mauk2

Legend
  • Posts

    1562
  • Joined

  1. Quote:
    Originally Posted by McCharraigin View Post


    Bless you Hazygreys.

    Lisa-Feels the same way.
    Point of order:

    I have two level 50 shield toons (sd/wm tank and bs/sd scrapper) that are both fully equipped with shiny free SO's I got with AE tickets. Both toons cost essentially zero influence.

    Both do just fine on any content I want to do with them. For example, both have done ITF's with no issues whatsoever. I find that shield does very very well on teams.

    Now, my fm/sd scrapper? That one dies, even on teams. To much aggro due to the damage output. But I'm cool with that!
  2. Quote:
    Originally Posted by Arcanaville View Post
    The "buff not nerf" philosophy is a vacuous fiction with no rational numerical consequence due to the fact such changes ultimately require compensating alterations which when normalized have an immaterial differential result. Its only game design benefit is a transient psychological perspective shift which is unsustainable.

    Yes, buffs and nerfs both need to be applied to maintain homeostasis. Other than that:

    Unsustainable? Horse puckey.

    Game-playing populations are transient, it is the nature of the beast. To allow the CoH franchise to survive and prosper, new players must come online to replace the old. Ideally, over time old players return as well, to re-experience the gameplay.

    Thus, that psychological shift you casually dismiss using five-dollah werds is repeated with each new generation and iteration of players. Call it the 'HOLY COW THIS IS AWESOME' factor. As long as you are impressing new players, and returning repeat players, you win.

    I feel this to be absolutely true, because I recently teamed up with two fresh faces in Atlas. One guy was on a trial account, the other had been playing for two weeks.

    So what'd I do? I said, "Hey, wanna get a jet pack? My treat!"

    Then I took them out to the Shadow Shard to buy one.

    Since we were out there, I also took them to see the Storm Palace. I mean, we were in the neighborhood....

    I'm pretty sure there's two more long-term players now. One guy kept saying 'Man, this game is SO EPIC!"


    So, while I luvs me some numbers, I think you might be a leeetle too invested in this argument with the numbers. Do not discount that psychological perspective shift so cavalierly.

    So. How's about some buffs? The Devs could think of it as a down-payment on the next round of nerfs
  3. Quote:
    Originally Posted by Arcanaville View Post
    Next issue, the devs are buffing everyone's damage by 10. They are also buffing everyone's health by 10. They are also buffing the critters by 10 to make them a real challenge.

    There might be a decimal place error in the displayed numbers in your chat windows and in the console in general, but don't worry about that. Especially because in Issue 20 they are buffing us again by 100.

    To resolve some balance issues, some things won't be getting the full 1000x buff. Some might be getting only 990x, or even 850x. But really, what's the difference between being eight hundred fifty times stronger and being one thousand times stronger. You're still awesome.



    See also: Normalization.

    ....right.

    Snarky much?
  4. Quote:
    Originally Posted by Arcanaville View Post

    I'm always in favor of adding exotic and interesting new mechanics to get out of sticky numerical balance problems myself.

    Or:

    Boost other sets to match.

    It's a SUPERHERO game. Let's be SUPER.

    Give fire armor some serious boosts, it's pretty bad right now. Boost the damage aura, and give it faster recharge times on pretty much everything. Let the click-monkeys have a set to go wild about. Moar damage would be good, isn't supposed to be the damagey set?

    Electric armor ain't too bad, maybe boost up the damage aura. Some minor resist slipped into a power or two wouldn't suck either.

    Dark armor, eesh.... Maybe give it some DDR? Or maybe borrow a trick from SR, your hitpoints drop, your resists go up? It's sad that your strongest power is your rez....

    For Invuln, how about making Unstoppable useful? Not the bad old perma days, but just cut the power in half. Half the buff, half the crash. Heck, leave the timers alone, even. For that matter, double the base resist numbers for the passives, where they are now are comical.

    Stone: Here's an idea: Let them jump a little. Not a lot. But a six inch curb? Seriously? Yes, stoners need to pay for all that ridiculous awesome, but dang.

    Willpower is ridiculously fine. Maybe add a little +run speed and + jump to various powers.

    You get the idea, I'm sure others can come up withideas for the other sets, or even better ideas for these above. I am tired of nerfs, how about we propose buffs?

    That said, it's about time Shields got noticed, they are WAY out of line. Waaaay.
  5. Well, here's my two cents:

    It's an unusual build, but would likely rock hard just as written.

    A few tweaks I'd suggest:

    Take the three six-sets of Titanium Coating and swap them for three five-sets of Reactive Armor. This gets you three slots.

    Either put in plain recharge for Build Up (you want it every time Lightning Rod/Thunder Strike are up for big alphas). Or, Put in two Rectified Reticles to reclaim a smidge of melee defense, which you won't really need.

    Drop Power Surge. A pimped-out ride like this guy won't need it, and the crash is beastly. This gets you a power choice and another slot.

    I know you said you wanted all the attack powers, but do you REALLY want Jacob's Ladder? The cast time is long. I feel a teaming tanker should not be stuck in long animations all the time, and Elec Melee is rotten with the things. But keep it if ya likes it.

    I'd recommend taking hasten where Power Surge lived, and popping in two slots for recharge. Now you REALLY won't need all your attacks unless you wanna watch them. Plus your Energize gets faster, your Power Sink gets faster, your Build Up and Lightning Rod gets faster, it is very sweet.

    Add a slot to Stamina, move the Performance Shifter proc there, and set in four Performance Shifters.

    Add the last saved slot to lightning field and put in six Obliterations.

    Move the five Armageddon's to Lightning Rod. Swap out the Damage Armageddon for the damage proc, and add a Perfect Zinger damage proc as a cherry in the sixth slot.

    Mmmmm, cherry.

    With hasten, and in teams, you'll find your attack chain consisting mostly of Lightning Rod, Thunder Strike, and the odd taunt. Watch while the team mops up the leftovers, move to next spawn. Tons of knockdown, and with Lightning Rod set up with a fire damage and a psionic damage proc, it'll be glorious damage even though you won't be firing things all that often. Heck, adding the proc to lightning field will help a ton, too.

    Shake well, see how you like it.
  6. Quote:
    Originally Posted by WingedLion View Post
    Thanks for the advice and the purples are ok because I am looking to maximize the build even if it takes a while. I am unable to paste onto mids for some reason. Can U post it again?

    Here's a tweaked build.

    Note that I set it for one person in Phalanx range. I assume you'll be teaming a lot, and it's very common to get a scrap or a kin or somebody in the furball with you.

    Even without anyone in phalanx it's still softcapped. I tossed in lots of procs for moar damages, too.

    This would be all kinds of fun.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1412;706;1412;HEX;|
    |78DA9D935D53125118C7CF0282C0AE8088F8860ABE81E82A174DBE645D241AA5339|
    |66433A5321B9E805C1763E985BAE90374553376D574DF3768FA70F4BC1C9C9AEEDA|
    |81E777CEB3CF39FFFFD96777FFDDB62EC4C73B42D3EFDA96EB56CA96732E5BA1B2A|
    |CD69DA6DDAC758C9D66AB262F2CB72D5B9542400891E29ACAB67C211D579A87F586|
    |B4CF7AD384BABB2F6D29CD27168CACAA8C959CBA6C49A76DF606FA41B3699B7BD2B|
    |A6C38359EEC34DA8E745D434D6AF536DC0AD1ECF052CAB378F1B251358B8E6CD53A|
    |B02B3AEA8C80A11CFCB70D081AFC45B74F246050109E01823F441808330C423442B|
    |81112EA82554F010BC2F38CE03F268C9C10264F19154211B434A5A5B1968FB5F4D0|
    |9FBB8FB0E4244BDE042DAFD2F2CE7B68D50241CF12D239C26C9EE17A506B17B4FA5|
    |84BF4E505DE1986260438E50DB07CFF1023AAE19AD938610D04834A3058A74D430D|
    |C64BC2F23961C526142E087ED83DAC04C359124C42CAE08D84C1A975D83BA25211B|
    |61580AA182FF4C58EC8CFE063C67DF2B358621409FD501E57A7887F26E9A12BC657|
    |42EE0B610794135CE7494CD1D2E1494686700F0A92D48EAE48A6C9CA03488DAA938|
    |FDEA26DC6D6191B84854DC616C3256CC299C6D5AA719B369AB860388434D7A55FB1|
    |BFD794D4E01C29F524525DB884173253EA6453490D6F4FCF90D5E93483FDFBA02EA|
    |3EA32DCC09928831B383348D8025F73CAD71C5A4889F98E20BC65BC21E43E90A1C5|
    |F784EFF0AE6595AF2C77E8073C96BC7A6FF3B7C9D8127768E921E38ADEB9656EC73|
    |2F7A104AB4C7EBE1E935FB71576BBC26E33708E55D5A155562AFC8509DFF557063F|
    |7C447BFF640E7CEAF3858C46999CEFFA8BEE06A35429B8F8BFAE9F7A6FBBE023FCE|
    |ACB180E206847383AC67082D3531C59387A8EA18AD3EE2FBD6738B286BED6316C60|
    |D8C490007FE2135606C210C218740C0686010C110C510C710C6318BE61E8FE06350|
    |9EF3A|
    |-------------------------------------------------------------------|
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    Damnit, I did not need to roll up a new tanker!

    Inv/Stone, Stone/EM, Stone/Fire at 50, Fire/Fire at 35, current project Shield/Fire at 28 and all my other alts... and you guys are making me think about rolling up yet another
    Piffle, your tankage is weak, you need MOAR.

    That said, the down side to an Inv/DM is the severe lack of AOE. Shadow Maul's animation is waaay too long for me to risk it if I'm main-tanking: I want to be able to dart out and yoink aggro off a squishy if I have to, not be one second into that OMG long animation.

    The two PBAOE self-buffs do a LITTLE damage, but I'm not sure if they do gauntlet. I need to poke at that a bit, although with properly slotted invincibility it wouldn't matter one way or the other, the only way to chisel a mob off an invuln is to hit it so hard it dies.

    Aside from that, it's alll single target. Now, it's a lot of NASTY single target, but that's all there is.
  8. Quote:
    Originally Posted by Psara View Post
    Stone end up overkill for most things, but it's sure nice on the STF. I mean would you really rather have to worry about not ticking off four of the hardest AVs in the game all at once, or just send in a stone tank with clear mind?

    Anyway... I vote WP/SS. It's not quite as survivable, but it's sure fun! Either way I'll vote for super strength.
    ...really.

    My Inv/Axe tanked all four of the patrons on a MoSTF run. (We had a bad pull.)

    Wanna see my shiny badge?

    Inv is as strong as any set in the game once you get it built. And Axe has huge amounts of mitigation to go with it's very good damage.

    That said, probably the toughest toon possible right now is a tooled-up Inv/DM with a frankenslotted Siphon. Those things are just ridiculous.
  9. Quote:
    Originally Posted by fracture View Post
    From what I've seen, invuln is far from gone and quite a few are seriously good toons.
    Whoah, first post!

    Welcome to the forum!
  10. Quote:
    Originally Posted by Daemodand View Post
    Invulnerability is probably my second favorite melee armor behind Super Reflexes. It's a comic book classic, and the set is very, very good, as well as very, very underrated. Especially after the buff it got.

    Actually, Invulnerability has received several buffs over the years, after the extremely heavy over-nerf that Jack Emmert, in his sweaty panic over his broke-*** game balance, laid on it in I3-ish. (This is also where the purple nerf came from, STILL the dumbest thing foisted on this game yet, and only gradually being re-balanced over years by the patient work of the current team.)

    Many IO sets cater to Invuln's strengths, and removing the root (utterly horrible) and defense penalty from Unyielding were huge steps. Unstoppable is still an effectively useless throwaway. The biggest recent buff for Invuln was the addition of Physical Perfection, which helps Invuln more than any other set.

    Invuln has several massively strong powers. Dull Pain kept getting nudged and tweaked over the years, until it is now a very capable tool. The resists are 'okay' now, but there's so many of them you can slot up a wide array of set bonuses, miserable though resist sets tend to be.

    The crown jewel of the set, though is Invincibility. It is as strong as any taunt aura in the game, it is a MAJOR defense power, and it buffs your to-hit by a huge amount. Invincibility means you never miss ANYTHING when you're in a crowd. Cyto's are your friends.


    Quote:
    Sometimes a set gets a reputation on the forums that has no bearing at all to its real in-game performance (see: Martial Arts, Dark Armor).

    If the set has any problem at all, it's in the way they went about making it in this game. Think "comic book invulnerability" and you think of a pure Resist set, most likely with +HPs thrown in. The set we actually get in this game does have Resist and +HPs, but also Defense that scales according to the number of opponents surrounding you (the biggest design mistake IMO). Mechanically, you want layered defenses like that. But thematically, simple Resist +HPs would "feel" much more like comic book invulnerability.
    The old days of perma-unstoppable with the 'bugged' version of Invincibility were like that. Oh, fun times.

    Quote:
    And also, Willpower was made a bit too good for a set that supposed to represent a more "no superpowers" feel, so ended up stealing some of Invulnerability's thunder.

    But Invulnerability is good. Better than most realize. I've rolled it several times and I'll roll it again.
    Willpower is a great set, because it is sturdy early on and remains so throughout. Invuln starts out a lot weaker. Vahz tear Invuln a new one, while WP sails past all that stuff. But late in the game, when Invuln finally has all it's tools in place? Nothing is tougher.

    Nothing.
  11. ...

    What the heck is going on with your resistances?
  12. mauk2

    New melee set.

    Quote:
    Originally Posted by bAss_ackwards View Post
    STAFF MELEE! I want! I want, I want, I want!

    Kinetic Melee will do for now.
    Hellz yeah! Like MA only AOE/range heavy.
  13. Quote:
    Originally Posted by Lucky View Post
    On pure scrapper teams imo it's every man for himself. You don't replace controllers or blasters because A: you can't and B: there is no need. Only buffs you get are your own but that's ok because your a scrapper and awesome is your middle name and there are 7 others just like you close by!
    Heh.

    Well, the awesome is true, but I reject utterly that word you used, namely, 'can't.'

    Screw 'can't.' Scrappers CAN.

    I spent a couple of beers and a few minutes on the below build for a blaster-scrap. It ain't close to perfect, but I suspect would get the job done well:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blascrapper_1: Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Dmg/Rchg(42), Mako-Dmg/EndRdx(42), Mako-Acc/Dmg(42)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-EndRdx/Rchg(11)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(9)
    Level 4: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/Rchg(11), GftotA-Run+(25)
    Level 6: Spin -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(7), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Rchg(15), Armgdn-Acc/Dmg/Rchg(15), Oblit-%Dam(40)
    Level 8: Hover -- LkGmblr-EndRdx/Rchg(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx(43)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/Rchg(27), Mrcl-Rcvry+(37), RgnTis-Regen+(37)
    Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(43)
    Level 18: Focus -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/Rchg(21), Dev'n-Dmg/EndRdx(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(43)
    Level 22: Quickness -- Flight-I(A)
    Level 24: Fly -- Flight-I(A)
    Level 26: Boxing -- Empty(A)
    Level 28: Lucky -- GftotA-Run+(A), GftotA-Def/EndRdx(29), GftotA-Def(29), GftotA-Def/Rchg(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(31), S'fstPrt-ResKB(31), ImpArm-ResDam/EndRdx(34), ImpArm-EndRdx/Rchg(36)
    Level 32: Shockwave -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), ExStrk-Dam%(34), Posi-Dam%(34)
    Level 35: Weave -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(36), S'dpty-EndRdx(36), S'dpty-Def/EndRdx(37)
    Level 38: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-EndRdx/Rchg(39)
    Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(46)
    Level 44: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Posi-Dam%(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1403;692;1384;HEX;|
    |78DAA593596F12511886CFC0E000C394AD2D7445BA40173B85B8B67549B49A68A42|
    |2D45EA904EB698B2553C2D0D87AE50FF04A13BDAAD1AAF10FB8C6BFA13FC60BC56F|
    |3990182F9DC0FBCC7CBCDF39EF398729EC2D8784787C41683D97EA55D7AD94D79BD|
    |54643368D956A6BB759AD5B17A1AC6A95BC2184E8ED582A055997D286BE876EAA5B|
    |5C961BD271A55DDEC5A792DCA8CB3DE946AF3A5BB2299D96DDB9318B3B3B75FB4AB|
    |DB6B9D50AF17DADE548D7B5D403D46BCE66909ECA0D29EFC72E376AEB36E479242B|
    |85AADB92CDFD24E499866F0D83D1D5F6896D405E641F306A84E92DC626638350C02|
    |E8DBABCA24FC3922742F0C709C11861057C9AF2697FF974F6F97B0937C0E7553EAF|
    |1F6EB242D709411F2119206C83CFA7D2FACE79B0F5C859C602A16789B148C80A2F2|
    |2005D861ADDE060219E3EC4D3CF70A622F8023CBA08CCD2427D5032B95598E35432|
    |A0647149B7D6A871F016A34C98B8465927CE0346C44DB087D5E461DE8208CF1AE15|
    |967A204077C51B5B4689EE2C7728C7942AFCD9823F4BFA5307EE88AABD1E32FF897|
    |A784E433C2CC7342097C7D6A1D7DBC0E134A09B5DA049734280DA8D2401B2E5186C|
    |A901A7F88CF60980F66988F6994CFC70BBE11B52923095AF8683F2349484F906F3C|
    |4368803DA5169BFA4C731FFDC8F8C0F84448EF43FAB8487FA1271DBAC65498B15F0|
    |2871DFFC9F0F296FF168855F04D2ADF246F7986F73AC3C79EE13FC1A125C414A7D0|
    |A67E7870A0B9EF8437F0CBACCA377B48831E7BCD78C5784F987BC938A07CEFA0CB5|
    |65DF669DAF7F9538C938CE384FC0906AF6A0CD2E638AD96E37F5D9E31AC77DF4DF8|
    |E0715CFFA752D4D58B08158D2A29BDFB6EFED7F535D4992B500A82AEA21451D6506|
    |EA3DC41B98B5245B987B28ED2FED6ED0E9FC1400B288B284B284FD0649820264A08|
    |C542E94109A34450E228FD2883280728ED3FE9D7F4DC|
    |-------------------------------------------------------------------|
  14. Okay, here's a notion I've been kicking about.

    I have seen the fad for 'all controller STF's' sweep my server for a while, and it got me thinking.

    How would a team composed of nothing but scrappers fare?

    More particularly, how would you construct scrappers specifically knowing there is going to be nothing but other scrappers on the team?

    How would you build a scrapper to replace the blasters?

    How would you build a scrapper to replace the controllers?

    How would you build a scrapper to replace the defenders?


    I can see some ideas for all of these, using pools and procs and whatnot, but how would the forums go about it?

    I'll knock out a quick sample of mah thinkin' and post it next.
  15. Quote:
    Originally Posted by Rangle M. Down View Post
    For those that haven't read it, there is a discussion about upcoming changes to the set bonuses from the Blessing of the Zephyr set. There is a planned reduction to the defensive bonuses that are currently being given.

    The thread is here.


    Please be aware that soft capped builds using BotZ's will probably not be soft capped anymore.
    It depends on soft-capped by how much, now don't it?

    I tend to run my tanks a good 5-10 percent 'rich' in this regard. I are tank, I don't wanna worry about deboofs. It's not like defenses are hard to come by, after all.
  16. Oh, nm, I see it now.

    Hrrrm. (shrug)

    Not that huge a deal.
  17. Quote:
    Originally Posted by Panzerwaffen View Post
    Awesome, thanks! That's what I kinda thought, just wanted to be sure I wasn't missing something there.

    Now if I can just figure out how to fix my Fire/SD with the upcoming BotZ nerf...

    BotZ nerf?!

    What now?
  18. mauk2

    Proc Help

    Quote:
    Originally Posted by tektronics View Post
    Yea, I think the Explosive Strike may be my best option left

    With conserve power and the amount of rech I have End isn't really an issue

    and as a scrapper I would think the Devast chance to hold is a bit counter intuitive?
    For a proc, explosive strike is the only option.

    I'd say pop in a Devastation quad instead. Moar base numbahs = gud.

    But maybe I'm silly.
  19. [QUOTE=Griff Mender;2713160]
    Quote:
    Originally Posted by mauk2 View Post
    Ok, this isn't mine, I'm helping a buddy out. He wants a sturdy claws build with no purples, becuz he is cheap.

    I hacked this together, and think it is 'ok'. Now, see what you make of it!



    Ok, so there are 5 LoTG recharges in that build and your friend is "cheap"? I have got to party with these guys!

    LOL, well, for certain values of 'cheap'.

    I'm mainly just picking on him, though. The 'sturdy' and 'no purples' clauses are more accurate.

    Although, since I forgot the Steadfast , it'd be easy to pop two of those into tough to keep the +rec up there, and then put in...3 sets of purples and still be softcapped versus everything.

    Just sayin'.



    Could also address the 'too many +9's' issue Umbral noticed.
  20. (HEADSLAP)

    DOH! I forgot the Steadfast Protection unique in my version.

    Ehn, just goes to prove you don't need it

    Yeah, if you stick that in you're way overcapped. Which may be good or bad, depending on how you feel about such things.
  21. Ok, this isn't mine, I'm helping a buddy out. He wants a sturdy claws build with no purples, becuz he is cheap.

    I hacked this together, and think it is 'ok'. Now, see what you make of it!


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Clawboy_1: Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance/Recharge
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 1: Focused Fighting
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense/Endurance
    • (17) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Luck of the Gambler - Defense/Recharge
    Level 2: Focused Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Luck of the Gambler - Defense/Recharge
    Level 4: Agile
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense/Recharge
    Level 6: Spin
    • (A) Obliteration - Damage
    • (7) Obliteration - Accuracy/Recharge
    • (7) Obliteration - Damage/Recharge
    • (9) Obliteration - Accuracy/Damage/Recharge
    • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (17) Obliteration - Chance for Smashing Damage
    Level 8: Follow Up
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (13) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 10: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (45) Gift of the Ancients - Defense/Endurance
    • (45) Gift of the Ancients - Defense
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Practiced Brawler
    • (A) Recharge Reduction IO
    Level 16: Dodge
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Defense/Recharge
    • (40) Luck of the Gambler - Defense/Endurance
    Level 18: Health
    • (A) Regenerative Tissue - +Regeneration
    • (40) Numina's Convalescence - Heal
    • (43) Numina's Convalescence - Heal/Recharge
    • (43) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (39) Performance Shifter - EndMod/Accuracy
    Level 22: Focus
    • (A) Thunderstrike - Accuracy/Damage
    • (23) Thunderstrike - Damage/Endurance
    • (23) Thunderstrike - Damage/Recharge
    • (25) Thunderstrike - Accuracy/Damage/Recharge
    • (25) Thunderstrike - Accuracy/Damage/Endurance
    • (27) Thunderstrike - Damage/Endurance/Recharge
    Level 24: Quickness
    • (A) Run Speed IO
    Level 26: Super Jump
    • (A) Jumping IO
    Level 28: Lucky
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Luck of the Gambler - Defense/Recharge
    Level 30: Eviscerate
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (31) Scirocco's Dervish - Damage/Endurance
    • (31) Scirocco's Dervish - Damage/Recharge
    • (31) Scirocco's Dervish - Accuracy/Recharge
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 32: Boxing
    • (A) Empty
    Level 35: Evasion
    • (A) Gift of the Ancients - Defense/Endurance
    • (36) Gift of the Ancients - Defense
    • (36) Gift of the Ancients - Defense/Recharge
    • (36) Gift of the Ancients - Defense/Endurance/Recharge
    Level 38: Tough
    • (A) Impervium Armor - Resistance
    • (39) Impervium Armor - Resistance/Endurance
    Level 41: Weave
    • (A) Gift of the Ancients - Run Speed +7.5%
    • (42) Gift of the Ancients - Defense
    • (42) Gift of the Ancients - Defense/Endurance
    • (42) Gift of the Ancients - Defense/Endurance/Recharge
    Level 44: Conserve Power
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 47: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod
    • (48) Performance Shifter - EndMod/Recharge
    • (48) Performance Shifter - EndMod/Accuracy
    • (50) Miracle - +Recovery
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - Endurance
    • (43) Celerity - RunSpeed
    • (46) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1400;689;1378;HEX;|
    |78DAA5935973124110C76761C9722C0124E48E447270246CC29B47955669B44A2B4|
    |4C2C63CA9D426990494028A2526F8E407F049ABF4295E0FF133587E13F59B78601F|
    |430CCF6E41FF667AFEDDD33DB35B3C5E338578714368C3B7EA8EEB56ECDDB6D36AC|
    |9B6B1E1740EDB4E3D00EEA39D66B75230841023FDE54A51D6A5B470D14D9E39D7E4|
    |BE6CB8D2B20F715696FB75792CDDD8DD4655B665A363F50766A9D9AC5BEBD269D51|
    |A073CB953EB34A4EB86D5E4A0DA81A520CDEC96947BB1DBADDAAE75B3B9D7AD141D|
    |B723DBDD71A8270BFF2A16464FCF274A8094F0D88C4D825E66D40005917F4228629|
    |446515E91D0D0351C2544E3844B31C206E834A5D30674170674F741E7553A6FE2BC|
    |609EE5F3AC7B0A3A9FAAD6F7D383AEA15F8CDF04FF1F468F10155E441DA20C2AB7E|
    |733B8C7203717E4E64CEED8FC0C5169317B4A1885A800D7A407BE51BEC5EF84F40F|
    |C2B2AEA16ED94F18027988E52294A1532A812BAC5CE125726D822BA21A8D70A393F|
    |1F31DA6B95F037431A58B5D87C18C483FA0959C4DDBE5B669E6075D5CE9E26FA9AC|
    |91578CD75CF21B42037409757089132A65F41DE33D61FC03E32361F213A10C5163A|
    |A81B13CB9C6C035C189C404B769836B4AD530C53D4D7317D30397DC34B00DAE61E6|
    |19855E3C621C33BA84D9E70CBE430DA2926AC3640F1EB1059E94DA2FC57730C7773|
    |0E76318042FE81658A72D64C8B5384FD06125A3326402E4CA72862CE7CB72061B5E|
    |9F25DEDBB3C417B8CCC8334EC34258EA1DB1F8F857F8F857F8F857F8F80BF7285F0|
    |AF65D65B9679533140630AD9F7D8DF0C366D7F5B32FCD230C4A96F313F201424957|
    |EB10A25148F25FC87F3D5FCC7E9E403908760B4D098CB68DA387681EE1F4318E1C1|
    |CEDA0D9C569EFABD96F2572190BBA82E62A9A6B685EA2C8088109A131D184D10CA3|
    |89A089A289A319453389E6044DEF2FC4CAF21A|
    |-------------------------------------------------------------------|
  22. mauk2

    Best Scrapper?

    Quote:
    Originally Posted by Starflier View Post
    What Werner said.

    Also, it looks cool.

    Oh yeah. BS/SD goes together like peanut butter and jelly.

    Plus, a BS scrapper not only does very nice damage, it is a quite capable debuffer.

    On top of that goodness, an SD scrapper is also very good at holding aggro if such is a positive.

    As such, a BS/SD can be specced/played as a quite capable scrap-troller. It is teh nice.
  23. Quote:
    Originally Posted by OneWhoBinds View Post
    Hello, all.

    My dilemma today is one of matching.

    I've never really gotten into the sets of Claws/ and of Fiery Melee/. The trick is... in both cases, I WANT to, I just never seem to stick with a toon using those powers long enough to actually get to the good powers.

    So, I'm looking to try one again... but what secondaries complement these sets? I'd rather have some synergy between my Primaries/Secondaries, but not exactly best at seeing what those synergies are.

    So... any opinions?

    Thanks, all!
    Ok, a much more important question is this: Why have you not been able to stick with one of these?

    What I am getting at is what do you like to play?

    Do you like very busy, interactive toons, where you're always doing something? If so, a bleeding edge fire/shield may be your hot ticket. Those things can perform incredibly, but they're not exactly 'calming.'

    Do you like knocking bad guys around while feeling pleasantly indestructible? Then a defensive-specced claws/inv may be more your thing. That sort of toon is very much 'set it and forget it', and can be nearly trancelike when you get in the zone.

    Leaving concept aside, people don't seem to realize how wide an array of gaming experiences CoH offers. Playing two different toons, even of the same archetype, can be a totally different gaming experience.

    So, the first question should be, what sort of gaming experience do you like?
  24. mauk2

    Best Scrapper?

    Quote:
    Originally Posted by Blue_Centurion View Post
    Fair enough, and I want to give scrappers a shot. So, who does the best "burst damage" of the scrappers (ST preferred)

    Oh, for cryin' out LOUD.

    PLAY WHAT YOU WANT TO PLAY.

    What the hell is with people and their eternal whinging about the freakin' numbers?!

    ANY scrapper can be fun. ANY ONE.

    Given that you seem to like a ss/sp broot, PLAY IT. Criminy in a bucket. Going Rogue is coming, and you can play that toon to your heart's content.

    If you are serious about playing something else, PLAY WHAT YOU WANT TO PLAY.

    How hard is this? (sheesh)

    That said, a toon you might enjoy is a claws/inv. Feels very similar to a ss/wp broot, while being totally different in the details. But to be blunt, IT DOESN'T MATTER.

    Play what appeals to you.
  25. Quote:
    Originally Posted by PBAtty View Post
    Thanks for the info. I just got back into the game recently and I seem to remember that one or both of these powers used to be a KB power awhile back so I wasn't sure.

    Pendulum used to do knockback. Now the set is all knockdown/knockup.

    Axe does quite a bit of damage and a LOT of knockdown. Like most tanker sets it has a lot of soft mitigation from the knockdowns.