StrykerX

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  1. Charged Brawl animates faster than Boxing. It's damage is only slightly higher, but due to the faster animation it does significantly more damage over time. The DPA (damage / activation time) of Charged Brawl is well above that of Boxing, and once you get a seamless attack chain it's DPA that matters most.
  2. Also, Fire/Kin Controllers tend to do very little single target damage (not that they don't hit hard with single target attacks, they just don't use single target attacks as often). They use AoEs to roast large groups and tend to save single target attacks for bosses. That means most minions will all die at close to the same time, so Hot Feet has plenty of targets until they all drop.

    Scrappers, even Spines Scrappers, have a fair amount of single target and frontal arc melee cone damage. That means you're taking out some enemies faster than others, so you tend to move from clump to clump and take each clump down in stages. Depending on when the procs fire off, there can be a lot fewer possible targets (for instance, if you just mowed down half the minions with Ripper and are turning around to finish off the rest when the 10 second mark hits).
  3. StrykerX

    DB & AVs?

    The great thing about the BF -> AV chain is that it only needs 127% recharge on BF, 108% recharge on SS, and 96% on VS (Ablating needs a negligible 8%). With good slotting that's only around 30-35% global recharge... easy to get on just about any build. You'll end up with 130 DPS or so not counting procs or Achilles debuffs, which is middle of the road for Scrapper chains but enough to take on an AV.

    While BF -> SS -> AS -> SS is far higher DPS I'm not sure why that matters for an AV build. You can't make that chain seamless solo, and you can't make it anywhere close to seamless and still have the defense you need for AVs unless you are /SR. DB/SR with lots of purples and LotGs could make a very deadly Dual Blades build but for any other secondary you won't get anywhere near 273% recharge even with Hasten without sacrificing too much defense. I'd say for non-/SR builds go with BF->AV, grab 35% or so global recharge, and use the rest of the build to softcap and toss in things like +HP, +regen, and +recovery.

    (Hmmm... this makes me want to trick out my DB/SR Brute to use that attack chain. Double stacked BF, stacked -resist procs, and Fury would be quite a sight. Too bad I'm a couple billion short of what I'd need to do it. )
  4. Ah, you meant softcapping S/L defense... I thought you meant positionals. That would still be a pain but a lot more doable than ranged + melee. The increased damage on Siphon Life really seems to have helped DM a lot, since I remember in the old days getting good single target damage required fairly massive recharge. Softcapped S/L defense plus decent S/L resist and good regen would definitely be great defense against AVs, though I think I personally would go /Shield instead for the extra damage. Hey, DM/SD is FotM for AV soloing for a reason...

    I wonder how DM/DA would do against AVs? You could softcap DA to S/L damage and you'd have higher resists than WP plus that insanely powerful heal (over half a bar even with just one target), plus a damage aura to speed things up a bit. Getting DA to be fully endurance neutral would be expensive, but with Conserve Power and Physical Perfection I could see it happening, especially since you could leave off the fear toggle.
  5. Quote:
    Originally Posted by Machine_Man_X View Post
    Don't underestimate the power of a decked out DM/WP. You can essentially be softcapped to all types, 50% S/L resistance. 2200+ HP, 700%+ regen with 1 foe in range. Its almost indestructable.
    Can WP softcap without crippling the rest of the build?
  6. I'd definitely love a cheat code to open up all the unlockable weapons and costume pieces. (/BLINGBLING)

    Godmode would be nice for goofing around with. (/PURPLEDBOTSTRAPS)

    A code that makes the enemies fight each other too also sounds fun. (/IMAPLANTCONTROLLER)

    A perma-Speed Boost code. (/NONSUCKSTONETANK)

    And a code that gives your entire team all the buffs in the game, making them able to stomp any TF or mission flat. (/REPEATOFFENDERS)
  7. The only time you should consider dropping Divine Avalanche is if you are already softcapped in melee defense. It makes a huge difference when running without defense IOs... instead of hitting you around 15-20% of the time things in melee will only hit you 5-7.5% of the time. Since most enemies should be in melee (aside from the odd ranged-heavy groups) that alone can effectively double or even triple your survival time.

    /SR really can't handle the large hordes of enemies you get on x6 or x8 team size settings without softcapped defense. I'd suggest dropping the Leadership pool (Scrappers have low buff modifiers so it's not too effective) and getting Weave earlier, plus grabbing Divine Avalanche and some (relatively) cheap ranged and AoE defense bonuses. Even if you don't fully softcap, getting to around 40% ranged and AoE and keeping your Divine Avalanche buff going full time will make you a lot tougher than you are now. The other, more expensive, goal is to increase your global recharge enough to tighten your attack chain up to the point where you can drop an attack... that will not only boost your DPS but also let you get Aid Self (you may have to drop Conserve Power but you shouldn't need it with good slotting). Aid Self on softcapped /SR is a huge survivability boost... you can generally fire it off any time you want without being interrupted.

    Those builds aren't cheap, but they aren't horribly expensive either. Run some TFs if you can and be sure to sell any good drops you get on the market and you should be able to afford a 50 million inf build before hitting 50.
  8. StrykerX

    Underwater?

    Quote:
    Originally Posted by Zamuel View Post
    It's a magical weapon (which actually gives him an edge on Superman in a fight)
    Meh... the fact that Superman is too nice a guy to just fry him with heat vision from 10 miles away or drop a small asteroid on his head is what gives him (and everyone else) an edge on Supes in a fight. It does sound like they made Aquaman a bit more interesting though... maybe I'll try and dig up some back issues sometime.

    As for an underwater zone, I really like Lemuria in Champions (when it's not lagging too bad, but that has nothing to do with the water) but I can understand the complaints about powers working the same way underwater breaking immersion. The visual effects could be really cool, but I agree that to really do it right would be a huge challenge... and would also be totally unfair to certain builds since (for example) Fire would be virtually useless while Sonic would be supercharged.

    I enjoy the visual effects enough to suspend disbelief on things like that, but I can see where others wouldn't.
  9. StrykerX

    Underwater?

    Interesting... they've really beefed Aquaman up in recent years. Back when I read more comics he pretty much had fish telepathy, the ability to swim at high speeds, moderate super strength, and enhanced toughness, speed and agility. He was certainly more powerful than a normal human on land, but not really in the same league as (for example) the Sub Mariner. A definite step up from the old Superfriends cartoon version, but still strictly a B-lister (especially in the Justice League).

    If he's got full-blown telepathy, enhanced healing, and full blown super strength now then I can see him actually being a lot more useful on land. But what's up with the water hand? Last I remember he had a sort of harpoon style hook thing...
  10. There's one big difference between Dark Regeneration and other click heals... it heals for a lot more. Once slotted, it heals you for over half your bar per enemy hit, so you get a bit more than Healing Flames in a one on one fight and a full heal if it hits two or more targets. It also recharges even faster than Healing Flames with a base recharge of only 30 seconds.

    Dark Regen does cost a lot of endurance, but a full heal every 8 seconds or so (based on your recharge) is pretty darn good, and you can add a Theft of Essence +endurance proc to get some of the endurance back.
  11. Quote:
    Originally Posted by KingSnake View Post
    Honestly, now that heros have access to Cold Domonation, and IO's with defence set bounses, forcefields is kind weak. IMO. I mean, it has high defence, mess protection, and knockback. Knockback, IMO, can be really useful if you really know how to use it. I, am not good with it. *shrug* I'd need alot more practice, and frankly, i play so many different alts, I stick with shields, and archery, and forgo knockback. It works good enought to keep me happy.

    Cold, brings defence, not as much, but like i said, with IO's and people having leadership, it's enough. Along with massive debuffs, and an HP booster. It, IMO, has more going for it then FF does.
    A lot of it depends on your team. If you have a good tank then Cold's lower defense values are still plenty good enough and the dubuffs help out. On the other hand, if your team is mostly / all squishies with no tank (especially on smaller teams) the mez protection from Sonic or FF is way more important than any debuffs. A full team of 8 Blasters, Controllers, and Defenders is going to flatten almost anything they run into, but in a situation like two Blasters and a Defender you'll really want that mez protection bubble.
  12. StrykerX

    Underwater?

    The problem with Aquaman is that unless you are talking about the Justice League Unlimited version (who could control water telekinetically) he's pretty much useless on the 99.9% of superhero jobs that occur on dry land and do not involve fish. He's actually pretty cool in comics based on just him, since he's actually underwater in Atlantis where his powers work. But add him to a normal (land-based) team and he becomes the guy who mans the communications relay and joins in on the once in a blue moon underwater mission.
  13. +0/x2 on my Spines/Dark, but only because he's still using SOs and I have enough endurance problems as it is without larger fights. I'd been running "no bosses" for speed but I may change that since I found the bosses I ran into while trick or treating went down pretty easy... Spines has more single target damage than I thought it did.

    I'm hoping to go up to +2/x6 or so once I get some decent IOs, but that will have to wait until proces settle down after the 2xp weekend fallout.
  14. Quote:
    Originally Posted by Silver Gale View Post
    Quote:
    Unless we develop a brand new system for handling deflection separate from avoidance, that really will never work.
    Guild Wars actually had this - there was a "block" mechanic and an "evade" mechanic, both of which nullified damage from an attack. The Devs eventually decided they were too close to be separate mechanics and rolled them both into "block".
    Dark Age of Camelot actually did that one better... it had three ways to avoid attacks. You had Evasion (which was basically dodging and was mainly used by light armor stealth classes), Parry (which was usable by any class that could train up their weapon skills), and Block (which required a shield). You had to spend ability points training up Parry and Block (Evasion came free on classes that got it), so to be really defensive you had to sacrifice other things. Also, some attacks like large two-handed weapons or dual wielding were more effective against some defenses than others, and you generally couldn't avoid attacks from behind. The melee combat was really good in that game... lots of cool attack chains, positional and reactive attacks, it was quite tactical. Until a spellcaster walked up and vaporized you in three seconds from long range.

    The problem with doing that sort of thing in a game like CoH is that superheroes and supervillains really don't act at all realistically when it comes to defense. In real life, attacking from behind makes it easier to hit someone. In a comic book... not so much, especially if you are attacking someone like Captain America, Spider Man, Batman, or Daredevil. Likewise, there is a huge range of effects that all fall into the "defense" mechanic: actually dodging the attack (Super Reflexes), deflecting it with something (Shields), being so tough it just bounces off unless it hits a really vital point (Stone Armor, Ice Armor)... it would probably be more trouble than it was worth to make separate defense mechanisms for each. Plus it would be a game balance nightmare... immobilizing a Super Reflexes character would have to reduce his defense (can't dodge as well) while not affecting a Shield character, while a hold would affect both SR and Shield (can't dodge or block) but not Energy Aura (being still doesn't affect the force field). There would have to be advantages and disadvantages added to each set to compensate, and balancing all that would be almost impossible.
  15. Quote:
    Originally Posted by KaliMagdalene View Post
    Heh. You can put a lot of IO bang into a character without paying too terribly much. Still, it's good to have the uniques that buff recovery, which are pricey.
    Those are the ones I'm considering. I figured my planned build (which is already getting more expensive than I wanted) has just over 3.4 end/sec recovery, but with all toggles and my full attack chain it burns over 4.4 EPS. Adding a Miracle, a Numina's, and another endmod IO to Physical Perfection would boost my recovery up to almost 4.3 EPS... that would make a huge difference in prolonged fights. I can't really afford to buy those uniques for inf, but that Scrapper is a blast to play on large teams so I forsee a lot of task forces in his future.

    (I knew going back to Scrappers was a bad idea. I can live with a budget build on a Blaster but with Scrappers it's sooooo tempting to break open the piggy bank and go for a high end build... or at least a somewhat high end build since my piggy bank isn't actually big enough to purple a toon out.)
  16. Last double XP weekend I stockpiled hundreds of common IOs and crafted hundreds more during the weekend, and used four different characters to sell them. I made quite a bit, but it was an annoying amount of work.

    This double XP weekend I leveled up a couple of Scrappers past the annoying pre-Stamina phase (well, one of them, the other stopped in the teens) and sold the drops for a bit more than normal. I made less than a million inf in total, but I had a lot more fun. Guess I'm just not very ebil...
  17. One quick suggestion on IOs: try grabbing dirt cheap ones from sets with lousy bonuses and frankenslotting your powers. Don't worry about set bonuses, just cram in as much enhancement value as possible. If you don't mind leaving bids up a few days and you avoid IOs with really expensive rare salvage requirements you can get 8-9 slots' worth of enhancement value out of 6 slots, and do it for less than the cost of buying SOs from 25-50.

    One other tip: don't write anything off as too expensive for about three weeks. We're coming off a double XP weekend and that always makes the market go crazy for a while.
  18. I'd put Touch of Death in the heavy hitter if it will provide enough recharge. A high damage attack will benefot more from the extra 10% damage... but only if the lower recharge doesn't make you change to a less effective attack chain.

    Actually, I'd put Touch of Death in both if possible and get my Ranged defense elsewhere... not having ED capped damage on a high DPA attack is annoying.
  19. Quote:
    I have a Macro when doing Malta and it's

    Macro T, "$$targetname Sapper"

    That way I can pick them out instantly before one shotting them.
    I never though of that. I'll have to try it next time I fight Malta (don't have a Scrapper quite that high yet but it'll be handy on my Blasters). Does anyone know if the "one sapper per spawn" rule applies to large team spawns? (I try to avoid Malta on teams so I can't remember if it does...)

    Quote:
    Originally Posted by KaliMagdalene View Post
    ... a single shot from a sapper on a /DA scrapper is noticeable?

    ... and cloak of darkness?

    How is this a problem?
    Well, it may not drain you to zero but I'd imagine it still knocks off a fair bit of endurance. Unless you're very heavily IOed out with a high budget build /DA is already fighting at an endurance deficit... each Sapper shot reduces your fighting time. I know when my Spines/DA is fully leveled and IOed out he'll have about a minute and a half of fighting time before running out of juice... getting sapped would probably knock a good 20-30 seconds or so off of that which would be a bit annoying (especially if I wasn't starting the fight full). Not a big deal, but I would call it noticeable.

    Of course if I decide to go with a no expense spared build at some point I suspect I'd laugh at being sapped, but I've got too many alts to sink that much inf into one character unless I really like him. Which, to be fair, I'm starting to, so who knows...
  20. Quote:
    Originally Posted by Kendai View Post
    Ok so if you want to be annoying you could... make a Force Field / Energy Blast Defender.

    The knockback would just be hilarious. Take all energy blast and slot for knockback, spam force bolt, run around with repulsion field (in particular near the melee fighters), and when you get it, keep force bubble on!

    Take energy torrent and explosive blast to knockback enemies more, and power push.

    This I would consider to be, the worst character to make.
    I'd think Storm / Energy would be worse. Hurricane and Gale will knock more things around than Force Bolt and Repulsion Field, and you also have Tornado to toss in (be sure to drop it near mobs that aren't immobilized... preferably in a position where it can wander off into an unaggroed group).

    Illusion / FF might also be a good contender, though it loses points for drawing aggro to the invulnerable decoys... it's chaotic but it lacks that "we wiped how many times?!?" feel you get from a badly played Storm / Energy.
  21. How to build Thugs / Traps:

    1) Take all 3 pet summons and both pet upgrades. Slot Enforcers with two Defense IOs.

    2) Take Gang War and slot both 5% pet defense uniques in it.

    3) Take Force Field Generator and fully slot it for defense.

    4) Keep all the pets close together and within your FFG bubble while fighting.

    Congratulations, you now have all your pets softcapped for Ranged, Melee, and AoE Defense. They're as hard to hit as Super Reflexes Scrappers in Elude. They also resist stuns and holds in the rare occasion they get hit by one.

    At this point you can use the /Traps powers to speed things up if you want, but really all you have to do is keep yourself alive while the thugs wipe out everything the see. I'd suggest Acid mortar to speed up boss killing and Poison Trap for the -regen on EBs or higher. You might as well slot up Web Grenade too since it's handy for bosses or above to keep them in burn patches. Triage Beacon is also really useful for AV fights to keep the pets healed up from the occasional hit. You can easily skip Detonator and really you can skip Trip Mine since the pets kill things so well anyway. Caltrops are handy to keep enemies away from you (since you personally are a lot easier to hit than the thugs are) and can keep things in burn patches longer, but an AoE immobilize does a better job once you get a patron pool.

    Really, you'll just stand there running Leadership toggles (more damage and to-hit is always nice) and occasionally ordering a stray minion back into position most of the time. It's only worth actually dropping traps if there's something that will still be alive when the animation finishes... which is pretty much bosses and up only.
  22. Quote:
    Originally Posted by Emissary View Post
    Anything else is fine. The one old guide I found advised using the attack vitals and sweep attack chains but would require a good amount of recharge. Is this still up to date?
    Actually it doesn't require a lot of recharge at all. You can't chain Attack Vitals -> Attack Vitals, you have to either add an attack or a short pause in between to get the next combo to start properly. Since Blinding Feint is a stackable damage / to-hit buff that's the obvious choice for filler.

    Blinding Feint -> Attack Vitals is a very solid attack chain and it only needs 127% recharge in Blinding Feint and less in the Attack Vitals powers. With good recharge slotting you only need 35-40% global recharge which isn't that hard to come by (especially if you go /SR and have Quickness). BF -> Sweep does take more rechrge (around 75% global) but BF -> AV -> Sweep needs no global recharge at all and is still decent for crowds.
  23. My only gripe with Invincibility and the DA auras is that they are melee range only. If you aggro the Sapper from range he'll be able to get a shot off before you can get in melee range of him, plus in a standard solo spawn Invincibility isn't adding a lot of defense. Of course in a standard solo spawn who cares if the Sapper hits you? Everything's going to die before your bar can fully drop. But in large crowds I'd rather have a softcapped /SR than have to stop and plan my exact approach to get the sapper(s) in my auras before they can fire (that "tactics" nonsense is for Blasters, Scrappers should not have to stop and think before jumping into a pile of bad guys! ). A softcapped /Inv would be just fine too, but /Inv is a lot harder to softcap so I put it lower down on the list.
  24. Quote:
    Originally Posted by Enantiodromos View Post
    I'll go bust you out some better status, but I think you're wrong about this. I've never run the numbers, but averaged across all sets or even comparing best to best, I suspect defender AoE blasting outperforms contained controller AoE damage.

    And, much as I might wish it otherwise, AoE Damge is practically the name of the game, whereas control is, at best, over-rated. I play more controllers than defenders, but defenders > controllers.
    A lot of it depends on team composition. In my experience, non-Kin Defender damage isn't that high... it's useful, but not something that makes a huge difference in spawn clearing time. Granted, most Controller damage is also not high enough to make a big difference either, but it's not that much lower and in some cases can be higher (especially single target). What really makes Controllers more effective than Defenders (in my opinion) is their AoE immobilizes... they tend to keep things nice and bunched up even if people start tossing out knockback powers. Since Blaster AoE is what clears spawns fastest on a team and quite a few Blaster AoEs do knockback that's a big help.... it also means no scattering when things like rain powers and Burn get fired off. I believe that the added damage from keeping everything nicely grouped outweighs the added damage from Defender AoEs in many situations. Add in the utility of being able to neutralize adds long enough to avoid wipes in some cases (unconsious heroes have zero DPS) and it just seems to me that Controllers have the edge.

    Now of course adding several Defenders to a team can make them so strong they don't really care about adds, but so can adding several Controllers. Really, multiple support ATs quickly make a team so powerful it pretty much steamrolls any normal content, so I'm focusing on the case of only having one or two support and the rest damage dealers or tanks. I find that any time I'm teamed with 3+ Defenders and/or Controllers (in nearly any mix of powersets) survival becomes a complete non-issue and the team speed starts to depend 100% on how many AoE Blasters we have.

    (If I was voting on "least useful" for preset superteams I'd go with Tankers... with the right buffs you don't need one and you can just add more damage. But I'm looking at this from a PUG standpoint.)
  25. It will depend on your energy needs. Stamina with three endmod IOs gives you about a 50% recovery boost, while both uniques and three endmods in Physical Perfection gives about 80%. Essentially, PP + both uniques is a tiny bit better than Stamina + both uniques in Health.

    So... if you can get by on Stamina with three endmods, one Performance Shifter proc, and the two recovery uniques in Health you can also get by with three endmods, the two uniques, and a Performance Shifter proc in PP. Of course you also lose all your recovery boosts if you exemp down much below 40... so get your Task Force Commander accolade first.

    EDIT: Your regen will take a decent hit though if you had Health slotted with the uniques and Heal IOs. Heal IOs boost the regen uniques in Health like Endmod IOs boost the recovery uniques. You'll drop from about +125% regen to around +40%. If you only use the uniques in Health and not health IOs the difference is less (though if you currently use the Regenerative Tissue unique too you're still losing 45% or so).