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Posts
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Quote:Fiery Aura?The other resistance sets generally have some defense. Willpower has typed defense, Invuln has Invincibility, Dark Armor has Cloak of Darkness (same numbers as Weave). Only Electric Armor has no defense in the set itself, so it gets higher resistances to make up for it.
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Yeah, generally if you have to repeat the chain a few times, you're fighting an AV and knockback is moot.
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I'll avoid posting a screenshot with private channels and my friends lists in it, but when I look at both I see a "5", part of the name of the hero or channel, and in the case of channels, a " (quotation mark) at the end of the truncated channel name. A made-up example: the "Blank Name" channel now shows as 5Blan". There appear to be some cases where the channel name repeats, looking normal, later in the list, but not all channels do appear correct later; and pre-made game channels (Coalition, etc) appear unaffected.
The global friends list shows things like:
5Iron
5Wolv
5Storm
5Nightc
5Colos
Is this temporary, I hope? -
Pondering making Yet Another Scrapper. This one would be a Spiner who no longer needs to hide the spines (now that they look cool at last!). Two questions come to mind:
Currently the Spines color customzation is borked...you not only can't get the colors you choose to stay after you leave the character modification screen, but you can't even save your scheme to a file (if you choose to save both primary and secondary power looks you'll see that unlike other combinations, there's only a file save name for the secondary -- but weirdly, your spine type stays (slate, crystal, metal, etc.) even though there's no apparent save file). When they fix this, will we know somehow? I hate to keep wasting money in Icon paying for changes that don't stick just to test if it's changed yet.
Secondly, for minimal special effects, looks like Willpower, SR or Invulnerability are the ways to go. I currently have a Claws/WP, so Spines/WP might be a little too similar for my tastes (still trying to determine if that would bother me too much).
That leaves SR and Invuln. I'm leaning toward Invuln for concept -- but I've only done it on Tankers. Is Inv really a decent Scrapper set these days despite the lower Scrapper values? WIll it play acceptably before investment in IO sets? Anyone with Spines and one of these secondaries care to comment or sell me on your combination?
Thanks! -
Quote:My favorite was the guy who definitively declared COH dead because he couldn't find easy Architect teams the second night after the new issue with its emphasis on changing the look of your powers. Since most people only get to play in the evenings, we're talking only a few prime-time hours elapsed since the changes. I was in Icon, which was slammed with players changing stuff.I fear you'll have to forgive us on this; since Issue 14 and the mass AE Farming, Issue 15 and its lack of major content, and Issue 16 with people upset the AE farming has been nerfed, we've seen an awful lot of "DOOOOOOOOOOOOOOOM!" posts, mostly having to do with seemingly low server populations.
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In general, the Devs have tended to give slightly more AoE potential to Tanker sets than to Scrapper sets. Proliferation caused them to have to assess whether they intended that as a pattern, and conbustion's removal from Scrapper Fiery Melee says, "Yes, that's intended" to me.
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Yeah, mine are vanished when the store is down but come back up normally when it's back online. Frustrating if you think of a great name during the outage, but not permanently a problem.
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Quote:I hope you mean x8, not +8.AV's and AV soloing represents such a small portion of the game, for every mission with an AV there are what... 30... 40 with out one? But +8 spawns can be in every mission now.
<text snipped for clarity>
I couldn't really tell you though. I have both Elec/SD and DM/SD and enjoy both of them so far. I imagine if you wanted a good middle ground for solo'ing +0/+8's -
Quote:You could reduce your end consumption, dramatically cutting the need to increase recovery. You can get ED-capped damage and recharge (95%) enhancement in every attack and decent accuracy (50-60%) -- essentially giving up nothing -- and drop your end costs with 70-80% end reduction enhancement (or even better!) with a little creative frankenslotting. I do slightly better than that at around levels 40-45 but you should be able to do nearly as well using (cheaper) lvl 35 IOs.So my Shield/Stone tanker is sitting at 33. I just picked up tough (30) and weave (32), and while my tanker is quite beefy I'm now running 5 toggles (6 if I forget to turn sprint off), and my end bar feels just like it did before I had stamina. I have an end reduction in all of my toggles and in a few of my attacks as well.
The only thing left in my build that increases my recovery are set bonuses here and there, the Miracle unique, and a Performance Shifter +end proc in Stamina.
I'm a huge fan of frankenslotting your main attacks. Set bonuses are nice but they usually impose some compromises in enhancement values. I put them in minor attacks, fast-recharging attacks, defense powers and occasionally "mule" powers (powers I took and slotted solely for the set bonus and not for real use) so I can frankenslot my main attacks, using them as often as possible for maximum damage and tremendous endurance discount with good-to-excellent accuracy. (I slight accuracy in the frankenslotting if I have to give up something, because I can get global accuracy bonuses from sets to make up for it, but there is no global endurance reduction available in set bonuses, only what's slotted in the power itself.) -
I stand corrected. I've only been looking at Defense sets for Tanks and Scrappers, to be honest.
No question. But still LESS game changing than 5 x 10% Defense would be. -
I'm much more intrigued by the fact that the game's best movie-maker posted this question, and what that might lead to, than by the minor details of the answers.
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Characters with the "huge" body type take up more server resources. Servers with more of these characters have a load disproportionate to their population.
(Okay, I made that up just to start another COH myth.) -
D'oh! Forgot about nthe F/C res. Never considered the Toxic res as worth thinking about because (outside of buying a lot of purples) it's so hard to accumulate meaningful levels of it, so I've never tried to stack it up on a character.
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Quote:Not a Scrapper, but I have a Tanker named The Sewer Knight. :P2) DM/Shield made because the name Manhole Man wasn't taken and because (pre-i16) Dark Melee looked most like something you'd find in a sewer.
For me, I like different things about different Scrappers. The elegance and (frankly) hard-hitting nature of Martial Arts against single targets is something I miss when I'm on other Scrappers, for example, and someone I would have already wasted with Crane Kick is still standing there while I Lunge again. But when I'm on the Martial Arts characters, I miss the unbelievable field of death that Spines/Dark is.
But mostly, as with other ATs, I find that there's a moment of fusion when name, concept, powersets, description, and costume come together. Those characters are more interesting and entertaining than any number of high-performance and exotic character designs without good names and concepts.
The conclusion I draw from this is that I do not have enough Scrappers. I made another Scrapper this week. -
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Quote:From what i've read, the main reasons for using purple recipes is mainly for the +acc and +rech. Recharge mainly my guess for stuff like perma Hasten, AM, PA and blaster's novas.
I was curious if we would want new purple recipes that offer other big %'s like say 10% def or resist for tanks or anyone else that would rather have more def than rech, or 10% more damage for damage happy toons or maybe 15% end red. (i'd love that one btw. lol)
Why is rech and acc the only big %'s offered in most purple sets? Some toons, like dark sets, would benefit GREATLY from a big endurance reducing purple set.
What do you guys think?Quote:Purples offer good bonuses to EVERYTHING, as well as not losing their bonuses when exemplaring down.
There also aren't Purple sets that go into defense or resistance powers, for that matter.
Note to the OP: no set gives any global end reduction bonus, so you won't find it on Purples either.
My guess is that the reason Purples offer large number set bonuses for a few categories and small or no bonuses for other categories is that someone has decided that that does the least distortion to the game. They don't want purple sets to break the game, and they don't want to give you huge values of every conceivable set bonus...IMHO they're limiting the damage to game balance that adding these IOs can do.
Giving a global 10% defense or 20% resistance bonus to a set would be gigantically broken, you know. Because of the way recharge works, large recharge bonuses don't hurt the game quite so much.
That last 10% defense makes a huge difference in your survivability (triples it, in fact), and getting it globally from 5 or 6 slots is simply too cheap. You can still GET that kind of defense, but you have to commit more power picks, slots, and IO recipes to do so, which is probably proper.
That last 10% recharge moves your attacks down from recharging in 7 seconds to somethng like 6.91 seconds (to pull numbers out of thin air). That's not tripling your attack rate, is it? -
Quote:Ah, here's the heart of your whole thread. Some player DO tend to regard buffers and debuffers as "support classes" (a term I dislike) and treat them like subservient followers witnessing that player's greatness. That probably peaked during the "herd a million" days for Tankers.The fundamental disagreement is, some believe that some ATs should be made to be subservient to others in the form of a support class, and as a reward for that, they will be very good at being subservient/support, and very, very mediocre at solo.
But here's the thing. That's not an AT copping that attitude -- it's a player copping that attitude. You are not "subservient" as a Defender or Controller buffing and debuffing any more than a Tanker or Scrapper are "subservient" because they have to get their hands dirty like common laborers. That whole concept that has you unhappy is a product of mindset, not game rules.
Here's how you fix it. You don't even have to wait for the devs! Whenever you encounter someone who thinks you're subservient, open the "player note" feature on that player, and type "Bozo", and one-star him.
Now that you can tell who they are, just don't team with the bozos.
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Quote:Another weakness I can think of is non-positional attacks, especially of a psionic nature. But then, most everyone has the hole in their armor anyway. The other secondaries have their place and uses, but I just live Shields because the drawbacks hardly outweigh the benefits.
Math:
100 damage attack every 3 seconds, 100/3 = 33dps
20% haste = 2.5 seconds = 100/2.5 = 40dps, 23% gain
20.6% damage boost (3 enemies) = 120.6 = 40dps, 23% gain
So any time you're fighting more than 3 mobs the damage boost aura is going to outweigh the dps gain of having Quickness. That's until you hit the 400% damage cap anyway. Or if you're stuck fighting a single mob. Quickness also makes it much easier to get perma-hasten. That and it's vastly easier to soft cap SR than it is with Shields. You also have the choice between a static 35% S/L (17% other) res vs. the scaling (up to 50%) resistance of SR to consider. There's greener grass to be had on either side really.
Also worth mentioning is that partnering with a Kin or two at higher levels, while rendering Quickness less useful by swamping you with +recharge, will often render Shields' damage boost moot with Fulcrum Shift. -
Quote:I'm of the opinion that it may turn out that that use of HOs isn't "intended" and this may get changed at some point.^ Defense debuffing mobs aren't much of a threat when you're running at ~90% DDR and 45% defense.
The only thing you're missing, vinque, is it's actually possible to get more DDR than 65% (doublestacking AD with HOs). It's really a perfect build from a minmaxer PoV given unlimited budget, the only downside is it can't be paired with every primary.
Frankly, without the HOs for DDR, it'd still be pretty strong. -
Here is a great network of resources for this sort of information.
The part you specifically are looking for is under Red Tomax's City of Data Powerset Quantification here. Just click the button for the archetype you're currently interested in and you should be able to find what you want.
It is slightly aging but still a good resource. I do not know if it is going to be updated. -
Brilliant! I think this theory hasn't gotten enough attention. Maybe you're right -- it would make sense that people who complain a lot and want AE teams "to level their alts" for them would get a lot of player notes added invisibly over their heads ("it's this guy again -- run away!"), and over time, would find fewer and fewer people to team with...and thus be driven to post this sort of thread.
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Using only the Steadfast unique and not other set bonuses, just using the Willpower primary and Weave and Combat Jumping, my WP Scrapper gets to 12% S/L defense and 24% to all others.
With 30% being the reputed point at which defense starts to feel solid, and sets like Aegis giving 3.13% to two types for 3 slots, it seems very strange to me to scrap 24% and start over with positional defense -- just as strange as all the Super Reflexes Scrappers I see slotted with (gigantically expensive) Kinetic Combat sets for their (greatly reduced) positional component [because it only takes 4 slots! they reply, when I ask] But what Scrapper 4-slots his attacks?).
But other people are not me, they do things differently there.
But you don't need to softcap to improve the mitigation of Willpower -- any increase in your defense buys that much more time for your awesome regen to burn off the dent in your life bar.
IMHO Willpower does not benefit much from recharge at all. Slotting for endurance and recovery bonuses seems redundant too in light of the availability of Quick Recovery, Stamina, Conserve Power, and Physical Perfection. I'd slot for defense, health bonuses, global accuracy and damage, with health regen a more distant concern (yes, more is better, but the effect of a 4% bonus from Seredipity on your base 500-700% or whatever it is will be hard to feel). -
You keep posting this:
Quote:And I keep reading, looking for this:new players can't find mission teams during anytime but prime time
Quote:AND I recruit and organize my own teams, and have discovered... -
If she doesn't fly, Velvet Ant sound sleek and feminine, and yet "They are known for their extremely painful sting, facetiously said to be strong enough to kill a cow" and even more terrifyingly, "They invade the nests of wasps and bees so their integument is very tough and roughly textured to protect against stings."
However, red or purple is more their color than yellow and black.
If she's the product of some secret project, how about Plan Bee? If she's a spy, how about Honey Trap? -