Sailboat

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  1. I think sometimes that the game is so complex, offering so many choices, that some people adopt a simple strategy to narrow down their choices: "If I hear of even a potential weakness, a set is crap and I can save my attention for other sets."

    So when these people read about the "psi hole" they automatically think "Ah, don't have to worry about learning anything more about THAT set. It's crap!"

    Then when they talk to others, they tend to toss out that opinion without explaining the fairly superficial examination that lead to their arbitrary conclusion.
  2. Quote:
    Originally Posted by CBeet View Post
    I really don't see Tankers getting Spines any time soon because of the extra taunt/damage aura, Tanks who're capable of sustained AoE damage are utter beasts so I'd imagine Spines would need several tweaks/changes to address any balance issues which come up for it being in Tanker hands. I'd rather they work on making it work with Shields beforehand because I really really want that
    You want Spines/Shield and you're worried Spines Tankers would be overpowered? :P
  3. Quote:
    Originally Posted by El_Spark View Post
    Ice/fire tankers are going to gather large groups around them. Trust me, it's the only tanker powerset that I've ever really enjoyed, and that's part of the reason.
    Are you saying other Tanker powersets don't gather large groups around themselves? Are you saying there's any Tanker powerset out there that doesn't like to gather large groups around itself? Because I'm a little confused.
  4. I have a controller named Dreamtime, an Australian Aborigine with mystical powers from the time before time. I tried to make him Illusion/Sonic (because the Aborigines have something called "songlines" they use to tell the stories of the Dreaming), but I didn't much like /Sonic.

    Time Manipulation should make a refreshing change for this character.
  5. I don't think you can put the -res proc into it in game, Mids or not.
  6. Quote:
    Originally Posted by Emberly View Post
    I also suspect that frankenslotting el cheapo set IOs would outperform SOs, even at level 25, but I have no Mids to back up that suspicion.
    The power types that have a really wide selection of IOs available allow you to get better enhancement values when frankenslotting. The rich melee damage sets indeed let me get to 95% damage, 95% recharge, 46% acc, and 30-38% end reduction at level 25, which is grossly better than SOs (it's equivalent to 8 SOs and a DO.) This is much harder to do on the power types with fewer sets, like Targeted AoE.
  7. Quote:
    Originally Posted by Negative10 View Post
    Run into an odd problem and checked my options but I don't seem to be anything in there that would cause it.

    When I send a reciepe to myself via @'myhandle' the character who sends it, is immediately taking it back into their folder.
    When you say "folder" do you mean their e-mail tab, or their recipe inventory?

    The recipe should be draggable from your recipe inventory into the little empty square in the upper right of the e-mail.

    (Note that if it starts out stored in the auction house, you'll have claim it into your personal inventory before being able to e-mail it).

    After you send one e-mail it won't let you send another for 15 seconds (an anti-spam measure). Once you do send it to your own global (be sure to include the @ sign!), it immediately appears in your e-mail tab, where you can instantly claim it...which of course puts it back into your recipe inventory on the same character, so you probably want to change to the receiving character first.

    If that's not working for you as described here, please post more detail and we'll figure it out.
  8. I reeeeeeeeally want a non-fluffy "whip" tail for dog toons (think greyhound, dalmatian, pit bull, weimeraner). The fox tail doesn't do it.

    I also want, but at a lower level of emotional involvement, a squirrel tail. And ankylosaur and stegosaurus tails.
  9. Quote:
    Originally Posted by Aett_Thorn View Post
    With all of the past changes to the game having people complain that they'd kill an AT, I'm amazed we have any ATs left. I mean, Blasters, Tankers, Defenders, Controllers, Scrappers, Brutes, Stalkers, Corruptors, and the poor Khelds should all be dead by now, right?
    It's only Necromancer Masterminds who are dead. Technically.
  10. Quote:
    Originally Posted by Aggelakis View Post
    Nice straw man though! Good effort.
    If it's a straw man, if, as you imply, people are really only concerned about their own powers, why is this thread full of complaints about other people using knockback?
  11. Quote:
    Originally Posted by Nihilii View Post
    I'm having a hard time buying anyone's claim of knockback being great and useful when in the same breath they argue against the option for other players to remove it on their own powers.

    Surely if knockback was that much better, you wouldn't mind if others went with knockdown instead, it'd make your own characters more powerful and superheroicy by comparison.
    Ah, but the argument to change or remove knockback from a character isn't really about the player making the argument wanting it removed from his own character -- after all, if he wanted an Energy Blaster without knockback, he could just make a Fire Blaster right now.

    It's always about changing the game, which implies changing it for other people. Once you get the "desired" ability to turn off knockback on any character, you can start complaining about -- and kicking -- players who don't slot that way. Peer pressure to remove knockback from the game, a game which should have knockback.

    Surely if knockdown is all right for you, you won't mind if other players do knockback as they currently do, right?
  12. Quote:
    Originally Posted by Kosmos View Post
    As for money: Run tip missions whenever you aren't working on something else and use the Alignment Merits to buy, craft and sell high value IOs such as the Luck of the Gambler: Global Recharge, Miracle: Recovery or Kinetic Combat: D/E/R. That will get you plenty of INF to work with.
    Regular tip mission runs (once you hit level 20) will make a startling difference in your overall wealth.
  13. Quote:
    Originally Posted by Fixxer View Post
    I found nothing wrong with Bellator's post...
    Looks like somebody did.
  14. There's a workaround for this one:

    Quote:
    Teams
    • We are investigating an issue causing teammates in the same zone to sometimes appear in a different zone in the team interface.

    The workaround, for now, is to pass the star. Just pass it to someone (and have that player pass it right back if you want to keep the current leader.) This appears to fix the team display window.
  15. It's in the known issues thread:

    Quote:
    Teams
    • We are investigating an issue causing teammates in the same zone to sometimes appear in a different zone in the team interface.

    The workaround, for now, is to pass the star. Just pass it to someone (and have them pass it right back if you want to keep the current leader.) This appears to fix the team display window.
  16. Quote:
    Originally Posted by Kioshi View Post
    FS at 50 w/ 3 dam IOs + Rage - 163 damage
    Spin w/ 3 dam IOs + FU - 177
    Do those numbers take into account the recharge differences (I can't tell, I'm not being snarky)?
  17. Quote:
    Originally Posted by Bubbawheat View Post
    Examples 1 & 2 - if you're knocking them down/back, even though they're out of the aura range, they're also not causing damage, and when they get back up they'll be doing ranged damage which is less than melee damage.
    Bubbawheat has a point -- ragdolled enemies are unable to damage an Invulnerability Tanker just as much as they are unable to damage an Energy Blaster.

    It's annoying as all get-out, and unnecessary, and it moves things out of position after the Tanker has worked to put them there...and, if he's unable to move, may result in him taking some more damage after they recover and he has not adjusted. But it did mitigate during that time period -- even better than the soft-cap does.

    Quote:
    Example 3 - that's one power in one powerset and the chances of knockback happening at the exact moment to disrupt that one power are very slim and not a good example to use to try and prove your point.
    Well, I concede Dark Regen could be a problem, and I'd add the case of Kinetics Transference, although killing the target of Transference seems to be a more common problem than knocking it back, and nobody is suggesting turning off damage.

    Don't misunderstand me, I am not arguing that unlimited use of knockback is always wholly good. I personally have complained about knockback (for some reason I personally seem to be most bothered by low-level Peacebringers knocking stuff out of AoEs with a relatively low-damage attack). I just feel that knockback is very much over-complained about, and usually by people who ignore its positive aspects, either deliberately or out of ignorance.
  18. OK, here is build:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    American Pit Bull: Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    ------------
    Level 1: Swipe KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: High Pain Tolerance Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal(3), Heal-I(46)
    Level 2: Slash KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), Achilles-ResDeb%(9)
    Level 4: Fast Healing Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Heal-I(46)
    Level 6: Spin Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Dmg/Rchg(15), C'ngBlow-Acc/Rchg(15)
    Level 8: Mind Over Body RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 10: Indomitable Will Ksmt-ToHit+(A)
    Level 12: Follow Up KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23)
    Level 14: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Knock%(27)
    Level 16: Rise to the Challenge Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(29), H'zdH-Heal/EndRdx(29)
    Level 18: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 20: Quick Recovery EndMod-I(A), Efficacy-EndMod(33), Efficacy-EndMod/Rchg(33)
    Level 22: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(34), LkGmblr-Rchg+(34)
    Level 24: Focus Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(37)
    Level 26: Eviscerate Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39)
    Level 28: Heightened Senses LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(40), LkGmblr-Rchg+(40)
    Level 30: Maneuvers LkGmblr-Rchg+(A)
    Level 32: Combat Jumping LkGmblr-Rchg+(A)
    Level 35: Shockwave Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Posi-Dam%(43)
    Level 38: Strength of Will S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 41: Focused Accuracy Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
    Level 44: Physical Perfection RgnTis-Regen+(A)
    Level 47: Tactics Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 49: Stealth LkGmblr-Rchg+(A)
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    ------------
    Level 1: Brawl KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Knock%(48)
    Level 1: Sprint Run-I(A)
    Level 2: Rest Empty(A)
    Level 2: Swift Run-I(A)
    Level 2: Hurdle Jump-I(A)
    Level 2: Health Numna-Regen/Rcvry+(A)
    Level 2: Stamina EndMod-I(A), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45)
    Level 1: Critical Hit
    Level 4: Ninja Run



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    I don't actually run Tactics or Focused Accuracy unless I get suddenly run into trouble hitting. Slotting Brawl was a neat trick I blundered across in someone else's build; it lets me have 5 single-target attacks for the KC sets but free up a power pick to take Stealth instead of another attack, which lets me have enough defense powers to slot 5 LOTGs and the Kismet proc without adding another slot for the proc.

    The god-awful cost of the Glad 3% Def PVPIO was covered by hero merits ground out over time. I had at first been planning to use it on a different character, before I realized I could just hit the soft-cap with this guy, which seemed like a pretty high-payoff use for it.
  19. Quote:
    Originally Posted by all_hell View Post
    I don't think that musculature does that much for brutes. relatively anyway
    Could be. But this is a Scrapper.
  20. Quote:
    Originally Posted by Traumatica View Post
    Slow? dense? so you are a Stone tanker?
    Now you're just taking him for Granite.
  21. Quote:
    Originally Posted by Syntax42 View Post
    I don't know if you understand attack chains completely. The goal of an attack chain is to do as much damage as possible using a repeating combination of attacks with no waiting for powers to recharge.
    Yeah, I understand that part, I just haven't bothered to manually work out an attack chain, haven't really given thought to Arcanatime, and don't know if handy attack-chain-calculator apps exist, or if everyone just brute-forces their way through the process of figuring out attack chains.

    Quote:
    Originally Posted by Syntax42 View Post
    Post your build and a more definitive answer for which will help you more can be given.
    Probably a good idea, I'll have to wait until I get home tonight.
  22. Sailboat

    Backpacks!

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Why stop there? Why not throw in wings and some capes too? It could be a full on Back Pack.
    Throw in the oft-requested wider range of options for the Chest Slider, and make it the Rack & Back Pack.
  23. Quote:
    Originally Posted by Emberly View Post
    One thing often overlooked by knockback proponents is the fact that knockback is mitigation for the mobs too. Knocking enemies out of AoEs, debuff patches, and out of the range of the walking blenders we call melee characters prolongs the life of the enemies. In teams, the mitigation provided to players via knockback is infinitesimal compared to the mitigation already present from buffs, debuffs, taunts and controls. Any player mitigation is far outweighed by the mitigation knockback provides to the enemies who are now temporarily safe from at least part of the team's powers.
    Eh. You're talking about mis-used area knockback, the very worst kind (none of the other kinds are worth complaining about). But even that's a tie at best; the "infinitesimal" mitigation you're talking about (knocked back) is actually 100% mitigation (can't attack my squishy, at all) whereas a lot of the buffs and debuffs you mention are not 100% mitigation (can still attack my squishy, at a penalty). And while I myself hate seeing foes scattered, I can't recall having seen a large fast-moving team defeated because the Peacebringer scattered the mobs. I've seen plenty of teams annoyed by it, but the mobs melt in a few seconds anyway.
  24. Quote:
    Originally Posted by Kioshi View Post
    the best Brute AoE (FootStomp) go SS
    Foot Stomp is better than Spin?
  25. I don't solo the ITF with this character (or any others, for that matter) but my Inv/SS Tanker has been very solid against Nictus negative energy and Roman defense debuffs once I built some excess defense into him. The 50% defense debuff resistance (DDR) of Inv slows the debuffing enough that my excess defense absorbs the debuffs and recovers as they wear off (they're of short duration).

    I have 50% s/l/e/n defense with one target in range, 5% over the soft cap, but of course that goes up with more enemies present. That plus 90% s/l resistance and around 30% e/n resistance makes him really durable.

    Brutes get the same 50% DDR as Tankers, according to City of Data, so it should be possible to make a pretty hardy Inv Brute for the ITF.