StratoNexus

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    If playing a defender well means that your teammates never take any damage, because your teammates are heavily IO'd....

    If playing a defender well means that your teammates never take any damage, but you can't defeat an AV because your damage won't over come their regen..........

    If playing a defender well means that your teammates never take any damage, then the defender doesn't need a buff even though a Controller or Corruptor can do just as good or better a job AND contribute more to the team.......
    You are starting to argue semantics, a good sign that your points may have less merit than you believe.

    Quote:
    Originally Posted by Miladys_Knight View Post
    The problem is the point at which no damage occurs. If all 3 ATs can do that but the Corruptor or Controller can contribute more to the team after that point is reached, then yes the defender needs changing since the other ATS in question actually do a better job, taken as a whole, in the team role that the devs have tailor made for the defender. Clearly the primary is not in need of a change but the secondary power set needs to be improved in this case.
    It is not a fact that a controller or corruptor adds more to a team after mitigation is nigh total. Defender damage buffs, resistance debuffs, and defense debuffs are higher which makes their offensive contribution potentially larger than the other two. Defender blast sets will generally provide more damage to a team than most controllers will bring. Corruptors have the damage edge, as intended.

    I will not argue against increased defender (and corruptor) damage, I think both of those ATs could use something to put them more on par, perceptually, with MMs and controllers.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Let's not make the mistake that a buff is what is being asked for. The needed change may be a buff in the end, it may not, but what is being asked for is for the inherent power to actually make sense.
    Meh. Rising to the challenge when the fit hits the shan works for me. I liked old defiance and I enjoy vigilance as is.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Let's change the perspective on the issue shall we? Let's look at blasters for a second. How much sense would it make if the blaster inherent made it so that the faster your blaster defeats things (due either to increased player skill, higher character level, or to the slotting of beneficial IO set bonuses) the less overall benefit defiance gives. Clearly if you are defeating things that quickly and are still maintaining adequate health then you don't need all the extra damage and hence no change is required.
    I'd be OK with that. It is like that now, really. At the lower levels, +35% damage from defiance has much more impact than +35% defiance will have on a level 50 with +99% enhancing and 17% global damage from IOs (or larger outside team buffs you do not often see until the later levels). Think about trying to build up high levels of defiance when whole spawns wipe with just FSC+Fireball+teammate's contributions (most people don't fight +4s all the time, although vs. +4s, in my limited experience, defenders shine nicely).

    A good kin on a team can render all of defiance pointless with just ID and FS. Does that mean defiance is useless and needs to be changed?

    Your claims that IOs (your own and teammate's) make defenders and the defender inherent less worthwhile are exaggerated. The fact that only a very small amount of people can run as you outline below renders the line of reasoning you are pursuing an outlier, and one that should probably be ignored.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Since the folks I run with move at near top speed and typically at +4 mobs without the buffs from my defender I agree. It's also the reason that I only play my defenders now in certain special circumstances such as Hami and Ship raids. Most of the time I'm better off with a controller or a blaster since my actual contribution to the team with my defender is typically less than with one of my controllers or one of my blasters (especially in the case of my buffing defenders. Not so much with my debuffing defenders but most of the defenders I play are buff oriented.)

    This is mainly due to the use of IO set bonuses with the players I typically run with. The defender buffs are typically overkill and corruptor or controller buffs are adequate even against +4 mobs.
    Just as people suggest we should not "nerf" the standard game due to IOs, I'd imagine that philosophy extends the other direction. Defenders do not need to be changed because all your SG plays is super IOd characters who have capped defense and high order defense debuff resistance (or avoid the more difficult enemy groups, choosing to fight less annoying mobs at +4 instead).

    I have never met an IOd character who couldn't use bubbles at +4, despite having seen defense capped Shield scrappers tank Lord Recluse on all scrapper STFs and IOd Stone tankers in granite surrounded by Arachnoids.

    Maybe its because I seek out Carnies, Malta, Arachnos, Arachnoids, Knives, Rularuu, and challenging customs in AE. This could render my experience as an outlier, best ignored as well.
  2. Quote:
    Originally Posted by Miladys_Knight View Post
    I'm sorry. I seem to have confused you. I was talking about a team, not a walking disaster area or 8 people soloing the same map at the same time.
    If you are on a team and the whole team is taking almost no damage:
    • You should consider moving faster.
    • You should consider turning the difficulty up.
    • You don't need any more power.

    "My defender's team rarely takes any damage therefore my defender needs to be improved," does not seem like a compelling discussion point. You might want to drop that angle, for a few reasons.

    Quote:
    Originally Posted by Miladys_Knight View Post
    A defender on the other hand needs to be on a huge team and fail miserably at their intended team role for maximum benefit?!?!?!?! That's totally messed up.
    That is hyperbolic (and the ?!?!?!?! makes it look like hyperbolic hysteria ). The maximum benefit is normally irrelevant, since you can get significant aid from Vigilance even with light damage on a small team.

    Quote:
    Originally Posted by Miladys_Knight View Post
    As Talionis and other have pointed out vigilence doesn't solve this issue for the defender AT as a whole. Defender primaries that assist the team by eliminating incoming damage either through defense or resistance buffs or by reducing the damage enemies inflict by debuffing damage or accuracy are at a distinct disadvantage when compared to defenders that repair damage after it has been inflicted.
    It has always been nonsense that those who heal can gain more benefit from vigilance than those who cannot. If there is a disparity (and I am not saying there is), those who can heal probably gain less from vigilance (since every defender with heals also has ways to prevent a significant portion of incoming damage on top of being able to remove their own vigilance buff).
  3. Quote:
    Originally Posted by GrinningSpade View Post
    Allies against whom? What common enemy do we have that requires allies from another dimension?
    "Think the Rikti, think Praetoria, think any of those other nasty places..."

    Quote:
    Originally Posted by GrinningSpade View Post
    Fact is we made more enemies then friends out there. the smart thing to do is NOT use the Portals and especially stay out of civilized troublespots.
    Are you sure we have made more enemies than friends? Sure, we players interact with the enemies mostly. But the contacts dealing with dimensional travel are always talking about techs and scientists (there is a notable lack of them mentioning diplomats, admittedly) doing stuff in other dimensions.

    You could probably make the argument that Portal Corp brings more danger than good. That was a common theme in the Stargate TV show. The Air Force occasionally needed to justify the cost and risk of the program.
  4. Quote:
    Originally Posted by GrinningSpade View Post
    When I played this one the first that came to my mind was. How stupid must you be to use portal technology to try to contact civilized dimensions? Think the Rikti, think Praetoria, think any of those other nasty places and you want to take the chance of giving these people the opportunity to learn about portals and pay us a visit in the future?
    I am pretty sure that the primary mission of Portal Corp is to make contact with civilized dimensions. It is possible that seeking unpopulated earths for resource acquisition is primary, but making allies is at least a secondary mission.
  5. You can set up AE missions to have allies with no attacks and a bunch of buffs. Buffs which make surviviability, end management, accuracy, and enhanced damage non-important. All you need is a good attack chain.

    When you have mindless, enslaved cold, kin, emp, and thermal defenders following you around, normal constraints do not apply. I do not know if you can get to 50 in 30 hours that way, but it does eliminate the endurance constraint.
  6. Quote:
    Originally Posted by Bubbawheat View Post
    The Arc as an Arc: The arc in and of itself is quite good though. I enjoyed the writing, especially the characterization of the contact, she seemed quite real to me, and she has very interesting busy text on most of the missions. The plot and pacing was also quite good, though I thought there were a few chaining issues in the final mission, like it was not quite clear what the crystals are, and why I'm destroying them, and why I can't destroy the last one. There is a little in the info on the crystals, but not much. Also, there is a use of larger text for a few of the objectives that I wasn't quite sure if I liked or not.

    But I still enjoyed it quite a bit, both times around.
    I am very glad you enjoyed yourself and thank you for your words here and in game. It gives me a lot to think about.

    One of the things I am really glad to see, is that the last mission had you questioning what to do and why. That is actually one of the goals, although it does not seem to be having the effect I had hoped in any of my run throughs.

    The larger (and colored in some cases) Nav text is kind of odd. Even I find it jarring. Since the arc has so many mechanics that can confuse, for now I am leaving it in. I have received either positive feedback or feedback like yours, where they were not sure if they liked it or not. For now, I am just going to go with, "Its noticeable, and since the goal is to make the user notice the Nav text has changed, it is successful, even if jarring."

    Quote:
    Originally Posted by Bubbawheat View Post
    I have the choice of letting him go free, or handing him over to Longbow. Though the contact tells me pretty much the same thing whether I rescue him or not.
    I would like to add that you get more information if you help him, since he is more forthcoming and the information is not filtered by Longbow.

    Quote:
    Originally Posted by Bubbawheat View Post
    The popup says that this is a near impossible task, though I complete it quite easily with a couple minutes left to spare going at a very casual pace.
    I did make it quite easy to succeed in reality, but of course you do not know that the first time you run through it. A ten minute timer, with 4 glowies to click on an Arachnos lab map should seem pretty daunting. IME with running through it with a few dozen people, most people seem to feel a bit rushed and under the gun (even though they have no need to be, but I am glad the feeling is there). Many people also miss one or two of the glowies.

    Quote:
    Originally Posted by Bubbawheat View Post
    And one more version of Dr. Karanski shows up at the end (which unfortunately didn't spawn on my second go around).
    Yeah, it is a bummer that the Grandville beach map has the bugged spawn sometimes. I am hopeful that since it is used in the arc that won this contest, there is a higher chance it gets fixed, sooner, rather than later.

    Quote:
    Originally Posted by Bubbawheat View Post
    Evil for the Greater good: Honestly, I didn't see much evil in this arc at all. It felt like heroics throughout. The worst things were working with Arachnos's Hamon in mission 3, but you could choose to let Longbow take him. And there's the choice of letting the gas kill the Fortunatas, but if you rescue them, nothing very bad happens. And finally is defeating Constance who is mind controlled, but that also seems like a tragic heroic deed, rather than a forced evil deed.
    Agreed, I went for a more personal evil, that was less than world encompassing. It does not seem to resonate with everyone.
    Mission 3 - Help the traditional bad guy in return for information, or turn the "villain" trying to help over to authorities, not knowing if you will get the info you need then.
    Mission 4 - Save the traditional bad guys so they can do more evil in the future, or let them die with whatever happens to non-fortunatas hopefully being not too bad. I am happy that almost everyone who plays the arc, decides to clear this map after mission complete.
    Misison 5 - No one sees the choice in mission 5. I am not convinced it is because I have done a poor job communicating the idea, but rather that the game has taught us not to play the way I am asking us to play in this arc. The arc has Complex Mechanics, and people scratch their heads as to what to do throughout, IME (even in mission 1, I have seen people wonder).
    The last mission is overwhelming and goes too far out of normal CoX gameplay. I think the only way I'd get people to choose the other path, would be to spell it out, because none of the clues I have added seem to help. I think I need to add something more about the conflict in an earlier mission, but I already have such a daunting amount of text, that I am hesitant to add more.
    When I run through it with people and the final (or sometimes even Constance) boss bugs out, I use the alternate path to end the mission. So far, the reaction has been mixed as to completing the arc that way.
    My goal is to have the last crystal spawn all alone, which I would hope would make people think about it more. I cannot do that as part of a chain, because then it becomes totally indestructible. I tried having it spawn at mission start, but then it sometimes spawns close to something else, which can cause the mission to end before you experience much of it at all.
  7. StratoNexus

    Damage output?

    Quote:
    Originally Posted by Raithnor_Mal View Post
    The problem is do the Defender's more powerful Buffs/Heals/DeBuffs make a substantial impact to a team versus a Controller or Corruptor with the same secondary. Does that extra 25% to Buffs/Heals/DeBuff justify the lack of damage it does?
    Most defender combinations should be able to out damage most controller combinations, definitely pre-epic level, and probably even after that.

    I might decrease the gap between defender and corruptor damage slightly (I'd increase the damage of both those ATs, if there was a problem with either ATs population).
  8. Fabulous, but...

    Now I want to see a video for Get Me to the Church on Time.
  9. I had a great time working with Sherman to end the Nutsi threat. I felt a real attachment to him, and especially like his dialog while resisting the brainwashing and his plea for us to get the device to fix him before he lost control.

    When I found his outfit in mission 3, I was genuinely upset. His Panzer costume was a nice offset to his regular outfit.

    The contact rode the line of being annoying, but never quite crossed it, IMO. It set up his change of attitude and made the respect he gives you after mission 4 feel all the more real.

    p.s. I just read the souvenir. I look forward to trying the arc mentioned in it.
  10. Quote:
    Originally Posted by Jail_Bird View Post
    No, she has never said that. Her argument consistently has been that this is not even close to a reasonable example of it. This, as you have admitted yourself, was the most reasonable solution under the circumstances to force a surrender. As such, it falls far short of the criteria of being evil for the greater good.
    How can killing tens of thousands of people not be seen as terrible and evil?

    In order for this not to be an evil for the greater good scenario, the act of killing tens of thousands of people has to be NOT evil no matter the result.

    Is killing tens of thousands of people not undesirable, regrettable, terrible, harmful, injurious, characterized or accompanied by misfortune or suffering, unfortunate?
  11. Quote:
    Originally Posted by Wrong_Number View Post
    As Venture and I have repeatedly pointed out, of course you can disobey an order, but there would be no legitimate reason to do so here. There is no moral dilemma here is there? If you think there is please explain it.
    There is no moral dilemma over dropping a bomb that you know will kill tens of thousands of people?

    Others thought differently.

    Quote:
    Originally Posted by Wrong_Number View Post
    You can't counter it because it's correct, reasonable and only a villain would not set off the bomb. The arc is trying to make a fairly black and white issue gray.
    Evil for the greater good does not have to be a gray issue. The greater good can be quite clear while the act that brings it about is still quite regrettable and unfortunate. In my opinion, dropping the atomic bomb is very black and white. It was the best way to end the war with the least loss of life. Killing tens of thousands of civilians with the bombs was terrible and evil, but better than the other options.

    Is your argument simply that there cannot be "evil" for the greater good? If the action results in the greater good, the action is therefore not evil by default?
  12. Quote:
    Originally Posted by Venture View Post
    Then either you don't understand what is being said, or you are being pedantic. "Qualitiative difference" means "a difference of kind", in this case the distinction being between legal and illegal orders. The order to drop the bomb was legal, meaning the men who carried it out can defend themselves on the grounds that they were following orders. No one has suggested that this is not because of "the details of the order". The objection was to drawing that comparison in the first place.
    If the details of the order are what matters, then it doesn't matter that it is an order at all.

    There are two premises I am trying to counter in this discussion.

    One: Your character had no choice because someone else makes the decision to drop the bomb. I cannot imagine I have not already countered that completely. Can't we all agree at this point that your character does indeed have a choice and could disobey the order?
    Quote:
    Originally Posted by Wrong_Number View Post
    The bigger issue I had was that the President already made the decision since it was ultimately his to make and not yours.
    Two: The greater good that comes from dropping the bomb means that dropping the bomb is not doing evil for the greater good. That line of reasoning seems so obviously circular and wrong to me that I don't know how to counter it, which is probably why I have failed up to this point.
    Quote:
    Originally Posted by Wrong_Number View Post
    I don't think it was evil at all. Unfortunate and horrible, yes, but not evil.
    Quote:
    Originally Posted by Wrong_Number View Post
    Also, as a point of history, dropping the bomb was by far the most humane way to end the war and it saved far more lives on both sides than a conventional invasion of Japan. By most estimates millions of lives would have been lost during a conventional invasion.
  13. Quote:
    Originally Posted by troy26 View Post
    500%?!?!?!? That's insane!

    Just curious...what's the most anybody has gotten it to (non-fuclrum'd)
    500% includes the base damage of the power.
    So...
    You get 100% just for using the power.
    You slot the power for 95%.
    Build Up gives you 100% for 10 seconds.
    Let's say Defiance gives you 40%.
    You can easily get 20% from set bonuses.

    That is 355%.

    +recharge is generally better than +damage from set bonuses though, that way you can use your best attacks more often.
  14. Quote:
    Originally Posted by Coulomb2 View Post
    Pro Payne is open for submissions. I’ve got five “empty” slots left before I close submissions – that will probably give me enough “review” arcs to finish out this project.
    At your level, either of the arcs in my sig would be appropriate.
    The Empire - One Alliance is a simple action movie, no solid theme, just an excuse for special effects (the goal of that arc was to mix Malta and Knives and put them on maps I enjoy playing, I still play the arc all the time, but I like strange things). This arc contains no enemies higher than boss rank. As a Fire/Fire scrapper, do you like being shot by a sapper while standing on Caltrops and trying to figure out how to get around the issue (or avoid it)?

    The Better Part of Valor was written for Dr. Aeon's challenge and is (mad) science related. I like the story in this one, although the mechanics of some of the missions are questionable. There is one EB and one AV in this arc.
  15. Quote:
    Originally Posted by Venture View Post
    As I read it, Wrong Number's point is that the order to drop the atomic bombs is qualitatively different from the order to commit genocide. I agree completely.
    I do too. That is my point. The ironic thing is that WN (and now you) keep trying to use the specifics of the order and/or the greater good that came from dropping the bombs to defend the action, not the fact that it was an order.

    Its not that fact that it was an order from above that makes the act defensible. It is the details of the order that you are defending. That is all I am saying.

    If Truman had ordered the crew of the Enola Gay to drop the bombs on Detroit, MI or Reading, PA, would it still be OK because they were just following orders? Would the crew of the Enola Gay been justified to instead steal the bomb because the president had gone off his rocker or should they have just followed orders and eliminated Detroit?
  16. Quote:
    Originally Posted by Wrong_Number View Post
    This arc takes place during a war. War is unfortunate and unpleasant, but it does not make the soldiers fighting the war evil. By the logic put forth here, the crew of the Enola Gay and every person that knew about the bomb was evil. That is, in my opinion, a very misguided and uninformed view.
    You are missing the point. "I was just following orders" is not a defense for killing tens of thousands of civilians.

    "We were stopping a war and saving the lives of millions" IS the defense for killing tens of thousands of civilians.

    Greater good opposed to "evil" act. I think I remember learning one of the other planes to work on the bomb runs was named Necessary Evil.

    That is the whole point of this type of story. People debate where that line is drawn. Each individual makes that decision.

    Quote:
    Originally Posted by Wrong_Number View Post
    You think because you are entrusted with something it makes it yours?
    It makes it in my care. I become responsible for what happens to it or with it. If my friend gives me his gun and he tells me to shoot a tire, I am in control of what happens after that. I choose whether or not I believe shooting the tire is a good idea. I shoot the tire or fail to shoot the tire. If I choose not to shoot the tire, someone else may come along and shoot it anyway, but that is not an excuse for me to just shoot it if I believe the tire should not be shot. If I shoot the tire, I can't claim that it was not my fault because it was not my gun, not my bullets, and I was told to do it.
  17. Quote:
    Originally Posted by Wrong_Number View Post
    It is not your bomb or your choice. We can move this to PW's arc thread if yo wish to carry this on further.

    WN
    They give you the bomb (making it yours) and you can choose not to follow orders and instead take it to a deserted pacific island. "I was just following orders" is not a good defense, as has been pointed out by PW. It may mitigate the act somewhat, but its still pretty unfortunate to choose to kill tens of thousands of civilians.

    If you did that without there being a greater good outcome, I am pretty sure most people would view it as outright evil, even if you were ordered to do it. Some people would view it as evil despite the greater good outcome.
  18. Quote:
    Originally Posted by Wrong_Number View Post
    Also, as a point of history, dropping the bomb was by far the most humane way to end the war and it saved far more lives on both sides than a conventional invasion of Japan. By most estimates millions of lives would have been lost during a conventional invasion.
    Isn't that the very definition of evil (killing tens of thousands of civilians) for the greater good (saving millions of soldiers lives)?
  19. I ran the Rise of the Drakule arc with the MA triumph team on Sunday. I found it very well done. As a two story arc, its pretty much pure parody, with very little story.

    The great customs and cute humor encouraged me to run arc #2, with the fabulous name Return of the Revenge of the Son of Drakule Part 2: First Blood. Its rare for a sequel to deliver, and even rarer for it to be better than the original.

    This arc took the simple parody of the first one and elevated it to a much better level. I laughed, I cried, I committed stabbity death (Re-death? Whatever). For a moment, during the last mission, I was very disappointed that I wasn't warned not to get any Hemoblood on me. But the return to contact text after the mission made me realize that there was a better way!

    I will be checking out the other Drakule arcs and look forward to the fun.
  20. Just finished playing this arc with the MA team on Triumph. I thought the parody and references were amusing. I like the quirky enemy names and their descriptions.

    The premise of the arc rests on its humor and references, with some action (gameplay) in between. The primary issue I have here, is that it takes too long to play and the joke starts to wear thin because of the time taken to complete.

    The Steel Canyon map is large and takes a bit to traverse, but the joke is still fresh. However, the time it takes to run through this map and get the 6 objectives lends to the time affecting the later enjoyment. Perhaps we only need to destroy one landing pod and the three captains? Mission 2 seemed a fine length.

    Mission 3 is enormous. I kind of get that you were going for the large mothership, but since I have no emotional attachment and no story-driven theme, I just want to chuckle and beat the bad guys. I'd prefer a much smaller map for mission 3.

    I liked the customs from a gameplay perspective. They have quite a large array of stuns (at least when there are a lot of them) and of course the caltrops to hamper us. They seemed pretty balanced, easily handled with a group, but if you split or got too many adds, they could be dangerous.
  21. I enjoyed playing this arc and liked the overall story. I ran it with a level 41 Claws/Ela/Blaze scrapper. In mission 1 I also had a 47 Ice/Elec/Earth tanker and a 34 FF/Psi defender. Ran at difficulty +1 / x4 / Bosses / No AVs.

    The pacing and premise of mission 1 worked for me. My one suggestion for this mission would be to make sure all the ally rescues (including the original escort) are very noticeable. Running over that map looking for everyone is tedious. Posi stood out big time and I liked that. I wish the others had been as easy to find.

    Mission 2 was fun. Our tanker went to bed, but a level 50 Emp/Elec/Elec joined us, so we were still a three man team. It almost felt like Dominatrix might be considering changing a little; it was uncomfortable kidnapping her.

    Mission 3 was nice and brief. I have to admit, I like it when a plan comes together and actually works out.

    Mission 4 is a bit of a stretch. There are very few characters I play who won't take some joy in beating on Longbow, but at the level this arc is intended for, we have probably seen a few other ways to extract information and erase a memory or two. A Crey arc comes to mind, not to mention that Vanguard probably has a few members who might be able to help and considering who the contact is, we could probably get the authorization needed. On top of that, any personal connections our characters may have break the premise of this mission (for example, our FF/Psi defender had a background which indicated that they could have handled this). I guess we could get a more specific reason why it has to be Kalinda, though.

    It is also a bit contrived that Longbow just happens to have Kalinda ready for our taking. Honestly, just heading to the Rogue Isles and kidnapping her so that she can be forced to work for us seems plenty dark for the greater good (especially with all we have done so far and what we have yet to do) and more plausible.

    Mission 5 feels like going to an Anti-matter base. I love the chained objectives, it worked really well for me. The final clue as I destroy his personal files is well done. Why do I need to fight Tyrant? By the time he spawns, my work is done. I am all about thumbing my nose at him as I step through portal tech we have, but he doesn't. I do not mind beating him up, but I'd like a reason for it to be required (or it can just be an optional thing).

    As an aside, ironically, this arc features some great enemies for Electric armor to fight. Carnies Psi, Nrg, Sm, Le, End drain are all things Electric does well. Domi's minions do a lot of Nrg. AM and AM's minions are almost all Nrg; there was a point where with double bubbles and Fort I was still at -48% defense, but my health bar wasn't moving anyway. Neuron's minions and Tyrant, a lot of Nrg.
  22. Quote:
    Originally Posted by Miladys_Knight View Post
    Which is exactly what I meant by that post. Unlike every other AT in the game Blaster mitigation is designed to be found in the inspiration tray.
    I would guess that blaster mitigation is designed to be found in teammates first, then minor active controls/debuffs second, and when those fail (or, preferably, when you predict they are likely to fail), then the inspiration tray.
  23. Quote:
    Originally Posted by Shred_Monkey View Post
    I have it on my fire/mind blaster. It's a very complete build with PVP IOs and Purple Sets... Soft Cap'd to Ranged and Smash/Lethal Defense, and nearly perma-drain psyche. At lower levels of survivability then that your milage may vary from my experience.

    I have WoC slotted with 6 confuse purples, so it's got the Contagious confusion proc. I run it all the time when solo. Specifically, my experience with WoC is this:

    WoC is the peice that gets me "better" then scrapper survivability.
    It is clear that Contagious Confusion has a very good proc. Without that proc, WoC is bad. With the proc, it is pretty spiffy. Either the proc is over powered in auras, WoC is drastically underpowered, or both.
  24. StratoNexus

    Damage output?

    Quote:
    Originally Posted by Jetpack View Post
    I would be curious to know what is more important than Build Up in the build.
    On a defender, powers you can actually get are probably more important.
  25. Quote:
    Originally Posted by BrandX View Post
    That's exactly what I want.

    I came up with a set idea using dual pistols, and it had a total of 3 ranged attacks (which is just one more than Claws and Spines...and one of the true ranged attacks was a cone, like Shockwave and Throw Spines).

    The rest were confront, build up, and melee attacks using a mixture of martial arts and pistols.
    You know, if they ported MA to blaster secondaries or made a Pistol Manipulation secondary, that might work for me (although I still really want a DP/Inv/Wpns scrapper).