ClawsandEffect

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  1. Quote:
    Originally Posted by Quinch View Post
    Recipes. But since you can only cash in a limited number of recipes at the vendor, and that limit applies to the account, it's irrelevant how many characters you have.
    Let's say you can cash in five recipes per day - you do so on character X. Because you've reached your limit, none of your other characters can cash in any more recipes until the next day either. You cash in two recipes on character X, two on character Y - the character Z would only be able to cash in one, and after that, any other characters wouldn't be able to do so until the next day.

    5 recipes at 2-3 merits apiece. 10-15 merits in a matter of seconds.

    Katie Hannon. 9 merits in a half hour (average)

    Selling a Sting of the Manticore = 3 merits (as your proposal would suggest)

    Killing a Kronos Titan = 2 merits

    How is it fair to get more for selling a recipe that the majority of the playerbase finds useless, than for defeating one of the toughest monsters in the game outside of Hamidon?

    Scenario: I have a level 50 character I very rarely play. He hangs out next to a Merit vendor all the time. I transfer all the useless stuff I get to him to sell for merits. After a while I would get a huge amount of merits on that character to either buy expensive stuff outright, or make a huge number of random rolls. Even with a limit in place, it's only a matter of time to get whatever I want. No TFs, no story arcs, no fighting anything at all.

    Merits, currently are untradable. that's because the devs want you to earn them. It's entirely possible that my character sitting there at the vendor could amass thousands of merits, while never actually having done anything. I seriously doubt the devs are going to allow the system they put in place to be abused like that.

    You do something, you get merits. You do nothing, you get none. It's fair and impartial, and it favors no one player over another. It is character specific. What you're proposing is a loophole in that system that would allow a character to gain merits for essentially nothing.

    The fact that there is a limit on the account is irrelevant, a character is getting a reward with absolutely zero risk. Which, in case you missed it, is part of the devs definition of exploiting.
  2. The retail box says it's an alternate leveling path from 1 to 50. If they removed xp now, they would have to recall every single box on store shelves that says that, or risk a false advertising lawsuit.

    Yes, someone out there WOULD sue over something that ridiculous. There was a lady who sued an RV company because she set her cruise control on the highway and got up to make a sandwich. Predictably enough, the RV went off the road and flipped over. The sad part is the lady WON the lawsuit and got over a million dollars and a new RV.

    So, they can't feasibly remove xp from AE now without dealing with a similar headache. Can you imagine NCSoft having to go to court and fight a lawsuit because someone is claiming "pain and anguish" because their fictional character can't get xp in a video game? As stupid as it sounds, someone would sue over it.
  3. ClawsandEffect

    Regen Scrapper

    Quote:
    Originally Posted by Jade View Post
    Do you need a purple build for a regen scrapper to be effective?
    Not at all.

    My main is a Claws/Regen, not a single purple in his build, and once I found my rhythm I kept pace with one of the better scrappers on my server in an ITF, whose build IS purpled out.

    There are some things regen does not do well. For example, regen does not handle alpha strikes that well without MoG up. Burst damage is bad for regen. You'll find that when your regen does die, it happens quickly. You go from invincible to dead in seconds flat if damage comes in faster than you can react to it.

    What regen DOES do well is take sustained damage, meaning steady damage coming in without a break. I tanked the autohit fluffy in an ITF for a solid 10 minutes before it found a hole in my heal cycle and got me. The autohit deals a set amount of damage in a PBAoE that can't be avoided because it will ALWAYS hit. If you get into a rhythm of healing that matches or exceeds the incoming damage, you will not die.

    If you take Tough and Weave, and get some decent defense and resistance numbers going your regen rate gets that much more valuable. Recharge is valuable to a regen as well to bring your heals back faster.
  4. I didn't slot Touch of the Nictus for the heals alone, I wanted the max end for 5 slotting it. The 812 heal off of one target is just a nice bonus.

    I'd like to run Tough, but I really couldn't spare the slots to make it end friendly enough to run, so it became a mule for the Steadfast.

    My accuracy is good enough for what I generally do, I rarely fight higher than +2 or +3. I might put the Kismet in if I can find a spot for it without hurting my defense.

    Gaussian's is in Build Up because I really don't use it all that often, I don't even bother on minions unless I'm hitting it before Whirling Sword. I pretty much just use it for extra oomph against bosses.

    Just plain didn't have room for Tactics, I put the Gaussian's in Build up both for the aforementioned reason and to save a power pick.

    The LotG is there so I can get the max HP bonus out of the set. The other option was Def/Rech, which enhances by the same amount (and is probably what will go in there until I can afford the LotG. I figured since I was going for the set bonus anyway, might as well get some recharge too.

    Desmodos: I skipped Slice in order to take Maneuvers, since I didn't have enough extra slots for another attack it made sense. Maneuvers takes less slotting to be useful.

    I made a last minute decision while actually doing the respec and moved some powers around to have Stamina at 20. I can exemp, but it will be painful any lower than 20-25. It still won't be that great under 40, but it's doable. I don't exemp this toon very often anyway.

    This build is intended for the seriously broke. I don't have billions to throw around like some people (I just recently broke 100 mil at once for the first toime ever), so I made a build that I can piece together a little bit at a time rather than spending a butt-ton of money all at once. I wanted to work on the defense while still having a solid toon to play while I'm doing so. I would have been annoyed if he had to sit idle because the holes in his build made him unplayable.
  5. This is a build I put together building off Werner's Katana/DA build he posted in another thread.

    I went as cheap as possible, and still managed to get 250% regen, over 1750 HP, 40%+ defense to all positions, and reasonable endurance usage.

    I couldn't quite get it softcapped as I was monitoring WW at the time, and there are no Hami-Os for sale at the moment, this is what I can build NOW.

    With no further ado, here it is:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/Rchg(15), M'Strk-Acc/EndRdx(25)
    Level 4: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21)
    Level 10: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(17)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
    Level 16: Dark Regeneration -- Nictus-Acc/Heal(A), Nictus-Heal(27), Theft-+End%(27), Nictus-Heal/HP/Regen/Rchg(29), Nictus-Acc/EndRdx/Rchg(29), Nictus-Acc/EndRdx/Heal/HP/Regen(31)
    Level 18: Whirling Sword -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(25), Sciroc-Acc/Dmg(31), Sciroc-Dmg/Rchg(33)
    Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(34), Numna-Heal(34), Numna-Regen/Rcvry+(36)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 28: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(36), RedFtn-Def(42), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(45)
    Level 30: Boxing -- Stpfy-Acc/Rchg(A)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43)
    Level 35: Oppressive Gloom -- RzDz-Acc/EndRdx(A), RzDz-EndRdx/Stun(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(50)
    Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(45)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 22.4% Defense(Fire)
    • 22.4% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 26.1% Defense(Ranged)
    • 27.7% Defense(AoE)
    • 2.25% Max End
    • 18% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 12.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 150.6 HP (11.2%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 9.9%
    • MezResist(Immobilize) 12.1%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • 10.5% (0.18 End/sec) Recovery
    • 42% (2.35 HP/sec) Regeneration
    • 2.21% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 25% RunSpeed
    • 5% XPDebtProtection
  6. Quote:
    I think it's even more insane that Stalkers were given snipes in 3/4 of their patron pools, especially as they do so much less damage than Assassin's Strike.
    I actually thought it was kind of a neat idea and has a use in PvP. AS, target phases, phase yourself, SNIPE.

    I'm pretty sure they crit from Hide as well, so against a single opponent you can AS, Placate, Snipe. Which is just insulting as well as being lethal, like executing someone at point blank range with a sniper rifle.
  7. I like claws.

    And swords.

    Fire. Sound. Darkness. Agility. Healing myself.

    I like being an engine of destruction and chaos.

    I like scrappers, blasters, stalkers/brutes, defenders, corruptors, controllers, and dominators, in that order.

    I don't like masterminds, slowing down, being on teams with idiots, and being told I can't accomplish something.

    That pretty much sums it up.
  8. ClawsandEffect

    Power Renaming

    Didn't read the thread, so I don't know if this has been covered or not.

    It would make looking at other people's builds a pain to decipher. Trying to figure out if the tank you're teamed with has Taunt? Good luck, since none of his power names are even remotely recognizable.
  9. Quote:
    Originally Posted by Blpup View Post
    +Health
    +fast healing
    +Integration
    +Insta Healing
    + Any Regen IO
    Physical Perfection

    +Fast Healing
    +Rise to the Challenge
    +Health
    +both +regen uniques
    +Health
    +HPT 3 slotted with Numina's

    Would get more mileage out of it on a Willpower than a Regen.

    Since Willpower gets no self heal, passive regeneration is more valuable for them, combined with resistance and defense also available in the set it would make for an extremely tough scrapper, and an even tougher tank.
  10. Awesome place for a Steadfast Res/Def if you don't want to take Tough.
  11. My BS/DA scrapper has 47% or so resistance to negative energy. Given your numbers that SHOULD be enough to tank the autohit practically indefinitely. I can probably crank my N. Energy resistance to 60% or higher if I specifically build for it, but I might end up gimping my build otherwise if I do so.
  12. Quote:
    Originally Posted by Dalantia View Post
    The defender version of TB, at least, does not have an end gain.. So it's only the 2 nuke-lite powers that don't zero your end.
    That's odd. My wife's Electric/Electric blaster almost always has a sliver of end left after firing his nuke. It's just barely enough to jump in and hit Power Sink and keep toggles active for another couple seconds without them dropping.

    It's not a guarantee though, which is why I said 2 1/2 instead of 3.
  13. Huh?

    My Rad/Sonic DEFENDER takes great offense at your position that he cannot solo effectively. When his build is finished he will be capable of killing Giant Monsters....by himself.

    There are outliers in every AT, that happens to be just one of them. Against a single hard target my Rad/Sonic defender is almost invincible, but against large groups he is vulnerable, because there is no guarantee that his debuffs (which are what give him that ability versus a hard target) will affect all of the mobs in it. A Tanker is great against a large group of less powerful enemies, but his damage output is low enough that he will be in a stalemate against most hard targets.

    Point being, both of the characters mentioned there are extremely good at one thing, while having difficulty with what the other excels at. They are balanced in that. If you combine the two of them, you now have a duo that excels at both things.

    Now add a Fire/Fire blaster into the mix, giving you: Invuln/Axe Tanker, Rad/Sonic Defender, Fire/Fire blaster. I've covered what the first two are good at, what that blaster is good at is killing a lot of targets at once, but he lacks mitigation, making him vulnerable to their counter-attacks. The tank directs enemy fire toward himself, which keeps the blaster and defender safe. The defender makes the enemy weaker, which helps keep the tank and blaster safe. Not having to worry about reprisal, the blaster is now free to level his full power against the enemy, rather than taking defensive measures, which defeats them faster, thereby keeping the tank and defender safe.

    Alone, each character is good at a particular thing and all 3 can solo.

    Together, both their safety AND speed of defeating enemies increase by a large margin.

    I don't know about you, but I'd call that balance.
  14. What is this "team" you speak of?

    Those other people with the usually ridiculous costumes that seem to do the dumbest things while I'm trying to kill stuff? That what you mean?
  15. Exploit:

    With the existence of AE tickets it would be too easy to game something like this. If you are guaranteed at least one merit for any recipe, you could run a long arc or a few big missions and get a LOT of tickets, which you could use on Bronze rolls. Since rarity wouldn't matter (you'd get at least one) you could build up a huge amount of merits in a relatively short period of time.

    I don't think the devs ever wanted merits to be that easy to get, hence the fact that they only exist as rewards for TFs and (usually long) story arcs. The devs have said a few times that number of merits for something is based on how long it takes you to get them. This idea would completely break that model. The Positron TF takes anywhere from 2 to 8 hours, depending on how good your team is. It is worth 64 merits. If you turn in 20 otherwise worthless rare recipes, you could get 60 merits in less than 5 minutes. Even if there was a limit to how many you could turn in it would break the merit/time ratio. If the limit were, say, 5 recipes of any rarity, you could turn in 5 rares for 15 merits in less than a minute. Katie Hannon takes a half hour and nets you 9.

    So, I'd have to say that, while interesting, this is a bad idea.

    Edit: Also, turning in one rare recipe gets you more merits than killing a Giant Monster? How is that fair?
  16. Also, how would you swing over the vast tracts of ocean between islands in some place like Nerva?

    It would look ridiculous to have ropes going off into nowhere above you. Would you be unable to use that travel power in that situation? And if THAT'S the case, who would take a travel power that can't be used somewhere?

    The devs could easily add swinging as a travel power if they were inclined to, I can't imagine the coding would be that difficult. In all likelyhood, they didn't add it in the beginning because of how dumb it would look in certain situations, and they didn't want to add a travel power that had limited use in order for it to make sense.

    Think about it, outside of Manhattan or another large urban area Spider-Man has no travel power, he relies on Hurdle and Combat Jumping (he doesn't have Super Jump, he can jump far, but not THAT far)
  17. I was on that all scrapper run, in fact I happened to be leading it (although with 6 scrappers "leader" just means I had to be annoyedby going back to see Imperious)

    There were 2 Claws/Regens (one being me,)

    2 SRs (Bill Z and my wife's DB/SR)

    2 Spines/WPs

    I tanked the autohit for quite a while. Note to regens: if you're going to tank the autohit, make sure you have plenty of recharge, it eventually found a hole in my heal cycle and killed me. Had I brough my BS/DA I could have tanked it all day.

    Memorable quote from that run:

    [NPC] We're under attack
    [Player] Really, ya think?
    [Player] "Hey, there's only six....oh sh#%"

    Was a good time.

    Edit: Also...we ran it on Unyielding
  18. I can't help much with the build, but I do have some advice.

    Instead of SK>CK>SK>CAK, make your chain SK>CAK>SK>CK

    In the first chain, if Crane Kick's chance for KB goes off you will have to chase your target to finish the chain. In the second one, not only will you not have to chase it, but if it kills your target with Crane Kick and the chance for KB goes off it just looks cool to see the corpse go flying and crumple against a wall.
  19. Quote:
    Originally Posted by Shred_Monkey View Post
    heh.. same here... I went to wikipedia trying to find out what was wrong with twizted.... by the way there's a bratz toon with the name twizt... disturbing yes.. offensive, probably not.
    It's also the name of a rap group from Detroit that is affiliated with ICP. On a guess I'd say that's where he drew the name from.
  20. Trial accounts can't make arcs or run them by themselves.

    I have a theory on the reasons for each:

    1) Trial accounts can't make them because they want to keep the amount of clutter down from people making arcs that will never play again. Each arc takes up space, that's why we're limited to 100kb to work with.

    2) Trial accounts can't run them solo because it's a trial account, the devs want trial players to get an idea of what the rest of the game is like, instead of them spending 2 weeks in AE and not seeing anything.
  21. ClawsandEffect

    MA lvling

    Unfortunately, if they restricted AE access to a certain level or above they would be guilty of false advertising. The AE Edition box currently on shelves clearly states "Level from 1-50 in Architect Entertainment"

    If they wanted to restrict access they would first have to recall several hundred thousand retail boxes. So, even if they wanted to, they really can't.
  22. ClawsandEffect

    Kill X mobs

    Quote:
    Just keep in mind, that if you ask where to find Lost in King's Row, you better be expecting at least one person to reply with the expected smartarse answer.
    Well, if we knew that......they wouldn't be Lost!! *rimshot*

    Thanks, I'll be here all week.
  23. Quote:
    Originally Posted by Eiko-chan View Post
    Steadfast Protection, Karma, and Blessing of the Zephyr beg to differ.

    Is KB so unvalued as mitigation that it gets protection but other sorts do not?
    Not at all. Knockback is the only status effect that has no duration to reduce, which resistance does. You either ARE knocked back, or you are NOT knocked back, it is impossible to be knocked back for less time.

    If my blaster had status protection to everything, he would be almost completely unkillable in normal situations. He is a hover blaster who is soft-capped to ranged damage. The only thing that even slows him down is the occasional mez that sneaks through.

    You can build similarly with ANY AT, so it's not just a blaster thing.
  24. Quote:
    Originally Posted by Weatherby Goode View Post
    Lightning Rod is the only one with a 16 target cap, though.
    This is true. The others, being melee class PBAoEs, have a 10 target cap.

    Lightning Rod has the same cap as a blaster, defender, or corruptor nuke. It can do enough damage to 1 shot most of a spawn, just like a nuke. It recharges faster than ANY nuke. And, it DOESN'T kill your entire end bar, unlike all but 2 1/2 nukes (the half being Thunderous Blast, it DOES kill the end bar, but has the chance to give you endurance back, which usually fires at least once or twice on a spawn)