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Most teams I run in, no to spread out for it, and event when the few times we havent, the only thing that slows it down really is Zone Events/Zone crashes.
Numina is already a fast TF. And really, I just dont have a problem with this TF. They even improved the last map already
I love it!
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Quote:Exactly.Frankly, the whole melee versus range arguement only holds any water at all if the Enemy isnt trying to get within melee range. Which, if they have melee attacks, they invariably do. Just to pick Council/5th, they do a LOT of damage at range, and those that have less ranged attacks, the wolves, will, without fail, head into melee. Due to being nigh un-lockdownable, they tend to make it, too.
'But you'll be at range' is only ever true if you use hover/fly. And, even then, Sky Raiders? Longbow? Goldbrickers? Not to mention ranged -fly abilities.
Sure, against Cims the hover and attack method works well when stacked with alot of defense, but even then...I haven't found it nearly as great on Blasters, as I have on Debuff toons. And with that, only Cims have been the best for that. -
I have to agree. As it is, I find Melt Armor worthless. :/
For missions, it's recharge just doesn't make it useful to take.
It's -Resist is resistable by anything with Resists. Not to mention it's a small amount of -resist to begin with.
So, you're not using it enough to make a real difference in spawn destruction.
For Tankers I can at least see it useful for added AOE taunting.
And it's effects on targets you really want the -resist on, is again laughed off, with again a LONG recharge time.
This is why I pushed for Heat Exhaustion. -Regen, even if not perma, I would of found more useful. -
...went searching, went scouring through the threads, but couldn't find it...
Has anyone made a list of the Max DPS a Stalker can get with the various sets? -
Quote:^^This. Just because it has it's uses, doesn't mean the power isn't suckie most of the time.turbo pretty much proved that frostwork has the least effect out of the other 8 powers. yea it has some situational uses, but so do most of the other powers that are pretty widely agreed upon to suck. short of a defebcer build and an IO mule, I never recommend it. for pvp, you should already be slotting for HP anyway, especially when cold primarily is disruption set.
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Quote:Well, if you're not really trying to go in one direction for uber survival or uber damage or uber what ever...using sets that give good Acc/Dmg/EndRed/Rch isn't abad way to go.I tend to loose sight sometimes.... Okay maybe it's just about every time I jump into the using of IO's for a build
I get the gist of using them to get to the defense soft cap in all / some of the defense categories. But sometimes I find it difficult even to get one thing slotted to defense soft cap limit. EG DP Kin Corruptor. I then went away from trying and then started slotting some sort of Proc IO in many of the attacks. Dam resistance debuffs, Stuns, holds and damage procs.
But again I start to wonder am I doing it right. So I figured I would pose the question here in hopes other could respond and give some of the insights they have learn for myself and others who sometimes wonder 3 hours into some mids build, " What the heck was I doing with this character ?"
I guess I am wondering when is it wrong to put too many procs in attack powers ? Or is it wrong to start placing 1 proc in a 6 slotted attack ?
Should you always try to cap at least one defense ?
Do I really, really need to pickup Tough, Weave and Combat jump to get the defense cap? I really want something different then the other guy build wise.
When is too much recharge too much ? Is there a recharge rate each AT type is should be targeting to get ?
Over the course of a few months, these are the things I learned from posting builds up for advice.
1. That +endurance proc in my attack is helping out the mobs not me.
2. If you can only get one category maxed for defense go for Ranged as its the most commonly used one.
I would imagine many have some good insights that probably get passed along when asked in a build but then become obscured as the thread drops down to the 15th page the following week.
I'm hoping we could get enough info that at a minimum some could cut and paste to use as a rule / guide when creating characters with IO's
If a set gives me 2 SO's worth of ACC, 3 SOs worth of DMG, 1 SO worth of ENDRED and 1 SO worth of RCH...and I'm not going for something in perticular, then the set bonuses can just be looked at as nice little bonuses.
There's nothing wrong with that.
Theonly time it's a problem imo, is when people see that UBER made toon, and think just using the power sets is what does it.
Without looking to see they took certain power pools and certain IO sets to accomplish that. Or they take the right pools, but still don't slot them right...
I still run into people who think "6 slot for damage"
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I've said it before. And I'll say it again. The problem with KINs who don't take it (and if you don't want to, don't) is they'll advertise themself as KINS, knowing full well that people will invite them to the team EXPECTING them to have SB, when they can easily say...
Lvl 40 KIN, no Speed Boost, lft
and in their lft description
AR/KIN no Speed Boost
Instead they'll just say...
Lvl 40 KIN lft OR AR/KIN (in their description).
The same thing goes for toons with Bubble Secondaries (Thermal/Force Fields/Cold Dom/Sonic).
Fine, you don't want to take the powers. At least let them know BEFORE you go lft. -
Quote:Shield offense you'd be THROWING your shield, and not have it there to defend you.Give the "Shield Offense" set a defensive buff power and voila, regardless of whether you have Shield Defense having a Shield potentialy gives you extra defensive capability. This also complements the fact that Shield Defense has an offensive power rather nicely.
So that's why you lose all of its defensive bonuses when you use Shield Charge...
Shield Charge, you still have the shield ON YOU.
Come on now. Really. -
Quote:Crab can get the following...Ranged damage modifiers, from top to bottom: (Starting point, inherent effects not included)
Archetype Melee........ Range
Blaster 1.000........ 1.125
Arachnos Soldier 1.000........ 1.000
Arachnos Widow 1.000........ 1.000
Dominator 1.050........ 0.950
Peacebringer 0.850........ 0.800
Warshade 0.850........ 0.800
Corruptor 0.750........ 0.750
Defender 0.550........ 0.650
Stalker 1.000........ 0.600
Controller 0.550........ 0.550
Mastermind 0.550........ 0.550
Scrapper 1.125........ 0.500
Tanker 0.800........ 0.500
Brute 0.750........ 0.500
Banes, wolf spiders, night widows, and fortunatas can all reach (if not surpass) some scrappers in survivability depending upon their builds. This along with heavy team survival/offense contribution and a range of ranged damage. Ranged/Armor is doable. The trick, however, is that Arachnos do not actually recieve full armor sets, and have a lot less health. The high survival works because of their defense; a resist-based soldier without defense would be quite vulnerable. No Arachnos has a readily available heal either. This makes me think that IF they did a ranged/armor archetype, there would be a significantly altered secondary, primary, or both.
This sounds to me like a lot of development time for an archetype that is overshadowed in both its primary and secondary abilities.
32.5% Defense to EVERYTHING (Typed/Position) with 44.3% Ranged Defense
39.6% Resist to F/C/E/N, 57.1% Resist to S/L, and a measily 6.3% To Psionics
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Then we add in Serum. And even go Soul Mastery to get ahold of Darkest Night (for -DMG & -tohit). With IOs you could streamline this even more.
This is using Gen lvl 50 IOs. The stats drop by 1% using SOs.
This is a combo of Resists/Heal (Serum is a heal)/Defense.
Not all /Defense sets can acheive the amount of survivability a Crab can, with just SOs. In fact, I don't think any could, more so, because I would think it's a Ranged/Defense AT would most likely have MM or Defender/Corruptor/Controller level hitpoints (which is less than Blasters and Veats).
Add in that a the AT would do less damage than a Blaster, meaning it would also do less damage than a Scrapper (as Scrappers tend to have more DPS than a Blaster who relies just on the blasts)...I don't see how it can't be made easily balanced. -
First toon, first day of playing, 2nd MMO.
Running along, hit a little ramp, find myself in a fountain. I couldn't get out! I'm running all around the damn foutning trying to figure out how the hell to get out.
15-30mins later, I hit the space bar and see I can jump!
My first MMO was FFXI
You couldn't jump in it.
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Another thing I think people are missing about a Ranged/Defense AT.
Using the example I came up with...
Damage Wise: The DPS would be lower than a Blasters, so right there people are going to get more damage out of a Blaster/Scrapper than what I suggested on how to make it.
Health: Let's go with the REALLY low hit points of a MM (instead of the second lowest...which is lower than a blasters, and the one I think works best for the idea)...that will make you extremely squishy even with defense/resists/heals...just ask Stalkers
And after both those facts, you're still going to see players who do this (and alot of them most likely)...
*RUN INTO MELEE! FIREBALL TO FACE! STAY IN MELEE! BLAZE TO FACE!*
We see it already with Blasters
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Quote:And with all that said. Someway somehow ranged ATs always make their way into melee. Yes there are exceptions, and it's easier to avoid melee if you're on a team with a troller or tanker.You want it Alphabetically?
---List of stuff here deleted as to not make a huge post---
-Rachel-
But play it solo, with staying at range, and kiting makes for a WAY SLOWER gameing experience. And the truth is, hitting from range then running away and then returning is going to kill things slowly.
Kiting will speed THAT up, but your constant kiting slows down your damage just as much.
And I don't know if you've ever played a softcapped defense toon, but if not, you can still be defeated. I've done the hover blasting, and I've still found myself eating pavement from ranged attacks.
Of my squishy ranged toons that can usually take the punishment are the Dark Miasma and the Rads...why? Because besides having the OMG high defense (neither one is quit softcapped yet...with the Dark being the only one I have that will hit softcap)...they have the -DMG and -TOHIT debuffs going.
Now if your saying they can play at -1 or O enemy level. Well pffft, that's just easy mode to begin with.
I was soloing missions on unslotted Defenders before the damage buff at missions set for 0/0 It was slow, but I was surviving (95% of the time anyways). -
Quote:Who said anything about Pistol Scrappers?Your in luck! You too can make custom enemies for AE missions that have dual pistols and super reflexes!
But the devs have stated flat out that scrappers will not get dual pistols.
We want a whole new AT. Ranged/Defense
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Quote:I'd really, much rather have it look like my own toonHow can a purely cosmetic change make a power over powered? That's like saying since I change Radiation Infection from Green to Red it's now over powered.
All the OP is saying is why not have PA look like a random 3 of your team mates.
Send in Illusions of yourself to do battle.
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Quote:Well as I suggested, they would lack the team buffs that VEATs get (and I wouldnt underestimate that fact myself). And personally I still think HEATs need some improvements.I think the problem here is that if the devs create one AT that is far and away more powerful than every other AT then it becomes the ONLY one that actually provides that feeling of fun and power. That said, I can't think of anything wrong with an AT that has power sets similar in structure to the Epic ATs. Except for making those two obsolete because the new AT would not be more flexible that either Hero or Villain version, not be tied to Arachnos, and not have to worry about Voids.
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Quote:Changing them to SOs, lowers the numbers a bit, but not by any noticable amount.The game is balanced around SOs. Not IOs. Though, yes, I think the data in Mids is wrong, to boot. I tried straight 6 slotting an SR scrapper for defense and came up with 33.1% defenses...
Using SO numbers is the best way to balance things because that's what the challenges of the game are balanced against.
Though if you'd REALLY like to lean into the "But with these non-standard decisions" path let's go for broke. Let's go for a ranged/defense character fully slotted with IO sets using combat jumping, tough, and weave to boost their DR and Defense kiting AVs at range while the AV struggles to catch up to them to land a hit in melee (while waiting for it's ranged attacks to recharge)
Now a Scrapper with the same slotting and all the bells and whistles of tough, weave, etc has the same defensive numbers! BUT it takes more damage when a melee hit lands, and takes the ranged/AoE hits, too. Or at least it has to try to dodge them.
Your AT is obviously more powerful than the scrapper. Sure it won't have one power out of it's secondary, but instead it'll have a set 2.5% defense power.
You'd have to lower it's ranged damage to a smaller number than a scrapper's melee damage to help offset the incredible survivability the set would gain. Even with a slightly lower magnitude of resistance to control effects it will probably resist the first and/or second hold, sleep, stun, whatever laid on it, unless it's an exceptionally high mag control effect.
-Rachel-
31.9% Defense (43.6% Ranged) ALL.
56.2% Resist S/L, with 39% Resist F/C/E/N, 6.2% Resist Psi
I would think Kiting would lower the DPS by a fair amount, since attacking roots you.
And as I pointed out, Blaster blast sets for the most part at top DPS ranged only attacks...
Fire 182.4
Sonic 166.32
Psychic 163.86
Ice 155.26
Elec 145.87
Archery 144.13
Energy 137.17
Dual Pistols Fire 135.13
Dual Pistols Standard 130.44
AR 114.25
(again list by Umbral)
With no defiance to up those numbers (as I dont think Umbral put defiance into the DPS - could be wrong, but I dont think so)...and as I suggested a lower damage mod...a Ranged/Defense AT (as I suggested) will have less hitpoints than a Blaster, and do less damage.
And less hit points will put a hamper on some sets. With less hit points, an unlucky streak will hurt more.
I can see some hover builds for AVs this is true...but they tend to have some ranged attacks that can push through and down you quick.
All this said, I'd be okay with an Assault/Defense set as well.
Fiery Assault/Fire Armor goes along way imo to being the fiery superhero of comics, than stuck in melee all the time untill lvl 41, that Scrappers are.
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Quote:Let's see...just using Lvl 50 Gen IOs, grabbing powers to be a purely Ranged/Defense AT...15%-20% defense isn't a defensive set, either.
A Super Reflexes scrapper can have 29.25 defense (Ranged, Melee, AoE) without dipping into IOs or Pools outside of Elude and have damage resistance to fall back on, when low on health. With Elude they softcap their Defense without issue.
An Invulnerable Scrapper can have a standing Damage Resistance of 45% to Smashing/Lethal just on SOs. Plus extra hit points/healing at a click and Defense/Accuracy bonuses if enemies are in melee. With Unstoppable up they cap their damage resistance easily.
These are the two sets I think best exemplify Defense and Damage Resistance powers, respectively. Add in the ability to avoid half or more of an enemy's attacks and you've got a scrapper who takes even less damage. Lower their hit points? It'll help, some, to be sure. But it won't solve all the balance issues the AT would have against the NPCs in this game. And you'd have to keep them from taking Regen, since without all those luscious HP regen rate boosts would be nearly useless as a survival tactic.
-Rachel-
Crab can get the following...
32.5% Defense to EVERYTHING (Typed/Position) with 44.3% Ranged Defense
39.6% Resist to F/C/E/N, 57.1% Resist to S/L, and a measily 6.3% To Psionics
Then we add in Serum. And even go Soul Mastery to get ahold of Darkest Night (for -DMG & -tohit). With IOs you could streamline this even more.Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1437;619;1238;HEX;| |78DA9D946F6FD25014C66F47B163C08031D860C060031D63D4A16FFCF3C22C731AE| |36666987FA2C6A68E069A9042DA2ED1777E00BF825FC2198D9BDFCC17784ECF29E1| |AAAF6CE0F995730FCF73EF2D97A3F7F713427CBC2794FCFED0F43C63CF354F07CEC| |833BAA361CFB65CED89E99FB9E650684288C69FA39EBEEF9AEF8CEED8EE596E586C| |9CB8A6EDD84EDF7868F6FA962F3785839947CEC0722DC7D7C39BC4F16834D40F2D7| |30CC3F4E181ED3B96E7A5C21130F006F638C983FD810FADF983B17DAA3F3FD83B81| |199C0D8D23D3F32DF7C32A4CB809EF25115E93A828023AE24A39C0BC84448DD00AF| |0250E50826FCD899DA0342761391C075B45B25D949026DB34D97E07DB08DB462A41| |499590877D8E528388720954E3248D9296CAB3586650529E927E40528C8CD418192| |D4868537B8710858438E7C6DB41093730C9B949CACD53525142891C4A94AB81518A| |8D52F5A05400CDB051868CAAE559D418645423A37930CAF25665AB41A942A8127EC| |20A739C94A3299F43698517BD426EAB0C7A6AD7091DC225B417B8BD407D9B84FA8D| |004D429BF015DAD7A83DBA464BAB4BB8D6FA0732B08E32879469EB2B129A14B94D5| |0A07D9D364BAC4FE01211A86CB0C18634CB4D5A4693B04D50A1BDC1ED0D4AB82A43| |CAFB1511628BF3B682BC7378E82D366851D30EE3E62CDA846FB02B3A3F275DDA65C| |60534EC5283B22BFDE84AEAF468C20BB30FFFAA1CABD3732694A0F2589D1ECD492C| |0DC78546FFF7BA488476B1A70B70D70511CF505EE0C79728AF505E63ED0DCA5B140| |365729908279CBA85F3BA8D7207E52E4A0EE6273E61A7867F287194044A12651125| |859246C9A214513EA34C7E03C3C0F63C| |-------------------------------------------------------------------|
And STILL Crab's aren't considered Tank Mages.
Now, I'll admit (maybe Mids is wrong on the numbers)...I'll have to go in game and check my own Crab. And I didn't even go with this build (I wanted try out the pets). But a Ranged/Defense AT just got all that.
And if you read my whole post, I also said lower the Mag Protection of the Mez Shields to not be as good as Stalkers/Scrappers
So, same amount of Mag Protection as a Crab, and they lack the Team buffs, and since I suggested using the Stalker Secondaries, they don't get all those Quick Recovery goodies either.
The only thinking, I can possibly see, not to include this as an AT, is people are afraid people will stop playing Blasters all together. But seeing as how the Blaster would still be this big damage king, with IOs/Power selections get a high amount of Defense, people will stay play them. -
Quote:you say that...then I look to my Lvl 50 Crab and Lvl 50 Widow...and go in theory that may work. In practice it doesnt.Enemies do more damage in melee than at range.
This is the rule. there are a handful of exceptions. But Enemies dish out more damage in melee than they do at Range. Players do not always follow this rule. Enemies also tend to have more melee attacks than ranged attacks, and generally aren't shy to use Ranged attacks while in Melee.
So 22.5% damage resistance at range is more useful than 22.5% damage resistance in melee. Due not only to the lower damage per attack, but also the number of attacks being thrown off in an attack chain.
DPS is mostly irrelevant when the defensive utility of Range is added on to Defensive Sets. Defensive Sets are given to characters in melee to protect them against the higher damage melee attacks -and- the longer attack chains coming at them.
If a Blaster can "Kite" enemies from range and destroy them without dying, the AT you're suggesting would do the blaster's job better. Not more effectively, but better, by being able to avoid death far better than blasters who already do it through maneuvering and careful consideration.
If an enemy in Melee is throwing off an attack that does 100 points of damage and the player has 22.5% damage resistance, the player only takes 77.5 points of damage. An Enemy throwing off a ranged attack will generally do only 70-80% of their ranged attack damage. Assuming they deal 80 damage, the player takes 62 points. In melee enemies can throw off their ranged attacks interchangeably with their melee attacks, too!
Maybe if I say it enough times people will understand it...
-Rachel- -
Quote:No. VEATS are instead just that...Arachnos. Again more in game mechanics making people look at the Longbow worse than they really are.We have Ranged/Defense with the VEATs, but that is concept-limited.
How does "not as shiny pure good as they try to portray themselves" translate to "evil?"
In any case, hanging around waiting for a villain to wander by is a VERY liberal interpretation of the "superheroes are allowed to pursue supervillains across international boundaries" law. Never mind that VEATs are not Zig escapees. Nor are the numerous NPCs that Longbow are also hostile to.
Hey, it's not like I claim to have some lofty ideal for my AR/Fire "Hero," nor did I ever say she was a pure hero in the first place. She's going to end up as a Vigilante most likely.
In game mechanics that have Arachnos only attacking other Arachnos of the same fraction, because it can't (or maybe they could and the devs just wont let it happen) tell the difference.
Or maybe I just haven't seen the missions where Crab soldiers are attacking other Crab soldiers.
I've seen the Wolf Spider Division of Arachnos attacking the Widow Division of Arachnos in a mission, but I've never seen a Wolf Spider attack one of their own, outside of the player character who is one of their own. -
Quote:To be fair Sam, I think the ones who complain are just the ones who play one side exclusively. Those who play both side shouldn't be complaining at all imo. And if they are, I want to know why.On that note, Longbow's introduction to the early hero zones was used as evidence for why they're arrogant before, but the same Issue that introduced Longbow also introduced PPD officers into those areas. Before, "even the weakest villains were super-powered and too strong for normal police to handle," so police only acted as hostages, running civilians or the kind of clothes racks that hang around outside Hazard Zones. The introduction of Longbow in Atlas Park also saw the introduction of actual, working, effective PPD officers into the streets of Atlas Park, Galaxy City and Kings Row.
No longer the scrawny, useless cops that just hand out missions and run around waving their hands, these dudes kick some serious *** and take on the Skulls, the Hellions, the Lost and even the Clockwork and hold their ground well. Sure, you'll see a few instances of two cops shining a flashlight into an upstairs apartment, playing voyeur while Skulls are banging the seven bells out of a car lock trying to carjack (or trying to break into the PD), but that's just wonky spawning.
Not just a known villain, a convicted criminal who starts off the game breaking out of jail. It's unfortunate the story is so railroading, but really - no villain has the right to complain about being persecuted when he BROKE OUT OF JAIL to begin with.
A couple of points on that:
Firstly, many players, myself among them, have been asking for villain-exclusive content for several years now. We've gotten some here and there, and while it's been good for the most part, I dare say villain-side is due for a villain-only large-scale addition. Possibly a new zone (a non-Arachnos island) possibly just new contacts with more missions, arcs and SFs, something of that nature. Yes, I realise hero players will complain (don't they always?) but I honestly believe that City of Villains NEEDS a massive content infusion, because there's just so little to do in it as compared to hero-side. Removing the concept of unlockable contacts might not be a bad idea, too.
Secondly, this kind of ambiguity produces provably mediocre content as it has to cater to just too many different concepts, ending up not really catering to any one very well. We need separate heroic and villainous content because those just end up being more fun, more engaging and written with more freedom.
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Quote:Here is a list of Blaster Sets with IOs (just using the blasts, I think if you throw in melee at least for the ones without weapons, you get higher DPS if I remember correctly) for the best possible DPS...We're not even discussing the main topic, are we..?
Again. The powersets would have to be incredibly well designed to take into account the higher than average damage of melee attacks, especially from Bosses and Lieutenants, before the AT would be plausible.
-Rachel-
Fire 182.4
Sonic 166.32
Psychic 163.86
Ice 155.26
Elec 145.87
Archery 144.13
Energy 137.17
Dual Pistols Fire 135.13
Dual Pistols Standard 130.44
AR 114.25
(this list is brought to us by Umbral by the way, credit where credit is due)
...
Last I recall (and feel free to tell me I'm wrong...as I very well may be and I'm sure you will if I am)...
Almost all the Scrappers melee sets can match or pass Ice in DPS with the exception of Spines (using Bill Z Bubba's list of DPS here).
What I'm not sure of, is if Umbral's list takes into account Defiance (I don't think it does, but Umbral would have to say for sure).
Electric Melee may also be a little under Ice, but it would come close anyways.
And if Umbral's list of Blaster DPS doesn't include Defiance, then Blasters would still dish out more damage than a proposed Ranged/Defense AT.
Now if memory also serves, Blasters have higher than 1.0 Damage Mod on their Blasts to begin with (not including Defiance adding more damage)...setting a Blast/Defense set to 1.0 Damage Mod, would mean less DPS than either Blasters or Scrappers.
So now it looks like it's time to factor in the Defense Set. If they give them Scrapper numbers/caps for Defense...it can be made up for, by less hit points!
Blasters have at minimum 1204.8 Hit Points at lvl 50.
So for the Ranged/Defense AT:
Give them Controller/Defender/Dominator minimum Hit Point at lvl 50 which is 1017.4.
OR
Give them even less Hit Points by giving them a Masterminds minimum Hit Points at lvl 50 with a total of 803.2.
I personally wouldn't go less than the MMs (but it's doable) and you could possibly go inbetween 803.2 and 1017.4.
But you cap it at the other ATs lowest cap of 1606.4 (this is lowest current HP cap for any AT).
However, I'm pretty sure the only ones who would cap HPs with IO usage factored in, would be those with Dull Pain in the Defense Set even at max 1017.4 base HP. Note, I could be wrong, but I'm pretty sure this is right.
I'm still on the side of giving this AT the old Stalker treatment and Secondary sets. They get the Stalker version of Defense Sets. So they get Hide (with it having a flat always 2.5% Defense to all...they don't get the added AOE Defense while hidden), one attack taken out for a Placate (I'd suggest the snipe attack for the sets with a snipe attack) and the Hold/Stun powers for those without a snipe power.
With their inherent being a critical while hidden and a 10 second timer (not 8) to get back into Hide Status.
But that's not all.
A low mag AOE (5 target max) taunt power on all single target attacks. Something a Tanker/Brute/Scrapper with Taunt/Confront or someone with Provoke can override, but stops the Ranged/Defense AT from pulling one target at a time with single target blasts.
And remember most nukes have an END Crash...so that's toggle dropping alot of times, and with a lower damage mod than Blaster, may not take everything out either.
Another thing, not sure...could also lower the mag protection level on the set...enough to stop some mezzes, but not able to resist the amount of mez stacking a Scrapper/Brute/Tanker/Stalker can take.
I bet with this setup, it wouldn't be overpowered, would be fun, STILL not be everyone's go to AT, and still be a decent contributer to team damage, without over shadowing Blasters/Scrappers/Brutes/Stalkers. -
If I had to say right now, I'd say scrappers. They come closest to the feeling of a comic book superhero for me. Well Scrappers & Stalkers. However, Stalkers I find to be really tight builds (and still trying to find one that can dish out comparable DPS to a scrapper).
What really allurs me is just fancy attacks. This is why my first 50 was a Claw Scrapper. Eviserate had me jumping and spinning. I didnt feel like I was standing in one place and just hitting them. Not to mention, it came with ranged attacks which I think shouldn't be deprieved from sets just because they have a /Defense secondary (more so because I tend to just use range attacks in melee range anyways
)
Brutes would fall in line with Scrappers, but I hate the Fury mechanic. And Tankers feel like to little damage.
However, I feel like I bring more to my teams when I'm on my Corr/Def/Troller/MM...due to the debuffs/buffs.
And this is why I love Dual Pistols. It's one of the best sets for feeling like I'm moving all about in my attacking.
I have a sneaking feeling that if I could make Sonic Resonance or Force Field Defender or Corruptor (coupled with Dual Pistols) into an AV soloing machine, I'd find my OMG this is it toon.
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Quote:I think you're a bit mistaken on some of that story.When do the PPD show up in the Rogue Isles and harrass people? Abyss sends you after some squid cops who are chasing a criminal (which I believe you are allowed to do, according to international law in the CoX world), and flat out says they're out of their jurisdiction, the ones guarding the schoolbooks Phipps sends you to destroy are volunteers, and presumably off-duty, and....where else do the PPD show up redside?
We go into Grandville to beat up Recluse because he has a WMD. We don't go taking potshots at random superpowered citizens while we're there, we don't set up bases there. Besides, Statesman is the kind of self-righteous jerk that Longbow holds up as an example.
Name me one military on earth that doesn't employ complete monsters and general jerkasses.
I view merits as a "reputation" reward, that has more to do with dedication to the cause than combat prowess.
They also are being crammed down both heroes' and villains' throats as "the good guys." Since their introduction they have unnecessarily been everywhere. They shouldn't be guarding labs or saving the day, we have police for that. And yet we didn't see a single police officer lift a finger in defense of Paragon City and its citizens until months after Longbow was stuck in everywhere.
I tend to reject anything that anyone tries to force me to accept. Usually it's because they're too enamored of their own creation, despite said creation being lame.
When the founder and leader of an organization butts in where she has no business being, that doesn't speak well for the organization as a whole.
It's not that the Longbow take potshot at random superpowered citizens. It's that in game, your toon is a KNOWN WANTED VILLAIN.
Sense alot of people don't like that fact or have a concept that doesn't go along with the "YOU'RE AN EVIL DESTINED ONE", they instead say "Longbow are evil"
No. Longbow don't go after citizens. They don't go after citizens with superpowers. They go after known villains.
Are the over used? Yes. But as a whole, they're good people. Even if they have some jerks in higher ranks (what organization doesn't?) and/or secret sects within the organization (my main is a product of a secret sect in Longbow...and the reason I made it a sect within Longbow over Longbow as a whole, was because Longbow as a whole isn't evil murderers).
As for the PPD, some of that was tech issues, and explained away as getting their butts kicked. Now...they're fighting back as they should.
THough I do wish they would ditch the longbow in the STF. Here these heroes are. Standing on the boat, when they could go a few feet and shoot Recluse
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Quote:I'm pretty sure that's right where I say my toon's apartment is (well...ex's that she keeps paying rent on/using on occaission as she hopes for a return...KGB Special Section 8 (husband's SG)
1917 Industrial Avenue
Kings Row
Paragon City, RI

Player left the game and has never returned).
SG dorms (The Teen Phalanx) however is located in SC, near the university. Had a screenshot of it, as to what building it was was.
It's just behind the university. Not the whole building...just a few floors. And due to some super activity, have had some lease increases *mumbles*Supers and their destroying of propety...this is why you never go public*mumbles*
Well that's where it is NOW anyways. It's been located other places. -
Quote:I'm curious to how the Longbow are a bunch of self-righteous hypocrites.I hate, loathe, and despise Longbow, almost as much as I despise Arachnos. They are dull dull dull, overexposed, boring to look at and boring to fight, and a bunch of self-righteous hypocrites to boot. So there is no way I would ever wish to join them.
As for the PPD, we got a bunch of police costume options in the day job issue, we have PPD riot shields, billy clubs, dual pistols...I'd say we have all the tools we need to make a wide variety of police-themed heroes, there is no need for a new AT.
That said. No. As already said Longbow/PPD are already easy to make in game as is. You can't copy their costumes 100% but close enough, and there's enough PPD themed registered heroes running around now, I don't see why the need for a PPD AT.
I'd rather see more generic ATs that allowed people to have more concepts made...
Ranged/Defense
Melee/Buff-Debuff
Those are the ATs we're missing outside of a choose your power AT, which I figure is even less likely to happen.
