FSC doesn't need a foe in range to go off, you won't be able to move around a map without the damn thing activating and stopping you in place. :P -
My tree-themed Controller Raintree took the Axe because there is nothing cooler than a tree fighting back with an axe. She particularly likes to root enemies first and then haul out the axe and give them some of their own medicine while they're unable to run away.
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Quote:The power-set doesn't fit to any existing in-game formula, so it reads like you are proposing an entire new archtype, not just a power set.Quote:Because of this, such a niche power pool would be better off as a power set, rather than a power pool.
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Defenders' inherent gives them an endurance discount on all powers, including secondary and pool powers. It's unfair that Corruptors only get Scourge and can only use it on some of their powers!
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Quote:If "FoA" is Fistful of Arrows, City of Data says it has a 10-target cap. But that doesn't invalidate your point, of course. Sorry to nitpick.I open with RoA ( if it's up) then hit fistfull of arrows then Psychic scream. Anything left over gets a few single target shots. I'm usually firing FoA before ROA lands. The 5 target cap absolutely affects the damage output of FoA. No matter how tightly packed the mobs are, I can't hit more than 5
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Well, the net effect is that higher-level bosses (within +6) and the like hit you more often than 5%, but not much more often; 6.25%, 8%, 12% in some cases. You can't reduce that any farther, but they can't increase it either (except for custom AE crtiiers with Build Up and the like). It's still pretty effective protection. Best of all, from a character design point of view, because there's no benefit to endlessly pumping defense (after you've hit the soft cap) there's no "arms race" pressure to do so, and you can concetrate on improving other areas of performance.
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Quote:Ripper won't send even-level enemies out of range; it's normally knockdown, but that translates to knockback against enemies of lower level than the character. Fight whites and above and you won't have any trouble from Ripper.I've been playing for about a year now (solo, PvE) and my Spines/Fire is at lvl 33. I believe that with this scrapper, the best defense is a good offense.
With Blazing Aura and defensive powers toggled, I open up on the toughest baddy in a group using Air Superiority -> Ripper -> Impale -> Throw Spines. (since Ripper often sends them out of melee range, Impale & TS are great for following up)
Generally, every time Ripper recharges, I get a good feeling. It's nice when your biggest damage attack is also an AoE and also your best mitigation (as far as the primary goes). Big damage, on a bunch of guys, knockdown, toxic damage over time, slow recharge, slow movement.
Plus the flip! Never forget the flip. -
Startled to discover Sky God was not taken on Guardian last night. I decided I don't want it, or Rain God either, since I snagged one I wanted even more.
I guess I kind of understand the genesis of the "all the good names are taken" feeling, but when I can get a name like Sky God on a fairly populated server after more than 5 years, well, geez. We're not talking fancy substitutes like Cerulean Deity or the Vault of Heaven or what have you. -
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Dark Pit is ranged and fast-animating. Otherwise, it's smaller in radius than TC and like TC, only has mag 2.
That said, I definitely like having it. There are times and places where it would be too painful to insert myself (without turning on Hurricane and making a big ol' mess, anyway) but it's easy to toss in DP. Also, sometimes one of the other misses, and it's great to be able to immediately follow up with the other. Lastly, the duration on these things isn't as good for Defenders. I can use OG + TC to stun a boss, and add DP just before it wears off, to keep him stunned. Having all three also means if I make a mistake with one, I can cast the other one, or if additional enemies suddenly show up, I have a reserve stun (if I haven't already used it). -
On a Defender (unlike a Controller) I see value in adding some slow even though it only slows movement. Defenders have fewer stacking slows and fewer controls in general. I might frankenslot 2-3 End/Rech/Slow pieces into SS (really, End/Slow would be better -- you don't need the recharge -- but apparently they don't make any).
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I know you don't want too much kibbitzing about your build choices, but I thought I'd point out something about Shard Warrior's build in your other thread. Look at Dragon's Tail and Eagle's Claw. He/she is using the purple sets in them, but instead of saving a slot like your build does, the sixth slot is used for the damage procs.
The purple damage procs are much, much better than regular damage procs. I highly recommend going ahead and using them in frequently-used attacks (I might have shifted the Hecatomb set to Storm Kick in SW's build, like you do, but that's a tactical decision about how early to get the melee defense from Touch of Death.) You're a Scrapper -- you can splurge on your attacks, attacking is what you're for. The extra slot in an attack gives a lot of mileage with the proc and it may well be worth scavenging your build to find room for it (two of them, in this case). -
My 50 MA/SR gets by just fine without a heal of any sort other than the rare use of a green inspiration. I don't regularly take on 54 Rikti bosses, it's true, but I do ITFs and Mothership Raids and scary bad bosses in AE. (Note: AE baddies with Build Up can be a problem, specifically because Build Up is calculated differently than normal in the to-hit formula. It's not a problem with SR, but all defense builds; it's not a problem with difficult bosses per se or high level content in general -- it's JUST a Build Up problem. My solution is to do knockback to them the moment I hear the BU sound effect and break contact for 10 seconds, then return and hit my OWN version (Focus Chi).
Of course, taking something other than Aid Self presupposes you'll be taking something useful (in your other thread you talk about taking Eagle's Claw for stun only...don't. Take Cobra if you want a stun; or slot EC for damage and enjoy it, but the duration of EC's stun is not going to win your heart.) personally I take EC and often finish off a foe before the other Scrappers (it's all in the timing.)