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Posts
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Quote:That is my thought. I keep reading this thread and all I see is a plea to Castle to properly balance JL and TS as AoEs.But that's just balancing CI against other single attacks from other sets, discounting that it's in a set that also gets JL, TS, and of course Lightning Frickin' Rod.
What did Siphon Life give up? How about AoE damage? The whole freaking DM set is AoE light (I am not complaining, it has many other advanatges, including the heal in SL).
ElM is extremely potent as is; CI is a fine power, which doesn't always work as well as it can, but often does. It is OK that CI sometimes falls short, especially when you look at the set as a whole, instead of just trying to look at one power individually. -
While I do love SB and even ID, I do not think its wrong if you do not take those powers. What I don't like is people who have them, but never use them. If you aren't going to use it, take something you will use, that is my feeling.
I guess both powers could be used as set mules, but it would still make me sad to see you have them, but not use them. -
Quote:I am selfish. I want Weave to be better on my blaster than it currently is. I have zero problems admitting it. I don't care how many soft-cap builds have to die (including my own) in order to achieve that dream.No it isn't. There exists and upper level of difficulty in the game. It is there for people who can play it. As long as there exists more difficult options, then there should be builds that can survive at that difficulty. I think it would be better to make more builds capable of hitting the greater challenges, as opposed to the proposition that there should be less. The only real reasons to disagree with me are apathy and selfishness, neither of which do I consider a valid argument.
A "busted" mechanic being used well by the player base is not a good argument against change, IMO. I have zero problems with what soft-capped builds can do, despite the fact that it is not truly intended behavior. I'd have zero problems if those feats were still very possible after the defense mechanic was done properly. As a matter of fact, I'd hope those feats were now possible by substantially more builds, done in a wider variety of ways. -
Quote:My WP/WM tanker is great; my Spines/Invuln scrapper is much better.I'm going to be a bit different and claim War Mace.
I have an uninterrupted attack chain of Crowd Control, Shatter, and Whirling Mace for when there are 16 opponents clumped in front of me. That brute lays waste to huge swaths of opponents.
I do not believe a Mace/damage aura brute could outdo a Spines/damage aura scrapper, but I could be wrong. -
I think I'd go with Kat/Regen. It should work better at that level than WP.
Also see this thread, it had some interesting ideas.
Maybe the following is a starting point.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Posi Runner: Level 25 Science Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Hero Profile:
Level 1: Gambler's Cut -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7)
Level 1: Fast Healing -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 2: Flashing Steel -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 8: Divine Avalanche -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(11), RechRdx-I(11)
Level 10: Dull Pain -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Reconstruction -- Heal/Rchg(A), Heal/Rchg(23), Heal/Rchg(25)
Level 14: Super Speed -- Stlth(A)
Level 16: Integration -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: The Lotus Drops -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(23)
Level 20: Build Up -- RechRdx-I(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Swift -- Run-I(A)
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx/RunSpd(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit -
Quote:You should be careful what you wish for. They may decide to make the base damage more Brute appropriate as well.I'll care about this the day they make my burn and/or shield charge on my brute have my proper damage cap. 300+% damage going to waste on a damage capped brute using those two powers
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Quote:Aye, but I still think you are missing what the poster you were replying to was actually stating and I failed to make you reconsider it properly. I admit I could be misreading it myself, but I like my bias better than yours.The poster to whom I addressed my comment said, "It was a posi be happy she had heals". I described my experience and pointed out that it is not only possible, but easy to succeed at this TF without healing powers, and that no-one should be "happy" to have to carry someone who doesn't contribute anything at all to the team.
...
Does that sufficiently clarify my statement?
When I read CosmicThunderer's post I do not see, "Be glad they had heals on the Posi because they are needed". I see, "Be glad they at least had some of their primary powers, because I am getting used to Emp blasters."
I would have to say that I find the Posi to be much more fun with healing, since at that level it is hard to get mitigation to the point where damage does not get through, especially vs. the Vahz. I can slow down, as I had to recently when we ran it with a tanker, 2 scrappers, and 2 blasters. As the tanker, that was kind of fun, taunting and running around in circles just trying to minimize the damage getting through, managing the aggro by letting the scrappers take some and then pulling it off them as necessary.
Quote:I do object to the implication that dead weight players are necessary or worthwhile in any situation, on any team, and in my experience, someone who does nothing but heal, to the degree of ignoring his/her other buffs/debuffs/controls/attacks, in a situation where heals are not necessary, is dead weight. The Posi TF is not that tough, and this game is not that restrictive in how it can be played.
The only time heal spam bothers me is when we are not fighting, because then the noise gets to me. -
Quote:When you say melee AoE power set, I assume you mean on an Armored AT.What is the best melee AoE power set, either hero or villain? I'd imagine Electric?
Spines. It is that good.
If you include unarmored ATs, I still haven't seen anything beat out a Fire/Fire blaster, although a Fire/Psi Dom might beat them. Fire/Earth Dom looks pretty good too. My Fire/Rad controller does really good damage in melee, but I think the Doms and Blaster can beat it. -
That is not true. Some immobs (Grav and Ice, off the top of my head) have the slow effect. This is an added benefit of those power sets, which is why adding the effect to all immobs is mildly problematic, it takes away something special from sets which have it as an added feature.
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Quote:I am rather displeased that my Kat/Inv scrapper has a useless Taunt. One of the best looking animations in the game, to aggro a single target?Brutes have a vested interest in having an instantaneous control of aggro, moreso than any Scrapper. I'd be rather displeased if say, my EM/EA suddenly had a useless Taunt.
*sigh* -
Quote:OK, I misunderstood what you were saying. I am sorry.We hit them. No one gets killed and the DPS is maintained. I am saying that none of us were watching the clock and I will say that it was generally faster than from what I have seen in an average team that would have say a debuffer or two, a couple of blasters, a couple of scrappers and a tank. We could of been slightly faster with a debuffer which is what I was getting at but not really something we had to care about.
Could you perhaps give some more specific details of your strategy? Inspire load outs? Builds? Specific IO procs you find favorable? How and where and which build pulls? How you split duties on LR and the towers? I find it very helpful to see what other people are doing, it informs me and aids me in my own decisions and plans. -
Quote:Maybe the tanker version is doing too much?Death Shroud:
Tanker: 8.9 Negative damage
Scrapper: 12.51 Negative damage
Increase: 40.56%
Blazing Aura:
Tanker: 9.79
Scrapper: 13.76
Increase: 40.55%
Shield Charge:
Tanker: 133.46 smashing damage
Scrapper: 133.46 smashing damage
Increase: 0%
Proper damage: 187.58 -
Quote:The level 54 AVs take a bit to kill, I am curious how you beat them as fast as you think a team of debuffers would? What did you guys do on the AVs that makes it fast?Yes, in all Scrapper ones, one Scrapper can be used to keep the rest of the team alive, someone said that they can't whilst down repping me saying its laughable but I know what I see. I am familiar with speed runs too as I have been a part of them.
I think, I don't what it is with Scrappers but most of them are just hungry for blood, which means you got what you got for example when the US guys did it on test something like 121 defeats. We don't have anything like that. It was less than 10 and all of them resolvable.
We are not your average bunch of scrappers.
The AVs go down so fast we had no need for a Kin or Rad tbh although the difference may be shown but seriously we wasn't watching any clocks.
It shall be interesting what times we can get anyway, hopefully there will be no new changes. -
Quote:What makes using heals less impressive than using Glue Arrow? When I run on a Posi TF with an Empathy defender, I am glad when they have heals. I'd prefer it if they also blasted and buffed, but that doesn't make healing non-useful.I did a pick-up Positron TF with my TA/Dark. Full team. Three of the players had never done it before (i was one of those three), three others were new to the game, and we had zero healing capability (other than inspirations). No-one even had a self-heal.
Completed it in about three hours, zero deaths until the second to last mission (people were getting tired and not paying attention. including me).
You'll forgive me if I question your assertion that anyone should be pleased to have dead weight on a TF simply because that dead weight has a heal. -
Quote:The why is simple.I don't see why. My soft capped builds manage to find challenges still. I just unlocked Viridian for the first time, and so far I'm two missions in and I died in each one. Stacking Vengeance ignores high defense pretty handily, as do multiple Longbow Wardens when Tub Ci decides to agro additional spawns during an ambush swarm. Granted, I am set to 8 players, but that's an option in game. That's the performance ceiling, so to speak. We should be pushing everyone towards it, not pulling the builds that can manage it back down.
We don't need to start invalidating a lot of good builds, hard work, and hard won inf by reworking the whole system. It's both easier and more satisfying to boost the resistance based builds by giving them more and better options.
1) God-like performance (solo) was not intended to be available 100% of the time and is not needed.
2) The main reason is so that you can have better normal performance from powers without fear of hitting god-like with no effort. Weave should be better than it is. Other +defense powers should probably be better than they are.
3) It is unfair. For example, SR and Invuln and Shields and Traps and FF can get to the soft-cap with less effort. Even if you change IOs so that they grant a bonanza of +resistance, the mechanics do not allow you to approach what soft-cap defense allows. -
Perhaps I missed it in the original, did you run at 0 / 1 ?
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Quote:Perhaps you are specifically talking about defenders with that statement, but some people in this thread have indeed said that the lack of mez protection will get you killed.Not having mezz protection does not get your character killed, inability to adapt to a situation, and not being prepared gets your character killed.
Some people have stated that there is no way you could survive without mez protection. They insist that mez protection is necessary. They insisted that the only way to play said character was to surround themselves with masses of enemies, even though it would probably mez them and get them killed.
That is precisely how I play my Fire/Fire/Flame blaster and I think they are incorrect. Mez protection is not vital and you do not need it to survive, even if you need to enter melee to use your powers. This is especially true now that many toggles only suppress instead of shut-off. It is a shame that I lose Hot Feet and Blazing Aura when mezzed, but at least when the mez wears off, Acro, Combat Jumping, Tough and Fire Shield pop right back into action. -
Quote:To be honest, the big problem I have with my Fitnessless Emp/Elec is not the lack of Stamina, but the lack of Hurdle.I could also get 3 more by dropping fitness, and trying for a stamina-less build.
Two slots of performance shifters help a bit there, giving you +movement (and as an Emp/Elec you have ample places to slot those).
OTOH, just taking Hurdle is only one power. -
The way WoC works, I would never call it a hard control. Even though the confuse mechanic should be classified as a hard control, the mechanics of WoC disqualify it, IMO. For full disclosure, Psy Shockwave has a 25% chance to stun, as well.
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Quote:Anyone with a capped defense build (this would include me) should be prepared for the day when it changes. It seems likely that someday we will move to a better system than the current one. That new system should allow people to better get great levels of mitiagtion, without having people get god-mode levels of mitigation 100% of the time.I disagree with this in the strongest possible way. I would be EXTREMELY upset if the 5 months I spent earning the 1.8 billion influence needed for my fire/sr AV soloing build was suddenly meaningless because I could no longer hit the defense softcap.
I am very much against any defense changes, whether it be in the sets themselves, the mechanic, or the values of IO set bonuses.
I'm all for buffing resistance bonuses in IO sets and adding more of them on the other hand. -
Quote:/Devices has Taser. I find it useful, and I normally skip controls on my blasters (and that character is Nrg/Dev, he has Taser and Power Push and Caltrops and Web Grenade and can pull onto Trip Mines and a pet that draws aggro and both AoE KB powers, he kills slow for a blaster (but not slow), he needs the controlsAgain, one of two combos with no hard control in the primary and secondary (the other is Fire/Devices) But, you get more damage to make up for the lack of control. And you get to keep attacking while mezzed.
).
If we do not include Power Push, Eng/Fire has no hard control. Does fear count as a hard control? If not, Fire/MM and Nrg/MM lack hard control. -
I have several tiers where my desire to play a character often lowers or ceases altogether. Almost all of my characters have these stops, I have never gone to 50 with one character quickly, instead I put them down for a bit to play other things and come back to them later.
Not sure how to overcome it. Play what is fun and don't fret it is my philosophy. HEATS and VEATS are OK, but nothing to stress about missing out on, IMO.
Late teens
I have a tried out a good chunk of a primary and I have a good idea how the set is shaping out for me. At this point, gameplay alone normally ceases to be a compelling enough reason to keep playing most characters for me; so, unless the character has a good story, this is where it stops for awhile. I'll come back to the character either because friends are running in that level range or I have done some type of character developement in my head or I get re-interested in the gameplay of those sets.
I16 may very well have eliminated this, as I can't seem to not get to 20+ with any of my new characters (my tanker is 12, but I barely played it, should whip to 20 in no time based on my other experiences).
Late twenties
Gameplay of most sets is basically established. The most commonly used powers are generally acquired (and commonly used powers appeal to me greatly). I have run a few task forces and have a really solid idea how the set will play to 50 solo, teamed, vs. big spawns and vs. AVs. I usually make it to lvl 28 or 29, because that tier 7 secondary power intrigues me enough to make it and try it with a few slots. After that, once again, gameplay is now not enough to make me keep playing.
I'll come back to the character when I get an interest in the tier 9 of the primary or if I have a desire to see the 30-35 content or if I have further development of character.
Late thirties
Sometimes, it feels pretty obvious the game was designed to stop at level 40. My characters are now fully developed and all basic gameplay functions and behaviors exist. I frequently get stuck 36 or 37, most level 38 powers do not intrigue me enough to push that far. Usually, if I make it to 39, I end up making it into my early 40s. I rarely have characters sitting between 38 and 41, but have a plethora of 36-37 and 43-44 characters.
The Forties
I have only once truly pushed a character to 50. I really wanted to get a level 50 villain before VEATs came out, and pushed my Stalker from 38-50 in under two months. It only worked because I really enjoyed the content in those levels, in combination with my desire to try out a VEAT, and in addition to really liking the dimwitted-sociopath character (ironically, my VEAT, I only made one, is level 13).
I play my forties on whim or to hang with others or when I once again have a character development idea. Most of my 50s sat at 49 for a month or three. -
Quote:But most dark defenders probably aren't UberGuy.However, it's rare that I have nothing I can do to help such a player out, at least the 1st time or two they do something like this. Usually I have HT in reserve, so I can mez a chunk of the foes and slow the rest. It's also not uncommon that Dark Servant is recharged, which I can plop in the middle of whatever the Blaster just POd. On teams, I also rarely use Darkest Night unless we're taking things slow because the foes somehow outclass our team, so I can throw that on them too.