Ars Valde

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  1. The community. I've been here for...how long has this game been around? I was there for the Mothership event in Beta. I was there when Burn Tankers were the rage.

    I remember finding my first SG, my first band of friends and getting my first level 50, an Illusion/Kinetics. I remember Dumpster diving with them, farming hundreds of freaks and Fulcrum Shift buff bubbles scaling off the screen.

    I remember coming back after City of Villains released and moving servers, finding new friends and old friends at the same time. I remember starting a global channel when it was introduced and funneling all my friends into there, and making so many more.

    I've known people in this game longer than people I've known in real life. I've met my Fiance in this game, and we still play together.

    I remember CuppaJo. I remember Lighthouse. I remember Ex Libris. I've never once been to any other MMO, any other game, and felt as home as I do in City of Heroes.

    I remember the PvP leagues, and still can commiserate with old PvPers from the test ladders about the changes.

    I remember a memorial we had after we found that a celebrated Server personality had passed away, everyone talking about how much fun we had playing with him, and the time everyone took to play together.

    One day this MMO will probably shutdown. But I know that the community will be here til the day they unplug the last server.

    That's what everyone should know about this game.
  2. I also wanted to add in, this is how the Melee ATs generally fall out at the moment:

    Tank: Generally is the hardest to kill AT. A base HP of 2000+ along with the higher Defense Modifier of 1.00 makes them incredibly solid for any set, and along with a base mod of damage of what, .8 (corrected), with Bruising means they deal decent damage, while having a lower cap for damage, and can roll with the toughest hits. They are easily outdamaged by any other Melee AT though. Except Stalkers, especially in large team situations abusing AoEs and their Auras.

    Brutes: They have higher highs, and lower lows. They have .75 Mitigation, Lower HP than a Tank but more than a scrapper, a .75 (corrected) Modifier, which puts them under tanks until you begin to factor in Fury. But they do have tanker caps (90%) and Fury, along with a 675% Damage Bonus cap. Meaning solo theyre definitely respectable, and on teams with buffs flying they are engines of destruction that can take a hit and keep trucking. Along with access to some of the best Melee sets in the game (Warmace, Better Claws for IOing, Super Strength, Stone Melee). Stalkers neither outdamage, nor outsurvive a brute. Along with a Brutes solid AoE Mitigation in many sets, they simply destroy anything in their path.

    Scrapper: Scrappers are a bit weaker on the mitigation side. .75 modifier for their Defenses, and less HP than a brute, but still able to tank some pretty tough enemies (My Shielder can personally tank the iTrials) along with dishing out some incredible damage. Scrappers Melee modifier of 1.25 along with Crits make then deal the most damage at any given time, except when Brutes are buffed to extremes. For a character with consistently excellent performance, better Mitigation than a Stalker and access to the hardest hitting Melee attacks in the game (sometimes allowing them to 2-3 shot bosses) a Scrapper is an excellent AT.

    Stalker: They have the lowest HP of the Melee ATs, and the lowest HP cap (On par with Corrupters and Defenders). Their mitigation modifier is .75 like Scrappers and Brutes as well, and Ninjitsu is actually one of the best Secondaries in the entire game (Sans Energy Aura soon possibly). With a Melee Modifier of 1.00 though, their damage is initially better than Tankers and Brutes. However with only Assassins Strike and Criticals to push them ahead of Tanks, and an extreme lack of AoEs, they do eventually fall behind in the realm of team contribution. Of course there are exceptions in certain sets, I leveled an Elec/WP and Elec/Ninjitsu stalker each to level 40 that were able to competently take Alphas and deal great damage on teams, but a single set being the only 'Decent' feeling Stalker of the many I've rolled seems...unfortunately sad. Tankers can outdamage them with Certain sets, especially AoE heavy sets, as Well as bring better mitigation with that damage (Looking at Stone Melee with Fault and incredible ST damage, Warmace with Crowd Control AND Shatter, Super Strength with Rage and Footstomp).

    In all I feel simply that stalkers do have sufficient mitigation, the HP cap is an annoyance but not something that immediately screams it needs a change, however their damage contribution for teams seems to fall behind the supposedly weakest Melee damage dealer is somewhat disheartening.

    I thoroughly enjoy stalkers, and I know they can be strong forces when played right and built right, but I feel they still need more help to be all they can be.
  3. Quote:
    Originally Posted by Leo_G View Post
    But Stalkers have AoE burst. Just eat a red, pop BU, and use hide/placate with Burst, 1kcuts, Throw Spines, Thunderstrike/LR, Fire Ball, etc.

    You have the potential of doing AoEs with 50% crit chance, and two of them if one is from hide and the other is in conjunction with Placate. Who else can do that but Blasters with Aim+BU?
    Those are the only sets with AoE. The most successful sets being Elec (Which has 2-4 AoEs depending how you look at it) and Spines (With Spine Burst and Throw Spines). KM while its a mediocre set, has a 100% Crit rate with Burst, which brings it up for how powerful its AoE is, and I find is absolutely acceptable.

    But what about the rest of the sets that had their AoE gutted? EM? Katana? Martial Arts? Broadsword? And especially Claws, with Spin being one of the best PBAoEs in the entire game.

    This game has a strong AoE focus, and while in general play its not necessary because everyone has AoEs, when Stalkers are supposed to be one of those damage dealers that helps the team move faster in general, the sets lacking even a weak AoE (which actually deal more damage over time and are incredibly efficient when you get 4-10 things in them) just fall behind in helping.


    I like the idea that Stalker Criticals hit for more. Stalkers dealing 200% Additional damage with their controlled crits seems like a fantastic place to start, but overall I feel their damage could come up, at least to a 1, preferably 1.10 modifier in addition to that change.

    They are simply the weakest for their mitigation, they should offset that by being the best for Melee damage. Which I think is entirely fair, melee Glass Cannons.

    Bring their damage up a bit, give them ALL some AoE in such an AoE focused game, and give them harder hitting Crits and I think we'd see most of the complaints fall by the wayside.

    Oh and if you want AoE comparisons, dont even look at Blasters. Take a look at Scrappers and Brutes with Warmace, Fire Melee, Super Strength, Shield Charge and Spin.

    And 1k Cuts and Shockwave are powerful AoEs too, but with Shockwave requiring some strategery for abuse and 1K Being kinda difficult to position for maximum effect (And Dual Blades in general being subpar for stalkers, seperate discussion) on top of Scrapper Epics being locked away until level 44 for a SINGLE AoE for sets without, 44 levels is a long time, even longer to get slots, to get an AoE on a 32 second cooldown base, compared to attacks like Spin, which has what, a 10 second base recharge and hits harder?
  4. Adding another channel for those interested:

    RADIO VIRTUE!

    A generally mature oriented Chat/TF/Trial channel, we're sitting at 650+ Members currently, always looking for more.

    This is a low to zero moderation channel so it is recommended for the more mature players, but as long as you don't mind random chatter mixed in with your game information this is the place for you!
  5. Stalkers are a Single target burst AT in an AoE Burst/ST DPS focused game. Wrong idea for the wrong game.

    Make them have UNMATCHED ST DPS and weak AoE, and it'll generally fix the AT. Lowest survivabilty, Highest Damage. Period. Who cares if Scrappers deal less damage? My Scrapper can TANK all the iTrials, AND Deals more damage.

    Pfeh. Balance.
  6. As the title says. I'm asking 2.3 bil, level 50 and Crafted. I'm a trustworthy trader, can provide globals of individuals I've traded with before if necessary!
  7. Come play CoX with the new StD Melee set! Er...whoops.
  8. I think it boils down to this whenever I go into the different forums:

    'What kind of scrapper should I make?'

    -Make whatever you want, there are no bad scrappers

    'What kind of Brute should I make?'

    -Make whatever you want, there are no bad brutes.

    'What kind of blaster should I make?'

    -Fire or you just arent going to deal damage. And dont play Devices. Or Elec blast. Or Dual Pistols. Or this and that.

    (All numerically speaking, fun doesnt factor into numbers)
  9. If Im taking the incentive to make a team I'm going to kick who I want. If you dont like that, make your own teams. Of course Im generally pretty nice about it. I say 'Hey, youre the last to join and I have a friend that wants in, sorry' then I boot.

    I'm not for being rude for no reason, but I've no obligation to you to keep your spot on my team when I have friends waiting to play with me. We're friends for a reason.

    Now not saying a spot on a TF after they say they would? Thats sheer dickery, and should not be tolerated.
  10. Put a bid up on the market and wait. If youre buying off market itll cost you more.
  11. Check back with me Periodically. Im trying to pick them up as frequently as I can.
  12. So Street Justice = Rogues from WoW except you dont spam your Combo builder to get your finisher. Nice. I'll take it.
  13. I believe itll be a Sturdier version of Shields. Shields will still be the premier offensive set, and with T4 Rebirth backing it with heavy IOing, Shields is pretty strong.

    Now take that and add a Solid heal with Regen, and further adding more defense buffering for iTrials AND endurance management, and instead you have a sturdier set with a bit of a Psi Hole. T4 Rebirth + Energize + Spiritual = some hefty HP recovery on a set that for the most part wont be getting hit all that much.
  14. [Gladiator's Armor: +Res (Teleportation), +3Def (All).50] For Sale, asking 2.3 Bil. PM me ingame @Diesel Punk
  15. Quote:
    Originally Posted by Darkonne View Post
    Wait, seriously? That defeats most of the purpose of selecting rewards in the first place. I had assumed you'd be able to proceed to the next tier as soon as you made one pick in the current tier.

    Booo!

    -D
    This is what I thought as well. Otherwise its just the current Vet Rewards with the option to pay to get them faster. I'm not complaining but...it's not much of a change.
  16. Ars Valde

    Tweaking FM/SD

    I see thank you. Is there anything in the Patron pools that you mightve been looking at in respecing your toon? Like I mentioned I had considered Leviathan for Hibernate and Waterspout (which would be great for AVs) and was curious on anyones feeling for that? Looking at your build I like it quite a bit though I would try to rework it for exemplaring if possible.

    Thank you for your time Flechette
  17. Ars Valde

    Tweaking FM/SD

    What Im gathering from that build is that its okay to skimp on my Resistances to squeeze in more +Def and +Rech? Also Im not concerned about renegeration because Im going to rely more on greens from inspiration conversion.

    Also how is your endurance? Blaze doesnt appeal to me because beyond SC and FSC for AoE I doubt Im going to need anything else, I was looking at Leviathan for the Waterspout and Hibernate for a quick oshit button though.

    Yes I know, youre only .2 EPS behind, but that doesnt account for the 2 perf procs in my build giving me random +10 End. Either way the question was more related to: Do you get by on that going full blast?
  18. Ars Valde

    Tweaking FM/SD

    I was taking Body mastery for PP and the easy drop in of a Perf Proc in it, and Lazer for a Apoc set.

    Also the lack of demand on slots. I notice you have no GFS in your build, any particular reason why? Was it to fit in Hasten/Something else?
  19. I Im pretty positive Fire has the Same Energy/Neg Res as S/L, it caps to Fire and loses out to Cold Res as its weakness.

    However the KB hole in exchange for damage doesnt really balance out regardless. We know that Fiery Aura loses some mitigation in exchange for damage, in the end though Mitigation is required to deal damage, and without the base mitigation there, the set just underperforms.

    And yes, you CAN IO to fix the KB Hole, but its never as good as having 10000% KB Resistance on top of it to shut down *all* incoming KB. Not having the KB res doesnt matter for 90% of the game because its not common to encounter much KB above mag 4, but the instances where it does happen is where it matters most: Like the STF or other AV situations.

    The middle line of performance that everyone achieves is for the most part acceptable. Its when you get into extremes that you see sets absolutely surpassing others. Why would I logically IO a Fire over a Shields? The difference in high end capability is what most people strive to bring into line anymore, cause hardly any armor sets underperform in general PvE.
  20. Quote:
    Originally Posted by sprintstnyc View Post
    Man, I don't get the "if you need IOs the set sucks" people. I'm a latecomer to the world of defense base sets - I played mostly resistance and regen sets - and defense sets (like shields) BLOW until you've spent tons of money on IO sets. God help you if your primary doesn't have a heal (IE, you're not dark melee).

    I find it less onerous to slot a -KB IO or two into FA than slotting dozens of expensive IOs into all sorts of powers I HAVE to six slot (even if I didn't want to!).

    FA is a lot more functional at the SO level, IMO, than SR/Shield/etc. Resistance-based sets are easier to "gauge" incoming damage than defense sets. YMMV.
    If your Shields or SR character 'Blows' before IOs then youre just not doing it right. I gravitate to defense sets because I cant stand how crappy everything else is anymore. Except on the ITF, but layered mitigation ftw.

    I also meant it activated like a proc in the sense that it triggered orange numbers along side your current orange numbers, not as in its unenhanceable and whatnot.
  21. Ars Valde

    Tweaking FM/SD

    I searched through the forums unsuccessfully looking for basically the bleeding edge of current capability to IO a FM/Shields Character. I've been able to create one myself, but feel that I might be missing a few details to squeeze extra performance out of him.

    This is my current iteration:

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- 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%(46)
    Level 1: Deflection -- LkGmblr-Rchg+(A), GftotA-Def(7), GftotA-Def/EndRdx(7), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(17)
    Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), HO:Enzym(9), HO:Enzym(40)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 8: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(9), S'fstPrt-ResDam/Def+(13), Mrcl-Heal/Rchg(50)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- Amaze-ToHitDeb%(A), Amaze-EndRdx/Stun(25), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(50)
    Level 26: Incinerate -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(27), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Acc/Rchg(34)
    Level 28: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(46), Aegis-EndRdx/Rchg(46)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 32: Greater Fire Sword -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(48), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50)
    Level 49: One with the Shield -- GA-3defTpProc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 21% DamageBuff(Smashing)
    • 21% DamageBuff(Lethal)
    • 21% DamageBuff(Fire)
    • 21% DamageBuff(Cold)
    • 21% DamageBuff(Energy)
    • 21% DamageBuff(Negative)
    • 21% DamageBuff(Toxic)
    • 21% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 7.88% Defense(Psionic)
    • 16% Defense(Melee)
    • 16% Defense(Ranged)
    • 16.3% Defense(AoE)
    • 82.5% Enhancement(RechargeTime)
    • 55% Enhancement(Accuracy)
    • 10% FlySpeed
    • 185.7 HP (13.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 4.4%
    • 20% (0.33 End/sec) Recovery
    • 36% (2.01 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 15% RunSpeed
    • 2.5% XPDebtProtection



    It finishes Defense Capped, 82% Passive Rech, 2000ish HP (With Accolades) but lacks a travel power outside Ninja Run (Acceptable to me).

    Cost isnt really an issue, especially with the new H/V merit system, so I'm just curious if theres any sets that specifically alleviate how slot intensive acquiring defense is for the set so that I could squeeze a few more purples in, or +Rech in general
  22. The new Fiery Embrace adds 45% Fire damage straight to the attack, like a proc. If your attack deals 100 Damage, itll suddenly deal an extra 45 Fire Damage when you trigger it.

    And Shields does have analogs in the game, Fiery Aura is just not one of them.
  23. These changes still dont make the set remotely playable. Like Umbral was saying, Shields still simply outperforms it.

    Besides Im a scrapper, my Primary deals the damage, my secondary keeps me alive. Fiery Auras jack of all trades and lack of KB protection on top of it makes it as bad as it was before. (Yes I know about IOs and I disagree with being forced into IOs to fix the weakness of a set thats still going to underperform compared to all the other sets)
  24. And while we're at it, Hamidon Raid planned for 9pm EST tomorrow night. Make sure to bring those Emps! Bio Nukes dont hurt either