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I have to agree that, based solely on the video clip, the set looks unattractive to me. Visually it's effective but the sheer length of the animations is a major drawback as far as I'm concerned... the length of animation is the primary reason why I retired my Stone/EM tanker shortly after the ET nerf.
Admittedly the clip only shows a few of the powers but unless there are some pretty major redeeming features I doubt I'd play it.
Basically I guess I'm saying that we don't know enough at the moment to really judge the performance but things don't look promising. -
Here's how I did it with my BS/SD.
First, all single target attacks including Parry got a full set of Mako's Bite to build Ranged defense (excepting Boxing... it's an unused prereq)
Second, all AOE attacks got 5 Scirocco's Dervish to build AOE defense.
That slotting, plus BotZ two slotted twice, put me at 47% Melee (one parry), 45.8% Ranged and 44.6% AOE. This does include the bonus from CJ; loosing it puts me at 45.2% Melee, 43.9% Range & 42.7% AOE. By the way, those are the numbers with the nerfed BotZ, and I only slotted the travel and travel/end IO's skipping the KB protection.
I slotted all my defenses with 4 Gift of the Ancients for the endurance bonuses, and Deflection also got a pair of common resist IO's. True Grit got the Steadfast unique, a pair of common resist and three Miracle including the unique. Yes, it could be improved on but it's worked out for me.
I also have Grant Cover for the debuff resistance and as another GotA mule and One with the Shield for when things turn pear shaped. -
Quote:I don't have prices in front of me, but you're probably on the order of:What was listed practically is a new machine. Unless you get a smokin' deal, upgrading that way is generally less expensive than buying a new computer (plus I dislike buying prebuilt PCs anyway, but that's a personal thing).
- Motherboard - $100
- CPU - $100 - $200 depending on which one you get; stick with a quad-core though. Make sure it fits your Mobo as there are several different types of CPU sockets.
- RAM - $50 - $100 (get 4GB for WinXP, 6GB+ is nice if you upgrade to Windows 7)
- Make sure your Mobo, CPU and RAM are all the correct types! Nothing's more frustrating than sitting down to assemble the machine and discovering the motherboard takes DDR3 RAM and you bought DDR2. [Unfortunately, guilty
]
- Power Supply - $50 - $100 (minimum of 450 watts; 550+ would be better. Get a name brand, cheap PS's tend to also be cheap POS's)
- Video Card - I think the ATI 5770 is the best price/performance out there now at around $150
Adding that up you'll be in the $450 - $650 range. As a bonus you'll have a machine that you know hasn't been shortchanged in hardware. Please bear in mind that I haven't gone shopping for components in a few months and prices could have changed, that's just off the top of my head. Still, it should be in the ballpark. Someone who's more up on current hardware could give you a shopping list of components; check out Father Xmas' computer guides.
If you want to include a case figure on another $30-$50 depending on what kind you're willing to live with... something basic to hold the components can be had under $30 or you could get a really snazzy case and spend over $300; which would represent considerable overkill I would imagine
Hard drives can be had for around $50 for a decent one that's probably plenty big enough for you and DVD drives can be had for under $25.
Now that doesn't include any software... if you're thinking of upgrading to Windows 7 that adds another $130 or so. I'm assuming you'll reuse your monitor, keyboard, mouse and speakers. If you want a new monitor you're looking in the $150 range for a 21" and $250 range for a 23".
I buy all my components from Newegg.com; they're reliable and generally have prices as good or better than anyone. -
Quote:Jurassik makes sense, he's highly resistant to lethal damage... which happens to be what BS puts out. I don't remember for sure, but he may also have some resistance to Psi which is mainly what Ill puts out.WEre Lvl 47 now, and i just seemed to take us forever to kill Jurassik. It went faster when I brought my Rad/Son defender, but i thought having a scrapper would make the fight go faster. I guess its all perception, they dont have set bonus's in them yet.
Different enemies will be easier or harder to take down with a given team... you just hit one who's on the "harder" end of the scale for your particular combination.
Jurassik's weak to smashing and if not weak at least not resistant to fire... I had a SG superteam of 6, Ill/Rad, Fire/Rad, Rad/Rad, Kin/Sonic, Kin/Sonic & Fire/Fire blaster who took him down in roughly 20-30 seconds. With only the two of you and with him resisting your damage it's no surprise it took awhile. -
Quote:Once both builds mature damage won't be a problem... I have both an Ill/Rad and a BS/Shield at 50, both have impressive damage and durability. The Ill/Rad was a very expensive build set for Perma-Phantom Army and is capable of soloing AV's... I haven't tried any GM's with it but others have had success.Hello, im curious about making a monster hunting team duo. My wife made an Ill/Rad Troller, and I made a Shield/BS scrapper. But to be honest I feel like im not doing as well for dmg as I should be. What would people recommend to make as another Monster Hunter with her? Another scrapper? Or another archetype? Any advice would be great..
Cheers,
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The BS/Shield is extremely durable... close to medium end tanker level and provides massive damage. It's best against large numbers of mobs thanks to the damage buff of Against All Odds and the massive damage of Shield Charge... SC is up there with most Blaster Nukes for damage.
You'll have no problem with any content with that duo once they mature and you're able to IO them out... on SO enhancements they'll be good but with full IO set bonuses they'll be great.
What level are you now? Broadsword gets pretty good damage relatively early... in fact you get your third hardest hitting attack, Hack, at level 1. If you're feeling lacking in damage then you may need to adjust your build. -
Quote:I'd question the value of putting a faster AGP card in a machine that old... I think you'd probably be better off putting the money toward a new machine instead of trying to patch up the old one. If you had a card lying around then sure, toss it in... but I wouldn't shell out the bucks for a new card that would be marginal for your purpose and has an obsolete interface.Sparx1, I would look for a AGP card that handle the low end of UM like 9800GT or start budgeting for a new computer system.
While you might be able to find an AGP card that's theoretically capable of low level UM you'd probably find that the rest of the machine doesn't have enough oomph. You're probably looking at CPU, Motherboard, RAM, Video Card and Power Supply upgrade. You'll probably be able to keep your hard drives, DVD drives, monitor and possibly your case... although since you can get a semi-decent case for $30 at Newegg that's not a big deal. -
No issues here, I've been running 64 bit Win7 for the last week or so and while I've had some issues with a few of my older programs CoH, Herostats, Mids, Skype & Vent all work just fine.
CoH runs MUCH better now, although how much of that is a fresh install (the old XP install was about 3 years and a motherboard swap old) and how much is the new 80GB SSD drive I installed the OS and CoH on is a good question.
Zone load times have been in the 8-12 second range since the reinstall and it takes less than 20 seconds to launch CoH and get to the login screen.
I didn't do anything special in installing either; since I'm the only user I always run an administrator account and didn't have to mess with any settings... just install CoH, launch the updater (I know, I could've bypassed the need to update but it was late and I just figured the thing could take care of itself while I went to bed) and it ran fine. -
Quote:Hmm, a toggle heal; at a guess either Integration, Rise to the Challenge or Rooted?If I put the Numina's unique +regen, +recovery into a toggle power, will the bonus regen and recovery effect last the entire time I have the power toggled on or just for 120 seconds after first activated?
It will last as long as the toggle's active and for 2 minutes afterward. Still, it's best put into a passive where it's ALWAYS active; Health is a great place for this IO. If you're Regen or Willpower then Fast Healing is another good choice. -
Quote:Don't feel too bad there, a big group of Illusionists can break tanker mez as well... shocked the heck out of me the one time it happened to my stoner running rooted/granite. Admittedly that was a freak occurrence and only happened once in my 5+ years of playing but it's possible.I have a love/hate relationship farming carnies. I love the way many of them go squish to lethal. I hate the debuffs (Mask of vitiation, the Dark debuffs) and the phasing. The phasing slows down farming and there's just nothing you can do. Additionally, enough Illusionists (especially when summoned by an MI) in a spawn can break through scrapper/brute mez protection.
That's one advantage to vill side. Carnies from 35-40 don't have nearly as much of the downside of that faction. -
Well, I got off lucky with my BS/SD scrapper; all I lost was 8% regeneration from swapping two Pounding Slugfest frankenslotted in an attack with another pair of Mako's Bite to finish off that set. Since I hadn't needed the additional defense before I had Hack slotted 4 Mako/2 Pounding Slugfest.
It really does a number on my Fire/EM blaster build though... fortunately I'm still in the process of acquiring IO's for him and hadn't gotten around to buying the BotZ yet. That one's going to take considerable thought to work out. -
I think it's a bit too hard a nerf... I do understand the reasoning and for that matter agree that it was probably too high originally; I'd think a 50% reduction was probably in order, which would be 1.88% Ranged/AOE instead of the 1.25% value it's currently going to.
Personally it doesn't severely affect any of my characters; my BS/Shield scrapper can compensate by simply adding two Mako's Bite IO's to one attack, replacing a couple of Pounding Slugfest I had for the regen bonus. My Invuln build will loose a small amount of E/N defense that I'll have to make up somewhere but I don't see that being a severe problem.
It DOES affect my (projected) Fire/EM blaster's build, but at this point I'm still working toward his build and acquiring IO's so nothing's set in stone yet. I got a couple of BotZ KB IO's on merit rolls a few days ago and am very glad I sold them right away instead of keeping them... I expect prices to tank severely on those IO's. No, I'm not in the closed beta and I didn't have advance notice when I sold them; I just thought I could use the $70 million per recipe more than hanging onto them until my blaster could use them.
If you can it'd probably be a good idea to sell any BotZ you may have quickly before the market totally crashes on them, if it hasn't already. -
Quote:I've heard that roughly 10% of the playerbase uses the forums... I don't remember offhand who said that but I do recall a redname comment to that effect a long time ago... probably 4 years or more ago. As a guess I'd say that's probably still fairly accurate.So your thinking 15 minutes. The reason I started this is that I began pondering on the % of "truly active" forum users vs game players.
I'd like to define "truely active" as someone who refrences the forums on a regular basis for the purpose of improving their game knowledge.
So I'm wondering if there is a way for us to determine what % of the game-playing population is a "truely acive' user.
Based on this, it would seem the % would be relativly small.
Now the percentage of ACTIVE forum goers vs the occasional lurker is likely much smaller. I don't know offhand how you'd quantify that figure... by active posters? There's not a huge number of them but as a general rule they tend to be pretty knowledgeable about the game. Personally I occasionally answer questions about things I know and spend a lot of time browsing and reading the forums. After all, I've gotta do something while I'm waiting on my computer to finish rendering out an animation or process a video file. (I do video production in real life) -
Quote:I'd agree with this assessment, my own experience coincides here. If I'm playing a character with CJ then the only time CJ won't be toggled on is while I'm not in combat... and if I'm not in combat then I don't need the 6% tohit bonus. It also frees up a slot doing it that way if that's a factor.In a respec build, yeah, sure, in a level up build i like to put it in CJ, since you dont get TH until 26, which is why i always slap it in there. And the difference between the two is nominal at best. if I have a toon with CJ, it is ALWAYS on unless I'm using SJ or NR (non combat travel).
I believe it's also one of the "120 second" enhancements... so it's benefit would continue for two minutes after you turn off CJ anyway. Frankly given the end cost, or lack thereof, of CJ I see no reason not to run it any time you aren't running SJ or Ninja Run. For that matter on all my jumpers I have a macro to swap between SJ & CJ; one or the other is ALWAYS running immediately after I log in. -
In looking over your last build it looks solid; there are a few very pricey items there however... notably the Luck of the Gambler recharge IO's. Last time I bought one about a month ago they were in the $150-200 million range. If you've the inf that's fine; just realize how much you'll be paying for them.
A minor detail here but I'd get Hurdle instead of Swift... especially on a jumper. You'll really notice the effect of Hurdle in your jump speed and distance.
Multi Strike is cheap and gives you good acc/dam/endred but it's bonuses are lacking... I'll second the suggestion to frankenslot three Eradication in there... I might finish out with Scirocco's Dervish for some regen. Also the suggestion of adding the Kismet unique into Tough Hide is a good one.
For Weave consider 4 slotting Gift of the Ancients; it'll give you bonus endurance and a recovery bonus. Based on my Stone/EM tanker that's something you can probably use. A second set could go into Tough Hide if you need more endurance.
Personally I don't take Resist Elements; it's only a minor bonus to a rare damage type and frankly I haven't missed it. Unstoppable is a power I found useful... before I respec'd into a soft capped build. Since issue 13 I haven't once had occasion to need it, even in a couple of Master STF runs. Because of that I dropped it on my issue 15 respec. Dropping those two powers would open up room for a ranged attack or two in your APP... and give you a place to toss a Thunderstrike set.
In any case it looks like you're working on a pretty solid foundation there; there are a few things I'd do differently but then you're the one playing the character so you should build it for your playstyle. -
It may not happen anymore, but a number of years ago one of the 45+ arcs had one door mission that had a chance to spawn on Monster Island in PI... I've only seen it happen once though and that was 3-4 years ago. I've no idea offhand which arc it was after all this time.
But for all practical purposes Monster Island is just there to farm the GM's for EoE inspirations and Monkey Island is there for the Rikti Monkey badge... I've spent many hours on Monkey Island working on that badge back when it took 10,000 monkeys -
I'll echo the "competent players of any AT" sentiment, however if we're running a TF I generally do have some thoughts on what would most help the team. If we're already heavy on support I'm probably going to be looking mainly for damage... likewise a team of 5-6 blasters would benefit most from adding some control or buff/debuff over simply more damage.
Mostly I don't get too bent out of shape over team composition unless we're running something like a STF and even then as long as we have adequate damage and mitigation I'll give it a shot.
I like having three things on any team facing challenging content... Buff/Debuff, Control and Damage. For the buff/debuff portion you have Defenders and Controllers, for the Control portion you have Controllers, Tankers and depending on powersets Scrappers. Damage is primarily Blasters, Scrappers and some Controller/Defender builds. -
Quote:Well, this is a request that I've seen with some regularity ever since issue 9 and the new Hamidon gave us the 50 man zone cap on the Hive. It's something that's needed, but since it hasn't been implemented in all the time since issue 9 (7 issues!) I wouldn't hold my breath on it ever happening.Okay, Various things happen on CoX, Raids Mission arcs, task/strikeforces and trials. I have one question to pose and I hope I get a response. During hamidon and rikti MS raids the server for that specific zone does get full and spawns a second instance and so forth, The question I have, heres a hypothetical situation to assist in asking my question:
Lets say there is a hamidon raid and the zone fills up, a second instance of hte zone appears, you log in, having logged out previouslly at the 'saferock'. You log into The Hive 2 and the first instance of the zone is finishing up the raid, a good portion of the players in the first zone come over to The Hive 2 and caps that instance. Your getting along with teh raid and you have survived 3 blooms and suddenly, BOOM! CoH crashes, you hurry to log back on to be there so you can gain your merits and then you suddenly find yourself in an empty zone. you find out that the fight is still going on and you rush to the door in an attempt to get back into the second instance only to find it full, You missed out on your merits.
The question is, is there anything that will be implimented such as a 10-15 minute timer garounteeing your postion in the zone, so that your efforts are not wasted and you have only worked up a bit of debit (I know for 50s this doesn't matter but for some players they start going at level 45).
This has reciently happened to myself and thus I am frustrated and I would like to see a solution for this irritating issue
(Please excuse my spelling and grammar :P )
Starfold
Sorry you got bit by the zone cap, but unfortunately there doesn't seem to be any interest on the Dev's part in putting in a fix. -
Quote:Much as I love my Shield scrapper and have been enjoying my Shield/Fire tanker leveling up I have to agree... in the low levels it's very weak in mitigation and once it comes into it's own in the 30's and beyond it's competent in a wide variety of content but it's biggest bonus, the AAO damage buff and shield charge, generally aren't what teams look for when they want a tank for a task force.I thought about this myself. The only TF content where I thought that the easy softcapping and damage buff were really vital advantages was on Kahn. Shields doesn't really have a self heal or panic button like you'd want on Statesman.
There is plenty of game content where the important thing is not to be hit at all; like for instance any Carnie content, or the Gaussian arc. These things, though, are not task forces. Like most defense sets, it only really comes into its own once you have Weave. Exemping out of set bonuses leaves you with holes; exemping below level 32 leaves even larger holes. This doesn't leave many task forces where Shields are the clear first choice.
I've also run one STF with a friend tanking with his Shield tanker... he's a competent tanker and a good player but LR just took him apart three times in a row before we got it handled. He had his def up above 75% for the towers but LR still two or three shotted him with depressing regularity. High defense alone wasn't cutting it, and he didn't have the resistance or heals to fall back on when it failed. He's since respec'd to boost his resistance and overall survivability and that did make a difference; still both he and I decided that Invuln was a better choice. Both of us also have soft capped Invulns we've used in that TF.
I'd say that Shield certainly is capable of handling any TF in the game; there's just no TF I can think of where it's the optimal choice. On the other hand, once it's into the late 20's or beyond assuming a competent build I wouldn't say it's necessarily a bad choice... there's just others that would be better for a specific purpose. Call Shield a "generalist" tanker... good for a lot of things that more specialized builds might have trouble with but overshadowed by those specialists in their strong points. -
The Kismet is mislabeled, it's a 6% TOHIT, not accuracy Local... much more useful than a mere accuracy bonus.
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The Bass Hatchery? Well, if that's what floats your boat well and good but that's probably the second most hated map in the game after the Layer Cake room on a blue cave map. Just a heads-up for you.
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Quote:Indeed, I've been on two STF's where someone DID manage to KB a repairman under the closed dome of a destroyed tower; now we watch carefully for that. It seems that if you KB a repairman up to a destroyed tower he tends to run to the middle of it, thus falling into the pit below and becoming hidden from view. He'll then rez and repair the tower putting you back to square one.Don't take it personal. I'm just following the idea of parsimony and questioning the perception of the situation. In this case, a bug is actually less simple than "knocked a repairman down the ramp and he ran up the other side" or a situation like CMA has presented (actually had that happen with Sonic Repulsion pushing one under the Tower).
I'm not saying it isn't impossible but I'd need more than a description of what could have happened from one player. And a reiteration: Nothing personal, I'm just naturally skeptical.
The repairmen are so fragile that most KB powers also hit them with enough damage to kill them outright; it's the no-damage KB powers that are usually the culprit. The easiest solution is AOE, AOE, AOE on the towers... that'll kill 'em as they spawn. If slotted for damage Bonfire is fantastic for this. -
Ok, as to the flier respawn others have mentioned how that works... every 20 minutes the game spawns a new flier. Let's say you've killed the flier and it respawns a couple of minutes later. Ok, that happens, you killed it just a few minutes before the respawn timer popped. Now you immediately kill the flier again. Assuming that you probably took 2-3 minutes to kill the flier from the time it respawned you now have 17-18 minutes to deal with LR and the towers before the flier reappears.
It works like this:
- First person enters the mission and a flier spawns
- 20 minutes later a new flier spawns and the old one despawns
- This cycle repeats until the mission is over.
Let's say we enter the mission at 5:00. At 5:20 precisely the flier will respawn... and it'll do it again at exactly 5:40 and 6:00. Knowing that it's a simple matter to plan your window of taking out LR.
On the repairmen, don't be absolutely sure you didn't knock one back to a destroyed tower... they can end up underneath the closed dome of the tower's base and thus be hidden from view. Try it sometime on a destroyed tower, you can jump down through the dome into the pit below the dead tower kind of like jumping into a chimney. -
Quote:True, a PB/WS does get a sizeable bonus depending on team composition; if you're on Posi with a pair of controllers though you won't see much improvement.And he's at 85% to the energy damage too ? and the fire from the council ... The PB is to all but psi
And to CmA
Quote:To some extent you're correct, but a slotted out Dwarf only reaches a bit above 58% resistance without outside assistance. Still that's tougher than most tankers in Posi levels, even allowing for enhancements being degraded by exemping that far.
Now a PB teamed with several Blasters will cap out due to Cosmic Balance and a WS will with a group of Scrappers or Defenders.
But your point is well taken, you're likely to have at least one or two of your "team bonus" AT's on most teams. Several of my SG mates tend to play controllers primarily which skews my experiences a bit. -
Quote:Well, I've never played a DM character so I don't have any real experience with the set. However in looking over the powers I don't see any reason it shouldn't work out just fine. A bit more single target biased than some sets since the AOE's seem to be on lengthy timers but you should be able to handle aggro easily since Invuln has a really good aura.Would Invul/Dark be good? I seem to remember I have a 37th level one languishing on Freedom. I have a 40 Dark/Invul Brute at 40, and was so impressed I thought it would make a great tank build.
Has okay AoE for grabbing agro. (Especially with decent rech bumps) Dark melee has a health powerup and an endurance powerup. These can hit AVs if you slot them correctly. I especially like the end powerup. My first 50 is a SS/Invul brute. Wow, end issues.
Oh, one other thing. Should I not take Unstoppable? My thoughts are this 1) I hate the crash, really hate it. 2) With the right I/Os it looks like Resistance can be capped easily for smash/lethal, and good resistance elsewhere. Along with decent defenses, especially with the right I/Os.
Unstoppable is a power that I found situational but useful... before issue 13 when I soft capped my tanker. After I pushed my S/L/E/N def to 45% (and the F/C into the mid-30's) I retained Unstoppable in my build for two whole issues "just in case". Well, I didn't use the power a single time in all of issue 13 or 14 so when I last respec'd I dropped it altogether.
Based on that, if you're building for the soft cap you won't need Unstoppable... if you're well below 45% defense then you may find it useful. It's a build decision you'll need to evaluate yourself.