BlackBellatrix

Cohort
  • Posts

    337
  • Joined

  1. I've decided that I'm going to make another /Dark Armour toon, a Brute this time and was considering what to pair it with. I've already got a lowbie Dark/Stone Tank and I know how great Fault and OG are together but I figure it is better suited for a Tanktroller than a Brute anyway.

    So I decided War Mace would be a good fit. It has a chance to stun, right? I also hear it does pretty decent damage. I don't know much about the War Mace side of things so I come to this board in hopes that some War Mace users will enlighten me.

    Thank you.
  2. Ok, I understand how defense debuffs would automatically lopside the challenge towards Shield and SR (though, my level 41 SS/Shield was getting owned pretty hard, even on +0/x8, but he isn't slotted for DDR yet and he doesn't have Weave/Grant Cover yet...). So, if someone was going to make a challenge that would be challenging yet not impossible, what types of debuffs would I look for? Are there any auto-hit debuffs that would be a good place to start for an /SR that wouldn't cripple builds without DDR?

    I want to make a mission using mostly in-game enemies from different groups to help stress-test builds. Something that can be scaled to +0/x8 or +2/x8 and be runnable by well-built Scrappers so we could go by judging time as well as completion. I also want to create something where the different builds would have priority targets within the spawn. Invul, SR, Shield and... well most everything but /Elec would want to take out a Sapper first, etc.

    I'm willing to make the mission, I just need suggestions.
  3. So, I have some issues with the RWZ Challenge as a stress test, just because it stresses certain builds more than others and doesn't give an acurate portrait of your character's capabilities, at least in my opinion.

    I propose using a Arachnos Radio, set for +2/x8 as a new Stress test, using no temps/inspirations. I find that Arachnos at the high levels is a group that is punishing to all secondaries and is less weighted versus a certain secondary.
  4. I was thinking while running back and forth to craft items, that they should have invention tables in Wentworths that double the crafting price for the added convenience of crafting there.

    If I was the owner of the Consignment shop, I'd see the market for this immediately and would have implemented it.

    What do you think?
  5. I'd actually consider a Stalker or another Dom. With Mind/ being able to leverage Sleep, if you plan to just sticking to the two of you, having a single target damage monster wouldn't be bad or just more control/damage.
  6. I know for a fact that the procs work in auto powers like stamina and physical perfection. Just monitor your combat log if you have these slotted and you'll see. They are also the best place for them based on the way the proc works. Slotting it in another end mod power like lightning bolt gives ygr target of the power endurance, instead of the caster.
  7. Quote:
    Originally Posted by Leo_G View Post
    Don't take this the wrong way but:

    This is just catering to min/maxers. It doesn't have as close a relationship to "My concept is an ice sword" as it is close to "I want to do uber energy damage and not lolethal".
    Or how about this:

    You're showing off to your friends, weilding your badass flaming sword of amazingness and suddenly you come up against the Winter Horde. Great! Your sword will melt them like butter while your friend with his hammer of lightning takes out the robots. Except you both just do sub-par damage and that is where it affects concept.
  8. I can finally see my costume! Yay!

    ... That is all.
  9. I think the most game breaking would be something like:

    2x Emp/Sonic
    1x Kin/Sonic
    1x Fire/Fire Blaster
  10. Quote:
    Originally Posted by Dispari View Post
    No, there's a subtle trick here. 95% evasion means you only get hit 5% of the time, meaning incoming damage is reduced by 95%. But that's because all enemies only hit 50% of the time to start with. That's why you only need +45% to cap.

    A character with 90% RES reduces all incoming damage by 90%. But also dodges half the time because of the base accuracy of enemies. So 90% only getting hit half the time is 95% mitigation.
    Doh! I feel so retarded.
  11. Quote:
    Originally Posted by Sailboat View Post
    Thanks! How strong is Invuln, especially before sets? I liked it as a Tanker but I'vbe never made an Invuln Scrapper. Before the recent changes I didn't hear good things about them, but I seem to recall some folks commenting on their strength since then.
    Take this with a grain of salt, because I'm just relaying what was said to me (I don't have a /Invul scrapper yet) but until you get Invincibility and are slotted decently, you're a little squishy. Not near as bad as say Fire, but you also don't have the quick recharging heal.
  12. Quote:
    Originally Posted by Sarrate View Post
    (*) Woah, full stop. That would have a gigantic ripple effect. Any character that is currently softcapped would end up taking 2-3 times as much damage as before. I'm not just counting IOs, either. The simplest example is lucks. A very squishy character like a Blaster could not eat 4 lucks to get through a hard fight, for example. There are a lot of situations like that, too. Force Field, Cold Dom, Arctic Air, VEATs, Maneuvers, etc.

    I'm not sure exactly how the game stores its variables, but such a low hard cap on def could bring up another problem - mobs with +tohit / -def. Currently, players can get extra def above the softcap to act as a buffer against +tohit / -def. If they were hardcapped at 35% / 40% def, they wouldn't be able to raise their def higher to act as a buffer.
    I know that with Adrenalin Boost and the RAs, on my Empathy duo, I get past the recovery cap but when I Nuke, it treats as if it takes the amount of recovery off my whole buff amount rather than just my Cap.

    Quote:
    Originally Posted by Sarrate View Post
    I know you mentioned adding more / higher magnitude res bonuses, but that's not the same thing. A character going from 45% def to 40% def would need 50% res to make up the difference. Dropping from 45% def to 35% def would necessitate 75% res (current cap for most ATs) to have the same mitigation.
    I'm not sure that's neccessarily a bad thing but I could be wrong in terms of what the new expansion will bring for challenging content. I know releases has said that our end game characters will be able to get even MORE powerful so hopefully they come out with my challenge. My Fire/Kin with soft-capped S/L defense is much more sturdy than I think his role as a 'support' character would neccessitate.

    I know my Archery/MM Blaster will have little to worry about when I soft cap his Ranged Defense as well.

    Quote:
    Originally Posted by Sarrate View Post
    (*) First, 90% res offers as much mitigation as 45% def already, raising the res cap from 90% to 95% would be the equivalent of having a def soft cap of 47.5%. As mentioned by others, current mitigation curves don't increase linearly. That "small" 5% increase in the res cap would be doubling the effective max mitigation. For example, instead of a tower buffed Lord Recluse hitting a tank for 580 dmg with Energy Smash (KO Blow), it would only hit for 290 dmg. Keep in mind the raw damage of that attack (with the Red Tower up) is 5800.
    Doesn't 45% Defense floor mobs chance of hitting you at %5, effectively giving you 95% mitigation (on most circumstances). That would make it just as effective as a 95% res cap as well, would it not?


    Quote:
    Originally Posted by Sarrate View Post
    For similar (but less extreme) reasons, I think that raising the res cap for Scrappers would be a good idea.

    ---

    I'm not saying a change in def/res mechanics will never take place, but there is no way I'd call it minor. I'd consider it a huge change that I wouldn't make without thinking it through very thoroughly... several times over.
    I just consider it more minor than other potential changes like removing/reducing IO set bonuses or raising the native hit chance of mobs.

    I do think Res caps for the ATs should be more like 95% for Tankers, the current 90% or even 85% for Brutes and 85% for Scrappers, if they do add more Res bonuses.
  13. I'm only 25 but my mom and dad played, back before City of Villains came out and they are 43.

    My grandma plays WoW. She's one of the few Great-Grandmothers I know that plays MMOs. My daughter just turned 1 today, but by the way she keeps trying to grab my mouse, I'm sure it won't be too long until she joins in on the fun!
  14. The only way I think they could make Defense less effective without hampering gameplay to a huge degree is to cap defense to 40% (though, let the extra beyond that eat up debuffs) on Scrappers and Brutes and 35% on everything else while simultaneous introducing a lot more and bigger resistance bonuses into sets. This would allow current build tweakers to get the same levels of mitigation by layering defense and offer different paths for other toons. I don't think increasing Scrappers' resistance cap would hurt either. In fact, I wouldn't be opposed to Tanks getting theirs bumped up to 95% to match the mitigation of 45% defense.
  15. Quote:
    Originally Posted by Fury Flechette View Post
    Requires 3 to start. first character stays, second character logs off (but stays on the team and doesn't quit), the third quits before the first mission and is only there to fullfill the minimum TF requirement.

    Thanks for all the input folks. I think I'm in the right track, though a good argument can be made for both claws as an alternate primary and regen as an alternate secondary.
    Are you dual-boxing to help form the TF? Why not keep the dual-boxed toon at 25 and keep it logged in and get to 50 so you have all the slots you need?

    Unless you aren't dual-boxing...
  16. Focus is definitely a must have power and as soon as you can get it too.

    It provides incredible mitigation and can be used to keep one target out of a fight. In fact, I'd almost go as far as saying it's one of the top 5 attacks available in the Scrapper Primaries.

    I paired Claws with /DA myself, but the best thing about Claws is that it's versatile enough to go really well with any of the secondaries (though, I really wish it worked with Shields).
  17. Pretty much that. Which would be the better pairing for a Corruptor and or a team of Traps Corruptors?
  18. I don't see why this post has warranted so many replies.

    The Devs will not do this and that is pretty obvious. I figure we can just say, "Sure, give my non-melees mez protection" as much as we want and it wouldn't matter.

    Put me in the camp of I don't think it's needed, I know it won't happen, but if it does, hey, I'll just make a tank mage.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Invuln will probably work better for you. It meshes with Spines nicely, with a taunt aura that boosts your defense for every foe in range.

    There's nothing wrong with SR and Spines, just Invuln plays to the strengths of Spines
    Not to mention that Invul benefits from Typed Defense and the nice mix of attack types in Spines let you pick up on these well. (I love 3-slotting Eradication for E/N )
  20. Quote:
    Originally Posted by LostHalo View Post
    Goodie. Another "[x] AT IS WORTHLESS TO TEAMS WITH SIDE-SWITCHING!" thread.
    Honestly, I wouldn't say that Tanks are useless even with Side-Switching called into question. I mean, most of the people I play with still use only SOs even after hitting 50 so it stands to reason that the extra inherent mitigation Tanks get is making a big difference in terms of standard play. I just think that the Gauntlet inherent, by itself, leaves a little bit to be desired. I think that a Tank being able to Tank more badguys and actually put that mitigation to use in having over 20% more damage incoming would be a nice, small way to tweak them.

    I mean, their toes will be stepped on by Brutes, just as they're stepped on a little by Scrappers now.

    And rather than suggesting more damage so they are stepping on the other ATs toes, I figure give them something that makes them even more defined as a "Tanking" AT.
  21. Quote:
    Originally Posted by Leo_G View Post
    No.

    I like my Lightning Clap on My Elec/Elec brute. The only thing I'd want is an increase chance for the stun to kick in (or perhaps making it a targeted AoE). The KB is easily dealt with by positioning the foes so they go the same direction and/or thrown against a wall. Using it at opportune times (like *before* you simply jump in) offers you mitigation in the form of a weakened alpha and beta strike.

    The fact that it can knock foes out of certain auras isn't a disadvantage to those sets with the mentioned auras, it's an advantage to sets that aren't effected by such things. Because their mitigation doesn't scale with the amount of foes.
    If you like it then vote for Option 1 of the two options I suggested for it, which was adding a -End/-Recovery component and a +End to self component to it. It'd be the same power but with more goodness. In fact, it'd synergize more with your secondary that relies somewhat on draining your foes' endurance.
  22. Quote:
    Originally Posted by Dersk View Post
    edit: I asked my magic eightball what the odds were of any power in superstrength getting a damage boost. It said "lol".
    Haha, yeah, that's pretty much the reason I said minor. I was thinking that it could be half to 33% of what Foot Stomp is. I just think that there shouldn't be a power in a set that runs counter to both your primary and secondary, and counter to its purpose.
  23. BlackBellatrix

    New RWZ Challege

    Quote:
    Originally Posted by ClawsandEffect View Post
    It's not stacked against DA at all.

    My BS/DA pulled it off (regular RWZ Challenge) on his first serious attempt after finishing his build. Probably harder on a Claws/DA though, not sure if it's possible to softcap one of those.

    My ranged defense is softcapped, my AoE is at about 35%, and I am beyond softcapped to melee with 2 applications of Parry, which I can keep up consistently.

    I have yet to try the Pylon/Spawn challenge with him, I'll let you know how it goes.

    Edit: Do Pylons debuff defense?
    I didn't say it was impossible on a Claws/DA but, especially upon adding a Pylon there, you're playing against its weaknesses. I will be able to do it on my Claws/DA once my build is complete and my recharge and defense are both slightly better. I bet I could do it now if I tried enough times.

    However, with no built in -KB and one KB IO not being enough to stop the KD of a Pylon, I'd have to add in another one or two of those. As well, I can't ignore slotting for melee bonuses in lieu of Ranged/AoE because I have Divine Avalanche or Parry to make up for the weakness in Melee. Now, I'm experimenting with a build that will soft-cap S/L and E/N as a second build and might actually use that as my second build.

    I don't believe Pylons debuff defense.
  24. In Light of GR and the addition to two ATs capable of taking a large amount of abuse, one of which has the same mitigation caps as a Tank, should Tanks be tweaked slightly?

    My thought was that since Tanks are the penultimate "Tanking" AT, that maybe they should have their aggro cap tweaked up slightly higher than the other ATs in the game? Say go from 16 to 20 or 25?
  25. I think there is an inherent problem with how these powers work compared both with eachother and analyzed in conjuction with the rest of the Primary they belong to as well as specific synergies with the Defensive powersets which they're usually paired with.

    Fault: I think this power is excellent for what it is supposed to do and I don't think it requires a change. I think it should be used as the benchmark to which the other two mitigation powers should be judged. Just for the record, Fault is a power that does Knockdown and Stuns with an AoE focus in exchange for doing no damage.

    Hand Clap/Lightning Clap: Both of these powers are identical to eachother, however, unfortunately, they are not identical to Fault. The things they share with Fault are the same Radius, the same Stun magnitude and duration. They way they differ are that they both have a higher endurance cost, are PBAoE as opposed to TAoE, are KnockBACK instead of Knockdown and (in my opinion, the only benefit) they both have a shorter animation time than Fault.

    As we can see, these things make it so that the mitigation powers from Super Strength and Electrical Melee are inferior when compared to a similar type of power from Stone Melee. Now, while that's one comparison, it's not the whole story. Let's take a quick look how the powers fit within the theme and the feel of the sets they are part of.

    Fault: A lot of Stone Melee attacks do KD which makes Fault thematically fit in. Since it keeps everything near you, the fact that Stone Melee is, well... Melee focused, it doesn't detract from your damage potential.

    Hand Clap: Seeing as the set has some KD mitigation in its powers and a large radius AoE in Foot Stomp as well as one ranged attack and a long range melee attack in KO Blow, the KB does not affect SS as much as it would other sets. However, with that said, the mitigation that the low magnitude Stun gives does not, in context of the set it's part of, make up for the potential mitigation you'd lose from your Foot Stomp, combined with the very significant loss in damage. It is at odds with the rest of the set and therefore is almost universally shunned.

    Lightning Clap: This mitigation ability suffers more from the Knockback than Hand Clap does when contrasted with the rest of the set. There are no ranged abilities in the set and the only ability that can be used to stack stuns to actually make the low magnitude stun useful is a melee AoE with a really short radius.

    Finally, when you add defensive Secondaries (or primaries) into the picture, you come out with something that looks a lot less impressive.

    For Fault: It adds mitigation and doesn't detract from the mitigation abilities of the Defensive Secondaries (or Primaries in the case of Tanks.)

    Lightning Clap and Hand Clap: In all Secondaries and Primaries available to Tanks/Brutes/Scrappers, the only ones that are not affected negatively by the PBAoE Knockback of the ability would be Super Reflexes and Regeneration. Super Reflexes for Brutes would even be partially untrue because you'd be knocking enemies out of your taunt aura. What I mean by negatively impacting your secondary (or primary in the case of tanks) is that knocking enemies away from you will either hurt your direct mitigation (in the case of Shields [Against All Odds], Invulnerability [Invincibility] or Willpower [Rise to the Challenge], for example) or your indirect mitigation (Examples include Endurance Recovery and heal powers that need nearby targets and Damage Auras that allow targets to be defeated faster [or even drained of endurance, in the case of Electric Armour]). This is DIRECTLY contrary to the nature of the powers.

    So, I propose we change the powers slightly in order to make them more useful as well as more thematic within the sets they reside.

    Hand Clap: My suggestion for this one would be added a small damage component to it, as well as maybe a small -5% Resistance Debuff. This would be more in fitting with the theme of Super Strength, with the damage and the resistance would help counter the DPS loss of the scatter. I chose not to suggest changing it to Knockdown as I think that it would just make it a clone of Fault but that is an alternative suggestion.

    Lightning Clap: I think this power should be changed in one of two ways. The first way I could see changing it is keeping its effects as is but add a -End/-Recovery component to the targets and a +End component to the power to keep it in the theme of Electrical powers. The second suggestion would be to just take away the KB and instead change it to a Sleep, much like the Sleep in the single target attacks, where the targets spasm until hit, in which case their stun takes over.

    Thanks for everyone who actually read through this post of mine.