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Are you looking for SO, cheap IO, or expensive IO recommendations?
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Quote:I've never even dreamed of using the Sandman proc, and I most likely never will. Here's why: the proc has a 10% chance to grant you a 5% heal. That's roughly a .5% heal per attack. Assuming you're using an attack chain such as CI>CB>HP>CB, that would be 3 attempts every 5.016 seconds. A 1.5% heal every 5.016 seconds translates to 20.07 hp every 5.016 second or 4 hp/sec. That's less than base regen and it doesn't scale with +hp. Numerically, you're better off just getting a +regen set bonus that trying to salvage anything from the Sandman proc.I've got two call of the sandman procs for chance for self heal in Charged Brawl and Havoc Punch. They are the attacks I use most often due to their low recharge. They seem to come in hand and help my squishiness (main is ma/sr). I plan on taking tough at some point, but I'm only 36 at the moment. Has anybody else tried these and what were your thoughts.
Quote:How good is Jacob's Ladder? I've had it since 6 or so, just seems difficult to get a hang of the cone or radius that it hits. Seems to be different than Shadow Maul or the vet power who's name escapes me right now. Seems like to have a long animation and slow recharge, although it is all energy damage and not part s/l and energy like some of the others.
Quote:My idea behind it is for it to fire after LR, to increase the downtime of LR, and of course other powers as well. But does it really help that much? -
Quote:Don't feel too bad. Castle has never answered a single PM I've ever sent him, a number of which had nothing whatsoever to do with debuff resistance or */Regen. One of the more interesting ones I sent him was a numerical analysis based on existing precedent that */Regen should actually be allowed to be numerically stronger than all of the other sets it competes with thanks to its animation time use. I really wish he read that, but I have a feeling he doesn't really care about the opinions or analysis of any other players aside from Arcanaville.Till this day Castle hasn't ever answered my give regeneration recharge/regeneration debuff resistance pm, it makes me sad panda. I have considered why he hasn't and really can't come up with any logical answer.
Quote:The only problem that I see regeneration with debuff resistance running into is in PvP.
Of course, if that really was what mattered, they could just give the debuff resistance an "if NOT on a PvP map" tag and ignore the issue completely.
I still stand by my position that Castle just hates */Regen (well, that and it pisses off some of the people in the balance community that they haven't found a decent model to express the real contributions of non-defense debuff resistance). -
Well, that's the thing. */Regen and */WP have substantially different needs from IOs. */Regen benefits most from +rech and +def while getting virtually nothing from +hp. */WP benefits most from +hp and +def while getting virtually nothing from +rech (which is why you'll actually see most */WP builds run with second or third best attack strings; nothing defensive they have benefits from +rech). Both of them don't get a substantial benefit from +regen because they've got so very much of it already.
This doesn't mean, however, that you should ignore +regen altogether. If you can get more +regen at virtually no cost (such as tangential +regen from specific IO sets or obtaining some +regen at the cost of +recov when you're already past the point of infinite endurance sustainability), then you should go for it. The issue is when you're having to decide between +regen and virtually anything else as the anything else will, almost assuredly, contribute more to your survivability than anything else. -
Quote:I'm reasonably sure that the devs would be able to tag the IOs to functionally ride in the same categories as a pre-existing enhancement type, such as damage, in order to prevent facepalm slotting (i.e. putting a damage proc into a passive power). It would most likely be much easier (and require going over a lot less code) than generating an entirely new enhancement type.1. Make it a new enhancement type so only powers tagged can take these
Quote:2. Limit of one common IO proc per power -
Quote:Considering I never said anything specifically about why +regen is largely pointless on a */Regen (in this thread, that is). What I got into earlier was +hp, which is a different beast entirely.On a Regen they are (mostly) not. Read Umbrals post above to see why.
On a WP they make a very noticeable difference, trust me on that. That doesn't mean the +regen bonus is always the best choice, of course.
Even so, +regen is of marginal use to both */WP and */Regen. It's more pointless for a */Regen simply because */Regen has more damage recovery capability (~70 hp/sec compared to ~50 hp/sec, w/ SOs assuming 5 targets in RttC), but it's still rather redundant to add another 12% regen when you're already packing more than 500-600% regen already (that's 400-500% +regen, btw). The comparative advantages just aren't present like they are for sets that already have decent natural damage mitigation.
Try out this thought exercise: assume two sets achieve the same survivability. One achieves it through standard regeneration and native damage mitigation, and the other achieves it through 500% +regen and a tad bit of mitigation. Adding an extra 10% +regen is going to increase the first set's survivability by roughly 10% (100% regen to 110% regen is a 10% increase in survivability) whereas increasing the second set's survivability by roughly (600% to 610% is an increase of 1.67%). The comparative benefits are substantially lower.
(And now it's time for me to grind an axe with Castle) For an even more interesting look into the wonderful world of IO design preference, take these same two sets and look into adding an extra 5% damage mitigation. With 60% mitigation (roughly average for SOs), 5% more mitigation is going to generate an 14.3% increase in survivability ((1-.6)/(1-.65)). With 5% mitigation, it's going to generate a 5.55% increase in survivability. Pretty much no matter how you do it, the mitigation set wins out simply because regen has a diminishing real contribution whereas mitigation has an exponentially growing real contribution (until you reach saturation, which is going to give you survivability on par with balls-to-the-wall levels of damage recovery anyway).
I know, of course, that the reason it was implemented like this was pretty much dictated by the game engine but that doesn't mean I have to like it. Ever since I started playing with IOs, I've always felt more than a bit burned by the fact that damage recovery sets get majorly hosed when compared to traditional damage mitigation sets (because Castle hates */Regen). -
Quote:Pretty much this, though you could always explain away some of the more extreme affects of the other APPs. Blaze and Dark mastery could both be explained by saying that your character learned a little bit of magic from all of his exposure to the CoT. One of the nice things about the APPs is that, because they appear so late in your character's life, they don't necessarily have to be explained by your primary origin.To me, there is only two ways to go- Body or Weapons. The first is more useful overall, but the second has some great thematic possiblities.
If you're looking for straight up optimization, Body Mastery is pretty much the way to go though. CP, FA, and PP are all incredible powers and the Scrapper APP ranged attacks all pretty much suck. -
Quote:We don't know if it's intentional, but, from the actions the devs haven't taken thus far (I'm not sure, but I have a feeling that fixing it would only involve adding a "unaffected by enhancements or resistances" would solve the issue if there was one), I'm pretty sure it's working as intended. The only IOs I know of that benefit from this are the +recov and +regen IOs though I'd be interested in seeing if the +res and +def IOs work in the same manner....Hrmf... seems I need to be more thorough before I say something next time.
Umbral is right, of course. At least I learned something I wasn't aware of. I didn't know, that the global bonus from uniques (and other IOs?) was affected by other enhancements slotted into the same power (and considering the fixed value in the description I'm not so sure it's intentional). -
Quote:It's not "no cost". It's the cost of 8.32% +recov. Considering that recovery is generally of more importance than +regen (especially where */Regen is concerned), it's better to keep it in PP for the greater level of recovery.Remove the Numina unique from Physical Perfection and put it in Fast Healing together with a Numina:Heal it's +12% regen at no cost.
Quote:If you have the cash, swap Doctored Wounds for Panacea ... that improves your recharge, regen, recovery and hp. Since you have 6 times the +10% regen bonus then, you can remove the LotG: Defense from MoG and redistribute that slot (which you could do anyway, imho).
Getting rid of the LotG: Def is actually a smart idea. It should be an LotG Def/Rech (if you're conforming to the standard I generated for it way back when). I'm pretty sure the OP just got his IOs confused when putting the build together.
Quote:I would swap the standard EndMod IOs in QR and PP for a third IO from the Performance Shifter set and sacrifice some recovery (not that much) to add some more hp. -
Credit where credit is due, Santor. I'm the one that designed Val's build. I'm not trying to be a diva, but it's his only because he uses it. The design was by me (and I actually spent a decent bit of time on it so you can understand why I'd want some friggin' credit).
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It's finals week and I got scheduled for 40 hours at mah job, so you'll have to excuse the fact that I took a little longer than normal to post.
The first thing I'm noticing is that you're going to have endurance problems. You generally want to allow yourself at least 3 end/sec for a decent attack string (BS is no worse than the others, in fact, it's easier on the blue bar than Kat because it can't do quite as much on the top end), and you don't have nearly that much. You might want to consider dropping a power, switching from FA to Tactics, and going with CP (or just straight out going with CP). It'll lower your endurance in multiple ways (having CP and Tactics is cheaper than FA) and actually provide you more +tohit. Of course, you won't have any tohit debuff resist, but you're running with enough defense to get around most tohit debuffs and have plenty of acc and tohit besides. Working to get some more end redux into you toggles (like Maneuvers, possibly?) and more recov out of PP (which is actually stronger than QR if you slot it right) would also work in your favor as well.
Concerning exemping, remember that there is no level you can exemp to that prevents you from having your powers 18 and below (the lowest you can exemp to is 14 for the first tier ouros). You'll always have Whirling Sword, Slice, Parry, and Hack, which is more than enough for a rudimentary attack string. You may want to consider getting rid of Slice to free up a power selection and some slots.
Another thing to remember, +hp is largely pointless. You'll actually get better results when you use a generic IO rather than that 3rd Perf Shifter or Numina's.
Here's something more akin to what I'd do. It achieves softcap with a single Parry and is most definitely infinitely endurance sustainable. The damage should be roughly the same, as is the recharge. The only thing that your build has over the one I'm giving you is 6 more hp/sec, which doesn't really matter much within the confines of builds that are capable of putting out nearly 150 hp/sec.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(11), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), LkGmblr-Def(15)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), LkGmblr-Rchg+(21)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Integration -- Heal-I(A), Heal-I(31), RgnTis-Regen+(31)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(46)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(42)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(46), EndMod-I(46), Mrcl-Rcvry+(50), P'Shift-EndMod(50)
Level 47: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
What the hell? One of the things that people like about */regen is that performs excellently at the low levels when you don't have the slots or enhancements to generate decent numbers from your powers or the endurance to run a boatload of toggles.
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If it had a straight stun, you can count on the fact that the recharge would be cranked up to account for it. Even if the mag remained the same (mag 2), you can be sure that the recharge would be more than doubled because of how easy it would be to have that stun permanently with the current duration and recharge. I would predict a recharge increase to at least 45 seconds to account for the ability to stun guaranteed (and that's just balancing it to be equal to Flashfire, not worse, where it would most likely end up).
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Quote:I agree completely. It's been incredibly fun having this debate with you (I actually kept this entire thing up mainly because it's nice to have someone who can keep up impassioned debate of excellent quality for such a long time), and, honestly, I wouldn't really care all that much if something were done about it (unless they really did downwardly alter the prices to levels the OP was desiring). I'd take it in stride and move on as I am want to do (unless someone decides to start a conversation on the matter that is...).In fact, you know what? This is pointless. It's fun, but it's time-consuming and, again, pointless.
Quote:See if you can have me moderated if you want. I'm not interested in this discussion any more. I'd backspace over my post, if it didn't take me an hour to write up. -
Quote:The ability to absorb damage has nothing to do with the Tanker's other major role aside from survivability: aggro. Sure, Taunt and the Taunt auras are incredible tools, but you still need to do damage to keep enemies interested in you rather than the Scrapper or Brute right next to you. Ever since */SD came out, I've found that my Tankers are actually rather bad at getting aggro back off of targets that Scrappers on my team decide to jump on, specifically because those Scrappers are dealing so much damage that they're capable of overcoming even my level of aggro (AAO and Invinc are crazy awesome threat gen thanks to that nearly 17 second Taunt effect).I am of the belief that a tanker is made by his primary and not so much by his secondary. You seem to constantly tie in the performance of the secondary as indicative of the performance of the primary. I don't agree.Tanking ability in, many circumstances, has little to nothing to do with your secondary. On that note, Energy melee is a secondary for tankers and NOT a primary. Please understand that.
Besides, it's well documented that Whirling Hands blows, and it's not like Energy Melee is strong enough now, thanks to the ET tweak, to need downward balancing in AoE capability. People have been asking ever since the ET animation fix for the AoE damage to be upwardly compensated in Whirling Hands for the decrease in ST damage capability (which the set doesn't even excel at any more because Total Focus has such horrible DPA that it pretty much requires ET to do all of the heavy lifting of the set). -
Actually, I'm not getting defensive concerning such a reduction. I'm getting agitated (and therefore offensive) about the supposition that it is difficult to get the VG costume pieces. It's incredibly easy to get the VG costume pieces. It's only difficult when you're not willing to raid. People that insist that it's impossible to get the VG costume pieces when they're unwilling to do the raids that make it easy (and you get told specifically in the VG tutorial that raids are the best way to get merits) incense me because they're either ignorant or unwilling to alter their playstyle in the least. They're just like other people I've met/talked to that get pissed off because their Tanker that has only placed token importance in his primary powers is too squishy and doesn't deal as much damage as a Scrapper that is built intelligently.
As to increasing the merit rewards for non-raid content, I'd have no problem with that as long as the raids were still the best method of acquiring merits by a significant, noticeable margin. Within the context of the game design, if you want to encourage people to team up, you've got to have progressively increased rewards for events that require more people and more risk. Considering how salvage and recipe drops decrease as you get more people on a team (because salvage and recipe drops don't increase to reward larger team size like experience does), the only way to encourage these events is to provide a greater continual reward (i.e. merits; the badges are one time and thereby incidental). -
Well, first off, Empower doesn't debuff anything. All it does is increase the buff value of Blinding feint by a third at the cost of requiring Nimble Slash (a bad attack). In a low level build, since both Empower and Weaken require Nimble Slash, it might work but, once you get to the point in which you're using Sweep and Attack Vitals, Nimble Slash becomes a complete waste.
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Quote:I lost my resist spreadsheet a few weeks back when my hard drive got fried, so you'll have to excuse that. I remember going through the numbers a while ago with a number of other number crunchers and determining that Cold was actually the best damage type on a scale weighted by target hp and how often you find certain enemies, but it's been a while. I might be misremembering it though. I do recall that Smashing was right next to Lethal (Psi was actually in the middle on the weighted scale) on that scale though.a. Robots resist cold and are vulnerable to smashing.
b. Cold is not the least resisted type of damage - across the spectrum, it's energy, then fire, then dark. Smashing is not the most resisted type of damage - that's Lethal, then Psi (by virtue of degree than universality), then Smashing.
Quote:c. If Tremor is a good AoE power due to its cycle time, and you're ignoring AoE radius on Frozen Aura because "that doesn't matter", then you'd have to agree that with a faster cycle time due to quicker animation and less resisted damage type, that Whirling Hands is a superior AoE to Tremor. Right? After all, those are the claims that you are making, so logically it would only follow...
Radius does matter. Damage type does matter. Cycle time (more affected by recharge than by animation time except when you're operating at the point wherein you're using an all AoE attack chain) does matter. They're not equally valued, though. I've readily admitted that a power with a large radius, poor damage type, and bad recharge time (20 sec compared to 14 sec) is probably the best melee AoE available. However, it's not the be-all-end-all melee AoE power. Frozen Aura is nearly as good (not arguing that it is as good or better). Tremor is admirably close as well. -
Quote:Force Feedback doesn't have a 100% chance to proc, much less a 100% uptime ratio. Turn it off and you'll realize that you only have 76.3% global +rech.It really depends on what your planning for your /SR. I have a lvl 50 MA/SR, fully IO'd with out hasten I still clock 176.3% haste on Mids. I do have 4 LoG 7.5 Global Recharge Io's, and I have Practice Brawler slotted with 2 Recharge IO's so I still Stack PB. That being said, I do not PvP with him.(Unless it's just a friendly Arena Match)
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Quote:If you're looking for the values that each "combo" has assigned to it, check out City of Data. You'll most likely need to learn to read the entries, but, once you figure out how to do that, it's incredibly useful. To determine the values of each combo, you simply go to the power entry of the final power of a combo and check the entry until you find a value with "if Dual Blade XXXXXX Mode 2". The value that this phrase is after is part of that combo.I am leveling a DB/WP Scrapper atm, first DB and the attack Chains is something I'm really wanting to get a look at before I go much further, so I know which attacks to pick up. Is there some where that shows the numbers for the Empower,Weaken, Sweep and atack Vitals combo's?
For example, Typhoon's Edge, the end power of both the Weaken and Sweep combo (for Scrappers, Tankers, and Brutes; the combos are different for Stalkers). Check out the power entry and, after that barrage of mode resets (which are present in all DB powers because of a necessity in how the combo system works), you'll see the effects of the two combos:
Defense -0.075 for 20s If Dual Blade Debuff Mode 2
ToHit -7.5% for 20s If Dual Blade Debuff Mode 2
35.66 Lethal damage If Dual Blade AoE Mode 2
+0.67 Knockback If Dual Blade AoE Mode 2
Dual Blade Debuff is the mechanical name for the Weaken combo, and Dual Blade AoE is the mechanical name for the Sweep combo. The number after is simply the number of powers in the combo, you've already used (1 would be having already used the first power, 2 would be already having used the second).
In general, consensus has arrived at the conclusion that the only combos worth doing are the Sweep and Attack Vitals combos. Empower and Weaken just aren't worth it either because of the low damage of the powers within the combo itself or the pitiful contributive value of combo itself. -
Quote:Send. Some. Tells. You don't just have the people that are sitting around in RWZ to help you out. Ask some people in your global channels (assuming their resonably active ones) if they're interested in running a raid. Throw out some tells to random individuals of every AT that aren't currently occupied with teams or missions. Once again, you'd be amazed at how easy it is.Considered? Yes. But it's completely out of the question. Why? Every time I've been in the War Zone and done a /whoall, it has revealed myself and, at most, two other people. Every. Single. Time.
Quote:That's... Last Friday to this Tuesday. And it STILL took us close to an hour.
So, yeah, it very much takes more than just entry permission.
Quote:You're not weird, you're just not listening. I am not against prestige rewards, or rewards in general. I'm against them being COSTUMES. Quote:but without the sword, I could never get to level 2
Quote:Man, it feels like I got transported back in time with this "prestige" argument. There is nothing that's "prestige" about costumes, because the unlockable stuff is typically worse than the stuff you get. So unless you feel looking tacky is prestigious, I have to disagree on both the validity and the merit of prestige costume items.
Quote:Actually, wasn't one of the main arguments FOR city of heroes that "I don't have to look like everyone else because everyone has the one best set of gear?"
Quote:Last I checked, people enjoyed being able to look good by their design, not "good" by virtue of what the "best" pieces in the game were. That's the big problem with this "prestige" thing. Unless it actually looks better than what we get for free, it's not really prestigious so much as pompous, and what looks good doesn't come down to stats or designation, it comes down to the player's ability to make a decent costume.
Quote:And, quite frankly, a good costume always, always trumps a full set of any one thing, because full sets are always silly, including Vanguard.
Quote:You answered you own question. Insulting my intelligence is the fast-track way to get me to flip you the birdie.
Quote:So unless you have an argument against the concepts and suggestions made here, shutting people up is not going to produce any results.
Quote:You claim to understand what I'm saying, yet you keep missing it by a mile. You keep arguing about the cost of the costume item and its value separately, when they are both part of the same thing - worth. An item that is worth it may have a high value with a high cost, or a low value with a low cost. Examining the item AFTER you acquire it, you are looking only at its value but ignoring its cost, and claiming people say it's valuable. It IS valuable. Not as much as you claim, but it is. You then examine the item's cost separately, and determine it to be low, at least by your standards. And it may be. But the item's cost is STILL too high for its value, when examined together BEFORE you have gotten it.
Now, on a more interesting note, we could, just as easily, argue that the VG merits are supposed to be a representative currency to demonstrate the amount of time we've spent working for Vanguard. Because you don't use an optimized path to acquire merits, you're spending more time for fewer merits increasing the value of each merit in question. I spend substantially less time getting substantially more merits, decreasing their value in my eyes. The fact that you're trying to tell me that the costume pieces are too expensive (a derivative fact of the high value VG merits have to you) while I'm simultaneously telling you that, if anything, the prices are too low (a derivative fact of the low value VG merits have to me) exists specifically because of the difference in how we spend our time acquiring them. You'd probably get a bit more ground with me if, instead of demanding that unlockable costume pieces are stupid and detrimental and it's impossible to play your characters when they need to unlock a costume piece before you'll even consider playing them, you insisted that the two acquisition methods were more in line with each other (such as increasing the VG merit drop rate when fighting Rikti). I have noticed that VG merits from fighting Rikti are low, but, then again, I've never been at great need of VG merits.
Quote:But I don't want them enough to go out of my way and organise raids for them, and getting them through regular missions is out of the question.
Quote:Let me ask you this - what does the game gain from having these costume pieces be as expensive as they are? The people who have no problems getting them will continue to have no problems, and the people who were locked out of them before will get them now. What does the game stand to gain by people NOT having these pieces, possibly ever at all? What satisfaction do you derive from my NOT having access to the Vanguard pieces? I understand that people would want them, certainly, but I never understood why people want others to NOT have them.
Quote:That's all I've been hearing for the past five years: "I can get them, who cares about you."
Quote:Excuses, apologetic, explanations and spins on why these unlockable costume pieces should be left alone.
Quote:I have never, not ever, not from a player nor from a developer, heard a decent, convincing argument why these unlockable costumes were needed to be in the game in the first place. It's easy to argue status quo once it becomes that, but I've never been given a good reason why it BECAME like this, and I've never met a proponent for unlockable costume pieces who even cared to have one.
Quote:Allow me to ask you a question - how many people have you seen walking around in Vanguard gear? Just random people in the streets or strangers in pick-up groups. Because I've looked, and outside of the one or two people I've seen in full Vanguard attire (which really doesn't look good with the WHOLE set, but that's besides the point), I've not seen anyone so much as use a PIECE of the set. Not even the gloves you get for FREE. And I've looked. I just haven't seen it. Oh, I've seen a few Vanguard weapons, that much I will give you, but pieces of the actual costume? Never seen them as far back as I can remember. And, to me, a costume set almost no-one uses (as far as I've seen) is not a smart use of resources.
Of course, you can't just gauge value based off of how many people you see with VG costume pieces. The value is based off of how many people are willing to get the pieces in the first place. After leading raids, I find many people that end up deciding to have a suit that is mostly comprised of VG costume pieces (generally with some minor modifications). It's not one that they wear all the time, but they have it as one of their costume slots either as something to show to their friends or remind themselves of the fun that they had while raiding to obtain it (or wear when beating down on Rikti in the name of the UN). -
Quote:I actually already conceded the range advantage that Footstomp has, but you have to realize that Footstomp breaks the rules (really? oh yes! it's substantially too large for the damage it deals on the recharge it has). Frozen Aura still has a large than normal AoE (10' compared to 8'), and you're forgetting that Footstomp uses the single most resisted damage type whereas Frozen Aura uses the single least resisted damage type. Damage type isn't something you can just ignore, especially when you're fighting enemies like robots.Umbral, I see a contradiction reading you here. If you think Tremor is that good because of its large radius, you have to agree Footstomp then has a pretty big advantage over Frozen Aura. Radius x1.5 => Surface covered x2.25.
Quote:"Manipulating enemy location" as you say takes time, and time is damage. Depending on the map, the type of mob, your team setup... etc, it cannot be 100% of the time, not even 80% of the time you'll get all those mobs standing between 11' and 15' to you inside your 10' radius... at least not in my experience -
Quote:As I said before, when you're considering AoE capability, you'd be amazed at exactly how little animation time matters. Yes, Tremor has a really long animation time, but it's still going to cycle a good deal faster than a 20 second AoE with a 2.1 second animation time. 95% +rech enhancement would generate a 12.5 second cycle in the Footstomp and a 10.6 second cycle in Tremor. Footstomp still has an overall 25% superiority (thanks to having 42% better damage but 17% worse cycle time), but I've already said that Footstomp is top of the tier. Tremor is simply a good AoE.14 second base recharge and 3.3 second animation; cut recharge in half or more for decent slotting and the animation is a third of the cycle time. It's a nice power, and if you want to keep a large area on its back it's as good as you can get; but the damage is as low as a melee pbaoe goes and the cycle time is unavoidably longer than most. The larger radius is the only benefit it's got and as you said concerning frozen aura, if you know how to make enemies cluster up a little, that doesn't matter very much.
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You know, completely ignoring the fact that Willpower has -regen and -def debuff resist and the fact that resistance is, in itself, the debuff resistance for both -res and -dam. */WP's weakness isn't debuffs. The very fact that it is so heavily diversified and has rather good debuff resistances means that it is actually quite a good performer in debuff intense situations.
Willpower's biggest weakness is the fact that it relies completely upon passive survivability mechanisms. Its biggest weakness is that which is expressly written in its description: burst damage. If you're going to argue that Willpower is weak to debuffs expressly because it can get it to the face from defense debuff cascade, you might as well say that about every set except for Ninjitsu, Shield, and SR because, apparently, the only debuff that matters is -def and the only debuff resistance that matter for -def is the absurdly high DDR that those sets have.
If you want to play a set that is weak to debuffs, try your hand at */Regen. It's the only personal survivability set without any debuff resists (except for those that you get from PvP). Of course, it's also the set that uses the most animation time by a very significant margin and doesn't get any comparative advantage to account for that cost.