ArcticFahx

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  1. ArcticFahx

    Cold or FF?

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    I don't think you've played a high level Cold/ Defender.

    With the shield duration being quite long, Heatloss having a long recharge and only using Benumb on really tough opponents; there's plenty of time to attack for a Cold/.

    I use Sleet + Ice Storm almost every mob, not to mention spamming my 3 attacks and Infrigidate on bosses.

    Nah, I'm going to disagree with you.

    [/ QUOTE ]So, Turbo's entire point about FF having nothing to do while you're using Cold constantly was utterly full of [censored], then?
  2. ArcticFahx

    Cold or FF?

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    The powers in FF need some thought. For the powers that you listed, you don't keep on using them except for repulsion bomb.

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    So you admit the FF set is a twiddle your thumbs set in between shielding and repulsion bombs.

    [/ QUOTE ]Which gives you more time to fire off your blasts from your secondary. Nothing quite like hitting Aim, Soul Drain, <insert nuke here> in a bit more safety than many defenders get for it to make you grin. (Better option, with FF/Ice, hit Aim, Soul Drain in your current mob, then Ice Storm/Blizzard the next mob so they're already dead when you finish the current one.)

    FF is the set for people who want more time to attack.
  3. ArcticFahx

    Running the ITF

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    a competent stealth team will always be faster than a competent steamroller team.

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    So I have heard, but I've never seen that actually manifest.

    I simply no longer believe stealthing to be a good tactic for any TF or SF and won't participate in it any more. I have yet to see any instance where stealthing actually saved more time than it ultimately cost. The best stealth team I've seen has finished a TF exactly five minutes LATER than a similar steamroll team.

    I just simply don't believe it any more.

    And besides all of that, I find stealthing immensely BORING to boot.

    So, no significant time savings, less XP from fewer kills, and boredom.

    No more stealthing for me.

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    I prefer to fight it out on the highest difficulty,<snip>

    [/ QUOTE ]Well, of course. How else are you going to die 20 times in 2 hours?
  4. [ QUOTE ]
    I'm working on a list right now on "people that hate/are irritated by/annoyed by me", "neutral/indifferent people" and "people that like/tolerate me".

    So far, I have:

    The Irritated Gang - Nethergoat, Bad_Influence, Angry_Citizen, Dumpleberry, Jetpack, Karl_Rove_Man, Quincy_Archer, bamawolfie, Sooner

    The Neutrals: Laser_Judas, Zombie_Man, Fulmens, Turbo_Ski, Perfect_Pain

    The Likies: Zekiran_Immortal... yeah, I think that's about it.

    Am I missing anyone?

    [/ QUOTE ]One more for the like column. Even the namechanging was pretty amusing.
  5. [ QUOTE ]
    Yes, and no.

    Generally, your blast powers do more damage over time if you have +recharge boosts on your character. After the change, Lightning Storm still technically does more dps as your +recharge increases, because you can have multiple LS deployed at once.

    Controler pets and VS on the other hand, recharge fast enough to be perma without slotting, and replace themselves when recast, so their dps does not increase, even if your character is at the recharge cap. (I think Gun Drone also replaces itself, but its base recharge is twice its base duration, so its dps does increase with the first +100% recharge; beyond that, it would have flat dps like the others.)

    [/ QUOTE ]Mmmmmm.... gatling LS......

    *duos with an Ice/Storm that gets 3 storms out at once. Is a sight to behold.*
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    [Rhetorical]Ever wonder why a certain other patcher uses BitTorrent?[/Rhetorical]

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    I was not going to mention that other patcher but it's apparent where the superior technology is here.

    Thanks CoH for inviting me to play even though I can't get your game fast enough to play.

    [/ QUOTE ]Yeah, until one of the seeders has an infected system that causes a corrupted system file on your end and requires a complete reinstall of Windows. And yes, it does happen, I downloaded the trial of that game and ended up having to use my laptop's restore disk.
  7. [ QUOTE ]
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    powerforge is working on a fm/sr brute, and his attack chain is incinerate-cremate-fs. that's all. he has breath of fire and fire sword circle for aoe's and isnt taking gloom

    [/ QUOTE ]There's 40% global recharge difference between /SR and /Stone.

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    Only 40%?

    [/ QUOTE ]Oh, my. I just looked at Granite's full info there.

    Amend my prior post to 85% then. Didn't realize Granite was that much of a debuff. Definitely makes my decision to delete my Stone tanker much less heartbreaking now.
  8. [ QUOTE ]
    powerforge is working on a fm/sr brute, and his attack chain is incinerate-cremate-fs. that's all. he has breath of fire and fire sword circle for aoe's and isnt taking gloom

    [/ QUOTE ]There's 40% global recharge difference between /SR and /Stone.
  9. [ QUOTE ]
    no ezpz positional res that i know of

    [/ QUOTE ]There will never, ever be positional res. I believe the newsmonster, Morbo can explain it better.

    Resistance does not work that way!

    Resistance is done based on the damage type. The only way to add it would be for there to be a melee, lethal, and AoE damage type, which makes no sense, and would not interact with typed resists in the same way as positional vs. typed defenses.
  10. [ QUOTE ]
    I hate to be a downer but have any of you perhaps considered that Color Proliferation might be like power proliferation? In that only a few sets will be changed at a time? BAB's has said about a bajillion times that it is a lot of work to fix the color system. Maybe there will only be a partial fix.

    [/ QUOTE ]Doubt that, as one of the reasons mentioned for the elemental weapons not being customizable is that they wanted the whole powerset customizable at once. It'll be all or nothing, or I'll eat my hat.
  11. [ QUOTE ]
    Hi ArcticFahx.

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    I'd rather have a KB hole I can plug, than a psi hole that will get me wrecked against the Psychic Clockwork King.

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    When speaking of Invul, that Psi hole is pretty easy to cover for about 200 inf and DP.
    And the Psychic Clockwork King is late game stuff.... getting wrecked by it at that point really isn't a big problem.

    But a KB IO is rather costly.... or you need a power pick with accro.

    And if you don't plug it, DS, DR, COF and OG just don't work very well when you are not in the middle of the spawn.
    Alittle kb and 4 powers fail.

    BC

    [/ QUOTE ]Really, my Invuln tends to get into massive recharge failure against psi-heavy enemies. Since almost every psi attack in the game packs quite a bit of -rech (the 25% resistance to -rech is nice, but by no means the same as my /SR's 40%. I can *really* feel the difference on those.
  12. [ QUOTE ]
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    The Aristocrats.

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    Sorry, dude, but you have to lose the "R."

    It's The Aristocats. Trust me on this one, it used to be my favorite movie of all time when I was a little tyke.

    [/ QUOTE ]Bah, that's what I get for posting after a 13 hour shift.
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    on a tanker. numbers from mids. 3 level 50 common io's. no end reduction in toggles i see the following (with tough)... with oppressive gloom and cloak of fear going: 2.33 eps

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    Death Shroud is an ATTACK. The fact that it is also a toggle doesn't take away from the fact that it is an ATTACK. I wouldn't be including attacks in this analysis. Besides, as attacks go, it is ludicrously cheap on the endurance for the AoE damage it puts out (half the cost of other AoEs). In other words, Death Shroud is part of the solution to endurance problems, not part of the problem. As for Cloak of Fear, you have a very effective low-endurance alternative in Oppressive Gloom, almost nobody runs them both, and it seems like the large majority don't run Cloak of Fear. That a toggle is AVAILABLE doesn't make it a problem.

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    on the resist shields alone, dark armor should have the end cost reduced

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    Are you serious? What is wrong with 0.21 EPS for 22.5% FCEN resistance? What is wrong with 0.21 EPS for your mez protection plus 37.5% psionic resistance? And what the [censored] is wrong with 0.21 EPS for 22.5% smashing, lethal, negative and toxic resistance? Invulnerability pays 0.26 EPS for 22.5% against only smashing and lethal. Willpower pays 0.21 EPS for only 16.9% against smashing, lethal and psionics. Sounds to me like Dark Armor is getting off easy. You REALLY want the devs to take a closer look at this?

    Again, I think Cloak of Fear could use a little looking at to make it more popular, but I don't think Dark Armor overall needs any serious buffing.

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    er...what?

    dark armor on a tanker costs 0.21 eps for 30% smash/lethal, 20% negative/toxic, 22.5%/15% on a scrapper

    willpower on a tanker costs 0.21 eps for 22.5% smash/lethal, 20% Psionic, 16.875%/15% on a scrapper

    then add in hpt which is passive 7.5% resist to all, 5.63% on a scrapper, and costs another power pick

    [/ QUOTE ]Fixed your fail. I'll pay .21 EPS for 30% resist to 4 energy types in a heartbeat, especially over 3.

    What you need to look at is that DA's resistance toggles are only .21 eps, where standard cost for armorset defense/resist toggles is .26 eps. Comparing *just* the powersets, none of this "add tough/weave" [censored], you get the following costs, just for armor toggles, on scrappers only.

    Invuln (Yes, I'm counting Invincibility, because it *is* part of your defensive arsenal):
    Passives:

    4 powers gives:
    S/L/F/C/E/N/Tox resist: 7.5% (3 slotted for resist: 12%)
    S/L/F/C/E/N defense: 3.75% (3 slotted for defense: 6%)
    25% Recharge/Recovery/End resistance
    50% Defense Debuff resistance

    Toggles:

    3 powers at .94 eps total gives:

    S/L resist: 26.25% (slotted: 42%)
    F/C/E/N resist: 7.5% (slotted: 12%)
    S/L/F/C/E/N defense: 3.75% + .75%/enemy in melee range (max 10) [3.75% - 11.25%] (slotted: 6% + 1.2%/enemy [6% - 18%])
    Mez protection (except Fear/Confuse)

    Total for Invuln (all variable value taunt auras will assume saturation for totals, and will use unslotted values): 7 powers, .94 eps
    33.75% S/L resist
    11.25% F/C/E/N/Toxic resist
    15% S/L/F/C/E/N defense


    Dark Armor:

    Passives: none

    Toggles:
    .89 eps, 4 powers
    22.5% S/L/F/C (36% slotted)
    15% E/Tox (24% slotted)
    30% N (48% slotted)
    37.5% Psi (60% slotted)
    3.75% S/L/F/C/E/N/Psi/Melee/Ranged/AoE defense (6% slotted)
    69.2% Recovery Resistance (which is at the point where you can mock Sappers)
    60% +Perception, Perception resistance (What are smoke grenades again?)
    Mez protection (except KB/KU, Confuse)
    35 ft. stealth radius (engage the fight when *you* want it)

    Totals.... see above.

    Essentially, Dark Armor provides, for only 4 powers, and .05 eps less, similar defenses to unsaturated Invuln. Hardly a set that is "in dire need of a buff".


    I will agree with CoF being rather needful of a buff, but the rest of the set is fine, and, quite frankly, I'd rather have a KB hole I can plug, than a psi hole that will get me wrecked against the Psychic Clockwork King.
  14. [ QUOTE ]
    I have a hepcat (who looks like a human male with catlike face and ears) in a pinstripe suit who flirts mercilessly with catgirls. He also talks in the appropriate slang. Claws/SR of course.

    [/ QUOTE ]I forgot about mine, too! Mine's an Ice/Dark tanker, because he protects himself with his sheer coolness, and fights with the night he swings in.

    Also, that SG came about from the two of us in a global channel quoting the lyrics from "Everybody Wants to be a Cat", from Disney's animated feature The Aristocats.
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    If it's serious, usually the character is Claws/SR, and has the agility of a cat as a mutant power or the like.

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    Or is the member of a hidden tribe of cat people...

    [/ QUOTE ]Or is just a girl who likes wearing cat ears and tail, and is likely to Crane Kick anyone who thinks of treating them like your stereotypical catgirl straight into the Sun. Of a different planet.
  16. Does Resilience's Smash/Lethal resist really help that much? I know on mine (MA/Regen/Body) I ended up skipping it, and never really felt I was missing it. I did pick up Revive instead to recover from the occasional faceplant caused by horribly massive amounts of -recharge and spike damage. *Remembers one spawn of about 8 Crey Cryo Tanks, and an Energy PP.* Watching your recharge bonus bottom out is very heartbreaking.
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    There is more to tanking than just stone armor you know


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    Isn't that the truth.

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    dark armor FTW!!!

    [/ QUOTE ]fixed.
  18. Okay, the basic use of IOs I've seen for Invuln is to soft-cap typed defenses. How much investment this takes can vary based on how many you want to keep in Invincibility, and whether you take pool powers to boost the defense.

    For SS, you'll want about 10%+ recharge bonus, which will put a 3 SO or 3 Lv.35 IO Rage at Perma. (Perfect Zinger 4-slotted in Taunt is a *very* cheap 5% recharge, and can be used with Invinc or an attack you don't mind gimping for damage a bit. Kinetic Crash in Hand Clap will give you 7.5%, or Stupefy 5-slotted in it will give 6.25%, both fairly cheap sets, though Stupefy is a *much* better slotting than KC if you actually wish to use HC.)
  19. [ QUOTE ]
    Kill the knockback, and replace it with a Mag 2 stun.

    [/ QUOTE ]Where have you been? It already has mag 2 stun, with 50% chance of an extra mag 1. And there's no way in *hell* the devs would give a melee set a permable AoE mag 4 stun.

    Also, I don't think changing it to KD is the proper solution. HC is one of those powers I will *always* favor flavor over function on. Every time you see the Super Strength hero (or villain) clap their hands together to create a shockwave, it sends their enemies flying. It doesn't just knock them on their butts.

    This isn't to say, though, that I would be opposed to the knockback mag being reduced to, say, 2.6, instead of the current 5.2. The enemies would still be knocked away an appreciable distance for the flavor of the power, but not quite so far away (and if you're fighting purples, 2.6 is definitely going to be reduced to KD, if I remember the purple-patch's effects on KB right).
  20. [ QUOTE ]
    The 10% is a little disappointing, but as Aett said, think more about the damage, and take the Stun as a bonus. And remember you're ideally firing it off in a spawn of many enemies, so that 10% chance isn't bad.

    My Fire/Stone/Earth has become quite a tanktroller with the new Earth. Quicksand for slows (few more ticks from Burn) and -def, Stalagmites for damage and some stun to stack with Fault's already awesome stun, KD from Fault and Tremor, and of course the KD from hammers and hold from Seismic. The spawn spends so much of it's time bouncing or drunk walking they hardly have time to do anything else.

    [/ QUOTE ]Ah, but I was looking at it for the potential for complete spawn lockdown. Looks like I will be taking Handclap after all, and looking into all the APPs again. CP sounds good for Dark/SS, though.... >.>
  21. [ QUOTE ]
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    Confront and Taunt are autohit in PvE, but the power pool taunts have always had a hit check in PvE.

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    ...doh, I always get all those Taunt powers mixed up, Taunt itself aside. Though, the fact saying things to someone can miss never made much sense.

    "I'm sorry, that insult went completely over my head! Could you repeat it please?

    [/ QUOTE ]I consider a taunt miss when it comes out a horrible attempt at intimidating, and instead only causes derisive laughter. i.e.
    "I kicked him where his appendix used to be!"
  22. [ QUOTE ]
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    Give Provoke 1 extra slot and put an accuracy and a taunt in it (or leave it with the default and put an Acc/Taunt from a set in it)

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    Provoke is an auto-hit in PvE and therefore doesn't need accuracy. The accuracy is only helpful for PvP. I have Provoke on my BS/SR and put the stun proc in it for kicks and giggles (and because it was stupid cheap). The Psi damage proc would have been better, but I didn't want to spend a few million on for fun item when I have more important things to get.

    [/ QUOTE ]WRONG. [/Lex Luthor]

    Confront and Taunt are autohit in PvE, but the power pool taunts have always had a hit check in PvE.
  23. ArcticFahx

    Customization?!

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    2) Animation changes. Of course, it'd be unbalancing to allow us to take a 3.3 animation power and change it to an animation that is 0.63 seconds long. Ideally I'd say we'd be able to change it to any animation that's as long or LONGER than the current animation time. For many powers, I'd gladly trade up to a longer animation time if it meant I could have cooler looking animations. As I mentioned in another thread, changing Power Burst to use the Cosmic Burst animation would be cooler to me, and I'd only gain 0.07 seconds.

    3) This would probably be necessary if we had #2, but emanation points (like CO). To determine where a power shoots from on your character's body. Would be used to match up with new animations, or to change it so the character does interesting things like shoot fire from their heads, or just to make it so Energy Torrent doesn't shoot from my feet anymore.

    [/ QUOTE ]I would totally use MA animations to make my energy blaster "kick" their blasts.
  24. I personally suggest Petrifying Gaze, but then again, I can't stand having 0 options for mezzing.
  25. The Grav/Energy I'd wanted to run since CoV came out as a nega-version of my main Grav/FF.