Call Me Awesome

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  1. Quote:
    Originally Posted by Heraclea View Post
    No, not really, we do not. There are several reasons.

    I don't want this game to start adding content for which "adequate preparation" means farming the inf to purchase large inspirations at the auction house, because that's what you need to come prepared. I've experienced this kind of raid preparation in other games. It's one of the reasons why I no longer play them.

    I haven't farmed for Shivans or nukes much since i13 made all mezzes auto-hit regardless of magnitude in PvP zones. Retoggling your several toggles with a minor offensive output like RttC or AAO is a nuisance even if you aren't simply left waiting to die. I don't want any situations where I'm expected to bring them.

    All such content disadvantages certain ATs, certain powersets, and certain combinations to some extent. Most scrappers can't fight Ghost Widow: bringing one just means that one of your DPS characters has to be sidelined on an archvillain fight, which explains the current situation regardless of how good they are elsewhere. Most controllers aren't allowed to use their pets on Ghost Widow, or for that matter on the first three rounds with Romulus. If masterminds are allowed to run hero TFs, they won't be wanted here either. This is already broken, broken, broken, and will become more obviously so come Going Rogue. I don't like the idea of content when some characters or ATs are forced to not use their signature powers or sit on their hands. That is not entertainment.

    And, if other games' gimmick and challenge fights are any indication, the gimmicks and challenges usually make melee DPS classes the least desirable. Most of them feature tactics that require forced disengagement, or phases where only certain types of damage would work. These tactics tended to inherently prejudice melee characters and physical damage. I cannot recall a gimmick fight in another game that required melee damage. Others were essentially "progression" bottlenecks designed to test whether you had the gear you were supposed to have gotten from some previous and easier encounter. If more of that sort of thing is added to this game, expect tankers and scrappers to be further devalued.

    I categorically do not want any crap like that in City of Heroes. Nothing would kill my interest in the game faster. I really hope that this Incarnate stuff is not an attempt to shoehorn this kind of grind into the game, because it really does not fit here. I have not found another game yet that I enjoy as much s this one, but if the Statesman TF is an indication of what the future holds, it may be time to move on.
    I'm afraid we'll have to disagree here, most of us are glad to find something in the game that's a challenge. You're missing the point about the STF too, NOTHING EXCEPT 8 COMPETENT PLAYERS IS REQUIRED TO SUCCEED. You don't need a perfect team, you don't need massive IO builds, you don't need any particular AT or powerset. All you need is some forethought and tactics. My first run through the STF was done without a single IO bonus on a single teammate... guess what, we succeeded. Hell yes it was hard; that's what makes the STF so much fun, that it ISN'T simply another boring waltz through. NOTHING about the STF "devalues" ANY AT... all can contribute to the success of the mission. Look over what your team has and adjust your strategy accordingly. Lots of Scrappers? Simply have the tank hold GW's aggro from range or feed everyone purples.

    And "farming for inf for large inspirations?" Really? Your level 50 has to farm in order to purchase inspirations? Every now and then I simply place a bunch of bids for large inspirations at $5,000 each and they'll usually fill in 24 hours. Those get stored in Base storage so they're there when we need them. Medium & Large insp drops get tossed in as well at the end of the day... any that aren't useful are combined into ones we use. My total inf cost for my STF tanking loadout is only around $100k - $200k... about what you'd make running a typical radio mission, and I don't very often use up half my tray. Heck, the way insps drop in the STF you could go in with an empty tray and have a decent loadout by the time you needed it.

    As has been said the STF's been done with 8 Scrappers. It's been done with 8 Blasters. It's been done with 8 Controllers many, MANY times. It's been done with 8 Tankers. It's been done many times by 8 Defenders. It's even been done with 8 Keldians. I've done it with many different team setups... and all but 3 times it's been successful... one of the failures was actually due to a bug.

    It really sounds like you're complaining because there's one TF where you can't simply sleepwalk through; I have a hard time understanding that. If you don't enjoy a challenge, doing something that's actually hard, then simply don't run the TF. Just don't complain that it's "too hard" and needs to be changed; IMO it's the best TF in the game and my favorite to run simply because it IS a challenge. No cheap gimmicks; you just have to adapt your strategy to what your team brings to the table. I haven't used Shivans, Nukes or anything beyond simple inspirations on the STF since issue 10; they're simply not needed.

    I actually prefer doing the STF as a MoSTF if I've an experienced team for the extra challenge... and no, I'm not talking about a stacked "holy trinity" team either, just all competent players who know the TF. MoSTF is a challenge I've only succeeded at 6 times out of more than 20 attempts.
  2. Quote:
    Originally Posted by Sloshed View Post
    What are the perks/good points of Rad/Sonic Defenders? What can/can't they do?


    Bots/Traps still looking fun.

    Though a Dark/Shield or Fire/Shield looks good. However I'm not ure whether Brute or Scrapper would do better for them.
    A Rad/Sonic's biggest advantage is the ability to stack considerable -resistance debuff on a foe effectively multiplying your damage. They're highly effective teammates and do solo well; I'm not sure they solo well enough to take a GM though

    They have the Rad debuffs for survivability and all their attacks have significant -resistance in them. Still, AV's & GM's will resist your debuffs and the character's ultimately dealing with defender level hit points. I have one in the mid-30's and it's a good character and capable. That capable though? I doubt it based on my other Rad Emission characters.

    Put a group of Rad/Sonics together though and you've built a team that's capable of steamrolling most content; mine was created and leveled with my SG on a 5 man team of all Rad/Sonic defenders. We'll probably get back to that team sometime... we tend to switch concepts frequently. The 7 man Fire/Rad controller team was truly awesome.

    I can't give you any real perspective on redside... I've never played a MM past level 15 and only played one villain to 50. Almost all my playtime is blueside.
  3. Quote:
    Originally Posted by Andferne View Post
    Nope didn't know if it was 1, 2, or 3 slots to keep something clicky permanent. These are the little things I am still trying to learn, along with the short names for a lot of the stuff I've seen on peoples builds. Like what enzymes(?) or HO's are. o.O
    Enzymes are a type of Hamidon Origin (HO) enhancement... they're acquired by raiding the Hamidon in the Hive... a fairly extensive undertaking requiring 30 or more players to accomplish. Hami-O's as they're frequently referred to are multiple purpose enhancements that function as two or three SO (single origin) enhancements in one. They only drop as level 50 so you can only slot them at level 47+. Since you specifically asked about Enzymes they're endred/defense debuff/tohit debuff enhancements... the perfect thing for Radiation Infection. You can also, of course, buy them from Wentworth's. They aren't generally cheap though.

    Active Defense is, just barely, perma with two recharge enhancements assuming you don't have any global recharge buffs. I always toss in three recharge to ensure it overlaps.

    Quote:
    Thanks, I think then when I respect this next time I will drop the 3 I listed in order to grab Boxing, Tough, and Weave. ^_^


    The Leadership stuff is really that low? =( That sucks. >_>
    The buffs from the Leadership pool power give different amounts of benefit depending on the AT who has them. Defenders get a fairly large benefit out of them, with Controllers getting the next best use. Scrappers really get little enough benefit that unless you're on a regular team and everyone's running them they're not worth having. The biggest benefit is that all the leadership powers stack... so if two Defenders both have Tactics then everyone on the team gets a 25% (unslotted) tohit buff. Three Defenders running Tactics gives a 37.5% tohit buff.

    Scrappers on the other hand only get 7% tohit buff out of having Tactics making it questionable in value, and Maneuvers only gives 2.8% defense. Possibly useful to get that last bit of defense to the soft cap but it's another fairly expensive toggle to run.

    A dedicated superteam with all 8 members running Assault/Tactics can be a phenomenal thing. Defender's get 3.5% defense from Maneuvers, 18.8% damage from Assault and 12.5% tohit from Tactics... all of those are unslotted values. Stack those 8 times and you can see it makes a difference.

    I really recommend playing around with Mid's Hero Designer to work out your build; it'll give you all the numbers so you can evaluate the benefits of each power & slotting choice. If you're having problems with the .net framework then go to Windows Update and get .net for your version of Windows. Mid's is an invaluable tool for working out your build... you wouldn't believe how easy it is to royally screw up your respec if you don't have a blueprint of how you want it to end up.
  4. Quote:
    Originally Posted by Sloshed View Post
    So for scrapper brutes. They are more of the 'kills tons of spawns and farm' rather than the AV soloing. And likely better for making inf initially? Though I know Shield Defense can be a bit expensive to bring up.

    So... shield defense is more for AoE bits. And... Electric/Shield scrapper is better than SS/Shield Brute for clearing out masses of enemies? And BS/Shield is good for more single targets?

    Trying to fit all the bits into my mind for where they fit in the 'puzzle' even though I know some pieces overlap or don't quite fit ^.^

    Electric/Shield also has two 'charge' powers doesn't it? One in primary and one in secondary?
    Elec/Shield is fast becoming a FOTM build because it is so good for AOE damage... it's considerably harder to soft cap than BS/Shield though since you can't rely on Parry to handle the Melee defense. It also has considerably less single target damage than Broadsword... on the other hand it's Energy damage instead of Lethal.

    Broadsword actually does have a nice amount of AOE, you have Slice, Whirling Sword and, if mobs line up right, Headsplitter. I can gather up the aggro cap of +2 mobs with my BS/Shield, hit Build Up/Shield Charge/Whirling Sword and quite literally nothing but bosses will survive. That combination with saturated Against All Odds deals as much damage as a blaster's Aim/Build Up/Nuke.

    Things go a little slower while waiting for BU/SC to recharge but I can still clear the next group while I'm waiting with my ST attacks and Whirling/Slice/Headsplitter. Build Up and Shield Charge conveniently have the same recharge

    <edit>
    Also, good point on the scrapper/controller divide Fulmens. It's a somewhat generalized statement but I'll admit there's a grain of truth to it.
  5. Quote:
    Originally Posted by Blue_Centurion View Post
    I've seen a couple posts here that some melee types have solo'd an AV. Now are we talking the glorified boss that spawns when you solo a mission that has an AV/Hero in it? Or we talking a full strength AV? My Brute (SS/Will) can handle the glorified boss hero/AV, as I am sure many melee types can. (Although that hero female with the sword and the gold armor is particularly irritating to me, Valkyrie - thought I had blotted her name out, need more whiskey.) But if you are talking about taking any AV/Hero on set to full strength while solo, may the dieties that be shine on you brother.
    Full up AV's are what we're talking about, and there are indeed some melee builds that can take one down. I even know of someone who took down EIGHT AV's at once solo with a scrapper... admittedly they were handpicked AV's for the character. Do a search on the scrapper boards and you should find the thread about it.

    Most AV's take quite a bit of time for any melee character to solo, but if you can survive the attacks and maintain a sustained 100+ dps attack chain without running out of end over a 20 minute stretch or more then you can do it.
  6. Quote:
    Originally Posted by New Dawn View Post
    Rejected in the days of hard debt.
    Even so powers you have to die to use generally aren't popular. To be worthwhile it'd probably have to have a self-rez attached to it.

    I know I wouldn't bother with it since most of the time I don't end up faceplanting very often and it's opportunity cost is very high... only worth having if you're taking Leadership anyway.

    I have Vengeance on most of my Defenders since they're taking the Leadership pool anyway, but they generally only die if I do something really stupid. It's much more useful when it can be used on any teammate who falls instead of requiring the fallen character to have it.

    Outside of Defenders and Controllers the leadership buffs are too low to really be worthwhile unless you're building a superteam.
  7. Quote:
    Originally Posted by New Dawn View Post
    Fear kiting, yeah I'd like to get to that one day but it's something I'd do with a Stormie. I wasn't talking about presence pool however. I was talking about Air Superiority without people using Avoid/Fear effects to get a kind of lock.

    If you have the tanker just directly above her she may want to climb up somewhere to get closer if unhappy, but if she is already at an apex she can go no higher without flight. Air Superiority is -fly and someone can spam it thus giving no further options in getting towards someone she is compelled to hit but can't and so she is effectively locked directly below the Tanker.

    This is part of how you can tank for Trick Archers who have -fly in Entangling Arrow btw. Any type of Tanker can tank the entire STF for just a Trick Archer.
    Ah, a light dawns... no pun intended

    That hadn't occurred to me since none of my tankers fly. Well, one of my Stone tanks has Hover to go along with TP for travel but it's kind of theoretical to tank with it on a stone tank CMA does have a Raptor Pack though; I may try that next time.
  8. Quote:
    Originally Posted by New Dawn View Post
    It'll be like your last words "Avenge me!" Yeah everyone might have it.
    That's how Vengeance originally worked; that version of the power was rejected by the player base in favor of the current version. You still see the original Vengeance power with Nemesis LT's.
  9. Quote:
    Originally Posted by Andferne View Post
    So I have been contemplating some stuff still. I've been using One with the Shield more often lately like I mentioned, but that is largely due to me running missions as +1 level (x8 people) to help some friends level who I have gotten into the game recently. I have noticed I can pretty much pop a purple Insp to achieve to same 'protection' for the little times I actually am in danger (most the mobs have 2 bosses in them).

    Here is the new question. I plan to get rid of Energy Torrent (can't slot it enough to make it a decent attack for the End it costs me) and One with the Shield. IF I also get rid of Combat Jumping that will open up a Power Pool choice. Would it be better for me to pick up Fighting and grab Boxing (or kick?) and then Tough and Weave?
    Tough & Weave are very useful for a Shield character; my Broadsword/Shield skipped the APP pool entirely in favor of maximizing my damage output and my defense. The more defense you have, up to the 45% soft cap, the more valuable each additional % is. 40% sounds like a lot of protection, and it is. However moving to 45% actually has as much effect on your durability as the entire first 40% by halving the amount of damage you'll take.

    At 40% defense you'll be hit, on average, by 10% of all attacks. At 45% defense (the soft cap) you'll be hit, on average, by only 5% of all attacks effectively doubling the amount of attacks you can survive.

    Shield has fairly low defense numbers on it's own; it needs help from Weave and IO bonuses to really shine. Once you get it to 45% though it's amazingly durable.
  10. Quote:
    Originally Posted by Andferne View Post
    I tried to download this and it won't work. Says that .Net framework is required so I tried to download it (after I tried to download it without) and it tells me that it does not support a 64 bit system.
    Works fine for me under Win7; you may need to update windows with .net for Vista if you're running it.

    Regarding your question about slotting for Active Defense, you know it's a click mez protection power that needs at least two recharge to be permanent? (Permanent means it recharges before the buff runs out) Hasten is a click recharge buff that cannot be made permanent without significant IO recharge bonuses, but slotting 3 recharges gives you maximum uptime for Hasten.

    I'd never leave Active Defense single slotted; I want it always active and ideally I want it to overlap. Therefore I always 3 slot it for recharge and set it to autofire (control+click on the power).
  11. Quote:
    Originally Posted by New Dawn View Post
    There is a way to lock GW in one place with a power anyone can get. Obviously a pool power.
    Hmm, I haven't noticed her being particularly vulnerable to fear with my Ill/Rad... and I do keep Spooky out on the off chance his psi damage proc hits.

    Offhand I can't think of any pool power that would have a "lock down" effect other than Intimidate or Invoke Panic; and with the lack of effect from Spooky I don't see them working. I've tanked GW while a buddy played his Ill/Rad and Ghostie would sporadically attempt to close to melee with me.
  12. Quote:
    Originally Posted by Heraclea View Post
    Cysts spawning amid the several AVs or in the passages someone is trying to stealth through are inconvenient.
    Never seen it happen myself but I suppose it's possible. Still doesn't sound like a major problem; I've run a couple dozen STF's with Kelds on the team and we've never had issues with Cysts. I can only think of once or twice we've even seen a Cyst on an STF; they are a rare spawn. Even so they generally aren't a problem for a competent 45-50 team.
  13. Quote:
    Originally Posted by Cyber_naut View Post
    Ew, how much are those pvp uniques going for now? I snagged the only one I've ever gotten back when they were a measly 500 mil lol.
    I've heard they sell off-market well in excess of 2 billion. Gotta say I can't see that kind of expenditure for a single IO; I doubt I have much more than that in the full IO builds of 14 level 50's.
  14. Quote:
    Originally Posted by Heraclea View Post
    The culture on my main server (Victory) seems to be that scrappers are almost as unwelcome as Kheldians on STF runs, and are generally considered a liability. A second tanker is even worse, of course. No more than one scrapper per team will be tolerated, and that's usually considered a charity spot. Blasters are strongly preferred for DPS. This may be different on other servers.

    I think only one or two of my scrappers have the basic badges from the task force. Usually if I bring one I'll be asked to switch. My cold/ice controller and my rad/archery defender are much more popular; these characters got to 50 running task forces. I doubt that either has actually run a mission since King's Row. I'm not sure they could if they wanted to.

    I have probably run LGTF 10x and ITF 50x for every STF.

    There are other missions in the game that are almost as bad. The usual method for the invasion mission on Dr K is that only tankers and scrappers enter to take down the five portals. That has to be fun for folks sitting outside.
    Why would you turn down Kelds for the STF? They do a fantastic job of filling in wherever you have a weakness. They contribute significant damage, can tank anything short of LR (Dwarf taunt not being autohit and LR's capped defense from the Orange tower) and have other things to offer as well.

    I have no problem at all with Kelds or Scrappers on an STF (or frankly any other AT for that matter)... the only possible speed bump with Scrappers is Ghost Widow and there are ways around that. All you need is a tank to hold aggro from range and Dark Regeneration is a non-issue. Failing that you can all eat purples to hit the 45% soft cap and again the heal's a non-factor.
  15. Ill/Rad can be very powerful once it matures, it's very good against single hard targets and less effective against large numbers due to limited AOE controls. My Ill/Rad is 50 now with a Perma-Phantom Army build and is quite capable of soloing many AV's... it does take a bit of time though and I've found spending 10+ minutes pounding on an AV isn't worth the trouble. If you want to solo single hard targets though it's hard to do better than Ill/Rad. Perma-PA is very expensive however... my build came in close to a billion a few months back and prices have risen in the market since. Still, it's very effective even on SO enhancements; just not at the uber AV killer level.

    I also have a Broadsword/Shield scrapper at 50; soft capped to all positions. It's a considerably cheaper build than the Ill/Rad (comparatively speaking of course; defense is cheaper to find than 206% recharge) and is capable of massive damage output and tanker level durability. Shield Charge, with fully saturated Against All Odds (the damage buff aura) and Build Up deals over 700 damage to +2 mobs, easily killing all minions and LT's in a spawn. It's up every 60 seconds too and has no end crash. Look at it as a blaster nuke on a shorter timer without the crash and you're not far off.

    As far as which is best that's a very loaded question... clearing maps quickly? Take the scrapper. Killing AV's? The Ill/Rad is better here. Both are highly survivable... but they require vastly different tactics and playstyle.
  16. Quote:
    Originally Posted by Heraclea View Post
    Yes, that is fairly close to what I meant. (I doubt that a team full of controllers would "roll through" much of anything unless one was Kinetics. But they ought to be able to succeed at any task.)

    I have always understood this to be a basic premise of this game's design philosophy and market strategy. No team should hit a brick wall because of the lack of a specific AT, much less a specific power set. Any mission where specific inspirations are part of the design of an encounter ought to be made available by the mission itself, the way the Eden trial works.

    If these design decisions are in fact fundamental to the game, I think it follows that the STF is indeed broken.
    Oh boy would you have a surprise coming on a full team of controllers. Frankly, nothing I know of in the game rolls through content faster than a team of Fire/Rad controllers... they've done the STF in under 25 minutes.

    I've run successful STF's with the sacred combo of tank/dps/support, I've run it with all scrappers, with all controllers and with many combinations in between. You just need to adjust your tactics to your team composition... a strategy that works with the classic tank/blaster/support team won't work with a controller team. You evaluate your team and adapt to what you have.

    As long as you have competent players and decent damage nearly any combination will work. I've been on teams with such a horrible combination of AT's that you'd think it was hopeless and succeeded. I've also been on stacked teams that should have breezed through that failed due to poor player skill.

    To sum it up, you don't need any particular "magic" combination to handle the STF, you simply need good players and a little thought. Yes, it's harder than a typical AV battle. It's the hardest TF in the blueside game, by design, and it's been done successfully by a team of 8 blasters at least once that I know of. I've done it several times on a team of 8 controllers for the Guardian All Controller TF's we used to run.
  17. Quote:
    Originally Posted by Heraclea View Post
    This, exactly --- which more or less raises the question as to whether the STF is broken and not much fun. (Ghost Widow is probably even more broken than Recluse is, and the entire design is even more unfair to scrappers than it is to tankers.)
    I'll have to disagree, the STF is probably my favorite TF in the game. Yes, it's hard... it's supposed to be hard, it's supposed to be the hardest TF blueside to challenge high end level 50 characters.

    There's lots of ways to handle the challenges... GW is easy to deal with if you've thought it out. Either have a tank taunt her from range so she never uses her heal or make sure everyone in melee has soft capped negative defense. The hold can be handled by soft capped defense or by stacking anti-mez buffs on the tank; it takes 8 stacked clear mind/increase density buffs.

    Lord Recluse is supposed to be the toughest AV in the game and the most dangerous; he's still relatively easy to handle if you approach him with some thought.
  18. It's not that hard if you're prepared... given my choice I'd run my Invuln over my Granite tanker.

    Here's the basics of what you'll need.
    1. While the blue tower's up you need 75% defense to floor his tohit chance... if you're built to the 45% soft cap that's slightly more than one large purple inspiration per minute.
    2. While the red tower's up he hits like a truck, so if you aren't at the 90% resistance cap to S/L/E then a couple of large orange inspirations per minute help lots.
    3. For those times when he gets lucky it's helpful to carry a few large green inspirations; particularly before the red tower dies.
    I always solo tank LR to free the rest of the team to handle the towers, but you can always have an emp hover high over your head and hit you with heals depending on your team configuration. Frankly I'm never looking for an emp on a TF... if someone brings one fine, but I don't seek one out.

    Here's my basic strategy for LR, which if I'm solo tanking depends on my inspiration tray until the red & blue towers fall. First, my basic loadout:
    10 large purple inspirations, 5 large orange inspirations and 5 large green inspirations. On a typical run I'll use 4-5 purples and a couple of oranges; usually one or two greens.

    Ok, you've loaded up your tray and the team's ready. The towers should fall in this order - Red, Blue, Orange & Green. I pop a large purple and one large orange and jump into melee with LR; taunt goes on auto. One of the debuffers tosses a toggle debuff on LR to prevent him summoning Banes and I pull him into the back corner behind the green tower. I keep one purple and one orange active until the red tower falls, then I allow the orange to expire while keeping one purple up as the blue tower goes down. Once red & blue are down I'm home free and allow all insps to expire... if LR gets lucky I hit Dull Pain or pop a green.

    As you're willpower you'll need to modify things somewhat; assuming you haven't built your defenses to the 45% soft cap you'll need enough purples to make up the difference and you may have more need of oranges. As hard as LR hits you won't be able to depend on your regen to keep up... two lucky shots in a row can easily drop you.

    Another option of course is team buffs... if you have a sonic and a force fielder then life is easy... and you won't need the purple/orange insps. That's a rare occurrence though so don't base your strategy around it.
  19. Quote:
    Originally Posted by Sarrate View Post

    Minor Nitpick: A lvl50 AV has around 28k hp, not 40k+.



    GMs are essentially unsoloable ATs without regen debuffs. AVs can be pulled off because their regen (hp/sec) is low enough to allow it. Last time I checked, lvl50 GMs regen around 300 hp/sec. Even the best possible Scrappers can't reach that, let alone beat it by a large enough margin to defeat them.
    I stand corrected, I guess I'd mentally transposed GM & AV hit points.

    If GM's are in the 300/sec regen range then absent -regen debuffs soloing them is completely out of the question for anyone... I don't think I've heard of any scrapper combinations that could put out 300dps. I've heard a few approach the 290 mark, but not 300. There's a fair variance between GM's though; the Kracken isn't anywhere near as tough as a monster DE.

    Although you're right about level, even though all GM's are "leveless" as far as conning goes Kraken's designed for lowbies to kill and the Monster DE are designed for large groups of 50's. I have heard of a few controller builds soloing GM's... someone soloed Lusca with an Ill/Rad a while back... but it took hours.
  20. Quote:
    Originally Posted by Katie V View Post
    Three Cytoskeleton Exposures and three Nucleolus Exposures:
    Acc: 94.9%
    Dmg: 94.9%
    End: 94.9%
    Def: 56.0%

    I can't think of any reasonable attack chain that requires recharge in Divine Avalanche but doesn't provide enough global recharge.
    My favorite is similar, but I use Membranes in place of the Cyto's. I loose the endred and gain more recharge. That IS on a Broadsword Parry though; but I think Divine Avalanche is identical apart from the animation.
  21. You'll see only very minimal gains by adding regen to a Regen scrapper... you'll do much better focusing on recharge and defense.

    Slot all your attacks as attacks, don't worry about secondary effects. Mako's Bite and Scirocco's Dervish will build Ranged/AOE defenses while Parry handles Melee. You may elect to go with Obliteration in a couple of AOE attacks if you want to max out melee defense at the expense of AOE... probably a good trade off. Don't neglect your damage though.

    For a level 50 the absolute best slotting you can give Parry is 3 Nucleous HO's (Acc/Dam) and 3 Membrane HO's (Rech/Def/ToHit); it ED caps accuracy, damage, defense and recharge.

    If you're going to invest in the Fitness pool then you'll do better to grab Stamina instead of Physical Perfection... over a certain level adding small amounts of regeneration becomes meaningless.

    I recently built up a second build on my old BS/Regen that pushes 45% Melee/24% Ranged/20% AOE defense with 565% full time regen. It's MUCH more survivable than my old build that pushed 700% regen and no defense. I'd like to squeeze in more recharge but that build only had room for 25%... bringing Reconstruction back every 30 seconds. Frankly the character's mainly retired nowadays... I'd leveled a couple of other scrappers on that server and I moved him to another server. I'd never play him if I had to look past the soft capped BS/Shield on the same server to get to him.
  22. Quote:
    Originally Posted by je_saist View Post
    Right off hand, somebody was pulling your leg when they told you a tank can big/game hunt.. Numerically, I'm not sure it's possible without temporary powers such as Shivan's or the Bio-Nukes. One of the reasons Controllers / Corruptors / Defenders / Masterminds can "big game hunt" is that they have powers that can lower a targets regeneration rate. Tanks, Brutes, Scrappers, and Stalkers don't get such debuff's.

    The regeneration rate on AV/GM's is supposed to be set intentionally high as to be out of range of the melee damage types... and for the most part against SO's, it is. As far as I'm "aware" Fire / Shield scrappers and Brutes are among the only melee classes that can generate the DPA/DPS required to overcome AV/GM regeneration on a consistent basis.
    Several scrapper builds are capable of soloing AV's... GM's are another story however. As I mentioned earlier I know that BS/Regen can take down some AV's as I've done it... Chimera and Bobcat are two I've taken out with that combo and I've heard of other scrappers taking out other AV's. Heck, I took out Chimera & Bobcat back in issue 7 on SO/HO enhancements so it'd be much easier with a good IO build. It's just such a long process actually killing them that after seeing if it could be done I didn't see any reason to do it again.

    Some GM's might be doable by scrappers but it'd take a really optimal build; those suckers have double the HP of an AV and consequently higher regen. I'm not sure any tanker builds could hack it due to lower DPS.
  23. Three things you'll need to solo an AV.
    1. The ability to output a sustained attack chain dealing over 95dps just to equal an AV's regeneration... realistically 120dps or better unless you want to be at it all night.
    2. Enough recovery/end reduction to sustain that attack chain indefinitely... if you're pushing 120dps you'll be dealing 25 damage per second to the AV after his regen is accounted for... and AV's have 28k + hit points. You'll need to pound on them for long periods of time. Unless you can go full out without your end bar moving you'll probably fall short.
    3. The ability to survive an AV's attacks unassisted indefinitely... several tankers can handle this easily.
    If you have those three things then yes, you can solo an AV... eventually. Many tankers can handle #3, with aggressive slotting #2 is doable. The hard part is being able to output continuous damage. Any gap in the attack chain and you'll quickly loose ground on the AV's regeneration.

    By the way, the AV regeneration is why debuffing AT's have it easier... if you can slow or stop regen then you don't need to output as much damage.

    I've soloed a few AV's with my BS/Regen scrapper... it took a small slice of forever. My Ill/Rad controller (perma-PA build) has soloed a couple of them as well, and it was much easier. I've never tried with a tanker... neither of my Stone tanks could hack it due to the -damage in Granite and relative squishiness outside of Granite. CMA can't maintain the end drain long enough to accomplish the task; and building for more endred or recovery would probably cut my damage output.
  24. In general things have improved over the last couple of years; while the PvP changes were disliked that only affected a small minority of players... most of us really weren't aware of it other than in a vague "lots of stuff changed and the PvP'ers don't like it" way. It did chase a lot of the PvP crowd away though which is unfortunate.

    Architect has had a bit of a rocky existence with all the exploits and super easy PL'ing it allowed leading to much readjustment and nerfing of AE. I tend to think of it as a good idea that needed to be developed a bit more to close loopholes prior to release. There was a period of "AE Babies"... new players who were playing level 50's and had never left Atlas Park... some hadn't ever slotted an enhancement. I haven't seen so much of that lately fortunately but it was bad for awhile.

    The new Super Sidekicking feature was a huge plus, it completely eliminated the need for mentors... everyone will always be at the level of the mission holder or one level below. Higher level players still get XP when exemplar-ed as well, and they retain their powers up to 5 levels above the mission level.

    Overall the game's going strong; issue 17 promises some more improvements to quality of life and Going Rogue is approaching and looking very interesting based on the limited information we have so far.
  25. We've heard several times from BaB that power pool customization was something they wanted to do but ran out of time to include with the first release of Power Customization and strong hints that it was something they want to do when they find time.

    Apparently allowing custom animations or colors in powers is a non-trivial task for the coders, animators and powerset guys. I expect we'll get it eventually, they do have rather a lot on their plate at the moment with getting issue 17 out the door and the work on Going Rogue that takes priority.