Sailboat

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  1. Not to keep arguing, but to clarify something that some readers may not be aware of: for some purposes, knockdown is weaker than knockback.

    Foes take much longer to get up and shoot back when they are ragdolled by knockback than when they are simply knocked down where they stand. As mitigation, knockback is much superior. Squishy ATs feel this difference very keenly.

    And to put it bluntly, all knockback mitigates -- even knockback somebody else does. That Peacbringer's knockback is keeping my Blaster alive longer; if he shuts it off at Null the Gull, my survivability will decrease somewhat. YOUR knockback helps me, sometimes, just like your holds and debuffs help me.

    I will grant that area knockback can in theory also be bad for survivability under certain conditions, most notably by knocking a bunch of enemies off a placed control (like Ice Slick). But generally, knockback is helpful to ranged squishies -- and of course they don't have to chase enemies, they can just shoot them where they landed.
  2. You know, knockback is a BIG part of comics lore. Removing it is antithetical to the feel of superheroing. It would make the game better for DPS-bots and worse for supers. Are you a DPS-bot or a super?
  3. Quote:
    Originally Posted by Mr. DJ View Post
    it's debuff will be making things dead, the best debuff of all.
    Not a def debuff so much as a death debuff.
  4. Quote:
    Originally Posted by Molten_Lava View Post
    I also seen in IO sets that brutes basically get the same defense as tankers.
    That's not quite true. Tankers will get better defense and resistance numbers. Brutes start lower, but with buffs (for resistance or defense) or investment (for defense) will be able to reach the same caps. So a Brute can reach the same soft-cap you can, but it'll cost him more of his slotting and more money to do so. For some sets, the effect is prohibitive; others can get there with less effort.

    Quote:
    Originally Posted by LSK View Post
    No brutes do not hold better aggro then tanks, tanks has an inherited power called gauntlet
    Inherited? Heh.
  5. Quote:
    Originally Posted by Call Me Awesome View Post
    So the answer is a definite YES to Granite... either take and slot it or you'll be better off simply rolling a different primary.
    Concur. I'm also of the opinion you don't need 2 builds. Granite is one power and six slots; it doesn't gimp a non-Granite build THAT much, and the ability to instantly toggle it on in a crisis (as opposed to wandering off to a trainer to switch builds) is priceless.
  6. So I'm gritting my teeth for 150 hit points per second? :P
  7. tl/dr: I'm having a terrible time deciding on which Alpha Incarnate power to slot for my Claws/WP Scrapper.

    He's pretty well-slotted by my standards, with few obvious holes of the sort the Alpha slot can fix...soft-capped for s/l/e/n typed damage, with medium global recharge (47.5%), decent accuracy, almost-capped hit points, and high regen.

    The obvious choices are
    • Spiritual for hit points, regen, and recharge
    • Musculature for damage

    Spiritual would seem like the clear winner, except that:
    1. It's a truism that "more regen" is the least effective improvement you can make on WP
    2. WP benefits not at all from +recharge, and, although I am no attack chain guru, my attacks already have high recharge (Spin every 3.79 seconds)
    3. The hit point difference would be (only) 2204 vs 2236 at tier 4

    Also, I typically find that very often, the enemy is a sliver away from defeat. Claws hits fast and I'm not complaining, but it occurs to me that Musculature might make up that sliver and enable me to move on to the next target, which cumulatively would add up to a long0term time savings.

    So that might argue for Musculature. Now, it is true that my attack chain is not optimized (I even have Swipe instead of Strike, knowing that Strike is part of the optimal attack chain, because I prefer the look of Swipe on an animal-themed character). I only get 2 attacks off with double-stacked Follow-Up if I am very alert. But I don't think even tier 4 Spiritual Alpha would improve THAT part -- the difference in its recharge is 5.22 seconds vs 4.42 seconds, or 8/10ths of a second.

    I ran on a Sutter today, and although the character felt strong (he exemplars acceptably), I often felt like I was still finishing off stragglers as the team moved on. Ah, I thought, Musculature!

    But then I got waxed a few times (once by psy enemies despite my middling-good psi protection, and a couple of times by defense-debuffing Sky Skiffs, I think, causing cascading defense failure). Ah, I thought, Spiritual!

    (I know neither Alpha will actually work during the Sutter TF, I'm just giving examples of perceived areas for improvement that occurred to me.

    I have a good bit of Incarnate salvage piling up on this guy while I overthink things (33 Shards and a few components); obviously I could build something if I ever I make up my mind.

    I've compared both choices in Mids, and run searches on the forum and read a bunch of threads on Alpha choices for both my powersets, and I'm STILL not decided.

    Thanks for reading, I welcome your thoughts, analysis, or suggestions.
  8. Why does my Willpower Scrapper have to pay anything for Regenerating Flesh? Can't he just carve a slice out and keep crafting?
  9. Are you sure people aren't just avoiding you? Not everybody wants to be seen hanging out with Someone Crazy.
  10. Quote:
    Originally Posted by Second Measure View Post
    I said to the artists, "We should have a stop sign or a no parking sign or something like that."

    Then I saw the Railroad Crossing Sign a few days later.

    I love my job.
    A classic gag in the Society for Creative Anachronism is to use, as a shield, a YIELD sign.
  11. Quote:
    Originally Posted by RosaQuartz View Post
    Either that, or someone's angling for a fruit basket.
    Quote:
    Originally Posted by all_hell View Post
    What kind of bait do you use for those?
    Quote:
    Originally Posted by Zombie Man View Post
    A fruit fly.
    I don't think anybody's cast this pun in its proper light. Well done, sir.
  12. Ah, I usually just make do with Lunge/Impale/Ripper for single-target stabbiness. On a side note, your Build Up is not ED-capped for recharge; I like to get it there because I want it as often as possible.

    The way I see it, your best options for final power are:
    • Hasten, 2-slotted, last 2 slots finish Quills. This may be too hard on your end usage; I don't have Mids on this computer to check it out. This would make the most dramatic difference for a single power pick with no prerequisites.
    • Unstoppable, if you can stand the crash. Again, 2-slotted for recharge, last 2 slots finish Quills. This will give you on-call durability if you can get used to the crash.
    • Resist Energies. Possibly only the default slot, finish Quills, stick a free slot somewhere. This doesn't give you much resistance, really, but it does give -recharge and slow movement protection that may make your life easier when facing caltrops and quicksand and the like. If you find the first two options less to your liking, this choice at least gives you something nice without taking any endurance or attention.

    You can afford more than you think you can. I don't know if you've had other 50s or not, but at 50 your earning potential jumps, and Scrappers, according to the last time I saw a post of the datamining, are the richest AT in the game. Knocking out your tip missions every day will rapidly bring you the IOs you want, even the priciest ones, and you should be able to run against large numbers of enemies on a Spines/Inv and rack up drops and tickets.

    Might as well run the Incarnate arc first so you're getting Shard drops while you're getting the rest, too.

    If money is a huge concern, bid dramatically low and hope to get lucky (which works for me every once in a while.) Meanwhile slot out plain SOs -- they're not going to expire now that you're 50 -- and get started earning goodies and cash.
  13. Sailboat

    Defenders Damage

    Quote:
    Originally Posted by theduke24 View Post
    -provide some sort of mez protection in the inherent. Maybe instead of a scaling edurance reduction, it could be a scaling Mez protection as your teamates fall, so you could save them, or keep both.
    If you give Defenders mezz protection, you'll have to substantially buff Force Fields and Sonic Resonance, as mezz protection is a huge part of the desirability of these sets and you just gave it away.
  14. Quote:
    Originally Posted by Bubbawheat View Post
    I think one of the most annoying things is that Trick Arrow has been buffed several times (reduced animation times, I think minimally reduced recharges, though it's still right at the bottom of the list. And this is from someone with 2 level 50 TAs and a level 40+ TA.
    Well, the problem with Trick Arrow is that most of its debuffs are only ONE ASPECT debuffs. Whereas a Rad's toggle will do -to hit and -defense, or -resustance and -damage, or a Stormy's Freezing Rain will do -resistance, -defense, -recharge, slow movement, and knockdown, or Dark Miasma's heal will do -damage, -to-hit, -regen, and AoE heal, Trick Arrow's Disruption Arrow does... -res. Glue Arrow does -recharge and slow mvement, but it's an anomaly.

    The difference is magnified after a few powers are stacked up on the enemies. After three "actions" or so, a Rad, Dark, or Stormy has done all kinds of hurt to a room full of baddies -- it's not just that three things have been debuffed, but that practically everything has gone wrong for the bad guys. Whereas a Trick Arrow Defender has, in fact, debuffed three things and three things only, essentially.

    Fixing that falls afoul of the "cottage rule," so it's unlikely to happen. And in the meantime, unless they make the individual Trick Arrow debuffs grossly huge to make up for being single-aspect, like, say, -100% res for Disruption Arrow (5 times its current value), it's still going to be behind the curve, because on teams, enemies typically don't last long enough for lots and lots of different debuff powers to be cast on them one at a time. And solo, Trick Arrow lacks a strong -to hit debuff, so it won't be able to stand around tossing debuffs at large groups all day.
  15. Are you sure you're spelling it correctly? Maybe that's the problem.
  16. Quote:
    Originally Posted by Eclipse_X View Post
    I see pthers smaller than I am. How are they getting so small?
    Make sure you're wearing flats -- heels and platforms add to the height of a character.
  17. Sailboat

    electric melee

    Quote:
    Originally Posted by Call Me Awesome View Post
    Oh, and I certainly agree that Build Up is a low priority power on a tanker... there's just so many other powers that will offer more benefit to a tanking tanker. Yes, damage and attacks are good, even essential to have but a 10 second damage buff every 60-90 seconds is less valuable than several other things.
    While I concur it's not a high priority, it's possible to have all the important things and still have room for Build Up. I also think it's more useful on a shield tanker than on other powersets, because its recharge exactly synchs up with Shield Charge. Shield Charge is a great opener to grab aggro (a primary Tanker function), and it's easy to use Build Up right before it every time and increase the damage output a lot.
  18. Well, the build is kind of a mess. For starters, a lot of the defense and resistance powers are either unslotted or have "gimmick" IOs in them, like the Gift of the Ancients run sped IO in Tough Hide, but little defense enhancement.

    Slot out all the main defense and resistance powers to the ED cap (56% or so) and the little ones (RPD, Unyielding) should at least have what you can give them. If possible, get close to the 75% s/l resistance cap.

    The classic slotting for Dull Pain is 5 level 50 Doctored Wounds, which gets you ED-capped on Heal value and almost ED-capped on recharge, or vice-versa, depending on which of the 5 IOs you choose. If that looks costly, it's possible to cheaply 5-slot it by frankenslotting heal/recharge and heal/end/recharge IOs from mid-30s sets...three of those you've already got, anyway (and you have the pricier ones already too). That'll get ED-capped recharge and healing. You can move up to the DW set when you have more money.

    Depending on how much change you can stand, there's more; you've 2-slotted things (like Conserve Power and Assault) that I would have left at one, not because one is better, but because I desperately needed the slot elsewhere. And are you using Boxing, or is it just a set mule for the Crushing Impact?

    I'd at least six-slot all the attacks (Lunge and Quills). Generally, with Inv you want to go for typed defense bonuses, not positional defense, but that may involve more money than you want to spend right now. Ultimately, for example, I prefer 3 Erads and 3 Crushing Blows in your PBAoEs for good typed defense and better endurance management than the Oblits, which are primarily a positional defense set with notoriously bad endurance enhancement. But the Oblits are giving you some value for now, so replacing them can be a longer-term project.
  19. Quote:
    Originally Posted by SuperJe View Post
    I just like to play on teams for fun, and the crazzier the team the better. so its not opitimal, ahh well, typically it means more fun !
    I regard it as a test of my skill -- and as a refreshing change of pace -- to adapt to any weird combo of ATs and powersets that shows up on a team. So I always tell people to play whatever they feel like, and I'll adapt.
  20. Well, any Scrapper is a solid character, so it's not like you're underperforming. I believe that some supergroups occasionally run "everybody get the accolade" teams to speed up the process a bit, but other than that, I can't offer any suggestions.
  21. Quote:
    Originally Posted by Ghost_Ripper View Post
    So, do most ppl agree that I should scrap my DB/Regen and go for a DB/WP...for Soloing AV's, or is Regen viable?
    I'm late to the party here, but I don't think WP is a good set for soloing AVs. The lowish resistances make for big spike damage from AV attacks and the regeneration is only at its best when you have lots of bodies surrounding you, and it adds no damage or recharge to your attack chain. At least Regen offer consistent mitigation against one opponent or ten+.

    IMHO, if it's soloing AVs you want, Shield or even SR might be better.
  22. Although the animation time is slow, one of the advantages of Tanker Fiery Melee (as opposed to the Scrapper version) is that Combustion gives you another AoE to cycle in crowds. My Fire/Fire/Pyre uses Fire Sword Circle, Combustion, Burn, and Fireball as an AoE "chain" and I like the results.
  23. Quote:
    Originally Posted by Oathbound View Post
    In the interest of clarity, most single target buffs became Ally targeted AoEs with the launch of i20.5 for all support archetypes.

    Note that they still do not buff the caster.
    Some did not. In an effort to coin a phrase that describes the ones that did, I've started using "click ally shields" to refer to the powers that got this buff.
  24. I play some (not all) characters in "hardcore" mode, where any defeat means the character "dies" and is deleted or at least kicked out of the hardcore supergroup.

    Yes, it's crazy. But I have a character who just got to Frostwork level and plans to use it as much as possible -- extra life in hardcore play is just awesome.
  25. Sailboat

    The Chest Slider

    You know, I'm sure a market outside COH/V exists for technology that would enable users to accurately model a broad range of human body types at high resolution and control their movements onscreen.