Amy_Amp

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  1. Amy_Amp

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  2. Quote:
    Originally Posted by Backhand View Post
    1. Has the same computer with the game still installed
    Since you can now get the game from Steam, it's largely a non-issue.
  3. Quote:
    Originally Posted by Quantumizer View Post
    Fire/regen scrapper. Currently level 34. I don't yet have Stamina and would like to escape the need for it. Yes, stamina would probably solve all my end concerns, but just think... no fitness pool! Three extra powers! The possibilities are heady! So many other builds without regen or wp are plenty successful with just stamina, I ought to be able to do well with just Quick Recovery (or so my thinking currently goes).
    Well, Fire is end heavy and can be all the more so if you don't let the DoT work for you. Saying that, my level 33 Fire/sr doesn't really have end issues and I just have Stamina, so it has to be slotting. Even before Stamina, I only really had issues when I got FSC and didn't have it slotted for end reducs. I slot one end reduc in my two toggles and an end reduc into my attacks. I don't have any IO sets either. Really, if you have end issues with just four guys and you are using QR, something is off.

    No clue what powers you have, but if you use FSC, GFS, and BoF, you are looking at using over 40% of your blue bar if you don''t slot for end reduc. Add in 2 recharges to get those kind of powers back up faster and I can see a possible lack of endurance happening. Might want to post your build in Mid's. Just don't use the classic forum form since it doesn't convert correctly. The Titan, or phpBB forms work better.
  4. The red text isn't helpful to my eyes. I think you could give a newbie version of the power and then toss in the more hardcore info in a appendix where you expand on the info for various powers. There are a large number of guides that toss in a ton of info, but they tend to break it down so people can digest it in more favorable sizes.
  5. They can have different playstyles as well which in turn means using different powers. A Ice, or Fire/rad would likely use Choking Cloud as where a defender likely wouldn't since they could play more at range.
  6. The image I have in my sig is for a character that isn't even level 50. It's sitting at level 47, so it should be 50 Soon(tm).* It is arguably my most cherished character.

    My highest level Kheld that I have had unlocked for years is 11. This considering I saw a Dwarf form Kheld soon after starting the game and still think it's one of the coolest looking things in game, but that form is unlocked at level 20.

    * Soon being relative considering it was made in i5. Yes, ten freaking issues ago.
  7. Quote:
    Originally Posted by Quantumizer View Post
    When I see recommendations for slotting attacks, I often see people recommending 2 or 3 damage, but often not very much recharge. I can see some logic behind this... recharge lets you hit things more frequently and thus do more damage. Unfortunately, hitting things more frequently requires higher expenditures of end. Damage increases your damage output without increasing your end use.

    I usually slot my heavy-hitting attacks with one or even two recharges, but I find myself huffing and puffing if I'm taking on more than 4 guys solo. And that's with Quick Recovery. Could I help my endurance problems by replacing some recharges with damages? Will that hurt or help my DPS?

    Any thoughts?
    Is this /regen, or /wp? Scrappper, brute, or tank? What is the melee set?

    Generally speaking, slot 1-2 acc worth for DO level enhancements until 22 for single target attacks. At 22, you want to slot 1 SO worth of acc. For attacks that hit multiple targets, you want 3-4 DOs before 22 and 2 SOs after 22.

    After I have slotted acc, the next slotting gets done based on answers to my questions. Claws/regen scrapper gets damage slotted. Any brute gets end reduc slotting since Fury is where so much of your damage comes from. Damage is actually the last thing you want to slot for on a brute. It's not uncommon to slot brute attacks with two SO level end reducs in them. Stone melee being an end sucking beast as a good example.

    After those, I start looking at slotting to fill out the power. Claws/regen can go recharge with some final end reduc if you get end issues later on due to picking up toggles, or if you want to skip Stamina. Brutes can go recharge and then add in final damage.

    Tanks kind of fall in the middle since they only get WP as an option. With WP I tend to only slot end reducs as needed. /regen will be the more end friendly of the two. Some of this depends on if you are taking Stamina at all.
  8. Quote:
    Originally Posted by Caestus View Post
    Is there a solution to my problem?
    Find out what channels your server has for people looking to team. Add people who you team with and they don't annoy you to your global friends list.
  9. Quote:
    Originally Posted by Enantiodromos View Post
    Enant complains endlessly about Mind
    And yet I found your guides on Mind as being must reads.
  10. Quote:
    Originally Posted by Turbo_Ski View Post
    Sorry but defender's sonic blast doesn't need a buff in it's debuff value, if anything it needs a reduction since it is clearly overpowered compared its alternatives (other defender blasts). Also going and applying a -res debuff to every blast power is a development time-sink compared to just raising the AT damage modifier.
    Add in 10% -res debuff as just being way too high. You could take two defenders and they would be easily putting out 40-60% AoE -res debuff and that's just from their blasts. Something like that would point, laugh, and mock Scourge. It's simply not happening based on how much better -res is compared to +dmg and it's not even limited to the defender themselves, but the whole team gets to benefit from it as well. Defenders don't have issues getting on teams. Defenders have issues with soloing speed. This idea would help that, but it's far too broken on a team level.
  11. Quote:
    Originally Posted by The_Alt_oholic View Post
    One of them is the fact that Defenders really are a support class AT when it comes down to it.
    I look at defenders more as force multipliers and controllers as team support. Both of them have various amount of the other in them, but generally speaking controllers are the best team support AT and defenders have the best buffs and debuffs worth stacking.
  12. Quote:
    Originally Posted by CoyoteShaman View Post
    Umm... Amy?

    Is your sig-graphic some kind of masochistic verbal pun? I mean, if you say the title out loud keeping in mind you're talking about a regenerating person who keeps sticking their claws into dangerous situations, it's really kinda... painful sounding.

    Just sayin'.

    Robin
    Scrappers are delicate? The whole concept was finding a scrapper that could in theory go from point A to point B the fastest.* The original name was a play on "Rebel Without a Cause," but shortened down to fit as a name. /regen allows for the "without pausing" type of playstyle. Also see my love affair with Kins speedy nature.

    * Enough of the game has changed to where it's not the fastest, but it's fun enough for me.
  13. Here's a more basic build that includes Spin, although late. I only tried out Spin after Claws 3.0 hit and I rolled a Claws/sr and grabbed Spin at 6. I would want Spin in there somewhere, but I haven't really figured out where exactly and since I'm playing with a high level build now anyway, I don't really have to worry about slotting issues at the time I take it. If you do take it early, you'll very likely have a slotting crunch on your hands until the 20s at best and most likely in the 30s, hence why you see it at 35 in this build.

    RE: Stamina.

    See how many toggles I run. See how many end reducs I have slotted.

    RE: Clicky nature of /regen.

    If in the end it does become too annoying, and to be honest there are times where I felt like a pin cushion for any mobs I ran up against, then /wp is the logical sub in if you still want something end friendly. For me, I would pick /sr as an alternate. I just soloed all of the Hollows arcs on my level 16 Claws/sr. The list of EBs in Faultline will look a little more tempting once I get Focus.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Without Pause: Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Strike -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(34), RechRdx-I(46)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(34)
    Level 2: Slash -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(9), RechRdx-I(9), Achilles-ResDeb%(11)
    Level 4: Reconstruction -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Heal-I(15), Heal-I(17), Heal-I(17)
    Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(11), EndMod-I(13)
    Level 8: Follow Up -- Acc-I(A), Acc-I(19), RechRdx-I(19), RechRdx-I(21), GSFC-Build%(21), Dmg-I(48)
    Level 10: Dull Pain -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), Heal-I(25), Heal-I(25), Heal-I(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Integration -- Heal-I(A), Heal-I(29), Heal-I(31)
    Level 18: Focus -- Acc-I(A), Acc-I(31), Dmg-I(31), Dmg-I(33), Dmg-I(33), RechRdx-I(33)
    Level 20: Resilience -- ResDam-I(A)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Heal-I(A), Heal-I(46), Heal-I(48)
    Level 26: Eviscerate -- Acc-I(A), Acc-I(34), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 30: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(39)
    Level 32: Shockwave -- Acc-I(A), Acc-I(39), Dmg-I(40), Dmg-I(40), Dmg-I(46), RechRdx-I(48)
    Level 35: Spin -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43), RechRdx-I(43)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Tactics -- EndRdx-I(A), ToHit-I(45), ToHit-I(45), ToHit-I(45)
    Level 47: Boxing -- Empty(A)
    Level 49: Tough -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  14. Quote:
    Originally Posted by Extor_Prime View Post
    Illusion: best controller primary.

    Radiation: best controller secondary.
    In your opinion.
  15. Quote:
    Originally Posted by jthig32 View Post
    a Fire/Kin's number one damage dealer is Hot Feet. Contained, FS capped Hot Feet is significant damage.
    This. If you run HeroStats, Hot Feet will be the number one source for damage. Everything else just adds to it.
  16. At least some IO talk would be welcomed though. I think one of my favorite things about Ice is you can abuse the slow sets to get slotting on the cheap. At level 21, you could grab any level 24 acc/end IOs and frankenslot them for basically +3 SO values in acc and end and never have to slot until you want to slot for full sets. You should be able to slot those on the dirt cheap as well.
  17. Quote:
    Originally Posted by SkeetSkeet View Post
    A defender can do all those except melee and melee isn't even on the list of concerns for a defender.
    If you think defenders do massive amounts of ranged damage, you really haven't played a blaster.

    Quote:
    Originally Posted by PhiloticKnight View Post
    Umm... that's what I did.
    Ah, I saw a colored graph and skipped to it. I also think you could rank the ATs in terms of number of them being played and then list which ones are most team dependent and find that both those list come across as virtually the same.
  18. Quote:
    Originally Posted by Biospark View Post
    1) How does the game determine spawn sizes in relation to group size. I feel that someone has done a study of this, but may have been a long time ago.
    Quote:
    The primary factors affecting the spawn size and makeup include the experience level of the character when the mission was assigned, the notoriety of that character when the mission is first entered and the number of players on the team when the spawn is, well, spawned. Mobs are spawned throughout a mission as characters approach spawn points.

    Generally speaking, a Spawn Point in a solo mission at the lowest notoriety will generate either three Minions or a Minion and a Lieutenant. Two players will generate five Minions, or three Minions and a Lieutenant, or three Minions one level higher, or a Minion and a Lieutenant one level higher. More players or a higher notoriety will produce greater numbers of enemies, sometimes producing Bosses over and above the number placed by the mission designer.
    I think another factor for spawn size is the mob type themselves, ie Council spawn more critters than most groups do. There also is a range of mob size even within a certain mob type. When I soloed RWZ missions, I could get anything from 1 LT. to 1 LT. and 3 minions. It's probably random enough and with enough factors that nobody has really sat down to figure out the exact formula for it.
  19. Quote:
    Originally Posted by Turbo_Ski View Post
    How about a click power that does a defender style of "Vengeance" but doesn't require a dead teammate. If a handicap(s) must be included, here are some possibilities:
    - Long "ignores buffs" recharge
    - requires below certain team total health (like between 25-50% and below)
    - eats a huge chunk of endurance and -recovery
    - has a domination style buildup bar with blasts
    - makes the defender vulnerable for duration(-DEF and -RES debuff)
    - weakens defender for duration (-Tohit and -DMG debuff)
    I'll also add in Castle has shown that he wants to move away from moments of awesome with moments of weakness type of powers.
  20. And now Turbo_Ski will never shut up.

    PK, run the numbers based on level range and take even more samples to get a better pool. I'll let you see the numbers. I already know what the outcome is going to be.
  21. Quote:
    Originally Posted by Captain_Fabulous View Post
    I've suggested this before and I still think it would be an improvement over the current Vigilance.

    I don't have a problem with the -endurance buff. I think it's completely appropriate for a Defender. The Defender running out of end usually spells doom, especially if they're a healer.

    But instead of basing the buff on the aggregate health of the team, base it upon the number of foes nearby. The more foes you're fighting, the greater the discount. It could be setup just like Invincibility (but with a much wider range, say 25'?); gives a greater buff for the 1st foe and smaller buffs for subsequent foes up to a cap.

    Doing it this way makes it fair across all Defender powersets, whereas current Vigilance is very biased and encourages poor defending. And it also would give the solo Defender a decent buff, whereas the current Vigilance gives squat. It also would be a much more consistent buff, as spawn sizes are relatively constant, based upon the team size and mission difficulty. The current Vigilance buff can vary widely from mission to mission, based upon team composition and critters fought. This makes it very difficult to rely upon it, further reducing its effectiveness.

    Just my 2 cents.
    Has to be more than just an end discount. Again, as I posted in another thread an endless supply of gas is only so good if you have a vehicle to do something with it and IMO, the end discount was too high anyway.

    +end recovery, +recharge, and + mezz protection all scailing based on mob size, think Fury like. They can all be low numbers. It keeps the end discount, but on a more realistic level. Adds recharge for increase in damage without getting broken. Added mezz protection because no team wants to be facing the masses and have a defender type, "zzz." CP from Elec was removed due the overkill it gave in end management and broken into three smaller, but still credible pieces.
  22. Quote:
    Originally Posted by Castle View Post
    So, what you are recommending is we add 33 Attributes which have an Area effect which checks each server tick per defender? I can tell you now that that *would* have a significant impact on server performance.
    Man, twice in two weeks. You know this isn't the scrapper forum right?

    But would this be that different than MM's Supremacy? The pets gain advantages as long as they are within '60. Yes, I know Supremecy only handles damage and tohit, but it's the same concept. MM's add 25% damage and 10% tohit. Add in 6 default pets and that's gonna add up with multiple MMs.

    It could be set similar to what Khelds are given bonuses for what ATs they are teamed with. I would think a you just need to check the number of defenders on a team when one joins a team and set the values needed for the team. Only change the values when somebody leaves. This would eliminate the need for constant checking of the within range aspect.

    FYI, if a dev is starting to post in your forum, something is in the works.

    <--- stirring the pot.
  23. Quote:
    Originally Posted by StratoNexus View Post
    Plant/Storm!
    And Fire/storm as well. Ill/storm to a point since it's not as AoE focused. A Plant/ta would be no slouch either. All the more so if Oil Slick would light like it should. But really, when you are talking about broken high damage for controllers, it's Fire, Plant, and Ill. After that, there's not nearly as much that out does defenders.
  24. Amy_Amp

    Emp/NRG

    Quote:
    Originally Posted by Black_Marrow View Post
    To play an Emp/Energy your only assistance option other than healing is knockback, and most people frown upon extraneous knockback.
    So just learn not do to extraneous knockback. I never had an complaint on my /en defenders that I have played. I added in Air Sup. for even more mitigation tolls and was often seen soloing the off to the side boss. If there is a knock against /en is that the KB factor is more random than I would prefer. If I use /rad, I know if I hit something the -def is going to happen on some level. With KB, it's all, or nothing. I still think you could do worse as an Emp defender though.
  25. Quote:
    Originally Posted by VKhaun View Post
    I don't want to be the leader and put anything together. I want to join something existing. The people who like to lead, are all leading boss farms. :/
    If you are unwilling to lead, then you can't really complain about only getting on boss farms.