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Posts
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Joined
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Quote:...You really went there, eh?In my observations it's usually a woman that gets so upset about something so trivial. (no offense but it's true ).
In any case, no it's not true and your observations are flawed.
Quote:She overheard a couple of "young" people shouting a bad word back and forth. Now the city is "asking citizens to vote at the annual Town Meeting on Monday (today) to flush potty mouths by granting police the power to issue $20 civil tickets to anyone who publicly "accosts" another person verbally with profanity." -
Quote:The most choices? Can you explain that, please?That said they are the most flexible AT in the game. With a blaster you have the most choices on how you want to do things, and the means to achieve them.
Quote:The fact that blasters can't do that while on autopilot is part of their charm. Not everyone wants to play something where you can roll your face across the keyboard and still beat the enemies.
Quote:1. What not to do, is make snipes the balancing point for sets that have them. I have never chosen a set because it had or didn't have a snipe, and I don't think anyone who did wants to be forced into taking snipes because they are now signature powers.
Quote:2. What not to do, take away anything from the flexibility of blasters. After looking at what was done to tankers, stalkers and dominators, I get the impression the devs fear flexibility.
Quote:3. What not to do, give the AT more goofy complicated mechanics. These things are fine in powersets where the people who like them can pick them and those that don't can stay away from them. We don't need a ring combo system for blasters. Part of the joy of the AT is that you can just blast. It is bad enough you have to use Build Up and Aim before you start blasting now. If a set does have that kind of mechanic it should be top tier in performance as compensation for the extra effort. -
Quote:The ability to mitigate incoming damage and/or status effects. The trade-off was supposed to be that Blasters have overwhelming firepower, but they don't have that either.What exactly being traced back, that all other ATs have, and blasters do not?
To me, Blasters are like a relic from the early design period of this game, one which never really worked out very well, sort of the like the original enhancement system with TOs and DOs.
The AT is plagued by secondaries that, with rare exception, don't do anything to bolster the AT's alleged strength - ranged damage. This is exacerbated by the fact that range, in this game, is not a particularly strong advantage. Oh sure, in the early game when the enemies you face have little more than thrown rocks, range can mitigate a lot of damage. However that all changes when you run into groups that suddenly have devastating ranged attacks, and potent ranged mezzes. In the case of some enemy groups, every mob with a spawn is capable of mezzing a player, completely removing the "take out the mezzer first" strategy.
Personally, I'd like to see the secondaries get an overhaul. I know that's a pipe-dream now, after seeing what the "Gravity overhaul" looked like. Still, imagine secondaries which improve or augment a Blaster's ranged attacks, like a Build-Up that grants a stun effect to your next few attacks, for example. I'm almost envisioning something like Swap Ammo, but actually useful.
For now, Blasters will remain the one AT that I simply refuse to play. My first character, back in 2004, was a Blaster. After my first encounter with Tsoo, I re-rolled as a Defender and haven't looked back. -
I assumed that was the intent behind the design of the trial. You may not be able to get a PUG together that can defeat Tyrant, but it won't stop anyone from unlocking their Hybrid slot. Seemed like a sensible "fail-safe" approach, especially with the concideration that there are currently no other ways to earn the appropriate iXP.
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Quote:I was doing it before it was cool!Toxa has a natural StJ/SD concept too? The Legion's turning into a hive mind.
Here's my build. I left Aid Self on the floor because the tricorder is interruptable, annoying, and doesn't really fit the concept. I'm planning to pack green skittles and a Rebirth instead.
I have Rebirth now, and I'm really considering dropping Aid Self. It is a total PITA to use -most- of the time, but helpful enough that I haven't quite worked up the nerve to let it go. Yet. -
Quote:I wondered about that, but I wasn't sure if the overall effect of +EndMod would be enough. If Stamina and Physical Perfection slotted with +End procs, plus Numina and Miracle Unique aren't enough, then boosting Stam and Phys.Perfection a bit more wouldn't really do enough either. Well, that was my assumption anyway. Plus the additional recharge would have me burning End faster. Even with Cardiac, it's still not terribly hard to burn down my Endurance bar.I would have taken Agility instead. It boosts End Mod powers, so it would have increased your recovery, along with defense and recharge. Agility is pretty much tailor made for defense based sets.
I wouldn't be opposed to trying Agility, but I don't see how the +Endmod (affecting only Stamina and Phys.Perfection) competes with End reduction on every non-auto power I have. -
Quote:This is my natural-themed scrapper. I'm sure it's not the most efficient, but it does hit the soft-cap for M/R/AoE without taking pew-pew powers. Note that I use Ninja Run and jetpacks for travel (again, natural theme). I didn't put in my incarnate stuff, but it's worth mentioning that I took Cardiac to ease the endurance issues.Anyway to softcap this without using Dark Blast? Doesn't fit my toon theme. Looking for something natural, like conserve power or focussed accuracy. Thanks in advance.
There is a Hecatomb set, but of course you can replace that without losing any defense.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx/Rchg(15), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(17)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(11)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(21), Numna-Regen/Rcvry+(21)
Level 6: Combat Readiness -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
Level 8: Rib Cracker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(29)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(33)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31), ResDam-I(31)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Spinning Strike -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Rchg/+Crit(36)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(33)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 24: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 26: Shin Breaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 28: Grant Cover -- LkGmblr-Rchg+(A), DefBuff-I(39)
Level 30: Sweeping Cross -- Erad-Dmg(A), Erad-Acc/Rchg(46), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(50), Erad-%Dam(50)
Level 32: Crushing Uppercut -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(45)
Level 38: Stimulant -- RechRdx-I(A)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), EndMod-I(45)
Level 47: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48), IntRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A), EndMod-I(23), EndMod-I(23)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 14.75% Defense(Smashing)
- 14.75% Defense(Lethal)
- 9.13% Defense(Fire)
- 9.13% Defense(Cold)
- 12.88% Defense(Energy)
- 12.88% Defense(Negative)
- 9.13% Defense(Psionic)
- 16% Defense(Melee)
- 15.06% Defense(Ranged)
- 12.25% Defense(AoE)
- 1.8% Max End
- 42% Enhancement(Accuracy)
- 11% Enhancement(Heal)
- 57.5% Enhancement(RechargeTime)
- 241 HP (17.99%) HitPoints
- MezResist(Held) 12.1%
- MezResist(Immobilized) 8.8%
- 9% (0.15 End/sec) Recovery
- 62% (3.46 HP/sec) Regeneration
- 2.52% Resistance(Smashing)
- 2.52% Resistance(Lethal)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% Resistance(Toxic)
- 2% XPDebtProtection
- 36% GlobalChanceMod PlayerCrit
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Quote:My tank is +3, and I've been able to run at +3x8 with (and only with) Darkest Night. Prior to re-building her, I was happily using the Mu pool for Ball Lightning and Electrifying Fences for more AoE damage. She has Ion Judgment, Diamagnetic & Reactive interface, Barrier destiny and Storm Elemental lore. I actually didn't realize that Ageless provided debuff resistance, I will work on getting that. That sounds like exactly what I need. Without Darkest Night running, my defense will drop from 47% into negative values within seconds of jumping into a group of Talons or BP.Are you level shifted? My WP/Mace tanker has no trouble in DA (and looks like it has slightly lower mitigation than your build). I have to herd two or three groups together and not use SoW and inspires in order to get killed. BP, Knives, Talons. None of them pose much threat in a single spawn. I do have and use Ageless, which helps a ton vs. the end drain and debuffs though. Just trying to figure out the differences in our perceptions.
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I really loved WP up until the new DA came out. Perhaps I just need to learn the enemy groups better, and set up some custom target binds.
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So I guess the lesson to take away from this is that my problem isn't set bonuses, it's WP itself. It just isn't up for the task in a post-incarnate world.. =( Well, at least not without Darkest Night.
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The Glad enhancement is a mistake, it should be the +3% def/resist teleport. So I guess that puts me around 50%, rather than 47%.
As for the other stuff... I dunno, sloppy I guess? In my live build, I seem to have only 4 Eradications. I pretty much just have specific goals, defense and hitpoints in this case. Any other bonuses I get are pretty much just hapless bystanders.
I updated the build to with the Glad +3% def, 4 Eradications, and I got rid of one of the excessive health bonuses. I could drop Dark Watcher's Despair in favor of something else, but the 5% recharge seemed appealing to me.
I have no idea how to get more accuracy without losing defense and hitpoints. -
This is regarding my Will/KM Tank, who is feeling rather squishy in Dark Astoria these days. I've been trying to push her defense up to the Incarnate cap (55% right?), from the 43% S/L, 40% E/NE/F/C that she has right now. However the highest I can muster is ~47% across the board.
Am I just wasting my time? Should be be content with 47% as a WP tank? It just feels like the incarnate content in DA makes mincemeat of Willpower. =(
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Miss U: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(50)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(50)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/Rchg(23), Taunt-I(23), Taunt-I(25)
Level 10: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19)
Level 20: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 22: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(31), ResDam-I(33)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(36)
Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 30: Fly -- Winter-ResSlow(A)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39)
Level 35: Strength of Will -- ResDam-I(A)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), MotTanker-Acc/Dmg/Rchg(40), SMotTanker-Rchg/Res%(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Rchg/EndRdx(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A), Efficacy-EndMod(27), Efficacy-EndMod/EndRdx(27)
Level 50: Agility Partial Core Revamp
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 29.75% Defense(Smashing)
- 29.75% Defense(Lethal)
- 13.5% Defense(Fire)
- 13.5% Defense(Cold)
- 14.13% Defense(Energy)
- 14.13% Defense(Negative)
- 6% Defense(Psionic)
- 19.75% Defense(Melee)
- 11.94% Defense(Ranged)
- 11.63% Defense(AoE)
- 3.6% Max End
- 9% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 10% SpeedFlying
- 442.7 HP (23.63%) HitPoints
- 10% JumpHeight
- 10% SpeedJumping
- MezResist(Held) 2.75%
- MezResist(Immobilized) 14.85%
- 9.5% (0.16 End/sec) Recovery
- 66% (5.15 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 15% SpeedRunning
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Aside from the missing power lists for Primary, Secondary, Pool, and Incarnate, it seems to be functional, if a bit awkward to use. It's unfortunate that we can't get that fixed, but it's better than nothing.
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I think he was referring to the DL link in the previous post, not the Titan network site. The first time I tried to DL the file, it told me I needed to buy a subscription. For whatever reason I decided to try again, and was finally allowed to DL it.
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Quote:Thank you for offering your perspective - StJ really does fit the character better, which is why I re-made the character in the first place. Prior to posting my question, I was out of the game for several months, and I think my "rustiness" with CoH was affecting my perception of StJ when I climbed back into the cockpit. Now that I've taken the time to fix/complete some of her IO sets and get her defenses up to par, and have spent some time getting back into the combo system swing, I feel better about the decision to roll with StJ.So...I could go on, but it's all pretty subjective. Both sets are good; I recommend you play the one that feels best to you.
I like MA, I think it looks great with SD, and I miss having Build-Up+Shield Charge, but I've always been a little dishearten by the fact that the set's top tier power is considered, by a lot of people, skippable. I've always taken Eagle Claw for the EC+DT combo, but it's still unfortunate that the power is so questionable. -
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Rather than start a new thread, I'll just ask here since there is some discussion about MA, SD, and StJ.
I have a 50 MA/SD that I retired, re-named, and scavenged to re-make as a StJ/SD when the set first came out. The re-born character has been sitting at 39-40 for quite some time now, and I'm debating on whether this was a good idea in the first place, or not.. How does StJ compare to MA? -
So Gravity is still getting a very situational power at a time when it needs reliable control. The knockdown component of Project is nice, but the low max target cap leaves something to be desired.
You know what would have been fun? An AoE patch that slows and randomly casts Lift on any enemies caught in it's radius, sort of like an ice patch or freezing rain. Ah well. -
I can't find the post now, but I thought a dev said something about how Dimension Shift could be used in conjunction with Wormhole to mitigate the scattering affect - it was in response to criticism that Wormhole was difficult to use in team situations.
Did I just imagine it? I've been playing around with Dimension Shift and it most definitely does not provide -knockback. I was really looking forward to having some kind of synergy there. =( -
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The Endurance reduction you have slotted in your toggles will serve you better in your attacks. Stamina has not been touched, to my knowledge, and a few of my characters have similar endurance woes that typically start in the early teens and last (in some cases) into the mid-twenties (at which point you have SO-level enhancers, and +Endurance proc IOs)
The common thread is usually a combination of having a lot of attacks available, and not enough endurance reduction slotted to sustain them.
Case in point, my Street Justice/Shield scrapper was an endurance nightmare until I had 3 slotted stamina with Performance Shifter +End proc, Numina and Miracle +End procs, and at least ~30% endurance reduction in EACH attack. Levels 10-27 on that character were some of the most tedious and frustrating levels I've ever experienced*.
Hope that helps!
*IMO this is evidence of some underlying bad game design issues that will probably never be addressed at this point, so we are left with only the workarounds. -
After taking another character completely through Praetoria recently, I was once again reminded of how tedious ambushes can really be.
The use of "lengthy" ambushing (more than 3 waves or so) against relatively young characters is just plain thoughtless. These characters are susceptible to wasted endurance through missed attacks, and they seldom have ways to manage their health. This issue is exacerbated by having a small inspiration inventory.
There are a couple instances in Praetoria that come to mind as being particularly problematic - there were times when my character was low on health, gasping for breath, and out of inspirations after just the second wave. Whose idea was it to make these ambushes crank out, in some cases, more than a dozen with almost no reprieve between waves? Have these mission designers ever played the game without using /devcommands?
It would be nice if the devs could implement a system that guaranteed inspirations for defeating ambushes, but I suspect there might be some technical hurdles there. Of course, if I had my way we'd just get rid of training/dual-origin type enhancers, and that would solve a lot of problems right off the bat, but I'm sure that's even less likely than guaranteed inspiration drops.
In any case, I will side with the "Ambush is a tool that should be used discreetly and sparingly" camp. -
Quote:I think the auto-run condition happens when you hold down both mouse buttons for a couple seconds. The only way I've found to deal with it is to disable two-button run altogether. You won't accidentally go running into the next group of enemies anymore or mess up your angle for a cone attack, but you also won't be able to use two-button running for quick, intuitive movement.Actually my complaint stems from a bug in COH, where using the right+left click to move and then hitting a power causes you to autorun and youll just keep running all over the place. This problem makes it a pain in my *** to be super mobile. I've missed plenty of cones and such for due to this problem. I've moved with the keyboard AND mouse since my Everquest days, I'd rather form the characters to work in the style I prefer than deal with their shortcoming and be frustrated with the character.
It's idiotic. I dunno if the auto-running is a bug or not, but I always thought I was the only one bothered by it.. maybe I should start writing tickets. -
Perhaps not the right section of the forum for this, but it feels right.
Goodbye Steve Jobs, I admire your work and celebrate your accomplishments.