Sailboat

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  1. Quote:
    Originally Posted by Finduilas View Post
    Also, I also wouldn't recommend the fifth slot of Reactive Armor in UY and TI; is .63% F/C defense really worth dedicating a slot to?
    I really wanted to get more Fire/Cold def on my Inv Tanker, thought hard about the fifth slot of Reactive Armor, and even wanting it a lot, I couldn't make myself spend that slot.

    I slapped TWO more slots onto Taunt. That fifth one added more F/C defense than using four slots to eke out that 0.63 RA bonus in four resistance powers. The sixth slot was like a free Luck of the Gambler +recharge.

    AND I saved those last two slots to use elsewhere.
  2. Why complain about knockback when you can do something about it?

    It's worth noting you can make almost any Defender primary (and certainly Kin and Empathy) into a Controller secondary, and pair it with earth or Ice control, ending knockback as you know it. Even knockback from other people's powers.

    All four holds and immobilizes in Ice (and Earth too, I think) stop knockback for 12 or so seconds (and the AoE immobilizes can be spammed, creating permanently nailed-to-the-ground foes as long as your endurance holds out. If you miss a guy, follow up with the single-target Immob to pin him too.

    If you hate knockback, that's one way to go.
  3. Sailboat

    Vs. Carnies?

    Quote:
    Originally Posted by Duck Dim Sum View Post
    The three characters I have that are high level enough to fight Carnies are my Storm/Energy Defender, my Stone/Stone Brute, and my Peacebringer. I've soloed Carnie missions pretty frequently with all three characters, and I've never really noticed any serious end drain in the process. Not even on the Brute, who sucks a lot of end and is fitted with plenty of endrec enhancements to make up for it - if he was seriously being drained, I would notice.
    If you run Rooted, your Brute has good end drain protection. But you might not run Rooted.
  4. Quote:
    Originally Posted by Local_Man View Post
    Thank goodness I stayed up a little late to use up the last key Freespec! I-16 is here!
    Heh. I had one last character whose freespec I wanted to use last night, but old friends I haven't seen in a few weeks logged on, so we played some young 'uns. I missed the freespec, but it's ok, I'm still undecided on the powers anyway.

    I also messed up a freespec on another character two days ago, but that's ok too, since a free replacement is arriving this afternoon!
  5. It's been noted elsewhere in these forums that right now is an unusually slow time on ALL the servers, relatively speaking.


    -- A lot of people have been beta-testing Issue 16 (which might be published TODAY!) on the test server
    -- There's always a slump before a new issue anyway
    -- Return to school has changed a lot of people's playing habits
    -- The very recent release of a competing superhero game has drawn players to check it out, many of whom will possibly be returning here after their flirtation

    You can expect to see more people soon (VERY soon if I 16 issues today!).

    None of that means that Victory is trending in either direction in the long term, but do realize that right now all the servers "feel" lighter than usual for a combination of reasons. This can create an illusion. Since they all are light, if you only play on one server, it's guaranteed to feel like yours is shrinking.
  6. Quote:
    Originally Posted by JohnX View Post
    What does this tell you? Not trying to be a Scrapper hater or calling for a nerf (Having lots of fun with my latest scrapper.) , but it’s hard to deny that all other AT boards seem to make a point of comparing themselves to Scrappers… Scrapper envy can be seen almost daily in every single AT board. Yet, how often do Scrappers exhibit AT envy?

    —Granted, some of my over-generalized statements above may be out of date or exaggerated, but nonetheless, just something I’ve consistently observed in the boards.

    Food for thought.
    I read the other boards consistently. The Tanker Board sometimes refers to Scrappers, especially when contrasting shared powersets, and sometimes when one particular individual inexplicably protests that tankers should have better defenses and damage than everyone else. And ponies.

    The Blaster forum does exhibit a little jealousy once in a while -- it's justifiable, given the state of Blaster secondaries, IMHO.

    Other than that, day in and day out, I don't see Scrapper jealousy worth noting on the other boards.

    I do see a certain amount of chest-thumping from Scrapper players, and the occasional self-justifying ("I don't have to wait for the team! They can clean up after me and fetch my slippers!") but it's not too bad.
  7. Sailboat

    Flight speed

    Quote:
    Originally Posted by Aggelakis View Post
    I updated the table with numbers for Flight, Super Jump, and Super Speed, using the numbers found on the Test Server. Since I16 is imminent, I didn't want to use potentially obsolete information, even though there's no notes for travel speed changes, so I didn't test these on a Live Server.
    Thanks for updating, I was just trying to decide how to slot Flight last night. But, and maybe it's me just being dense, I couldn't figure out what that table means. Assuming 50, one SO plus Swift would cap? Does Swift need to be slotted for flight? Or do we need a second SO? How much enhancement overall (so I could plan I sets like Winter's Gift?)

    I can't get on the test server, and testing on live is expensive and may not match I-16 values, so I am asking a lot of questions, sorry. I did give it a try, spending a few hundred thousand on flight IOs and burning my freespec (admittedly, they are going to be replaced this week anyway) without finding what I wanted.
  8. Agree with Heraclea -- Invulnerability with enough typed defense IO sets is probably the strongest primary that doesn't hurt your damage output. Fire is probably the best AoE Tanker secondary. Not only that, it feels better in long fights because the extra damage ticks from most of the attacks aren't "wasted" -- you're really getting the full potential out of it.
  9. Sailboat

    King of AoE?

    Spines/Fire Scrapper?

    Spine Burst, Throw Spines, Quills, Blazing Aura, Ripper, Ten. Tentacles, Burn?

    The character who can cast the most AoEs in one chain: Archery/Devices Blaster.

    Fistful of Arrows, Explosive Arrow, Rain of Arrows, Time Bomb, Static Discharge, Trip Mine, Trip Mine, Trip Mine, Trip Mine, Trip Mine, Trip Mine, Trip Mine, Trip Mine, Trip Mine.

    And Caltrops.

  10. Sailboat

    Just curious

    Quote:
    Originally Posted by DarkGob View Post
    Merits rewards for some arcs are being increased in I16, per the 8/26 Test Server patch notes.
    Cool, I actually searched for that a few times and concluded it must not hacve been posted. Don't know why I couldn't find it. :P

    I didn't see the ITF on that list, but it might be listed under a "real" TF name I don't recognize.

    Just to be clear: everyone on an ORO arc gets merits (assuming they run the whole arc)? Hrm, I may start forming teams for that.
  11. Working on several Tanks on Guardian right now.
  12. Quote:
    Originally Posted by Fantomas View Post
    Somebody sway us!!!!!! lol
    Regen has redraw issues with many sets, but not MA.

    Shields gets a great damage buff when surrounded, but MA is mostly single-target.

    How was that?
  13. Sailboat

    Spines/DA

    I think he/she is using CP as a placeholder for physical Perfection, which is coming in I-16. I can't explain the other issues. :P
  14. Quote:
    Originally Posted by Baelrath View Post
    However many post i read show that its better to have 2*50 end mod and the endproc possiblity then to have 3*50end mod which goes way beyond the cap limit.
    Sure, for three slots. I was suggesting four slots (for example, 50 Performance Shifter End Mod, 50 Performance Shifter End Mod/something else, the Performance Shifter proc, and a plain 50 End Mod. It is one more slot but you get peak output (and a small set bonus to hit points).

    How's the character do against defense debuffers like the Cimeroroan Wall? I assume not much worse than someone with NO defense investment, but does it feel frustrating?

    Quote:
    Originally Posted by Baelrath View Post
    Any suggestion are still welcome. I really like this char, more then i expected and me really looking to make it even better and enjoying it even more. Suggestions with fire for epic are welcome to but for now i seem to like earth. Makes me feel a bit different and its rather usefull.
    Glad to hear it's working out for you! I do have a suggestion. Since it sounds like you are getting a lot of use out of Quicksand, could you scrounge slots (maybe those un-spent slots you were considering for the Health uniques?) and throw one or two additional slots into Quicksand? I don't know how much enhancement hits the slow cap, but most slows (like caltrops) perform a lot better at keeping the foes trapped if you slot them up a bit. You could throw in two End/Rech/Slow IOs and a common Slow IO to get pretty good results, I'd guess, if you can find the slots. Might keep them in Burn even more solidly.

    If Quicksand took defense debuff sets (I don't think it does) you could put Exploited Vulnerability into 3 slots and get another 1.5% melee defense. :P
  15. I'm at work.

    If I was home, I'd be playing with the dogs. It gives them such happiness!
  16. The biggest problem with AE as a storytelling tool is that the contact text is not pushed out to the rest of the team. The team members can open the posted mission text and read it if the team slows down to permit it, but generally that doesn't happen, and as far as I know they can't see all the contact chat before and after accepting a mission. And they usually don't pause to let everyone read it anyway.

    Since AE stories can be entirely unlike the rest of the game canon, this has the effect of not knowing what on earth you're seeing while these arbitrary-looking enemies pound on you.

    Frankly all mission and contact text should be shared to the team without the option to avoid it (just close it if you don't want to read it). If the game is about stories, tell the stories.
  17. I make a point of trying to play with any weird combination of powersets anyone brings onto my team. There are limits, though; for example, if we have a lot of pre-32 Earth Controllers, I will start looking for Blasters and Scrappers.

    But generally it's more interesting to try different combos than the same sort of team all the time.

    Went on a "too many forcefielders" Task Force recently and experienced some novel benefits: despite a lot of blasting, and occasionally forgetting to rebubble, the FFers managed to keep enough bubbles on everyone to keep us softcapped because we had spare bubblers overlapping. Also, for once the bubblers themselves were covered, instead of being the weakest link defensively.

    I have nothing against a team looking to shore up a weakness by bringing in a particular powerset, but refusing to team with certain sets is, far too often, more a reflex or a fetish than a well-thought-out choice.
  18. I don't have Mids or a lot of time, but I'll take a stab at it.

    Using Titanium Coating to go for melee defense is an angle I haven't seen in a build. It's slot-heavy, but I suppose it's cheaper than some routes.

    I would find a way to fit in Greater Fire Sword alongside Incinerate. The one thing nicer than having one heavy hitter is having two you can chain.

    In general, you're a bit short on enhancement. It's hard to tell without Mids or doing the calculations by hand, but it looks like Build Up is short of the ED cap for recharge, and Hasten and Fiery Embrace certainly are, and Stamina looks like it's short of the cap as well. It seems funny to have the PS recovery proc and the Miracle and Numina uniques that add recovery in Health but suboptimal base slotting in Stamina. I'd squeeze out another slot if you can.

    With the Obliteration sets in your attacks (especially Blazing Aura) being notoriously weak in endurance reduction, and Weave appearing not to have any end reduction, I wonder how fast this build would be starving for endurance. Be aware of the possibility, at least.

    That's all I can think of at first glance. It seems creative to me to use Enfeebled Operation and Titanium Coatings as the basis for building defense for a Fire Tanker, it will be cool if it works for you.
  19. Sailboat

    Spines/DA

    Quote:
    Originally Posted by Godlike_NA View Post
    This might be a bit out of your budget but it's what my spines/dark is setup with.
    I looked your build over casually -- did I miss knockback protection IOs? What do you do about knockback?
  20. This is semi-related...I am making a Tanker with sets I haven't used before, and trying to get a feel for how well the mitigation works. It seems like almost everyone I team with wants to cast those Tarot card buffs on me (from the Magic Pack). I'm not opposed to buffs, and for some reason full-strength buffs don't bother me as much. It's like the major buffs are so clearly overwhelming I can just assume my good performance is getting a lot of help from the buffs, but the little buffs confuse me as to what's due to the buff and what's due to my build. So currently I want to avoid the small buffs while learning how well the build works, if that makes any sense.

    Sometimes it gets embarassing turning them down, so sometimes I type a long sentence into chat and let the accept/reject countdown expire while I type, rather than verbally turn it down.
  21. Considering shaving a slot or two off my build. How practical is it to be a /Dark Scrapper with only one IO worth of knockback protection?
  22. The burden is on him to show evidence of this claim, since the game's stated rules and the experiences of thousands of other players do not support the claim.

    Ask him to put together some logs or data or write it up. If he's willing to put effort into advancing his claim, we'll be willing to waste brainpower on it. Until then, I wouldn't bother. We see lots of assertions about the game that turn out not to be true.
  23. It would also be nice if heal spam was green only when it actually moved your hit points, and gray or some other color when it was superfluous, and split when it was split (like mixed damage type attacks), so that you'd see a green "17" over your head and a gray or purple "423" if most of the heal was wasted.

    To the OP -- I love both DM and Storm. Storm has some of the game's most potent debuffs, although one of them, Hurricane, is hard to use right on teams.

    One of the (probably unavoidable) reasons Storm's reputation suffers on teams is that one of the things it does best is to neutralize foes by knockback. This is seldom necessary on teams, but when it is, it can save everyone from defeat -- at the cost of scattering the mobs. The problem with that is that players saved from defeat often don't see the "defeat that never was," but they sure do see the scatter and the messy aftermath of getting the spawn rounded up again or defeated where they landed. On the other hand, of course, a Storm player can use incorrect judgment and unleash the scatter to "save" a team that would have done fine without such drastic intervention.

    More than most other powersets, Storm imposes a cost for employing its most potent powers (somewhat reminiscent of Stone Armor and Granite's penalties). This means Storm players can't prosper by just hitting all the buttons in their power bars -- they have to think before using several of them, and the decision to not use their full potential is often a hidden contribution to the team's success.
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    An empath who does nothing but spam the heal aura and put Fortitude on the tank (usually the LAST member of the team who needs it) is dead weight in my book
    Yeah, it's very frustrating when I'm playing my Granite Tanker and the empath is follwing me around very conscientiously keeping Fort on me...and not on the Blasters. You nkow the player is trying to prioritize...at low levels, when Tankers are weaker, that probably wouldn't be a bad idea. But to do it no matter what shows either that the player has a lot more to learn about the game, or is an inflexible creature of habit.