Sharker_Quint

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  1. Sharker_Quint

    2x merit weekend

    absolutely /unsigned. just roll your tickets in the right brackets: bronze 10-14, silver 25-29 and gold 35-39.
  2. Suggestions and Ideas is the place to put this. really. only when you do come up with some powers and descriptions and numbers. if not you WILL be told to go flesh out the idea and come back. as long as it is presented in a well thought out format and you can handle taking criticism and roll with it you will be fine.
  3. Quote:
    Originally Posted by Crim_the_Cold View Post
    Okay so apparently its damage mitigation must remain unchanged or bettered for people to accept any change to the power, how about instead of an immob it did a 2.5 second enhanceable mag 3 hold (choking, gasping for breath animation) all other effects remain unchanged. This way the mobs still arent attacking those of you who use this power for mitigation and I still get my damage on my blasters and scrappers that like burninating the mobs.
    you are getting the damage. the npc's run from it at the most for 3 secs then run back into it. so 3 ticks is all you miss. not really much. and npc's can not attack when held.
  4. Quote:
    Originally Posted by MondoCool View Post
    Adding an AoE taunt effect could make it more believable.
    it doesn't need anything done to it other then having the recharge dropped to a 15-20 sec rech or dropped all together. it already can be used in battle so there is no difference there. all it takes to do that is run away from the group. of course if you do try to use it in battle the -res/-def is gonna get you killed anyways.

    final words: decrease/drop the recharge and leave rest alone from there.
  5. Quote:
    Originally Posted by Crim_the_Cold View Post
    Before I get started I'm aware of the "standard code rant" but I just had this idea while working and I think its at least not a really bad idea. My idea is to add a short duration aoe immob on to burn to allow it to do some damage. I figure a 2.5 second duration aoe immob should be just enough to allow the power to do damage while still allowing the fear portion of the power to work for those that actually use that effect. In addition the immob should be enhanceable to allow those that want to do more damage with burn to set it up that way. A full 5 seconds in the patch plus the time it takes to run out of it should make the power much more damaging. I think this would allow people who select Fiery Aura to be much more self sufficient while keeping the effects of the power similar to what they were before. I hope this follows the cottage rule enough that it at least wont break that.

    you must not have noticed that 2-3 secs is all the npc's run out of burn for. if you are a fire/ss tank you can hit burn then foot stomp and guess what they stay in the patch longer. fire/fire tank? hit burn then fire sword circle. want the mobs immob'd while you burn them? get a troller to immob them.
  6. hey now... i never said it was perfect or done. that scrap is lv 38 right now i think so it's gonna be a while before i settle on a final build. like i said, just tryin to get some juices flowin.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Are you serious? Blazing Aura is more endurance-efficient than most any Scrapper attack, and Fiery Melee's attacks only outstrip it if their additional damage components fire, which isn't always the case. It's far too late for me to do the math to show it, but it's there. Basic Scrapper attacks are balanced at 12.030-12.031 DPE, while Blazing Aura gets 13.231. It's not worlds better, but it's far from "minimal."
    that's why i said it was per my tastes. i don't like BA personaly.
  8. you need to remove the current mids you have and download the newest version of mids that should be in the link that ignicity posted.
  9. Quote:
    Originally Posted by New_Dark_Age View Post
    I had that experience on my SOed out lvl 32 Fire/Fire. Despite having 3 slotted stamina and Consume with 2 acc , 2 rech , 2 end mod, he still was sucking wind in between Consumes recharge. Of couse the people who do not want Fire Aura buffed will just say we both suck and its our fault Consume is a poor recovery power.
    i have a fire/fire scrapper that is just fine on end. why you ask? because i understand how to play fire. and at lv 22 i decided to go with IO's which don't expire and give you a litle more for your buck. i also, per my own tastes, do not take blazing aura as the damage is minimal to the end cost. as for attacking with fire to keep end, fire does dot, you don't need to keep attacking something until it is in the coffin. that lightens the load on the end a bit.
  10. Quote:
    Originally Posted by Forbin_Project View Post
    If by server mergers you mean when they combine the EU and NA server lists to give everyone a total of 15 servers to choose from then I agree.
    yeah that...*looks for baseball bats and crow bars*...and way way down the road(2-3 yrs) when mergers start to appear. i won't commit to the idea that servers won't merge but i think they will be working on something to get sg's and names taken care of when it does become inevitable.
  11. Sharker_Quint

    New Inspiration

    i don't think it would help fire based attacks unless it could count proc's such as dev: hold proc as a secondary effect. the only problem with that is the proc would need to hit every time to insure full usage of the insp.

    i will admit this sounds alot like the vanguard medal to me.
  12. good answer... and yes it would be nice to see some dance emotes and victory poses.
  13. seriously, how is this thread any different from the one you started 8 days ago and why didn't you just say something there to bump it back to the first page?
  14. Quote:
    Originally Posted by Kheldarn View Post
    Pull up your Map, and make sure that the option is enabled. I've found that the game likes to randomly change the options on occasion, with no rhyme or reason that I can discern.
    ^^ this.
  15. Sharker_Quint

    PvP Revamp

    well, 3 places not to start are:

    1: rewards do nothing to draw people to PvP. this has been proven.

    2: you can not control what people say in PvP. that is the wonders of PvP rules, there aren't any really.

    3: do not force PvP in a PvE environment. they should be kept separate.

    now build from there.
  16. good point cat... i also maybe see this being an idea they work on when server mergers happen way down the road.
  17. server merger threads have been a common occurrance for the last 6 months or so. the superleader for sg's has nothing to do with a server merger and has everything to do with making supports job easier by making it so that any problems within an sg that need to go to support are done by 1 person instead of getting several of the same thinbg from the same group.

    server transfers were done like this this time because of a problem that was occurring with transfers(?) to begin with since mid summer or so.

    as for less servers but more populated, i know several people who are happy being on a not so populated server.

    i don't foresee any server mergers for about the next 18-24 months or so but i do see a merging together of the EU and NA servers comming.
  18. Quote:
    Originally Posted by Lucky666 View Post
    I apolagize for what probably seemed like a snappy remark I just feel strongly on the subject is all.

    Fire armor is being compared to shields because fire armor is suppose to be THEE offensive set but shield comes in and steals the thunder not only with shield charge but AAO a toggle that increases damage output for the more enemys that are in range. Then I compared shield scrapper only saying it was stronger then fire armor for tanks AND it's for scrappers that translates to fire armor even weaker o scrappers. I just don't think any tanker should be less surviable then any scrapper.
    no problem man. just tryin to keep the topic to one power set. no harm meant or taken.
  19. first of lucky, i did not say that all fire aoe powers did this. reading comp for the win. as for only needing 5 powers, that is really all you need if you build right. and again i am going to ask why fire aura is being comparred to shields? shields is defensive and fire is resistance. then you want to compare tanks to scrappers... pick a damn AT to compare things and stick to it, not this comparring one at to another.
  20. heres what i threw together for a fire/fire/fire scrap...prob could change out the titanium coatings for gladiators armor and pick up more hp if you have the money. it may not be the best build but if anything it will get your juices flowin...

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hunk of Burnin Love: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (3) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    • (5) Crushing Impact - Damage/Endurance/Recharge
    Level 1: Fire Shield
    • (A) Titanium Coating - Resistance/Endurance
    • (7) Titanium Coating - Resistance/Recharge
    • (7) Titanium Coating - Resistance/Endurance/Recharge
    • (9) Titanium Coating - Resistance
    • (9) Titanium Coating - Endurance
    • (11) Steadfast Protection - Knockback Protection
    Level 2: Cremate
    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (13) Mako's Bite - Accuracy/Endurance/Recharge
    • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (15) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Healing Flames
    • (A) Doctored Wounds - Heal/Endurance
    • (15) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    • (19) Doctored Wounds - Recharge
    • (25) Steadfast Protection - Knockback Protection
    Level 6: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Temperature Protection
    • (A) Steadfast Protection - Resistance/Endurance
    • (23) Steadfast Protection - Resistance/+Def 3%
    • (25) Steadfast Protection - Knockback Protection
    Level 12: Combat Jumping
    • (A) Karma - Knockback Protection
    • (27) Luck of the Gambler - Recharge Speed
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (29) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Plasma Shield
    • (A) Titanium Coating - Resistance/Endurance
    • (29) Titanium Coating - Resistance/Recharge
    • (31) Titanium Coating - Resistance/Endurance/Recharge
    • (31) Titanium Coating - Resistance
    • (31) Titanium Coating - Endurance
    • (33) Steadfast Protection - Knockback Protection
    Level 18: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (33) Numina's Convalescence - Heal
    • (33) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Accuracy
    • (34) Performance Shifter - Chance for +End
    Level 22: Kick
    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Gladiator's Armor - Resistance
    • (34) Gladiator's Armor - Resistance/Rech/End
    • (36) Gladiator's Armor - End/Resist
    • (36) Gladiator's Armor - Recharge/Endurance
    • (36) Gladiator's Armor - Recharge/Resist
    • (37) Gladiator's Armor - TP Protection +3% Def (All)
    Level 26: Incinerate
    • (A) Mako's Bite - Accuracy/Damage
    • (37) Mako's Bite - Damage/Endurance
    • (37) Mako's Bite - Accuracy/Endurance/Recharge
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (39) Mako's Bite - Chance of Damage(Lethal)
    • (46) Touch of Death - Chance of Damage(Negative)
    Level 28: Acrobatics
    • (A) Endurance Reduction IO
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 32: Greater Fire Sword
    • (A) Hecatomb - Damage
    • (40) Hecatomb - Accuracy/Damage/Recharge
    • (40) Hecatomb - Accuracy/Recharge
    • (40) Hecatomb - Damage/Endurance
    • (42) Hecatomb - Chance of Damage(Negative)
    • (50) Touch of Death - Chance of Damage(Negative)
    Level 35: Fiery Embrace
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 38: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 41: Ring of Fire
    • (A) Gravitational Anchor - Immobilize
    • (43) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (43) Gravitational Anchor - Accuracy/Recharge
    • (43) Gravitational Anchor - Immobilize/Endurance
    • (45) Gravitational Anchor - Chance for Hold
    Level 44: Char
    • (A) Unbreakable Constraint - Hold
    • (45) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Endurance/Hold
    • (46) Unbreakable Constraint - Chance for Smashing Damage
    Level 47: Fire Blast
    • (A) Apocalypse - Damage
    • (48) Apocalypse - Accuracy/Damage/Recharge
    • (48) Apocalypse - Accuracy/Recharge
    • (48) Apocalypse - Damage/Endurance
    • (50) Apocalypse - Chance of Damage(Negative)
    Level 49: Weave
    • (A) Karma - Knockback Protection
    • (50) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
  21. the fact that fire blast does not have a fear effect stamped into it...
  22. i think he means 50 total. which wouldn't be a bad idea. that way if you wanted to take 1 of each AT to the other side you could without sacrificing/switching one of the toons you already made.
  23. because silly, then you would get to 50 to fast... /endsarcasm

    no reason why the recharce can't be gotten rid of on rest. /signed
  24. fire aura is fine as is. i have played a fire/ss tank for a little over 2 yrs now and have yet to see any real problem with it. burn is fine as is. fire will make you run and that is exactly what it does for all of 2-3 secs or 2-4 ticks of damage. look at other aoe fire powers and it makes the baddies run.

    firey embrace: does not need changing due to the fact that it is a build up power and not a to hit power. how many toons do you know of that get 2 build ups rather then just build up and aim or just aim?

    consume is fine. if you are running out of end before it is back then you have a poorly built toon that is using to much end.

    fire aura is just like dark armor, one of those sets that you only need 5 powers out of to work. which leaves more power selections to make up for anything that might be lacking.

    and i can tell you from experience that you do not need hasten in a build to make anything faster. all you need is set bonuses. i had my fire/ss to 93.5% recharge before moving him to freedom and building for PvP there. thanks to having to slot heavily for kb protection i lost some recharce but my numbers improved over all. that is just a PvP build.

    on my PvE build i'm working on (not buying recipes just using what i drop) i will have 2700 hp with 35.3 hp/sec regen and 3.57 end/sec recov. granted i only will have 68.8% recharge but that will definately be enough.
  25. oops... misread it. go on with event as planned...