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I remember seeing somewhere that a hero will not get a drop from defeating a hero and the same for villains.
I don't remember where I saw it, i just remember that I did. -
A few changes I would make:
Swap the Obliteration sets for 4 Eradication and 2 Scirocco's Dervish. Gives you more endurance, E/NE defense, more HP and more regen from the Scirocco's.
Numina's in your passives instead of Miracle will help too. With all the recovery you have already, the 12% regen will be more useful. And the HP bonus is the same on both sets.
I'd put 3 Aegis and maybe 3 Reactive Armor in Mind Over Body and Tough. If you don't have the extra slots to do that, just the Aegis.
I'd also drop another slot in HPT and put the Steadfast there instead. Or even in Strength of Will.
All I see jumps out at me. -
Roll one of each and see which you like better. I have a Fire/Regen that I'm enjoying. Haven't tried a Fire/Shield yet, but it looks cool.
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Claws and Effect - Claws/Regen scrapper. Not my first character, but the first I was attached enough to to switch my global name to. Has been 50 for almost 3 years now, and is completely out of regular content to run (he has completed every contact he has access to) He's in semi-retirement waiting for GR to come out. He will cross to villain side and back again just so I can see all the content. Any time something new comes out, Claws runs it first.
Marshall Stack - Sonic/Devices blaster. I wanted a blaster that soloed well, and got one...in spades. He soloed through the 30's, which is normally a rough spot for blasters, with very little difficulty. He is currently softcapped to ranged and hovers everywhere (his feet don't touch the ground unless he is planting a Trip Mine). Between my ranged defense, Siren's Song, and Screech/Taser I have gone through entire missions without taking any damage at all.
Chris Dawnslayer - BS/DA scrapper. Was almost deleted several times in the 30's and 40's, but I hung onto him because he is the counterpart to my wife's Ill/Storm troller. I'm glad I stuck with him though, as he is now softcapped and rivals Claws for the position of my toughest/most fun toon.
Return to Cinder - Fire/Fire blaster. Almost never played anymore. I'm keeping him around because I like the name, and I don't want to level him all over again. He was stalled at 48 for a long time, until I decided that if he was that close I was gonna ding 50 on him.
Halfstack - Rad/Sonic defender. In RP terms he is Marshall's brother. In game terms he is my AV/GM killing specialist. He's not too shabby in PvP either. My most recent 50, and the only one that's not a scrapper or blaster.
Pyrohemia - Fire/Regen scrapper. Not 50 yet, but in the running to be my next one. He's level 28 after 2 weeks, which for me is leveling insanely fast. -
The only reason to slot that on a regen is if you really want stupid high amounts of passive regeneration.
I have one on my claws/regen. But I got it free as a drop and didn't have anywhere better to put it. I almost never need to hit a heal unless I eat an alpha strike. My passive regen is pretty insane.
If you don't have any other toons it would be useful on, sell it. A WP scrap or tank will appreciate this IO more than a regen. (In fact, I may pull the one off my regen and give it to my WP) -
Another vote for Fire/Regen scrapper. I have one and he has been the absolute fastest to level 30 I have ever gotten, and I don't see him slowing down much into the 40's.
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Quote:Or the best option yet:Six slotting Combat Jumping on a Blaster with lvl 50 Red Fortune provides only 5.3% ranged defense.
Those slots would still be better used slotting up a more useful power, ESPECIALLY on a Blaster.
There are several options:
*Put the Red Fortune set into Maneuvers or Weave.
*6 Thunderstrike in a ranged attack for 3.75% ranged.
*6 Mako's Bite in a melee attack for 3.75% ranged.
*1 Steadfast unique for 3% to all.
*2 Blessing of the Zephyr in a travel power for 3.13% ranged.
*6 Gaussian's in a to-hit power for 2.5% to all.
*All of the above for softcap or close to it. -
Energy drinks in the morning, usually at least 2. Then Mountain Dew the rest of the day.
I ingest enough caffeine in a day to wake a coma patient. -
Quote:The problem I have against large groups of Romans with my BS/DA isn't them hitting me, it's ME hitting THEM. Against up to 5 or so I'm fine, but when you get 15 clustered around you (all running both Grant Cover and Phalanx Fighting) I don't care how many set bonuses you have, your accuracy is gonna be in the toilet. I was at less than 40% to-hit at one point, normally I'm above 90. (these were +2's)Love ya, Des!
It's hardly a comprehensive test, but I ran a single mission against Cimerorans last night at +2x4 (reminder for people skimming: on a soft-capped Katana/Dark). I was careful to attack Surgeons first and get my defense up with Divine Avalanche ASAP, and spammed it if my defense started dropping. I was also doing my normal inspiration use, which is to say keeping a few slots free and using what dropped as it dropped, and only dipping briefly into the rest where required before replenishing it. I was not otherwise careful, and gleefully chased runners into the next group.
I had only one case of cascading defense failure. It was the only spawn in which I had to use Dark Regeneration. By the time they had me back down after that, everything was dead or running, so they weren't able to capitalize on my -50% defense for long. I can see how their own defense might be a problem if I crank up the level, and how cranking up the numbers will make cascading defense failure much more common. That's something I plan to try today to see how bad it can get.
When accuracy gets that low, Parry has a hard time hitting, which means my melee defense is down. To add insult to (grievous) injury, I hit Dark Regen and it missed...everything. I was on the ground seconds later.
Romans and Nemesis are my build's kryptonite, I have not managed to consistently survive without support. Same problem on both: Their defense ramps up and Parry starts to miss, when that happens my defense bottoms out and it's all over.
As Bobitron noted though, my build is exceptionally strong against Rikti, Carnies, Malta, and Crey. Most Praetorians pose no serious threat either. -
Here's my thread about a BS/DA softcapped build on a budget.
It gives up a couple things (accuracy and recharge to name a couple) but it completed the RWZ Challenge on the first try with ease. Haven't started soloing AVs yet, but it should do pretty well against anyone that doesn't have significant lethal resistance or defense.
Here it is:
http://boards.cityofheroes.com/showthread.php?t=189427 -
Quote:LOL, nice name there.Wow.
That's awesome Iggy. Cheat Code, my claws/sr just soloed her first pylon with only half her sets done so it'll be a while before I can come close to a solo ITF, but I am amazed, jealous and proud all at the same time. You set the bar higher and it gives us all something to strive for.
And I totally agree with Werner, please devs, gives us the ability to start task forces solo.
As far as the topic goes. Erm...yeah....don't think I'll be doing that anytime soon. (Who am I kidding, I'll probably never do it) -
Elm attack chain?
I've had good luck with Leaf-Branch-Bark-Branch-Bark
It seems to work pretty good, though I've noticed Oak and Pine are better at AoE.
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Quote:Ah, you see, what you are witnessing here is a ninja who has mastered the technique of hiding in plain sight. What better way to avoid suspicion than to not look like a ninja?I seem to have some belief that they must look like a ninja to be able to run like a ninja.
I mean, if you're running around in a gi with tabi boots on and a mask, it's obvious that you are a ninja. If you're running around in spandex and a cape, people just think you're weird. Although, in Paragon City spandex and a cape are a fashion statement, so you blend right in. -
Quote:I'll own up once the anti-KB side owns up to wanting a dumbed down AI game where all you have to do is click attacks and then run to the next target as oppose to actually needing to *think* or *plan*. Sure, KB doesn't provide that but it certainly mixes things up a bit and for a game, that's a *good thing*.
I'm not "Anti-KB" at all. I AM "Anti-using-KB-like-a-dumb***".
On my characters that have KB, my claws scrapper being foremost because I play him the most, I restrain my use of KB when it would be detrimental. If I can't find a wall or corner to bounce them off of/into, I use one of my other attacks instead.
Knockback can be great mitigation and help keep the team alive if you use it intelligently. It can also get the team killed if you use it like an idiot and knock stuff into other spawns.
Characters with the Energy Blast powerset tend to be the worst offenders as far as thoughtless KB goes. AT is irrelevant in that, blasters, corruptors, and defenders are equal in this case. Almost every single low level energy blaster I have ever teamed with wants to open the fight with Energy Torrent, often before the rest of the team is in a position to engage. I run across a good one once in a while, but it's pretty rare. -
Quote:It holds true for BOTH sides, that's the point I was making.Again, there are teams that love and use knockback freely. A scrapper needs to adapt tho that and accept this, or more likely find another team where they would be happier.
If an energy blaster is invited to a team whose strategy involves clustering the mobs around the tank and letting AoEs fly, it is his responsibility to adjust his knockback usage accordingly.
On the other side of it, if a scrapper is invited to a team chock full of stormies, energy blasters, and FF users, it is his responsibility to figure out where he fits in that mix, and not complain because his targets are knocked back.
The blaster in the first example is just as wrong for firing Energy Torrent and Explosive Blast into the middle of the tank's mob as the scrapper in the second example is for demanding that everyone stop using knockback on a team that is full of it.
If either one of those people can not adjust their playstyle, they need to find a different team and not insist that the other 7 people play their way.
THAT was the point I was making Cat. -
I was on a PuG with my BS/DA scrapper fighting Knives of Artemis.
The energy blaster on the team thought it was highly amusing to target through me, wait until I had just gotten into melee range through the zillions of caltrops, and immediately fire Power Push. Every. Single. Time. And THEN he had the nerve to call me a leecher because I was incabable of killing anything due to his actions.
Needless to say, my stint with that team was very short, and that blaster has been on /gignore for quite a while now.
None of the scrapper players in this thread ever said "don't use knockback".
It is extremely rude for anyone to expect 7 other people to adapt to their playstyle because they refuse to change theirs. If unchecked knockback usage is proving detrimental to the team, it is NOT the rest of the teams responsibility to fix it, it is the person doing the knockback's responsibility.
In the case of some powersets knockback is actually dangerous to melee toons. An Invulnerability or Willpower tank, scrapper, or brute needs to be surrounded for survival. A lot of people who use knockback, with no thought for anyone else on the team, are dependant on the tank to keep agro off of them in certain situations. Such as teams set for 8 at +4. A lot of these people will fire an AoE knockback drectly at the cluster of enemies around the tank, getting the tank killed as a result, and THEN blame the tank for losing agro, leading to their own death.
Guess who's fault that is? Not the tank's. -
I have ONE purple set slotted on my Rad/Sonic defender. It's the sleep set. I slotted it in Siren's Song for the recovery accuracy and recharge bonuses.
I could probably live without it, but the bonuses I get help out when I go to solo an AV.
As far as being worth it or not, it depends entirely on how much you need those set bonuses to achieve what you're trying to do with the character. If you can do it without them, its basically a waste of money, but if they are necessary it's money well spent. -
Quote:It's annoying when someone uses Gale on that purple LT I'm waling on. You're NOT going to kill it with Gale, is it really necessary to toss it all over the place?
I have little sympathy for scrappers who complain it'll take them an extra 2 seconds to kill someone, though.
As long as the player in question is reasonably intelligent about their KB use it doesn't bother me. It's just when they start getting dumb about it and agroing spawns that shouldn't be agroed yet by careless use of Energy Torrent that it gets irritating. -
So what you're essentially saying is that they are probably not going to add more workload to the sequencers by changing something that is working acceptably at the moment?
And even with the additional resources they have, it will probably still be very time consuming to eliminate redraw in every existing instance of it in the game.
That's basically what I was getting at, but your post explained it better (probably because you have vastly more knowledge on the subject than I do) -
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Quote:Because it is STILL an alternate animation.So rather than doing a bunch of alternate animations like has been suggested by others in this thread, hope about a set of anims that can work equally as well for both armed and elemental blaster?
You have 9 animations with the gun drawn, 9 animations with the gun not drawn.
So, 18 animations. But it's not that simple. 18x2 for standing or flying = 36. 36x3 for body types = 108.
So 108 different animations JUST for AR/MM that would be necessary.
108 MORE animations for Archery (because Archery and Assault Rifle are not the same combat mode)
108 MORE animations when Dual Pistols comes out (because Dual Pistols has a different combat mode yet.
324 animations just for Mental Manipulation paired with AR, Archery, or Dual Pistols.
324 x 6 to silence the people who will complain that MM has no redraw but everything else does = 1,944 animations.
1,944 animations that need to be done. By hand. Just to remove redraw from ONE AT. That's a ridiculous amount of work.
Then add a whole helluva lot more when people complain that blasters don't have redraw, but every other AT still does. You're looking at upwards of 20,000 animations that would need to be done by hand to remove redraw from the game.
I'm just guessing here, but if they decided to do that we wouldn't see anything new for at least a couple years. -
Quote:Happy time for Umbral maths!
First things first, let's calculate the average contribution from Hasten. 53% global +rech, 95% +rech from slotting, 70% +rech while Hasten is up. With Hasten up, the recharge time for Hasten is 141.5 (450/3.18) seconds. This means that ~15.2% ((120-141.5)/141.5) of the total recharge on Hasten will still be remaining when the +rech fades. This means that, without Hasten, the remaining 15.2% of the recharge uses the base recharge value of 181.5 (450/2.48) seconds. Because of this, the total cycle time on Hasten would then be 148.6 ((120 + (.152 * 181.5)) + 1) seconds. Using the total cycle time of 148.6 seconds, we can then determine the total uptime percentage (81%) and thereby the average contribution (56.5% +rech).
Now, because it doesn't matter where the +rech occurs, just that it does on a regular basis (which we've determined already to be 120 seconds out of every 148.6), we can then determine whether Dull Pain would actually be perma. With a base recharge of 360 seconds and a duration of 120 seconds, it would require 200% +rech in order for it to be permanent (well, it would actually require 203% to account for the activation time). 95% from slotting, 56.5% from Hasten, and 53% from global bonuses totals up to 204.5% +rech, which is just enough to manage perma-DP.
Assuming that Hasten and Dull Pain are both used immediately upon their recharge, 53% global +rech with 95% +rech slotting in both powers is sufficient recharge for Dull Pain to be permanent.
Okay. I didn't think 53% was enough recharge for perma DP. I stand corrected.
It should be possible for me to pull it off then with my Claws/Regen. I think I'm just a little bit short on it. Just need maybe a couple more perecentage points. One LotG should be more than enough, and I still have room in my build for 2 more. -
Quote:That's a fallacy Claws. I've explained it multiple times in several other threads. You don't need Hasten to be perma in order to achieve perma-DP. Because DP is on such a long base recharge, a 15 second downtime on Hasten isn't going to suddenly shunt your 20 second overlap to a 20 second dead zone.
Yes, but can you achieve perma-DP with only 53% global recharge, as the person I quoted claimed they did with a 5 second overlap?
That's the point I was making, not whether or not Hasten needs to be perma for DP to be. I am well aware that it is not necessary.
With 53% global recharge I can't see any way to make DP perma without Hasten. I put together a Mid's build with 87.5% recharge, and it still needed Hasten to make DP perma. It went from 126 seconds recharge to 104 wth Hasten, so I imagine there is plenty of room there to keep it perma.
So, it wasn't the Hasten thing I was questioning, it was the 53% recharge, which is way too low to pull it off (that's around where my claws/regen is sitting, and his DP is NOT perma)