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Posts
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Quote:For that, you'd just have the drop off in attacks occur later. The first quartile and the second would most likely be identical for minions and whatnot, and the third and fourth would each have a single attack less than the previous.Yeah, I just don't see that as a practical solution. In addition to the amount of work required there's the simple fact that many enemies have fewer than 4 attacks. So you still get the all or nothing mitigation just at a different point.
The biggest problem is honestly the workload, since it would require going over every single entity. Of course, I think it would also create some more interesting strategy and balancing if it were possible to increase enemy endurance costs so that they would actually push themselves down slowly on their own anyway, like most players end up doing over long fights. -
Quote:Except that the only reason that disparity exists at all is because blueside has simply been around longer. You don't get to magically start claiming that there needs to be an imbalance in development effort between the sides because redside hasn't been around as long and needs loving. It makes substantially more sense to simply do as they have said they are and continue to develop for both sides equally.actually as a regular villain we do need a issue to give us lots of things. the villain only issue would be great but those others wont like it and complain..blah blah but i always think a 75/25 villain issue will help the v side. all you have to do is list whats down about v side to h side to see we need work more...tho im not saying h side needs work.
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Quote:End redux != end drain. End Redux is a beneficial attribute that reduces the endurance cost of a power. End Drain is a "debuff" that simply removes endurance from the target.So i can expect to see pretty much 100% end redux res at lvl 50???
And yes, you would see 95% end drain resist at level 50 on an Elec Armor Scrapper. 95% is the cap, so you're not going to see more. -
Except that you're still ignoring how it would interact with end redux in the toggle itself. You can't just handwave the fact that if you make the +end effect large enough to be noticeable that with end redux you can make it so that the power generates endurance for you while it's on. It's a catch 22, which is why I brought up the more technical workaround that was handwaved away as being too complicated because that would be the only way it would work in a balanced system.
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We're not short. Everyone else is simply too tall.
As to the OP, I'm pretty sure we'll get a new TF or two, a couple easy power proliferations, and the graphics update. I'm predicting power proliferations because I'm kinda doubtful that they actually need 4 guys working full time to balance out the two new sets coming with GoRo (Dual Pistols and Demon Summoning if you've been hiding under a rock). -
Quote:Well, what really make Active Defense a money power is not that you can enhance its DDR: it's actually that you can enhance both its recharge and DDR. Being able to enhance the recharge (and thusly get it to double stack) and DDR (which allows you to increase the DDR by ~60%) allows you to get the power to be roughly 3.2 times stronger than it was originally intended, which allows you to close the gap to 95% DDR. Rather than having the original, intended ~56% DDR, you're getting an additional 24.2% DDR that I doubt was ever intended.Slotting defense enhancements in powers that grant defense-debuff-resistance, usually boosts that debuff-resistance. In the case of shield, you can slot Battle Agility and Grant Cover for defense, and the defense-debuff-resistance value will also be boosted. There is another power, however, that grants defense-debuff-resistance but can't be slotted for defense: Active Defense. Slotting Membranes into this power will boost that defense-debuff-resistance value, just the same as if the game allowed us to simply slot it with regular defense enhancements
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Except that you can't dynamically apply endurance reduction to an individual power. You have to apply it globally. This restricted form of Conserve Power you're depending on for this entire concept to be functional doesn't exist because there isn't a power specific end redux that is available to be cast on an individual power basis (because individual powers aren't entities that can be targeted; you have to target the character as a whole and alter those values globally).
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My personal solution would be for AI to be altered so that enemies don't use certain attacks depending on what endurance quartile they're within. The problem with this is that it would actually require a huge review of every enemy in game and various power activation suites to be created for them all to account for the laughable existing contribution of a single secondary effect.
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Quote:Except that there is no way to alter the endurance cost (or any of the other many base attributes that aren't effects of) of a specific power on the fly. The only workaround that use the existing power structure would be to either have the power provide global end redux or to provide an endurance refund.No, absolutely not. At least, not unless the developers decide to do it that way. The way I see it working, any toggle could be used as the "main" toggle, it just has to be the first one turned on. The other toggles would then check the state of that toggle and alter their endurance costs accordingly.
Global end redux wouldn't work because it would affect other powers such as your attacks and the endurance refund wouldn't work because the value would either be too low to have it accomplish what you're asking for or so large that you could actually generate endurance by having the power be on (ex. toggle costs .26 end/sec and ticks every 2 secs; if the base toggle is on, the toggle refunds .13 endurance every tick, with 100% end redux the toggle is free, with 200% end redux, the toggle generates .043 end/sec).
You're also ignoring that powers wouldn't be able to reliably set the "base" power (which would be accomplished via setting modes) with toggles if each toggle is attempting to set its personal mode every time it ticks. You'd need to give each power a set of statements that applies the effects of being a secondary power if any of the modes of powers within the toggle set are active and then have a series of checks to have the power apply the base functionality if none of the other modes are set.
And that's assuming you're abandoning your initial suggestion that the toggles be dynamically altered to become passive powers if the initial toggle is active (which, like I said, isn't possible within the confines of the current power structure as the devs have told us even though you insist upon ignoring that).
Powers don't work the way you currently think they do. You don't get to have powers that dynamically shift between being toggle/passive/click modes. Those attributes are set as soon as the power is defined because that determines how the power is treated. You don't get to have powers that simply shunt off their own values to another power while maintaining their own enhancement values like you keep saying. Simply saying "the devs could code it" doesn't solve the problem either because you're talking about fundamentally altering the engine itself which is a huge endeavor.
The only ways with the existing known architecture for something like this to occur would be the ways that have been brought up. You don't get to magically hand wave the problems away or magically decide that it doesn't work one way because of this problem, but otherwise it works this way because of this problem. I'm still not sure if you even know exactly what you're saying yourself since you've explicitly stated in your first post that the toggles become auto powers (which, like I've said is impossible to do dynamically) yet you've said that they are still toggles somehow. -
The Talos Island safeguard and mayhem missions grant an 5 point endurance increase, which increases your real endurance recovery because recovery operates by increasing the rate you regain 5% increments of your total endurance.
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The biggest problem I can see from this standpoint is that, by turning all but one of the shields of a set into a passive power that simply flags the base power to contribute additional types of resistance, you're freeing up a lot of slots and making it so that some powers have nothing to enhance, not to mention that you're functionally requiring some sets actually have a specific power taken (i.e. the base toggle) because it's not possible to have powers dynamically change between toggles and passives based upon previous power selections without some serious codescrewery (i.e. using the functionality present in the VEATs that allows for either BU or FU and manipulate it so that each toggle has a passive variant that is only available if you've taken the toggle variant of another power pair which then locks out all other toggle options from the given powerset pair).
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Quote:My personal preference would be for the devs to revamp hero content while giving villains chances to mess with it. DA, Boomtown, and all four of the Shadow Shard zones are all completely underutilized zones that the devs could revamp so that heroes actually have something to do there besides streethunting (though I think streethunting should still be an option, which only requires that the large spawn sizes be preserved) and give the villains something tangentially evil to accomplish.I'd argue that redside needs more content while blueside needs better content. Leverage adding more content to redside with revamping a lot of the older content blueside so it's much fresher.
Villains could be the reason why the Boomtown reconstruction effort never actually finishes, while Heroes attempt to stop the villains from completely taking over the area. Villains could also be behind a task that prevents the heroes from fully banishing the BanPan from DA and finally saving the zone (i.e. in the timeline, Heroes do their TF/arc to save DA and then the villains come in and prevent it from actually having any effect). The Shadow Shard has so much potential I'm not even going to get in to it. -
I actually like this idea a great deal, and I don't believe it would be that difficult to code if they steal the Scourge coding (though it would require doing it to a rather large number of powers).
The only problem I have with it is the suggestion that the hold have a standard length no matter the actual animation time or whatever of the power in question. I would be much more likely to support this if, rather than having a standard 8 seconds for every effect, it is instead a duration that scales with the duration of the -rech effect or something like that. Otherwise, you'd be pretty much able to just stand there and kill off entire fields of minions and lts. without any real risk to yourself just by popping Power Sink and keeping Lightning Field up.
It sounds good on a Blaster, wherein surviving for the first 8 seconds of a fight isn't something you can completely rely upon, but you've got to remember that Scrappers and Tankers would also have access to these. It might make more sense to have it differ depending on the AT in question: the squishier the AT, the better the hold duration (Defenders>Blasters>Scrappers>Tankers, for example). -
That build hurt my brain the first few times I looked at it so I'm simply going to agree with what has already been said. That build is bad. Bad enough, in fact, that I'm hoping it's actually a trolling attempt rather than a legitimate one. I'd honestly suggesting doing some research before attempting to build one from scratch next time because that one demonstrates a painful lack of intelligent IO slotting strategy.
Here's the no-purps, no-PvP Claws/Regen build I've got lying around. It, like the other builds in this thread (which, I admit, I haven't bothered to check out) should give you some better ideas what you should be doing.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- Acc-I(A)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Winter-ResSlow(36)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(50)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(23), RgnTis-Regen+(25), RgnTis-Heal/EndRdx(25)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29)
Level 20: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33), Achilles-ResDeb%(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(42), RechRdx-I(42)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(46), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 47: Eviscerate -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-%Dam(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Well, I can see two problems right off the bat: you drastically underslotted Hasten (only 1 slot?) and you took MoG (with rather pathetic +rech enhancement) at level 49. While I can accept that you might not see much use in slotting Hasten for whatever reason, by taking MoG as your absolute last power pick, you're making me facepalm. Hard. MoG is simply too awesome to delay until the absolute latest, especially if you're delaying it for Super Speed or Conserve Power.
Here is something I need to mention before I get into my next stage of criticisms: did you mean to not take any of the accolades? If you're running this guy as a TF toon, it's hard to believe that you wouldn't have some of them, like TFC or the Atlas Medallion. The only one that wouldn't be cake for you to get would be Portal Jockey and, even then, that's simply a fun one to get because you get to take down all of the Praetorian AVs.
If you did obtain the accolades (especially the +HP ones), you'd have a good deal of mostly redundant +hp set bonuses. While DP isn't permanent because you really didn't touch +rech set bonuses (and that Force Feedback proc isn't going to do much of anything because it's been nerfed into the ground), you'd be going more than 150 hp over the cap if you had the accolades.
Secondly, you really overslotted FH and I have no idea why. Were you attempting to get that +def(rech) at the cost of 4 slots that really don't accomplish much else? You could have put two of those slots into CJ for some defense IOs and gotten more out of the deal (the only Regen power that benefits from +heal set bonuses is Dull Pain, which only affects the heal, not the +max hp). FH just doesn't do enough to make it worth slotting that heavily, especially since it only benefits from one of the three things that Numina's enhances.
Moving on from that, you definitely underslotted Integration (only 68.9% +heal enhancement? /facepalm) and barely paid any attention to Instant Healing. IH is more powerful over time than FH, so it would behoove you to, at the very least, slot it up with more +rech than the pittance you deigned to grant it.
Something else to notice is that you are definitely not endurance sustainable. You're only packing 1.71 end/sec passive end gain. Even with Conserve Power's 35% uptime (which is actually kinda pathetic) and Elec Melee's chance for +end on self (which actually is better though of as a 5% reduction in endurance cost), you're going to be hard pressed to keep your blue bar up. Unless you're planning on only ever running with a Kinetics or two to help your endurance, you're going to run out of endurance a lot.
Something that bares mentioning concerning Elec Melee, Havoc Punch is substantially worse than Charged Brawl. Havoc Punch has a base DPA of 52.9 (90.8 / 1.716), and Charged Brawl has a DPS of 54.7 (57.8 / 1.056). Combined with Charged Brawl's lower recharge needs (3 sec base rech compared to 6), you're much better off going with Charged Brawl rather than Havoc Punch.
Here's the build I came up with. It's pretty similar to your own in the end numbers except that it's endurance sustainable but about 5% lower on the less important ranged and AoE defenses. It would need a bit more +rech to manage the CB>CI>CB>JL attack string (86% more in CI, to be precise; JL and CB actually recharge fast enough), but you're not going to be getting a seamless attack string with your budget because Havoc Punch would be taking too long to recharge, so you'd be waiting anyway. The only way you'd be able to manage seamless is if you opted out of Chain Induction for Havoc Punch, which wouldn't really be in your best interest because of how awesome CI is. Charged Brawl is the best of a number of relatively bad options at this point (unless you want to opt out of Body Mastery and go with Blaze for Fire Blast for CI>CB>JL>CB>FB, though you'd need to opt out of Leadership and back into Fitness in order to remain endurance sustainable).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(11)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), Zephyr-Travel(19), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(31)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-Rchg(25)
Level 12: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(31), RgnTis-Regen+(33), Heal-I(40)
Level 18: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 22: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(36), RechRdx-I(37)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(42)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(40), RechRdx-I(46), RechRdx-I(46)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), P'Shift-End%(45), EndMod-I(45), P'Shift-EndMod(50)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
That depends. In many builds, you can replace the need for Aid Self by incorporating plenty of +rech. You'll die slightly more often, but you'll also defeat the AV much faster.
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Aim for the groin! Split him in twain, from his nethers to his neck with a single angry blow!
Animation would start off with you crouching down low and bringing your axe down to the ground. The attack would be a devastating backhand that ends with the axe behind you because you swung so hard. Definitely gotta have some knockup with that at the very least (possibly bonus KU mag if you attack from hidden). -
Heroes only have more content because CoH was developed exclusively for a number of years. CoV hasn't always been around so the disparity between the sides is simply an artifact of the difference in development time. More villain only content (without any commensurate hero only content) would simply mean that blueside players (which are a majority of the player base) don't get any attention simply because their game has been around for longer, which isn't a good reason to do anything at all. They'd do much better sticking with their current strategy of releasing equivalent amounts of content for each side rather than attempting to give CoV 2+ years of specific focus in order to try to balance out the content disparity.
Of course, with Going Rogue, much of this could change. Because blue and red side populations will be able to alter alignment, it will be possible to do content from the other side, which could actually allow them to release content for a single side without as many negative affects, however, they would still be focusing on one side to the detriment of the other (because "new" is the lifeblood of an MMO). -
BF>AS>VS>SS
BF: 1.452 sec animation, 12 sec base rech, 5.28 sec rech needed, 128% +rech req
AS: 1.188 sec animation, 6 sec base rech, 5.544 sec rech needed, 9% +rech req
VS: 2.64 sec animation, 8 sec base rech, 4.092 sec rech needed, 96% +rech
SS: 1.452 sec animation, 11 sec base rech, 5.28 sec rech needed, 109% +rech req -
While I cannot comment on Umbrage, I can honestly say that Umbral is not.
I would have killed for one of those jobs as a power designer however... I have a strange feeling I would never have gotten that job anyway because I've got some pretty strong opinions concerning intra- and inter-AT balance, not to mention a strong and oft-voiced opinion that there needs to be some comprehensive analysis of debuffs done along with a substantially greater proffering of debuff resistance other than DDR. -
Except that when you're fighting a freakshow tank, you're having to fight the metal parts because the metal parts are doing most of the work. The meaty bits are simply there to have more metal parts attached to them. Freakshow tanks have impressive levels of lethal resistance specifically because you're trying to chop apart a guy who's most integral parts are made of machine.
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I don't really see an attack like the Fleche really doing any knockdown, repel, or any such effect. You're talking about charging with an incredibly flimsy sword that flexes when you swing it through the air. Yes, it deals damage when you thrust it into someone, but simply charging at them with it isn't really going to move them out of the way any more than you would accomplish charging at them without it.
Quote:Maybe fear? Who's going to get in the way of a madly charging swordsman? -
Quote:No. Fencing is about medium length weapons that are roughly equivalent in length to standard broadswords. The primary difference is that the rapier (saber, foil, and epee should have no bearing upon an actual combat set because sport fencing has about as much in common with real fighting as arena paintball does to military engagement) is lighter, intended for thrusting rather than slashing/smashing. Fencing weapons do not, in fact, grant any distinct reach advantage compared to the broadsword except in the most subtle ways, which don't need vast differences in in-game numbers in order to account for them.The unique ability would be /reach./ Fencing is about long weapons and holding them out..
We need a fencing/rapier set about as much as we need an animal style kung-fu set or a nodachi (i.e. big katana) set. Yes, they all have completely different methods of use than what we have in game to imitate them, but they're close enough to do the job. I'd much rather have the devs focus on a theme that we don't already have (like psychic melee) rather than attempting to recreate something we already have a close enough proxy of. -
That's pretty debatable, honestly. The AH proc only checks once every 10 seconds to every target within the area when used in a toggle. That's .4% -res on average, and there's no way to tell whether it's active or not, so you can't focus on targets that are affected compared to others in order to leverage .
Quote:, but the Fury proc in Short Circuit is probably too expensive (and SC takes too long to recharge) to make it worthwhile.
Keep in mind, however, that the Fury and AH procs actually stack with each other (but not with themselves). -
I pretty much stick with Body Mastery: Conserve Power + Physical Perfection or Focused Accuracy + Physical Perfection depending on whether the build has need of additional endurance. All of the Scrapper APPs, especially the attacks, are so lackluster that I don't bother taking them except as mules with the exception of those 3 powers because they don't attempt to do something that requires 1-2 more powers to be effective when they only give us 1 (this includes doing ranged damage as well as any kind of mez).
Of course, it's rather telling about the state of Scrapper APPs when the only powers I think are worth taking aren't really all that great and were all created specifically for Body Mastery rather than being APP'd ported powers: CP has rather appalling uptime, FA has been nerfed to such a point that it's actually worse than a pool power by a fair margin, and Physical Perfection is only remotely useful because of unintended functionality of the heal uniques.
I really wish that the design mentality had been more along the lines of "augment what Scrappers already do" rather than simply "crappy functionality for things that need to stack but have no other powers to stack with or have powers that already do better".