Vitality

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  1. This is a sad day.

    Never thought I would live in a world where people complain about getting to see Scarlett Johansson's ***.
  2. Quote:
    Originally Posted by BrandX View Post
    Scrapper level ST DPS, with 4 AOE attacks (1 PBAOE, 3 120 Degree Cones), added with Tanker survivability. I think TW Tankers will become very popular.
    That sounds absurd...and like a nerf waiting to happen.

    Is it designed to be the best?

    ...because that's what you're describing.
  3. Quote:
    Originally Posted by Supernumiphone View Post
    Sad but true.
    Just wondering...why is that sad?
  4. Quote:
    Originally Posted by Blue_Centurion View Post
    okay, it is kinda stupid the dog sits in the middle of epic battles doing nothing. Really moronic call from whoever decided that would add to super battles. But I won't refuse to team with somebody who has one. Then again, the bar is pretty low for what I will not team with. And it seems to be dropping after a few weeks of DFB...
    Was definitely ranting...as I'm not going to kick someone from my team for using it...nor am I going to ask everyone if they have it or not before asking them to join my team.

    That being said...they definitely need to add a bite attack. Just one attack animation...very minor damage...only attacks the handlers target. Just something like that to actually make the dog fit in...somewhat.
  5. Quote:
    Originally Posted by MrHassenpheffer View Post
    Umm...
    Is that one TP pad with all the zones?
  6. Quote:
    Originally Posted by Lothic View Post
    Why not? A single person could, for example, make billions of influence via the market, convert it all to Prestige, and build a gigantic base all for themselves. It's really just a matter of how much effort you want to put into it.
    Forgot all about the fact that you can buy prestige.
  7. It is the most absurd thing ever.

    I was on a team and two people had it.

    I can't believe it does nothing.

    Why the would they make this...?

    "Are game is too serious...how can we make it more ridiculous and less superhero like?"



    Honestly...I will never buy it no matter what...but at least make thing do a bite attack. Have it be unkillable unless the person who has it dies...but make it attack. So at the very least it will fit in with the City of Heroes world you created as a type of "krypto" dog.

    As of right now...it is damn stupid...and I definitely don't care to team with someone who has this immersion breaking "pet" that does absolutely nothing but sit in the middle of huge superpowered fight scratching its ears.
  8. Is it even possible for a one person SG to eventually have a base with teleporters?
  9. While Footstomp is a great AoE...I actually prefer more options and variety.

    I love Super Strength...it's my favorite set conceptually...but I absolutely hate having to spam one attack just to be viable.
  10. Quote:
    Originally Posted by Fiery-Enforcer View Post
    No, you don't need Taunt to be a "team" Brute
    You're missing the point of taking taunt as a Brute while teaming.

    Granted...I take and use Taunt because I actually want to be the main Tank while teaming...the actual reason to take taunt for teaming no matter what...is to have all the enemies focus on you to fuel fury.
  11. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Pretty much this. I messed around with a build for curiosity's sake. Managed 75% global recharge, softcapped S/L defense, 35% defense to everything else but psi and just under 2700 HP.
    Is that with any power pool...and not just Dark Mastery?

    If so...I would like to see the build.
  12. Quote:
    Originally Posted by DreadShinobi View Post
    You want more recharge for your attacks to recharge faster. Having Footstomp recharging as fast as possible as well as having an actual ST attack chain requires more recharge than it takes for perma-rage (which as said, requires pretty much nothing). Your focus on recharge should be for your Gloom>Haymaker>KOB>Gloom>Haymaker>Punch(since you dont have burn) attack chain, and I'm sure someone out there can give you the necessary recharge to use such an attack chain.
    You can also give up way too much if you only slot for recharge.

    You're not hitting the s/l defense softcap if you're doing nothing but slotting for recharge.

    Also...the OP is not even using the Dark Mastery pool.
  13. Quote:
    Originally Posted by Fiery-Enforcer View Post
    No, but it's still bad.
    Quote:
    Originally Posted by Aneko View Post
    I think we're interpreting what he said differently. I'll wait for his response.
    Depending on how you slot Rage...you may need global recharge to make it perma.

    For instance...I slot mine with 6 Gaussians...which makes Rage recharge in 138s. So therefore I need to add global recharge to make it perma.
  14. Quote:
    Originally Posted by BunnyAnomaly View Post
    Slot for defence & recharge. Regen bonuses are trivial through sets tbh :/

    Aiming for 32.5% defence to smashing & lethal (one purple from the soft cap) should give you plenty of opportunity to load up on recharge. With careful slotting I could see you getting perma haste without too great a difficulty.
    Recharge on a SS/WP is definitely not worth it...if you have to give up defense.

    As has been said...only shoot for enough recharge to make Rage perma.
  15. Quote:
    Originally Posted by Aneko View Post
    I don't know what others are doing (Edit: except Bunny), but with Willpower I usually go for a mix. My WP/SS Tanker build in Mids, which I may apply to a Brute sometime, is 45% S/L Defense, 75% S/L Resistance, and 100 HP/sec Regen. I only worried about recharge enough to get perma-Rage.
    75% s/l resistance...?

    Not happening on a Brute outside of SoW.
  16. Vitality

    New Archtype

    Quote:
    Originally Posted by Kioshi View Post
    Inherent aside, that looks like a gimped PB to me.
    So instead of saying how bad it is...why not offer a change to make it better and more balanced?
  17. Vitality

    +4x8 question

    Quote:
    Originally Posted by EnigmaBlack View Post
    *puts on flame proof speedo*

    Next players will be asking how someone solos a +4/8, because it's one thing if you jump into a group balls out and another if you snipe/pull one or two at a time. Or better yet they'll ask for chat logs/ hero stats logs and want to know how long it took to solo a particular map.

    It's just a game, go kill stuff and have fun
    Yeah...I find the OP's question to be quite ridiculous myself.
  18. Vitality

    Maneuvers FX

    I want to suggest changing the Maneuvers FX so it acts the same as Focused Accuracy's FX.

    Focused Accuracy makes your character pulse with yellow targets for a certain amount of time...then it disappears.

    I would like the same thing to happen with Maneuvers pulsing purple shields.
  19. Vitality

    Maneuvers FX?

    What about treating Maneuvers FX the same way that the initial FX for Focused Accuracy is treated.

    After a specific amount of time FA stops playing the pulsing yellow target FX.

    Make Maneuvers act the same...so that after a specific amount of time it stops playing the pulsing purple shields FX.
  20. Vitality

    New Archtype

    Alright...this is my somewhat serious attempt at what a Ranged/Defense AT could look like.

    Blapper
    HP Base: 1017.4
    HP Max: 1606.4
    Damage Scale: .700
    Range Scale?: assuming blasters are 1.00...blappers would be .75 (meaning that if a blasters attack has a 100' range, the blappers attack would have a 75' range)
    "defense" scale: .5 (Tankers are 1.00 and Scrappers are .75) (Regen and WP would have to be looked at more closely)
    No knockback protection.
    No Mez Protection Toggles.
    (armor set toggles or clicks that currently have mez protection now grant a bonus to the Blappers Inherent ability)
    Toggles will be dropped if mezzed. (not just surpressed...except for current mez protection toggles-see inherent ability)

    Inherent Power: Blapping
    All attacks executed on an enemy within the melee damage range of 7' or less adds .5 mez protection (hold, stun, sleep) that lasts for 5s. Stackable. 3 points of protection max. Each additional attack restarts the 5s timer.
    Current armor toggles that offer mez protection offer the Blapper a bonus to Blapping. All attacks executed with in the melee damage range of 7' or less now adds 1 mez protection that lasts for 5s. (so instead of taking 6 attacks to get to the 3 point max...it only takes 3.
  21. Vitality

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post
    Right. Now explain to me why anyone even bothers making Super Reflexes characters if it can be so easily emulated by IO bonuses. Or why even play armored ATs when you can just make the correct build to emulate an armor set.

    I'll answer that for you. Because IOs, bonuses, incarnate powers and the proper build *do not* emulate an armor set.

    It's as simple as that.
    This just reinforces the point that all you really want is to be overpowered.

    You want a purely ranged character with scrapper survivability.
  22. Quote:
    Originally Posted by Vauluur View Post
    After the recent discussions of Regen, I'm considering trying out Regen again on one of my many, many, alts. When I played the set before IH was a toggle. That's how long it's been. I have a TW/Regen character on the Beta server, which isn't as problematic as forum discussions suggest it would be. However, I'm not sold on TW as a set yet because it seems like it takes forever to kill things. I'm not sure if that would be better at higher levels or not, but I imagine it would be. Especially since Defensive Sweep is still in my attack chain on that character for it's damage not just for the Defense bonus. At any rate, I'm considering other primaries for the character.

    The obvious first suggestion is Broadsword or Katana, but my main is a Broadsword Scrapper so I'm not sure I want that.

    Looking for mitigation in sets, Kinetic Melee and Dark Melee are both options with the -Damage and -ToHit. I was wondering which of them is better offensively. -ToHit seems more desirable defensively than -Damage and Dark Melee comes with an extra heal. However, does Power Siphon outperform Soul Drain in typical gameplay situations? If so, is it by enough that I'll be able to live using the "kill them before they kill me" approach?

    Street Justice has a lot of mitigation as well, in the form of stuns and knockdown/up. So that's a possible option. I have a SJ/Regen Brute at level 10 that I can't decide if I like or not already though.

    Spines doesn't seem to have much mitigation, but it works well conceptually (total control over the body) and I could see the AoE damage being enough to take out minions before they overwhelm my Regen and ability to click heals quickly.

    I'd prefer to avoid being a clone of a certain popular comics character....so no Claws
    Right...because taking making a claws/regen automatically makes you a clone.

    Anyways...you ask what the best primary for regen is...then continue to disclude the best sets for regen.

    For the most part...I think you have already answered your own question.

    That being said...with the above options...I believe knockdown is the best mitigation for Regen. Especially if you can get it in the form of an AoE.

    DMs -tohit is ok...but only really useful on a hard single target like a boss since you will be stacking it...but regen is already really good for survivability against a single target without any primary mitigation.
  23. Anyways.

    How sturdy is dog?
  24. Quote:
    Originally Posted by Jagged View Post
    Or...

    Dog = the physical embodiment of optimism and loyalty

    Cat = cares nothing about you and will go live with the granny up the street if she provides better grub
    Hyperbole is fun.
  25. Quote:
    Originally Posted by Hyperstrike View Post
    Code:
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    Note: You can dump the PVP IO and you're still close enough to soft-cap that it shouldn't make a difference. Your regen would still be huge and more, your attack chain would be sustainable (Recovery of 4 End/Sec (plus three PerfShifters) and Resting End Use of 1.42/sec). Plus the option for Conserve Power if you're really in a bind.
    You're losing a lot of HP and regen with that build.

    Plus...you have a two (2) 2.5 billion influence IOs in that build. The one slotted in health...which is really not worth it...and the glad +def in SoW.

    Tactics...sure...it's less endurance than Focused Accuracy...but it's only 1% Tohit better...minus the +Acc...minus the tohit debuff resistance...which should be the main reason for picking up FA anyways.

    Also...no travel power.