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Posts
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Okay, this is a stupid problem to have. I went to add another 15.00 worth of paragon points to my account last night and it said I was capped for the month. I really did not realize i had spent 100.00 this month, but evidently I have. (Water Blast, more character slots, etc, it adds up...) I wanted to add some points to get the new +Enhancer slots, and no go.
Why is there a limit, can it be changed. In a related question, is it a sign I should stop spending money on CoH. Help me, 5 year vet, talk me down off this ledge. Should i just go back to reading comics. Alternately, can I get the danged level nixed? -
Blasters are getting a lot of love, but lets get real for a sec, they needed it desperately. I feel they need to reevaluate and give them an option for Mez protection (power pools?) and possibly a damage modifier bump. The kings of Damage have a Looong way to go to reclaim that title. These were steps in the right direction, definitely.
Tier 9 crashes on things like Invulnerability's Unstoppable. Whoever wrote that up had no idea what video game they were actually writing for. I would prefer something like the new hybrid power in there or Willpower's tier 9 anyday.
Energy Melee. The animations are sooo beautiful. Classic Comic Book fighting. Ka-Pow. No redraw. What's not to love? Oh yeah, nothing but ST damage, corpse blasting, stuns? (What does stun have going for it? Hey at least it's not knockback! What a selling point!) A pathetic AoE attack. Oh, and the set damages you, to add injury to insult.
Knockback. Again, I must congratulate the Dev team on the KB to KD I/O in the Summer Damage set. More, just more. Give me 3 of those and I will run Energy Blasters again. Okay, 4 for Energy Blasters.
Those are some (Some) of my pet peeves. I am one player who plays a very limited range of archteypes. I am sure there are plenty of other valid gripes out there. -
For the first one I would go with Lucky Pete. I have almost the exact same character, Lucky Fred. The "Lucky" being explained as being the one experiment in X,000 that survived the process that puts a brain in a jar driving a robotic body. Ah, and the Pete could be Tom, Dick, Harry, George, etc. THe sarcasm is heavy on the Lucky, light on the Pete.
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Taunt is Invaluable on a Tanker for 1 reason, and Invaluable on a Brute for another. I never take any grab agro power on a scrapper. There are a few Brutes I do not take Taunt on, not because it's not valuable, but because I am consciously working against the archtype. I have a Dark/Will Brute that plays like a Scrapper, with no taunt, and the only reason he needs agro is to pump his damage. He gets plenty of agro for that. I still have to warn my teams I cannot tank for them. Willpower has a crappy taunt aura, and he is light on AoE, so i just kill what I pick out. That is a rarity for me. Mostly, Tank/Brute = Spam Taunt, Scrapper = no Confront.
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I was hoping Conserve Power was going to stop the "Dropping Toggles NOW" problem. I can handle getting back up to the top of the blue bar (usually) but you aint seen a situation go from bad to worse until you are in the midst of a huge battle and half your toggles (including mez prot!) go away...
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K, Ill retool a 50 and see how this works. If it works everytime I will be okay with that. With a caveat, this further restricts build structure around invulnerability. Invul is a great set in many ways, but does NOT do well with End Hungry Attack sets. In fact I pair it with Dark over 50% of the time. There are only so many Dark/Invul Brute + Scraps or Invul/Dark Tanks anybody needs. To further say, oh, it is Dark/Invul/Nrg every time? Also, it is not an option for Brutes, the most efficient users of Invul in my opinion, they get no conserve power option. I also think Unstoppable is slightly wasted on Scrappers, due to their lower resist cap. Other than that a decent idea. Keep makin sense
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Yeah, of that list I must say Necronomancer was the tightest. Well done and grats!
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Quote:I used to use Unstoppable, and I agree with your tactics. Because you are right.Interestingly, Unstoppable has found some new life in my Katana/Invuln that I've resurrected from the idle 50 pile. In running with a build that dates from I9 through DA at +0x8, I find Unstoppable does help quite a bit when things get a bit rough, if I remember not to be fighting in the middle of a giant spawn when it crashes.
However,... Unstoppable's use in a modern team (or league, eek) environment is really really stupid. You are virtually guaranteed to be dead when the thing drops, unless you spend the last minute shaking agro and becoming USELESS to the team/league. THat gives you 2 minutes good times, 1 min running, 1 min recovering (you'll prob still need to retoggle at least a few and join team from your hole) Some environments do not even allow for this type of hiding, even if you liked to play this type of Jekyll/Hide (spelled that way on purpose, HIDE, get it, I'm Hiding....) Seriously, the only reason I could think to take it is on a poorly enhanced character that you need to be able to tank for 3 minutes and are willing to eat floor at the end of the run to pay for the bonuses your sets would have gotten you. It is a crossroads deal, and I just won't take it. Now if you could help me play guitar better we could talk... -
I rely heavily on Invulnerability Armor, and I NEVER take the tier 9. I agree with everyone above who says they would need to be rebalanced completely if the crash went away.
I absolute HATE not having a tier 9 power in a set I use so much, but I see no good answer. But the Crash isn't just a crash it's a death sentence, and that is stupid. Especially in a set with no self rez. Just retoggling everything takes a full minute even if you bounce back up.
So, it's crappy the way it is and crappy if you change it. -
I do not know the answer to your question. But many times in Atlas Park I find myself staring up at the central statue in awe at that man and his one enormous ball.
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Quote:I agree completely Samuel. Your point about tweaking the effect of the powers but not the animations "feels" right.The one that likes to throw multiple elite bosses and many bosses at you at the same time? Single-target shock damage is not to be underestimated.
That said, I don't disagree with you. I wouldn't be opposed to raising the radius of Whirling Hands, giving Stun damage or making Energy Transfer into a Headsplitter cone. I'm not against changing Energy Melee and I don't insist it's "just fine," I merely want to see it remain at the speed it has now and see fixes in other directions. City of Heroes is one of the only MMOs I've seen with decent combat animations, and a key reason for that is our powers have time to animate in non-spastic ways.
Quote:One of the nice things about Energy Melee is it DOESN'T have any gimmicky mechanics that force you to just use the powers from the set, or weapons with redraw. This makes it every flexible, good for mix-and-matching with Pool/APP/PPP attacks, and well placed to take advantage of the upcoming power pool additions.
I fully agree with this statement, and believe it reinforces Samuel's statement above. The set is beautiful. I dio not play it because I feel cheated whenever I do. I can take Super Strength and get a jaw dropping radius on my PBAoE, or take Dark Melee and get tons of tools to help me through combats. Energy Melee's trick is Stun. I hate Stun and Knockback so much I cannot express it fully in words. If corpseblasting is a problem with EM, Stunning peeps as your secondary effect doubles down on it. -
I am writing up a Fire Armor/Dark Melee Tanker and was wondering the best place for a Might of the Tanker +Res Proc. Is the damage aura a good choice?
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Thanks for the input, I am re-rolling as a Brute or a Tank tonight lol.
Edit: Tank, definitely Tank. I think it will be a lot of fun, do good damage, and when I/O'd I should still be able to tank respectably for a group. fun, fun, and more fun. -
I have a character I ran for a fellow gamer's brief tabletop roll playing game "Demon The Fallen." I liked it enough that i created it in game, and it almost required Fire Armor, a choice i rarely play. I paired it with claws for 2 levels, and rerolled to Dark. I personally love Dark, and it worked well with the concept.
Now, to the nuts and bolts of the post. WTF do i do with a Dark/Fire Scrapper? I tried a Dark/Fire Brute years ago and ran it for like 2 weeks to about 20. It seemed squishy and, well, squishy. This was pre inherent fitness too. I experienced some end issues, but I have gotten the new guy to 20, and his first End Recovery power. Having 2 End Recovery PBAoEs is going to be great obviously. The Build has a lot of "Not all the time AoE that does something else in it" Dark Consumption, Soul Drain, Consume, and Burn. Not a PBAoE chain by any means, but it can only help soften the mobs for Blazing Aura to keep whittling them. I love Dark, and while not a "Master" with Shadow Maul I get more than one target more than my fair share of the time.
So, for any that have run this, what do I need to be looking at for tactics? How does this beast run?
I may go full I/O build on him, but I am just as likely to run him on SOs to 50 with a few -KB procs. -
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I truly believe Energy Melee needs something done to it. It doesn't "feel" right. It is a slow animating set with almost 100% ST damage. What game world is that built for? Not the game the Devs are currently writing.
The Devs seem to be going in the right direction, the changes they made to Blasters, while not pleasing everyone, were conservative and radical at the same time. Conservative enough to not give away the store and overpower Blasters, yet radical in the direction they are moving Blasters. If they add a Mez protection (maybe in a pool power!) then Blasters would be near "fixed" in my book. Of course, my book isn't everyone's. The other change I would advocate for Blasters is a little bit more damage, an across the board bump in modifier perhaps. Again, your opinion may be different.
My point is when the Devs look at something these days they seem to be making sane logical choices. Compare/contrast with the PvP revamp, or a dozen other favorite WTF moments in CoH history. I can honestly say I like the Devs and how they are altering this game i love these days. My suggestion would be to take away all vacation, weekends, and stretch the workdays out to 15-18 hours. Work Harder!!!! -
Quote:Yeah, if I built with your goals I would also faceplant a LOT more. I am "stuck" with Invul and Willpower on almost all my builds. I did run a Scrapper Elec/Elec that was very very vicious. Good at eating spawns too. Not a boss killer, I finally abandoned him. I am very "stuck" to the number of powersets I run. I am constantly 50ing new builds trying to add more to my "stable" of possibilities, but few make the cut. I look forward to the new Bio Armor, although it has no Def Debuff Resist, usually a red flag. I run Blasters a bit, and in between my constant whining I am learning the other end of the "edge" playing. How much i can pound a group before they whip around and i faceplant. That is a skill that serves a squishier Brute very well. I ran a ss/fire Brute when it was a FOTM. He was my "ghetto blaster" and ROTP was actually part of my attack chain on him. Not necessarilyt efficient, but danged funny. Any Brute or Scrapper with the lighter armors will need to play it careful. Frustrating especially on a Brute when you need the agro. THe art of inspiration management helps. My Elec/Elec scrapper farmed AE for Freakshow (he was an AoE monster) but I had his resists and defenses displayed and kept eating sm oranges and purps to keep him pegged, combining what was coming in for future needs. The Incarnate trials are frustrating, I hate it when they move the goalposts. But there are gamechanging powers in the Incarnate stuff that give back. Check out the Rebirth power with +crapton Regen. A truly beautiful panic button. gl.I probably don't build for "turtling" as you do, but this never used to be a problem back in I7 and I8. I don't build for a zillion pool powers, but again - this was never a problem in the old days. It is a problem now with enemies using more exotic damage types, stronger debuffs and coming in larger numbers. Even at the best of times, a couple of Rikti spawns will put me in the red unless I'm playing Electric Armour.
*edit*
I should also point out that I build for damage before I build for defence. Not exclusively, but mostly. This is one of the primary reasons why I stopped playing Dominators - I had to build them like Controllers in order to be effective. Faced with the choice of not building for damage or playing an AT and building for damage, I pick the latter. -
Quote:This conversation is taking me back to the motivationms of why I run the characters I do. I started running exclusively villains. Two reasons, I love Brutes and I love villains. This was back in the day of slingshot leveling and bridging. AND me just using SOs exclusively. So that puts me on Mayhem missions as the door breaker and beachhead holder for teams when the LB will just pour into the bank, sometimes over my level significantly. Yeah, I started to build to turtle. Even back then I could see where the Devs were going with hard fights. Tough opponents, zerging, and many different attacks to find your weakness. It is also why Invulnerability Brutes are still one of my favorites. Just writing this makes me want to go start another one, in fact I am going to go redside and do that for old times sake. (I normally run Blueside Virtue just for the "salmon run" grouping availability.) But enough digression. My last example is a SS/Invul Brute I ran some years ago. I forget my exact level, I think it was high 20s, maybe low 30s. I got on a team led by a SS/Invul brute 5 level above me. This was back in the day of "bridging". I really tried to keep up and be an effective second tank. 3 missions in the guy/girl checked me out. "Hey, these spawns are way over your level, I didn't even notice, you're doing great!" Yeah, SO'd Invul Brutes can do that. A well built I/O'd Invul Brute is a joy to run. I favor a good amount of reactive armor 4 piece (all the res ones) in my Invul builds, a few LOTG 3 piece sets for efficiency, one or two Kinetic Combats, some Globals/Procs, and depending on attack set a few other sets to round out the build and tighten it up. Always a hoot, never disappoints.I agree, no minion or lieutenant - singular - is usually a problem. One on one, even bosses aren't that bad. The trouble is those almost never come alone. A +0x2 spawn, which is what I play, tends to spawn one or two lieutenants with between two and five minions. For some factions this isn't a problem, but for a lot of the newer ones - DUST, IDF, etc. - this can be quite deadly. And if it were just that, I wouldn't have a problem, but recent game design likes to toss multiple spawns on me at the same time. Stacking ambushes, "large" spawns (that end up x+2 to what I'm set to), multiple boss fights...
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In closing, and the point of the above graph: One or two LTs? Because they are Dust? I am talking about building to hold the door in a mayhem for waves of Longbow, with MANY Lts, all with special powers. That is on SOs. DUST? Seriously. I have run the arcs in 1st ward on an Invul, and on a willpower. I saw DUST there. I fought DUST there. Meh, they didnt really stand out as the boogeyman, but I believe you struggled with them. Of course my builds I ran through there were "Cadillac" even at level 20-30, with some nice set bonuses. But still, I honestly do not understand why we are still discussing a Brute (even an SO'd one) being apprehensive around 1-2 Lts and 2-5 minions at +0. I believe you struggle with it, I just do not understand why. -
Quote:Hmmm. I mostly play Brutes. I play a few Scrappers, and when i want a challenge I try to build a blaster and whine for weeks. I build using I/O sets. If I am not experimenting then I have a build in mind (usually already in MiDs w/ levelling plan), and the enhancers on hand to make the run.This kind of line of thinking bothers me, since it suggests a level of character power I frankly don't see in anything short of a Mastermind on a good day. Most of what I fight is minions and lieutenants and plenty of my characters have trouble with those. What kind of power level are we shooting for here, exactly?
My Brutes have always run straight into the largest groups I can find. I ran the game for a year just using SOs, usually on Invul Brutes. An Invulnerability Brute SO'd out correctly fears no minion or LT. Okay, sappers are freaking annoying, but we all got an achilles heal. My I/O'd out Brutes fear no Boss, or minion, or LT, and usually give a frogs fart about sappers as well. I play them to take the alpha, group the mobs, soak up the agro, and use that to pund the boss in the center. I have a build plan in hand to take my 1st level all the way into the Incarnate Trials with my Incarnate Powers already picked. Sometimes they do not perform as well as had hoped, and i implode/strip them. Sometimes the whole run was a thought experiment, and after they are fully incarnated I strip/delete. But my characters never, ever worry about minions and LTs.
I tend to not like AE farms. I tend to build with sets that are more ST devoted so that i can really help a team with AVs, EBs, and Monsters. (that's why I am asking about Energy Melee after all) However, even though I do not AE farm (or do so rarely) I fully expect my characters to be able to stand in the middle of the biggest spawns in the farms (oh, the old ambushes were so funny) and not drop. So, thats the power level I play at, and what i find to be fun in the game. It is true these might be considered "edge cases" but I find that at the heart of a few trials, task forces etc. there is one or two "edge case friendly" fights, and my teams are always grateful fore a Brute that can do it's job no matter how crazy the stuff gets. -
Quote:Here is a trick I use that helps me a lot. I open up mids, and level up the character, 6 slotting every major power I can, or at least 4 slotting it. Then i put regular level 50 I/O into everything. THen i look at each power and see what that kind of love gets me out of the power and which ones I really need hitting ED. Then I start looking for I/O sets that reach that do that, but also have the set bonuses I want. Hope that helps, GL.Hello!
After getting the whole Overwhelming Force set off the Summer Event, I noticed how improved my stats were, and went on a bit of a Set IO binge. It speeds up the game wonderfully when you can 1- or 2-shot anything that isn't yellow or higher. :P I've pretty much stopped doing anything but logging in once a day to play the Summer Event, get the OF, and flip it at WW's for Scrapper's Strike and recipes and salvage to make more enhancements to flip for more Scrapper's Strike. I've got 4 of 6 so far.
So, yeah, bit of a binge.
Which brings me to my present puzzle. I primarily play solo, and Dark Melee isn't a hugely flashy set, power wise. I'd like to maximize the regeneration benefit I'm getting from Willpower, but I'm a bit confused about which IO Sets offer the best healing/HP benefits, and what Willpower powers they should be slotted in for maximum effect.
Any advice would be greatly appreciated.
AT, Powersets: Level 24 Dark Melee/Willpower Scrapper
Scrapper's Strike: Slotted in Smite
Overwhelming Force: Slotted in Shadow Maul
Willpower Powers (So Far): High Pain Tolerance, Mind Over Body, Fast Healing, Indomitable Will, Rise to the Challenge, Quick Recovery
Right now, High Pain Tolerance has 3 slots and the rest have 1. I was waiting until I had a bit more information before I distributed more slots when I hit level 25. -
Desperately tries not to post something about anyone having a "logical set", fails miserably.
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I'm sorry, I do not make characters that are ever worried about minions and Lts. Good luck to you in your travels though the cities in a desperate attempt to avoid minion combats.
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This is not an announcement, it is a question and fishing expedition. Since they are fixing EVERYTHING in i24 is there any chance they will do something (dear gawd anything!) for Energy Melee? It was mentioned somewhere around i22 that the Devs were "looking at" EM, but that was evidently all they did was look. Any word/hint/innuendo/blatant misinformation on what is up with EM now?
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I've started a new Scrapper with this. I've always avoided the set, the final nail in the coffin for me being knockback. Now i can throw the new Proc in and convert that to KD, so it's worth a shot to see if it was ever what i wanted it to be.
Anybody have tips on what I should be doing with this set and how to make the Siphon thing work efficiently? Also, I'm pairing with WP, and will be throwing on a lot of good sets for the experiment to make it fun.