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Quote:Um....Interesting point, precisely why before that combination, kat/elec held my vote, and if im not mistaken, received a rather large rating on the pylon solo. I think Werner did a dps calculation(of someone elses attempt?) and it was fairly high. Of course, this was only even possible due to DA, but its still something that I keep in mind
To be perfectly honest, your claws/invuln is pretty close to the top of the heap in the 'fun' department if you want to survive and have fun. So is the ma/wp. (I have one of each at 50 and heavily IO'd out to boot. The claw/inv can solo the comp in the ITF, for an example, or farm rularuu for funsies.)
What exactly are you after, here? If it's something different, try an elec/elec, huge fun there. Or a fire/fire. For REALLY different, try dark/spines. -
Quote:You have to be careful though, one of the funniest suicides I ever saw was a claws/invul knocking a load of +severals out of invincibility range with shockwave, at which point they all got up and shot him dead. This was a scrapper rather than a brute with less hits, but the issue remains.
....And this would be why I did not mention shockwave.
Shockwave is an excellent attack for non-crowd loving defense sets, like SR and EL. But for sets with defense aura's, Spin is Win.
To be honest, with hasten and even moderate recharge slotting, claws is perfectly fine (for invuln) with only three attacks: Followup, Focus, and Spin. Stay at the aggro cap by charging the next mob when you run out of minions (two Spins max on a broot) and it's a savagely fast playstyle.
But bring IO's. LOTS of IO's -
Quote:Fair warning, Castle has stated flat-out that Shield Charge is broken, and doing waaay too much damage.Well claws is up in the air, but I guess I'll have to do some more work on mids to see what I can come up with. I'm leaning towards SD for the extra damage... I dunno...
Knowing is half the battle!
That said, Claws/Invuln is a stunningly good combo. Claws is AOE heavy, and Invuln loves to be in a crowd. -
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Quote:Take everything but Unstoppable. Maybe skip Taunt too, unless you wanna be 'tank light'.Last time I played any toons that were invulnerability, was just after CoV came out. I know there have been changes to the set, but I can't remember exactly what. I know they tried to make the passives more desirable, but not sure how. If one were to make a brute with invulnerability, how would you slot it?
Early on, you want TI, Uny, DP, and Invincible. Later, take all the passives.
Slotting wise, I recommend 3 cytoskeletons in Invince if you can afford it, if not,one end reducer and two defence.
Five resist powers (you pick 'em) get five reactive armors each. The last passive gets three Aegis.
DP gets five slots, for a couple of the healing uniques, then as much recharge and heal as you can cram in. Alternately, slot the healing uniques all in health and slot DP for max recharge and heal.
All the defensive powers get LotG's, I like sets of four. Stamina gets a performance shifter + end, and I usually slot in a set of four of those for the bonuses.
Sprinkle in Steadfast + def, Kismet's, achille's, etc to taste.
Pools, I recommend leaping, fighting, health, and leadership. Pick powers for +defense and +resist.
Epic pools, ehn, the patrons mostly bore me.
For your attacks, a light End set is good, maybe claws. You want some knockdown or stun, to help with survivability.
Have fun! -
Quote:Well, yes, except that before I wiped my drive, I saved copies of everything in my CoH folder and put it all back into the new install.I sounds like the minions never made it into the "saved" version of the mission that you pulled off the game servers. I would surmise that they are lost =(
So I should have everything I had before...except I don't.
Am I doing something wrong? Has this issue cropped up before? -
+4x8 Rularuu solo? Hell, I'd love to even see what happens. I bet the brutes and wisps and natterlings would not be too bad. The eyeballs...will destroy you.
I bet the mixed spawns will destroy you even faster..... -
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Ok, this seems a bit odd, but I have lost all of my minions.
Allow me to explain.
I created a custom faction, and it was too large. This made me sad.
To save size in my published arcs, I created a second custom group with only the lieutenants and higher bad guys. But, I did save the original group to my local disc, and could view all my creations in the mission architect screen.
Then, my computer went kablooey (bad power supply.)
I managed to copy my CoH folder onto a flash drive, then rebuilt the whole thing.
All my local info went away due to the new hard drive.
I copied down the published editions of my arcs, and sure enough, my lieutenants and bosses are back.
I went into the saved copy of the old stuff and copied out the "Custom_Critter' folder, the 'Missions' folder, and the 'CustomVillainGroup' folder, and placed them on my new hard drive in my CoH folder.
I still can't see my minions.
Any thoughts? -
Quote:Dude, all-controller ITF's. All defender ITF's. All Tanker ITF's. All scrapper ITF's. All-blaster old-style Positrons.Hi Everyone,
I've been playing mostly red-side where most claim that Brutes aren't tanks and, indeed, tanks aren't needed. Why is this different blue-side?
I have seen or participated in all of the above. No archetype is needed, ever.
Quote:Don't get me wrong, I like the idea of being the guy soaking up all of the damage and aggro as I've played my share of EQ 1 and 2 and WoW. I see lots of talk on the scrapper forums about soloing 4 AVs at once, though, and I know that scrappers deal out more damage. So, I assume that tanks are able to take even more punishment. Are tanks an integral part of teams, blue-side?
Quote:How much less damage do they put out than scrappers?
Quote:Is the loss in damage worth the extra beefiness? Thanks in advance for enlightening a blue-side noob.
That said, I find that a tanker's most valuable contribution to a team is completely intangible.
More than any other archetype, a good tankers REAL job is to give the team confidence.
If all else fails, a good tanker will keep the team active and involved, give time to recover from a near-total wipeout, be able to drop wakies and drag away aggro, just generally give the team confidence that no matter what, they can handle it.
And that's a valuable thing. -
Quote:This is what your looking for http://boards.cityofheroes.com/showt...aker%27s+guide
This.... is awesome.
I generally try to minimize my usage of 'macro-fu' because I will forget how I set things up and drive myself nuts.
Butt his one, I may have to save and archive.Maybe.
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Quote:LOL, you have a talent for igniting firestorms.okay I know the title sounds a bit silly, but what I am looking for is just the best primary for survivability, just whatever will live longest
What you need to understand is that tanker survivability is a combination of the primary, the secondary, pool powers, and enhancers.
As stated, ANY tank will do well if played well and properly constructed with layered defenses combined with soft mitigation.
Quote:I like the idea of WP/SS, but if there is anything better then please let me know All else is secondary.
That said, a WP/ss is a good combination. WP is a solid tanker primary that is very easy to use. Toggle-up and go. Yes, it is not a strong aggro-holder on it's own. Attack frequently for gauntlet, use taunt liberally, and learn the unparalled joy that is FootStomp.
You'd do just fine with it.
Quote:I will fully IO the toon, so i'm looking for whichever toon is best with IO's to make it unstoppable
thanks,
You'll have fun and do a good job. So go and do. -
Quote:At this point, I'm kind of thinking I'll never bother with a top end build again.
Congratulations!I have yet to slot a single purple enhancer, ever, and I do anything I darn well want to. Purples are far overpriced, and simply not that neccesary.
Quote:I'll just keep leveling up alts until I tire of that, and then give up on the game completely.
Yeah, I suspect there will be nothing good whatsoever in Going Rogue, and the Incarnates powers/abilities are going to be totally boring, too.
...wait. No, there's CRAP-TON of neat stuff looming on the horizon. I suspect alt-itis will keep us all going for years to come. SD is just another FOTM.
Quote:Again, not saying not to nerf Shield Charge. Not working as intended, blah blah blah, fine, whatever.
But I'm just not sure if I can take it any more. -
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Quote:"Jack of all trades, Master of none."I strongly disagree; I think it's much better to be good at both, which is why I recommend that a Mace tank take everything but either Pulverize or Jawbreaker.
I just prefer more focus. YMMV.
Quote:And for any Mace player not to take Clobber is a *very* bad idea, IMO. Even if you're optimizing for AoE, why wouldn't you take the most damaging ST attack in the set?
Really, the nicest part of the pbaoe is that it allows you to split-tank, since you don't have to target it. I have often,, for instance, tanked Lord Recluse via taunt aura and a pbaoe while keeping the flyer targeted for taunts. Works great! -
Quote:LOL, yes, that is true, but unless you're farming Rularuu, there simply isn't THAT much out there, is there?People say different things because there are a lot of right answers. There's no "best survivability in all situations" Scrapper combination.
I'll partially agree with mauk2 - Dark Melee/Invulnerability is leader for PEAK survivability in its element - surrounded by non-debuffing smashing/lethal enemies. Change the damage types, add some debuffs, and the story can start to look different. I'm not saying, "oh noes! psionic! I is deads!" I'm just saying it won't handle psionic attacks as well as, say, my Katana/Dark with soft-capped positional defense and massive psionic resistance.
Maybe Arachnos? My Dm/inv usually cruises through the spiders, but occasionally gets tagged with one of those freakin' debuffs, makes it a bit dicey, but 2400 hit points and a spam-heal will carry you through a lot of rough spots.
The worst is Freedom Corps, and lets not mention Vanguard(shudder). Malta sappers are no big deal most times.... Flippin' Artemis are ALWAYS a pain, even with slow resist IO's in the build.
But those are fairly rare things. And in far more common scenarios (wall in Cimmy for example, or freakshow map, or council map, or warriors, DE, Rikti, etc, etc) a DM/inv is reaaaly sweet.
And if you're that worried about psi, you can always get the Rikti accolade and temp powers. -
Quote:Er, no, you must be mistaken. The Dev's have a solid policy to never buff anything.Yo Scrappers. I'm really happy for you, I'm going to let you finish talking about Shield Defense nerfs, but Castle said one of the best things of all time. OF ALL TIME.
I reads it on the internetz, so it must be true! LOL.
(Although a boost to fire armor would be teh sweet!)
Also, folks need to chill. This thread is far from the first time SD has been looked at, I posted months ago that it was inevitable it was getting nerfed.
Hmmm, how gud is mah search-fu.....
Seems is gud!
http://boards.cityofheroes.com/showt...98#post2641998
If you have to hate on anybody, bring it, I am tuff. -
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Quote:Indeed, it isn't. I am not a stealther, but lots of people I know in-game were speeding lots of content by rushing and clicking.Now I'm curious. I don't bother with stealth often either, but when I do, I've noticed that it... well, it hasn't been working very well.
In addition, I suspect what Arcanaville is feeling so clever about is the fact that you can activate a glowy while defeated. (Naughty, I know, but I never bother, I like hittin' stuff too much.)
The Dev's also recently changed how the Cimmerorans spawn, so that the 'three guard' spawns on the sybils are often mixed in with an adjacent full-sized spawn.
All changes meant to reduce stealthing and rushing. Which is no skin off my nose, I play bare-knuckle destroyers.
I suspect they did the anti-stealth thing by going through the various factions and raising the perception radius of choice 'smart' mobs. Like snipers for Nemesis. I frankly don't care, it makes the game more fun and challenging in my book.
I have done similar tricks for custom factions I was designing for AE, to be honest.
In recent months I've noticed a lot of bad guys getting bumps: Cimmy's, for example, now seem to buff each other quite a bit more when you herd them up so they're much harder to hit, and the Engineer dudes now seem to get WAY more defense. (Due to the lack of armors. I bet they're super reflex now.)
My personal theory is that the Dev's watched to see how zesty people were making AE content, (for challenge) and are now upping all the other factions in-game to match.
I know for a provable fact that the standard factions are getting far tougher, because I designed a custom AE faction to fight and handily defeat Carnies. A few months ago, it was a slaughter. Now, the Carnies crush them.
Same with Banished Pantheon, for that matter.
Yay for the Devs!More challenge is fun!
I'd ask for more xp, but really? Leveling is cake easy these days.
Quote:Or am I just smoking crack, and nothing changed here? Certainly possible too.
Oh no, big changes are afoot!
But apparently we're all too dense to notice. Duhr for us. -
Quote:To actually answer your question:Hey all just hit 38 on my Shield/War Mace tanker.
This is the highest level I've ever had a blue-side AT, so I'm completely unfamiliar with the Epic Power Pools. The one SD/ guide here doesn't recommend any power pools. Honestly I think I'd be happy just taking the rest of my /War Mace attacks (I already have the whole SD set).
But I want to make sure I'm not missing out on anything. So can anyone give some advice on what power pools I might want to look at? I'm open to any ideas right now, I just want to get a sense of what other folks have found useful.
Thanks!
For a shield/mace, you want the Energy Mastery Epic pool, and I'd highly recommend Conserve power with the base slot full of recharge and Physical Perfection with at least a Performance Shifter +End proc in it.
For your other pools, I'd recommend:
Leaping, for combat jumping and super jump
Fitness, for hurdle, health, and stamina.
Fighting, for boxing (throwaway), touch and weave
Speed, for hasten.
In Shield Defense, I'd take everything except Grant Cover and One with the Shield. Both are of limited utility. A beefy scrapper can benefit from Grant Cover, but serious AOE's make it iffy at best.
In mace.... it's more complicated. I took all but pulverize, clobber, and shatter. But I was optimizing for AOE. I could easily see ditching whirling mace (weak) for Shatter.
Mace is a ticklish set to pick powers for, because you really should decide what you want to be good at: stun or knockdown.
I leave it up to you.
BTW, I found shield/wm to be an extremely enjoyable tank. The major issue is lack of healing, but health and physical perfection with the four hitpoint/stamina accolades makes it bearable. -
Quote:Invul can do a lot of crazy stuff, but I wouldn't call it the most survivable because of the psionic hole. WP has psi resistance and SR will ignore most psi attacks (the 'pink' ones have ranged/AoE components and are the majority)
And it's not simple to cap s/l/e/ne defenses on an invul while keeping a lot of global recharge, at lesat on a scrapper or brute, no matter how much you spend. I'd love to be proven wrong because I have like 10 planned builds for a kinda shelved Fire/Invul because I don't like the recharge I manage to get to cap defenses with 1 or even 3 foes withtin invincibility.
Psi hole is completely ignorable. Dull pain and ancillary regen will get you past anything less than Carnies solo. Siphon makes even that a moot point.
Capping defenses is totally not required. Layered defenses are.
You have good defenses and with sets CAN softcap easily with six or so in a bunch, and for an invuln, that's not hard at all. On top of that, you get more than adequate resists, capped hit points and a beefy heal, hefty status and debuff resists, AND a fast cycling attack that does ANOTHER beefy heal.
Trust me, it's not any single thing that makes the combo as unkillable as a cartoon mouse.
It's ALL the things, working together.
You pay for it via slower kills. If that's okay, then onward! -
Quote:DM/sr is nice, as is kat/WP.Hi guys, I am looking to make a scrapper with the best survivability
I have read pages and pages of the forum trying to find an answer but alot of people say different things
I like the Idea of a DM/SR scrapper, but I also like the idea of Kat/WP (pretty generic but alot of people must like it for a reason!)
can anyone help me decide which will live longest between the two? or if you have anything else that would work better then feel free to throw that in there!
I have a softcapped sr, and a kat/regen. Both of them are fragile little eggshells compared to my DM/Inv.
Yes, I am serious.
Now, a DM/Inv is very limited in damage output due to the low amount and poor quality of the AOE damage available. But if you want to wade through the most horrific of situations and come out alive on the other side, I have to point at DM/Inv.
Frankenslot Siphon, three cytoskeleton's in invincibility, max out Dull Pain for recharge and heal, then max out global defense and recharge.
Simple, but expensive. -
Quote:I'd also skip Jacob's ladder, I personally have trouble with the shape and the long animation time isn't worth it, especially when you have Thunder Strike and Lightning Rod.ELM: I'd skip Havoc Punch, Confront and L. Clap
ELA: I'd skip Power Surge and that's it.
OMG, Thunder Strike and Lightning Rod, so much goodness...
Quote:I'd take most powers at their immediate available levels, only delaying L. Field after Stamina (like, level 24) and tanking Energize at 22 (Since it's available at 20 but at this level you want stamina more than anything). I'd also look into fire mastery epic for fire blast because ELM's single target damage is very anemic.
Sadly, hover and flight are not so good.... But AS is such a good fit, look hard at it anyway.
Quote:Hasten is a very good pick because Energize has a looooooooooong recharge time and it's your heal.
Quote:I won't get Hasten on my (currently 24) DB/Elec because I plan on IO'ing her for as much defense as I can without gimping recharge (35% melee, 30% s/l and 22% ranged) so I had to plan on getting CJ, Weave and Maneuvers. I can run all those toggles because of Power Sink, my mega end-heavy Stone Melee/Elec had no more end issues after I got power sink, even when I slotted it with only 1 recharge SO when I hit 35. Energize didn't exist at the time btw so no help with endreduction for her.
Quote:Oh, and if you look at the numbers, Hurdle+Ninja Run is much , much better than Swift + NR, but you have to move jumping, although your ground speed will be fine with L. Reflexes+NR , Swift enhances it so little (unless you 3-slot it which is hard for a tight build, all /ELA builds are kinda tight) and Hurdle enhances your jumping speed and height much more noticeably.
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Quote:NEVER EVER EVER EVER skip a damage aura on a melee toon. Or even a fire/ controller. Skipping those on a blaster or a dominator (not Hot feet! But Mud Pots is kinda lame on a dom) is acceptable. -
Quote:Uh huh.1. You're overpaying for words. This costs only $5.95 and includes all of those words plus many more.
Quote:2. The only way to consistently buff the players without the PvE game becoming ludicrous is to compensate by buffing the critters proportionately. The net result is that rather than one thing being nerfed, everything else gets buffed and that thing still drops in relative performance, which should not impress many people. But if you are explicitly interested in impressing the people that could be impressed by such a numerical shell game, or are one of them yourself, then my original post isn't snark, because that's exactly the sort of numerical shenanigans (now on sale for only $0.15) that is AWESOME.
Come on. Don't treat me like an idiot if you aren't sure about it.
Or here's an idea: Don't treat people like idiots. It's a bad habit and doesn't reflect well upon you.
Quote:3. That's why the psychological shift is unsustainable, and probably also deleterious (SRP: $0.18) in the long term. You could get lucky and join the game just as a global buff cycle was going on, but very quickly you'd find yourself in an even larger nerf cycle to compensate, and because these changes affect more things than targeted nerfs they would affect a far larger number of players every time they occured.
Given how horrifically this thing was broken at launch, and they still managed to piece it back together (oh Purple Nerf, how I rail at thee) I suspect they can run this artistically for a lot longer than you give them credit for.
Hell, I17 was all about 'New Shiney'.
Going Rogue is all about 'New Shiney.'
Un-screwing Invulnerability was a matter of 'New Shiney.'
The upcoming 'End Game' system (horrible, self-defeating naming on that, by the way.) is all about the 'New Shiney.'
Buffs and nerfs are ways to generate 'New Shiney' in existing content. Hard but true. "Hey, I hear that Invuln doesn't suck now, I was gonna come back and play again" has been stated IN THIS VERY THREAD.
What part of this are you failing to grasp?
Quote:About the only way that the "buff not nerf" philosophy has any chance of working is ironically to do most of it in secret, because this would leverage the simple fact that most players - even most forum posters - cannot tell if they are being buffed or nerfed unless they are explicitly told, or it affects a number they explicitly check. Implicit buffs and nerfs, which occur as a result of the situation changing rather than a big floating number changing, almost always slip detection for long periods of time, and are sometimes never detected except when a player happens to stumble over them while testing something.
Quote:In fact, I bet I could personally buff the players by 30% or more in a wide range of normally encountered situations, then several issues later nerf them by an even larger amount in the same situations, and no one would notice either change. The question is whether the devs would accept such a development philosophy just to manipulate the psychological state of the playerbase to their advantage. I suspect generally not, although I also suspect that every dev team does it to at least some slight degree in certain corner cases.
I don't bother with stealth often, so I don't care. But all the people I played with noticed it immediately, and promptly compensated. Without epic crying about it.
Because it was just stealth.
If it's something else, I'm all ears. Although I've noticed almost all factions have been getting sneakily tougher for years. At launch a team could farm +10's easy. My early tank would often solo +7 bosses for xp even after the Purple Nerf.
Nowadays? Nope, that don't happen. The Dev's have slowly but steadily tuned down the dynamic range of difficulty so that the restrictions of the Purple Nerf are no longer even visible.
Good for them. -
Well, I know how to plan builds, so my slotting and power choices aren't terrible.
Then I use parry when I need it, and I do some knockdowns, and I tend to cram in close to the tank for the phalanx fighting, and I know how to joust when all that fails.
Plus, since I tend to wedge in close, the already excellent BS damage is even moar awesome. Plus BS is a strong debuffing set (for a scrapper) so I bring a lot of subtle utility to teams that makes things just 'go smoothly.'
bs/sd just go together like peanut butter and jelly