Umbral

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  1. [ QUOTE ]
    Well, Brutes get Fury from any type of attack. Not just melee. (I only say that, because that's what your post makes it out to sound...at least to me).

    [/ QUOTE ]

    I know. I guess a better way to phrase it would have been "exactly like a Brute with the exception that the attacks are ranged rather than melee".

    To me, it sounds like the OP is trying to come up with a completely new AT, otherwise I'm sure there would have been a bit more specialized commentary on the damage types, resistance types, and defense types.
  2. Umbral

    The Challenge...

    [ QUOTE ]
    Ohh nice, I vote for your Umbral, good work there. The only thing I saw that could be better is instead of using the Defense IO in weave you might as well go for the Defense/Endurance IO from luck of the gambler. The defense difference isn't great enough to help or hurt the build. Im assuming this is using the defense IO from the PvP IO right? I vote for your build and I have learned a very important lesson: "Never make a build while tired or rush it while tired" XD

    [/ QUOTE ]

    Yeah, just realized after you told me that I left that in there. It's .1 defense or 13.6 hit points. Neither is particularly noticeable, though.
  3. [ QUOTE ]
    Fellow scrappers, I arrive here today to ask what you do in-game to challenge your builds. It seems everything I do is almost too easy. Maybe it's the perma-DP build, maybe not. But I just can't die on my BS/Invuln.

    Any ideas as to what I could do that might actually be entertaining?

    [/ QUOTE ]

    Pylon soloing, the RWZ challenge, and AV soloing. Tried any of those yet?
  4. Umbral

    Question on /Wp

    Here she is: A Kat/WP Scrapper softcapped to all positions.

    Requires double stacked DA and the open slot in Tough is for the Gladiator's Armor 3% +def IO. Manages pretty respectable regeneration as well, though pays for it by being pretty low on damage.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(48)
    Level 1: High Pain Tolerance -- Heal-I(A)
    Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+(A)
    Level 4: Fast Healing -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Mrcl-Heal/Rchg(21), Mrcl-Heal/EndRdx(37), Mrcl-Heal/EndRdx/Rchg(37)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(40)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13), Zephyr-Travel(13), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal(36), Numna-Heal/EndRdx/Rchg(37), Numna-Regen/Rcvry+(39)
    Level 18: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(23), RzDz-Acc/Stun/Rchg(23), RzDz-Immob%(25)
    Level 20: Quick Recovery -- P'Shift-End%(A)
    Level 22: Tough -- Empty(A)
    Level 24: Weave -- DefBuff-I(A), DefBuff-I(25)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
    Level 28: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(31)
    Level 30: Hasten -- RechRdx-I(A)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
    Level 35: Hurdle -- Jump-I(A)
    Level 38: Health -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(39), Mrcl-Heal/EndRdx/Rchg(48), Mrcl-Heal(50)
    Level 41: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Dark Blast -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
    Level 47: Stamina -- P'Shift-End%(A)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  5. Umbral

    Question on /Wp

    [ QUOTE ]
    I was perusing the tanker boards and ran across a post to soft cap willpower. I decided to try to do the same thing on a scrapper. I think I fail at mids. Has anyone been able to this, or is it an exercise in futility?

    [/ QUOTE ]

    I don't believe it's possible on a Scrapper because we've got smaller self buff mods (25% lower), but, then again, I could easily be wrong because Scrappers also have DA/Parry, which will let you softcap melee pretty much out of the box.

    Hmm... gimme 10 minutes to throw down with Mids...
  6. [ QUOTE ]
    But, that actually leaves me with a question of my own. Why do we round up plus one? I don't understand that.

    [/ QUOTE ]

    We round up plus one because the server spends one tick figuring out that the power is recharged and then gets the signal the next tick to activate it.
  7. Umbral

    The Challenge...

    Here's my version. I tossed out Fire Breath and Rain of Fire so it's got a bit less AoE (though Fireball, PsyScream, Shockwave is gonna hurt some face), but I managed to get in Blaze and the Fitness pool plus a lower end cost overall from not having Maneuvers.

    (The open slot is for the Gladiator's Defense 3% +def IO, same as Sonic's second SteadfastProt 3% +def)

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(46), Decim-Build%(48)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(11)
    Level 2: Fire Ball -- Det'tn-Dmg/EndRdx(A), Det'tn-Acc/Dmg(3), Det'tn-Dmg/Rchg(3), Det'tn-Dmg/Rng(5), Det'tn-Acc/Dmg/EndRdx(5)
    Level 4: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Psychic Scream -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Knock%(19), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
    Level 16: Concentration -- RechRdx-I(A)
    Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dam%(23), Apoc-Dmg/Rchg(25), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27)
    Level 20: Drain Psyche -- RechRdx-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29), Zephyr-Travel(29), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 30: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(31), RzDz-Acc/EndRdx(33), RzDz-Stun/Rng(37), RzDz-Acc/Stun/Rchg(48), RzDz-Immob%(50)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), DefBuff-I(43)
    Level 44: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(46)
    Level 47: Fire Shield -- Empty(A)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
  8. [ QUOTE ]
    Just to be clear, what Umbral's saying about more than three enhancements doesn't apply to TO, DO, and low-level IO enhancements. Enhancement Diversification kicks in at particular percentages, not numbers of enhancements.

    [/ QUOTE ]

    Well yeah, we are talking SOs aren't we? We're above level 22... I guess I kinda assumed...
  9. Umbral

    Power Myths!

    [ QUOTE ]
    I've seen a lot of misconceptions about how Fulcrum Shift works. No one single myth though, just a lot of people that are aware of some aspects of the power but not others - and are usually very resistant to any explanations on the part(s) they've missed.

    e.g. the only buff is the one centred around the caster, or it's only the one centred around the mobs, there's only one mob centred buff and it's for/around the one targeted, the only mob debuffed is the one targeted, everyone near the caster gets the mob buffs too (though in fairness, I think that one was true at one point, many many moons ago), etc.

    [/ QUOTE ]

    That's mostly because it's a really complicated power. The initial activation creates 2 pseudo-pets, one at the feet of the Kineticist that simply does a +dam buff and another at the feet of the target that debuffs all enemies within 30' and then proceeds to create a new pseudo-pet for every enemy within the area of effect that buffs all allies within 20' of the new pseudo-pet. It's horribly convoluted. It's less a myth and more a horribly confusing chain of pseudo-pets and their effects.
  10. Honestly, it sounds to me exactly like a Brute with the exception that it's using ranged attacks rather than melee. The +dam mechanic is simply one half of Fury (get attacked, generate +dam) and primary/secondary balancing would be functionally identical. They would probably even share the same defensive sets, and it would pretty much need some kind of "blastvoke" to make the inherent worthwhile.
  11. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    What puts up the most single target damage, and what's the most survivable?

    [/ QUOTE ]

    Six scrappers. Still far and away the best pets defenders get. Usually not quite as smart as the AI, but that's why defenders have that "team chat" command option.

    [/ QUOTE ] Think of us as pets if you want. After all, we consider defenders just fillers.

    edit: In all fairness I think of tanks, controllers, khelds, blasters, brutes, stalkers, dominators, corruptors, and VEATs as fillers too.

    [/ QUOTE ]

    Now, now. I all fairness sometimes they're not just fillers: they're audience members and fans.
  12. Well, having more than 3 of any specific enhancement in a single power isn't really going to get you much so you probably want to pare down Hasten and RttC to 3 rech and 3 heal/1end respectively. Quick Recovery is also strong than Stamina (which I really do wish people would learn...) so you'll want to put 3 slots into QR before you put any slots into Stamina. The same goes for Fast Healing and Health. Indomitable Will only provides defense against psychic attacks so you'll be better served just putting in an end redux.

    I would do it something more like this:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 31 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness

    Hero Profile:
    Level 1: Gambler's Cut -- Acc(A), Dmg(3), Dmg(3), Dmg(13), RechRdx(13)
    Level 1: High Pain Tolerance -- Heal(A), Heal(5), Heal(5)
    Level 2: Mind Over Body -- ResDam(A), ResDam(11), ResDam(11), EndRdx(31)
    Level 4: Flashing Steel -- Acc(A), Dmg(7), Dmg(7), Dmg(15), RechRdx(15)
    Level 6: Fast Healing -- Heal(A)
    Level 8: Divine Avalanche -- Acc(A), Acc(9), Dmg(9), Dmg(25), Dmg(25)
    Level 10: Indomitable Will -- EndRdx(A)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(17)
    Level 18: Build Up -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Hurdle -- Jump(A)
    Level 26: Soaring Dragon -- Acc(A), Dmg(27), Dmg(27), Dmg(29)
    Level 28: Heightened Senses -- DefBuff(A), DefBuff(29)
    Level 30: Health -- Heal(A)
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    I took the Leaping pool because then you'll actually get some excellent vertical capability, plus Combat Jumping, which is awesome. I delayed the Fitness pool (Stamina should be your 35 choice) because you've already got decent enough +recov without it. You probably won't really need it until you get the Fighting pool (which should be what you aim for in your 40s).
  13. [ QUOTE ]
    It actually lasts 10.3 seconds, you flipped the numerator and denominator, and I'd use Arcanatime:

    [/ QUOTE ]

    Yeah, now that I look at it I realize that >.<

    I use Arcanatime normalized activation times exclusively though. Any time I do math with activation times I factor in Arcanatime already.

    I can see why you use the individual contributions though. You tend to use Excel while I tend to do the math by hand (cuz I hates the Excel...). It's a lot easier to do the sheer quantity of calculations required by doing it for individual powers whenever you've got a spreadsheet and I can see why you do it.
  14. [ QUOTE ]
    It's a good estimate and will serve well enough for your DPS estimates.

    However, it's not exact because the time between procs is not uniform.
    Since each attack has a different cast time, the # of procs per AH duration will vary. Accounting for this variance would probably complicate the math more than you'd want.

    [/ QUOTE ]

    Actually, that's why I've got the number of attack strings per AH duration in there. The number of procs per attack string and the duration of attack string generate roughly what you're asking for. The only way to "completely" account for this though would be to calculate this number for each power that has the proc in it, which would allow you to calculate which of the ensuing attacks benefit from the proc and which attacks within that specific AH duration create inefficiencies from additional procs while AH is already up.
  15. [ QUOTE ]
    It's not resistance, as there is no such thing as positional resistance. Instead, they basically have capped defense.

    Yellow - Capped Range def
    Blue - Capped Melee def

    [/ QUOTE ]

    It's actually 300% +def (ranged, AoE) for Yellows and 300% +def (melee, AoE) for Blues. This allows them to maintain capped (175%) +def even through defense debuffs (which they are only 70% resistant to (I think, it could be higher; the .20 resist(all) might also resist debuffs, but I think it's only resist damage) up to 416.6% -def and the softcap up through 850% -def. But that's just semantics. It might as well be softcapped to all. Of course, with enough +acc and +tohit, you can make a pretty big dent in those numbers (especially since debuff resistance does nothing to buffs).



    [/ QUOTE ][edit: Didn't Catwhoorg solo the LGTF, or at least get to the last mission? Or was it Hami that he stalemated on? I know he at least got past the Riders.]

    [/ QUOTE ]

    I believe he got through Hami but he stalled on the Honoree. I don't think he could get enough damage in during the Unstoppable downtime to overcome his regeneration.
  16. [ QUOTE ]
    Lol i guess Umbral is a KB nazi. My whole point was if u PUG, don't magically expect everyone to do exactly how u want everyone to play. If it gets to a point where it is bothering the whole team, then yes, pls tone it down but it usually isnt the case. It is one persone like Umbra who cant use his powers effectivly and gets annoyed at the KB. Some ATs cant help it. Like I said, i gladly quit the team if someone has a prob with my playstyle. Too bad u want everyone to play your perfect way.

    [/ QUOTE ]

    Actually, I don't expect everyone to play perfectly. I expect them to play competently. Of course, more often than not, I'm let down because most people barely know how to play, much less know how to play well. The other problem is that most players are horrible at actually figuring out what is actually inhibiting or assisting the group and to what magnitude those contributions are (though this is also related to not knowing how to play well because it also involves knowledge of game mechanics). I've met a number of nrg/* blasters that think they're doing more damage than anyone else because they're knocking their enemies back. I've also met innumerable Empaths that don't use or get Fortitude because they don't think it does much.

    The problem I had with your original statement was that you assume that players like myself that expect other people to be effective and competent are detracting from the enjoyment of people like yourself that have less effective/efficient playstyles and don't contribute to anyone's enjoyment whatsoever.

    You may not like my play style, but you'd be surprised how many random people have repeatedly asked to run missions with me because I "run a tight ship" (their words). I routinely get tells from characters that I have only run with for a single night asking to join my missions again because they know that the team will be efficient, successful, and enjoyable. I've also got a number of long time players that won't run on PuGs except for mine because they know how I run a team.

    I don't ask for perfection. I ask for players to actually be competent and do their job and impeding everyone else's as little as possible. Other people are counting on you in order to have a good time themselves. Just because you want to go crazy with a playstyle that routinely detracts from group and character efficiency (which you are perfectly within your rights to do) doesn't mean that a team should purposefully make exception for you.

    There was a saying in my old SG: "If Umbral booted all of the people that bugged him, he'd solo." I can always point out errors in play style or build (including my own; hindsight is 20/20, as they say), but that doesn't mean that I demand that everyone play at the same level I do. I demand a lot from myself, but I demand significantly less from those around me.
  17. Umbral

    Rularuu!

    [ QUOTE ]
    Yeah, you'd think those things would have lousy depth perception.

    [/ QUOTE ]

    Actually, if a creature only has a single eye, assuming that they've also got commensurately higher control of the portions of the eye, it's actually possible to get excellent depth perception by quickly altering the distance between the lenses of the eye (re: changing focus).

    If anything, an eye that large would actually be more accurate because a larger portion of its brain is focused on interpreting visual stimuli and because more visual information is received because of a significantly larger retina (assuming that the density of cones and rods is similar to that of humans) and larger pupil.

    A probable analogy would be that humans see in normal definition. The Rularuu Overseers see in incredibly hi-def. They've simply got better cameras.
  18. Following suit with working on my Attack String Guide, I'm trying to remember the AH Contribution Formula that was worked out last year. I'd like any of the other Math Fu Gurus to let me know if there are any errors with it.

    (Total Animation Time of Attack String) / 10 * (# of AH proc attempts per Attack String) = (# procs per AH duration)

    1-.8^(# of procs per AH duration) = (AH percent uptime)

    (AH percent uptime) * .2 = average AH contribution
  19. [ QUOTE ]
    Thug/Trap
    Enforcers with AH Proc, Acid Mortar with AH Proc and if the master has high recharge, you can easily lay down two Acid Mortar to get 2x debuff values. That is A LOT of resistance debuffs. Bruiser at melee range of course.

    [/ QUOTE ]

    Assuming each Enforcer is getting off 4 proc chances per 10 second period (11.8% average contribution each) and 2 Acid Mortars (40% contribution), each getting off 1 proc chance per 10 second period (7.2% average contribution), that's only 70.8% -res. In order to get more than the ~280 dps that IO'd Fire blasters are capable of pulling, the MM and his pets would need to put out 163.93 dps before factoring in -res. I'm not a MM expert, but I'm reasonably sure that even a Thugs/* MM would find that difficult, if not impossible.
  20. [ QUOTE ]
    My biggest pet peeve in this game is ppl complaining about KB. Sure I understand that it can annoy others from using thier aoe and attacks effectivly but it is just rude imho. If someone is using it wisely, waiting for roots, towards walls, etc... Then I dont see a prob. How can someone be so selfish as to take ur powers/fun away just so they can satisfy thier playstyle? Kind if reminds me of how non farmers want everyone to play thier way or highway. I usually just quit the team bc i cant stand thoes ppl.

    [/ QUOTE ]

    One of my bigger pet peeves (I have many) is people like you that immediately assume that people such as myself who get angry at people that inhibit the efficiency of a group whether through ignorance or idiocy are completely in the wrong. When I invite someone to a team, it is assumed that that player is competent and is going to contribute on some level (this level varies greatly). I team because it's more entertaining and has a certain higher risk:reward and time:reward ratio than soloing.

    If I invite a Tanker, I assume that s/he's going to be capable of getting all but a small amount of the aggro and staying alive through it without much help. I don't assume that the Tanker is going to be lacking half of the powers from his primary, have every power in his secondary, and need help surviving being attacked my more than 3 enemies because he wants to be a Scrapper in Tanker's clothing.

    If I invite a Scrapper, I assume that s/he's going to capable of dealing damage and not needing much help staying alive. I don't assume that the Scrapper is going to need the constant attention of every support toon on the team just to get out of a group alive.

    If I invite a Blaster, I assume that s/he's going to be able to throw out enough damage to speed the group along. I don't assume that the Blaster will slow down the group's speed because s/he wants to see all of the mobs scattered because it makes him feel more powerful.

    Anyone that has a playstyle that actually inhibits team effectiveness is inhibiting my enjoyment of the game. When you join a team, there is a certain assumed level of contribution. If you're not going to meet that level of contribution, whether by being a Tanker without a taunt aura or shields, a Scrapper without mez protection, or a support toon that doesn't have or doesn't use those support powers, let me know before I invite you.

    Where Nrg/* blasters are concerned, I assume a bit of group scattering is going to happen, but the Nrg/* blaster should also realize that, now that s/he is on a team, it's his/her responsibility to reduce the negative effects of knockback as much as possible. The game isn't just about you, the player. It's also about everyone you interact with. You've got a responsibility to everyone contribute a certain amount to the success and enjoyment of the group as a whole. If you're playing a shield set, you should apply those shields. If you're playing a Tanker, you should get aggro. If you're playing a Scrapper, you shouldn't rely on everyone else in the group to keep you alive. If you've got knockback, you should make sure that you're not slowing everything down by scattering everything haphazardly.
  21. Umbral

    Power Myths!

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I think it does more like dark melee has lower than base accuracy and misses so much its broken.

    [/ QUOTE ]
    i've always liked that myth myself. That's what really surprises me: people still believe some of these myths even though they can now view the actual numbers for powers in game and even monitor character stats as they play.

    [/ QUOTE ]


    If I recall correctly, once upon a time this WAS true because Defenses of multiple types would stack. That is to say that because Dark Melee checked against Smashing, and Negative defense types if the foe had Defense to both, they would both get applied against the Dark Melee attack (This applied to other split-damage types, such as Energy Blast). This was way back during i1, or i2 though, I forget, the devs then fixed it so it would only take the highest ever.

    For the most part, the only time this would become an issue was against Sky Raiders, and the CoT Bosses with Dispersion Bubble (as that was the dispersion bubbles, at the time, were the only shields that gave multiple types of defense at once that NPC's had access to).

    [/ QUOTE ]

    I started in Issue 2 and I don't recall this being the case ever. Not saying it never was, but I certainly don't remember it.

    [/ QUOTE ]

    I started right before Issue 1 came and played DM for the entire duration of it. I never found myself missing more than anyone else in those situations, and I followed the traditional slotting mentality of 1 acc/5 dam. I don't recall defense types ever stacking.
  22. [ QUOTE ]
    Recharge Reduction is your lord and master, then I tend to equally value +defense and +health.

    [/ QUOTE ]

    +Hp has never been of particular interest to me for */regen. If you're packing +recharge, you should have perma-DP. If you're IOing yourself, you should already have gotten the 4 important accolades on that character (Task Force Commander, Atlas Medallion, Freedom Phalanx Reserve, and Portal Jockey). With perma-DP (if it's actually slotted for +heal, like it should be) and the +20% hp from the accolades, you should have 2378 hit points. That's only 31 hit points short of the cap. It's easy to get the +hp set bonuses needed purely tangentially, especially with the melee attack sets (ToD, CI, and Mako's all have enough +hp to only need 2 of the set bonuses to cap).

    The only reasons to aim for +hp on a */regen are that you're not stacking enough +recharge to get perma-DP or are short slotting DP for less +heal. If you're not using Dull Pain quickly whenever it's up (re: whenever you get full benefit of the heal), I doubt that you're actually in a dangerous situation. Dull Pain should be an earlier priority use heal/regen than IH or Recon simply because it's got a lot of secondary survivability after its use which is easily made permanent.
  23. [ QUOTE ]
    I've decided to make this build a Brute, definitely. So, I guess my new question would be what is the best BRUTE with low endurance usage?

    Dearm Melee? Dual Blades? Willpower? Fire Armor? I just don't know.

    [/ QUOTE ]

    Dark Melee with either Elec Armor or Energy Aura will be your best bet. Dark Consumption and Power Sink/Energy Drain all give better end/sec than Stamina. Power Sink and Energy Drain both easily beat out Quick Recovery.
  24. Umbral

    RWZ Raids

    [ QUOTE ]
    Is there a regular time that these go on?

    [/ QUOTE ]

    I'mma start having a PERC sanctioned weekly RWZ raid night. Stay tuned for the info.
  25. [ QUOTE ]
    [ QUOTE ]
    I usually only team when doing a task force.

    [/ QUOTE ]

    A scrapper that needs to team to do task forces? Burn the witch.

    [/ QUOTE ]

    An Arcanaville post that is actually shorter than 20 words and comprehensible to the average person? Are you feeling alright Arcana?