Aggravator

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  1. Just a slight change to start time.
    I will be online between 8:30 - 9pm now (UK local time).

    I've just found out I'll be out for a wee while but definitely returning around 8:30.
    We'll start as soon as I can get everyone together.

    Will also send this out on "Union Badgehunters" channel.
  2. err, Quickness can only be slotted with Running speed enhancments. This doesnt increase the attack rate effect of quickness.
  3. Aggravator

    Union PvP

    Seems to be mixed to me whether the Villians or Heroes are in force.
    Yesterday in Sirens I saw 5 villians in the hotspot but no heroes.

    Rock if you set a date and time I'll come along to join the fun.
  4. Hi all,

    Just picked up the rescue the fortune teller mission on my alt. This badge is well known as part of the Atlas Medallion Accolade (+5% End).

    Let me know if interested.
    Ideally suit people who have outlevelled this mission.

    Note also this mission is now failable so the badge is only given to
    team members on successfully escorting the hostage.

    No exemps needed. Just reply here with your global handle
    and turn up in Perez at that time.

    PS: there is also a Friday night Spelunker that Standoff is running too.
    I'm keeping 2 slots free for my SG but these may not be used. In any case we can sneak more than 8 in the door
  5. Here's some figures for PB

    duration 120 secs
    recharge 200 secs

    With 2 even level SO's it's perma.

    With Quickness (you get a 20% attack rate increase).
    one SO (+3) it's Perma
    one SO (even lvl) theres only an 8 second downtime.
  6. Hurrah thanks Golden, Will tune in when I get home!
  7. heres the linky Tufty is referring to in announcements:


    [ QUOTE ]
    Enhancement Diversification

    This is a new system being implemented into City of Villains and City of Heroes (when City of Villains
    launches) to promote the use of more different types of Enhancements in powers. Using a system of diminishing returns, when slotting the same type of Enhancement into a power, you will begin to see less effect of that Enhancement when the bonus reaches a certain threshold. The effectiveness of Enhancements you are slotting can now be seen in the Enhancement screen.


    [/ QUOTE ]
  8. Aggravator

    Just Want One

    I really enjoy playing a Warshade. Levelling rate at the start is unbelievably fast. Mainly down to having a travel power at level 2 and another one at level 6! Got a surprise at the additional inherent given at level 10 too.
    Getting four additional attacks in Nova form sounds Epic to me.
  9. [ QUOTE ]
    'Puny' you'll see, for that you're 1st to taste carpet/floor

    [/ QUOTE ]

    not if you cant hit me !
    /em activates Elude.
  10. AGG SMASH PUNY DEVIANTS!


    Max,
    yes please count me in.

    Kind Regards
    Agg MA/SR Scrapper.
  11. [ QUOTE ]
    that actually looks fun - unlike how it actually is in the zones.

    [/ QUOTE ]

    Last night Union there was a large gathering of some 20+ villians in Sirens Call (hard to tell with all the MM pets). Looked like they were having a little tea party A number of heroes joined up and we had one enormous PvP battle.

    After a brief ceasefire the fight moved to the water in front of the villian base (as suggested by 'Major Pain' (spelling?) ). Was absolute mayhem as I got confused with MM pets and villians.
    Got ASed plenty of times but equally nobbled a few stalkers.
    I think the heroes won out in the end but it was all good fun!
  12. I've respecced to a PvP MA/SR recently but it works just as well for PvE..
    Here's what I did:

    A bit of it hinges on what Travel power you take.I chose Fly despite being slow it generally allows you to reach flyers easily.

    Pool Powers:

    0. If you plan to take Fly then take also Air Superioty instead of Thunder Kick. Both do around the same damage but
    Air Sup does knock down most of the time. Useful for slapping those pesky flyers to the ground.

    1. I respecced Stamina + Fitness Pool to be taken fairly late on in my 40's. Mainly because when you go to Bloody Bay/ Sirens Call you get exemped down to 25/30.
    Lack of stamina isnt a problem in PvP because often you can run away and recover. PvP battles can be over in a short period after all. Also by using one EndRed SO in most powers you can get by.

    2. I took Stealth and Invis. For those with low 'perception' (ability to see hidden people) it allows me to be sneaky and get close.
    If you take them before lvl 30 then they're usable in Sirens call.

    Power Picks:

    3. I took all the powers in MA (except Thunder Kick and Warriors Challenge).

    3. I took all the SR powers except Lucky. End Rec
    Dont forget the toggles increase your +perception.
    Keep them on watch for when they get dropped - it's hard to notice sometimes.

    4. Use "Cobra Strike" as your opening attack - it has a very high chance to Disorient if it hits. I four slotted it
    adding one Disorient Duration.

    5. I put 2 recharge Reducers on Practised Brawler. Meaning very little down time with Quickness. This is SR's only protection to being mezzed - but you will still need to carry a few Break frees just in case.

    Finally stock up on Insights (yellow insps) and buy IR goggles. You never know when a stalker is about

    [edit] an alternative to Concealment pool would be
    Leadership : Assault and Tactics - gives +Acc and +perception.
    or
    Medicine pool : for Aid Self.
  13. Just to let people know that 3:30pm PST
    is 8 hours behind UK local time eg 23:30 in UK.
  14. Can you confirm the time.

    9th Dec Friday at 3:30pm PST.

    Am I right in saying this is
    PST - Pacific Standard Time -8 hours to UK local time?
    eg. 23:30
  15. I've never tried a SR stalker before.
    But I do know that SR for Hero is probably the weakest for PvP sub lvl 35 (probably also 35-50 too despite Elude).

    The so-called 'defense' set can be hit by almost anyone with 1 ACC SO and a 'build up ' type power.

    Plus Practised Brawler needs to be taken earlier as it's status protection is very usefukl - you'll still need Break frees though for when the holds are stacked...

    The passives Agile and Dodge are in practice more useful for the damage resistance than for the defence.
    The lower your health the more damage resistance you get
    I heard around 20% resist but dont have the link.
    The damage resistance is noticible and has bought me the extra few seconds to make an escape or use an insp.

    To be honest though a PvP Stalker probably doesnt need to worry about defenses if you're playstyle is hit and run.
  16. A genuine thanks to that stalker for making the game a lot of fun last night. normally I don't bother with PvP but I was testing out my combined PvE/PvP build.
    I was up against several stalkers last night in Bloody Bay and Sirens call. Here's my hero perspective of fighting them.

    In Bloody Bay a few of the stalkers I could spot by staying in the water (you can see the water ripples as they approach). So the Stalker threat isn't as bad. This was mentioned in another thread.

    However it's a different story in Sirens Call. Just head to the hotspots and a stalker will turn up eventually.
    There were two stalkers last night one of them had TP and was extremely good at hit and run.
    The other one had fly and I got them a few times as they couldnt outfly me -also they didnt seem to hide quick enough.

    TP for a stalker seems to be much more effective in PvP than the other travel powers - also seems to be unsupressed.
    It's very hard to chase a TP stalker because you lose sight of them very quickly.

    Whilst the heroes were battling for the hotspot he'd choose one target and 2 shot them.
    As this happened at each hotspot, I saw this as a new challenge for me to try and stop the stalker from killing my team.
    I was never able to stop him as he always TPed away in time. In fact the only time he got me was when I was saying goodnight to all - I thought I'd be safe hovering high above the rooftops. I didnt know he also had hover and he got me whilst I was chatting. Lesson learned for the next time.

    So Rock Eagle - if you want to be really difficult to find take TP instead of SJ.
  17. I took Hover for my MA scrapper.
    Mainly because I had no vertical with Superspeed from 25+.
    I then respecced SS out and took Fly.

    AFAIK Both Hover and Combat Jumping offer a small defence bonus of 2.5.
    Most take CJ if you plan to go SJ and possibly if you want Acrobatics.

    With Hover it's useful in scraps in avoiding some status effects such as Caltrops and Knockback (becomes Knockdown backflip) and also against Flyers.
    Might also get you over walls too high for CJ.
  18. I respecced to a flying scrapper recently and took
    all the Primary (exept for Warrriors challenge) and also
    All the secondary (except Lucky).

    I also agree that you dont need the "body mastery" epic
    I seem to get by without the need for "Conserve Energy" in I6. I did try it and LBE in I5 and it was fun but I prefer to be in the middle of a scrap instead.

    I added some powers that would help in PvE & PvP
    - Caltrops, Exteremly annoying when used against you.
    Has many benefits including -Fly, -Speed, almost as good as a hold in PvP.

    - TP Foe. Useful for pulling, especially with "Focus Chi" you can pull yellow Cons no problem (orange sometimes).

    - Hover I took this instead of Air Sup. Mainly becasue I already took all attacks in MA.
    Hover can be used in combat to give a defense bonus (at not sure if this changed)
    Avoids Caltrops and reduces knockback effect (you just do a flip instead).

    - Dragons tail the only AoE we get is nice to have just for the Knockdown. The knockdown stops mobs from attacking
    you which helps.
    Nothing more satisfying than the loud smacking sound it gives and seeing a large mob flying up in the air.

    Lastly I toyed with the idea of taking medicine pool just for the "Aid Self" but I didnt have 2 powers to spare. Some other scrappers have some sort of self heal so why not SR.
  19. It provides damage resistance of 20 to Cold, Fire and Toxic.

    eg. reduces damage by 20% so sounds useful but not earth shattering.

    Vahz only do toxic damage with their ranged vomit. I'm assuming your not letting them get close enough to hit you
    with Melee attacks?
    This would be smashing or lethal damage instead.
  20. Those figures quoted from "Amauro's Super Reflexes Guide, version 2.0" are one year out of date. Also as mentioned above pre-ED.

    The real figures are 5% and 12.5% as DrRock says.
    Also you can see all the figures in joechotts planner.
  21. [ QUOTE ]
    Okay, to put words into a robot mouth go here.


    [/ QUOTE ]

    Jersey an awesome site, thanks for that.
    For a truly robotic voice that will read to you - try narrator.exe.

    Start -> programs -> accessories -> Accessibility -> Narrator.

    Appears on Win 2000 not sure about XP etc.
  22. [ QUOTE ]
    ...I've been playing a S/SR Scrapper and so far it's pretty fun.

    [/ QUOTE ]

    Agreed! Theres a real risk element to being SR. You're either the last one standing and 'unhittable' or the first one down - The unpredictability makes this it a real challenge
    [ QUOTE ]
    I was just wondering if anyone knows the differences between Agile and FS (Apart from one being perm and the other a toggle). I'm wondering because I'd like to know which would be better to use defense enhancements on. At the moment I'm thinking Agile becase it's a bonus that can't be removed.


    [/ QUOTE ]

    I took Agile at level 4 and FS at level 6 - but it doesnt matter which way round you take them as long as you take them both earlyish.

    Heres what I found:

    Early on it's not worth slotting passives with Training/Dual origin enhancements. Defense enhancements only give a tiny per enhancement increase (~5%) and you outlevel them fast.
    I'd wait till you can get your mitts on Single Origins (SO's) at lvl 22 (then you look at a ~20% increase per SO).

    I would slot your toggles (FS/ FF) first before slotting passives (and only if you have slots to spare). The slots on toggles will enhance your defense more than slotting passives.

    [ QUOTE ]
    Also does anybody have any tips for a S/SR Scrapper (like which powers I should look at and which I should steer clear of).


    [/ QUOTE ]

    Take Practised Brawler early and treasure it! You will rarely be stunned/held with this on (except in PvP).

    Avoid Nemesis! they only lead to debt when you discover SR has no real defense againt AoE -splash damage. At least until 35 when you can take evasion.

    [edit] i forgot to mention SR passives now give a Damage resistance that increases as your health decreases.
    This is saved my bacon a few times- it gives a precious few seconds whilst your health is low to pop a Respite or
    make an escape.

    [edit] Joeschott shows different defense figures now from what I've seen so I've had to remove my incorrect figures :<
  23. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I wouldn't have thought PB with 3 slots was such a bad idea mind you, more so for PvP so if you do get dropped you can get the power back as soon as possible.

    [/ QUOTE ]
    More so still - you can stack it, for greater mez protection.

    [/ QUOTE ]
    Although you cant drop a click-power like pb.

    [/ QUOTE ]

    Wreck, didnt mean to imply it was a toggle drop.
    I think he meant to say 'get dropped' as in 'Defeated'.
    So if you die and get rezzed/go to hosp (or even mezzed) you will have PB available faster.

    --
    To HarvestMoon: Yup I agree now that Hasten is not really needed for SR if you take Quickness. In fact I respecced out SS & Hasten and took Fly and Quickness instead.
    Flying is so much more convenient- although I do miss SS.
  24. Hmm FFM, I have to disagree. There seems to be a thread on this that makes light of it too. Maybe the OP would consider removing the post if you PMed them?

    Other post on this.