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Posts
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Except for the fact that they would have to do a lot of datamining to determine how many merits each arc would grant.
Unless they came up with an arbitrary figure. Such as, all Dev's Choice arcs grant 3 merits, or somesuch.
I can't say I'd e particularly excited about something like this, but I can think of no reason not to do it. -
Good idea.
Currently, if you want to duel someone you run into in a zone you have to
A) Start dueling and hope no one interrupts you, since there is nothing you can do about it if they do.
-OR-
B) Both of you head to the nearest arena to the entrance of the zone you're in. Which is annoying to have to do.
One kiosk in either side's hospital would serve the purpose just fine. -
This would be nice. I have characters that I would like to spec for lower level task forces and would like to have them keep their set bonuses while exemped, if I can choose a set of level 33 enhancements I would probably do so in that case. Would also help for exemping in Sirens Call
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[ QUOTE ]
have they confirmed any updates to powers yet with issue 15? or maybe even new powers? :O
i am just asking since i think a few changes should be made to some powes
regenration should be slightly improved, maybe even change a few of its powers and maybe change one of the actual powers!
[/ QUOTE ]
I highly doubt Regeneration will be seeing any changes for a long time. It is performing better currently than it had for quite a while. There is absolutely NOTHING wrong with it that would require or even suggest a change.
Out of curiosity, what would you like changed about it? Since you seem to be pretty new, it is probably something that was already changed at least once since the set was originally created. -
A tank and a blaster is always a good combo. Specifically a tank that is really good at holding agro and a blaster with a lot of AoE.
My wife and I have several duos that we run. We've been teaming together for a long time though, so we can make combos work that some players would look at like "Huh?"
Our most successful pairing is my Broadsword/Dark Armor scrapper and her Illusion/Storm controller. Between the two of us we literally have a tool for every situation. Also,we can both ghost (using stealth to get past non-required objectivs in missions)
We also have: Dark Melee/Dark Armor scrapper + Dark Miasma/Dark Blast defender, Rad/Sonic defender + Dark Armor/Fire Melee tank, Dark/Kin and Fire/Kin corruptors (level pacted), Zombies/Poison MM and DM/Nin stalker (she handles the minions and LTs with her pets, I kill bosses)
Gravity/Ice dominator + Electric/Electric brute.
As you can see, any pairing can be effective. The most important thing about an effective duo is COMMUNICATION. If the two of you are not on the same page as far as strategy and tactics are concerned you will not be nearly as effective as a duo who is. My wife and I sit right next to each other when we play so typing in team chat is unnecessary. If you are playing with your son in the same house, make sure you are close enough physically to be able to hear each other. -
If I'm in a level appropriate zone I just target an enemy and determine my level based on what color they are to me. If that is not an option I just check the personal info window (you can find it by clicking on "Menu" at the top right of your screen)
color/level is as follows:
for minions
if they are green they are 2 levels below you, blue 1 level, white same level, yellow 1 level higher,orange 2 levels higher, red 3 levels higher, purple 4 or more levels higher. -
Sonic/Devices.
Versatility. Aside from melee combat there is not much he can't do. Nearly softcapped ranged defense and hover make him all but untouchable, and he is a great asset on any AV killing team. He's also my most effective PvP toon, oddly enough.
My second build has all the /Devices toys I left out of his main build and the nuke which I also left out of the main build. -
For WP take everything tiers 1-7, the last 2 are optional.
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My Sonic/Devices I'm working on softcapping ranged defense, but he is also my only flying blaster. My Fire/Fire and Fire/Electric and even my Archery/Energy are just pure damage builds.
Once you get your ranged defense over 30% you really start noticing it. At this point he is basically an untouchable weapons platform. But like I said, my other blasters are pure chaos and damage. Especially my two fire blasters, they spend way too much time in melee burning and/or blapping things to death. -
Since I have a defense based sonic/devices/munitions build I did this with the epic:
I 2 slotted Body Armor, 1 space for a Steadfast Res/Def, the other is reserved for a Gladiator's Armor Res/Def if one ever drops, I am NOT paying what they want for it in the market. 300 million? Uh, NO.
Surveillance is slotted with a defense debuff set, with an Achilles Proc in it.
I also have a sniper rifle that is spitting out a rocket, it's kind of amusing. -
Oathbound's sounds good to me. I would endorse this (provided I first had enough fame for my endorsement to mean anything)
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I only ask for SB in certain situations:
A) I'm having endurance problems
B) We're fighing an AV and I want a faster attack chain
C) I happen to not have a travel power yet and have to go a long way. (I don't feel the need to take travel powers as soon as they're available anymore)
On my claws/regen (my main) I frequently request that I NOT be given speed boost because it's detriment (I move too fast and overshoot targets) outweigh it's benefits (neither the end recover or the recharge really help me that much anymore) -
DM/Nin has what seems to be the loosest build possible for a stalker.
You don't need: Touch of Fear, Shadow Maul, Caltrops, Smoke Flash, Blinding Powder, Retsu, and with enough recharge you don't need Shadow Punch (I took it anyway)
(Note: Smoke Flash DOES have a use for stripping off agro if you bite off more than you can chew, however, with experience it will get less useful, as you will know your limits better)
That frees up plenty of space for optional and/or QoL powers.
On a plus side DM/Nin is also very capable of scrapping it out in a team setting, so you're not locked into a hit and run playstyle. That was it's biggest draw for me because I am a scrapper player at heart and didn't like the fact that 2 ATs that seemed so similar on the surface played completely different. I frequently forget I'm playing a stalker and leap right into the fray. -
Neat idea, but probably very difficult, if not impossible, to code.
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If you haven't gotten to a significant level on your new account, just rectreate your new characters on the old one.
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Skill still does count though. If you take two players with absolutely identical builds and put them in a PvP match, the better player will win 9 times out of 10.
Say if you and I were put in a PvP match with our claws/regens built exactly the same. You would win the majority of the matches because you PvP more than I do, and have the advantage of more PvP experience with scrappers. It would probably be a much more even fight if I were to use my blaster because I have more experience with that build.
Put us in the same builds in PvE and our performance would probably be very similar. I have a different playstyle by far, which is why our builds look nothing alike. You would suck running my build as bad as I would suck running yours. -
Cool, thanks Werner. Didn't think you would get around to it so fast.
I usually have at least 4 targets in range of Dark Regeneration. I try not to use it unless there is at least 3. I could probably softcap him if I wanted to, but I would have to give up too much to do it, so I don't think I will. -
Rad/Dark defender
-OR-
Fire/Fire blaster or Spines/Fire scrapper.
Either one would shore up one of the weaker points of the team.
You don't have much in the way of debuffs, Rad/Dark will debuff the hell out of anything it's pitted against. Tenebrous Tentacles will add a valuable AoE immobilize and Dark Pit will add an AoE stun (Stun + Immobilize = de facto Hold)
The Rad toggles and utility powers will be great for debuffs that will let you use your secondary quite a bit.
Fire/Fire blaster or Spines/Fire scrapper will add the AoE damage that your team is lacking. Either one will add a lot of it.
Fire/Rad Controller is another option. It will add more damage, and it shines in melee range, where your heal aura
will do the most good anyway. Hot Feet and Choking Cloud synergize wonderfully together. The imps will add even more melee damage in the later levels.
Those would be my choices. Any one of those four would make a great addition to a static team with the make-up you gave. -
[ QUOTE ]
Limitations are good, and I think villains should stay in the Rogue Isles, and Heroes should stay in Paragon.
[/ QUOTE ]
Which would make it impossible to create a character in the "moral gray area" that exists in both real life and in comic books, movies, TV, and so on. Take the Punisher or Deadpool. I wouldn't call either one of them a hero. But they aren't villains either. They do what they do for their own reasons. The Punisher felt that the justice system wasn't enough to punish criminals, so he kills them rather than allow them to continue commiting crimes. Deadpool will do almost anything for money, but he does have a line he won't cross, he won't kill a child, and generally only accepts jobs to kill people he feels deserve it, or that have wronged others. He usually doesn't kill just for the sake of killing. So he does have his own set of morals about what he does.
There are literally THOUSANDS of characters in pop culture and even in classic literature that don't fit perfectly into the description of "good" or "evil". Captain Ahab, Dorian Grey, Vic (from the TV show The Shield), Darkman, and so many more I could type for an hour and still not list them all. Telling us "You are a good guy or a bad guy, there is only black and white" is A) inhibitive of creativity, and B) not at all a realistic statement.
My main character has a vendetta against Crey. He will do whatever he has to do to bring them down, and has no qualms about killing if it is necessary to achieve his goals. Since Crey is an evil organization he is technically a hero by opposing them. But his methods would make him a villain in the eyes of any real world law.
My main villain is doing what he does because he would die if he didn't. He is an alternate reality version of my main hero. He needs specific nanomachines for his blood that his body will not reject. The only place he can get them is from my hero's body because their DNA is identical. So, if he wants to survive he has no choice but to murder the hero and take his blood. He is a criminal by necessity rather than choice.
An "anti-hero" is generally defined as someone who does the right thing for the wrong reasons. Their motives may be suspect, but they are still helping people. A superhero who rescues people from a burning building because he wants the fame and recognition would be an anti-hero. His motives are selfish, but the result of them is people's lives were saved.
The opposite is also true, the ones that do the wrong thing for the right reason are also anti-heroes. The man who kills one person to save a hundred is an example of that. Yes, people are still alive because of his actions, but that doesn't change the fact that he is still a murderer himself.
Looking at the world in black and white may be easier, but it is also very naive. With Going Rogue we are being given the option to tread that middle ground in our path through the game. -
I still don't think it makes any logical sense to be suppressed when attacked. I mean, how do they rationalize that? "Oh no, I'm being shot at! I better slow down so they can aim better!"
I'm okay with the other things that cause movement suppression. Attacking, healing, being healed, popping an inspiration, turning on a toggle. All those can be rationally explained as to why they supress your movement. Being attacked and slowing down because of it makes no sense.
Now, if they were to change it so you are suppressed if you are HIT by an attack I would be okay with it. If you get hit in the head with a 400 pound chunk of concrete it's liable to impede your mobility a little bit. But then you have the defense based characters that are seldom hit that get to run around unsuppressed all the time, so it's not going to happen. And there is also the point that the PvP changes were never about making sense in the first place.
I understand the gameplay reasons for it. It is there so melee characters actually have a chance at catching ranged characters. And for some reason they seemed to want the pace of combat slowed down so new players can grasp it easier (which was one of the things I liked about CoH PvP, the fast pace). On the opposite side of it, it makes the gank squads in zones pretty much inescapable. The way it is now, (I speak from experience) if you are attacked by a full team of 8 you are NOT going to win, and you stand virtually zero chance of escaping. The worst part is they don't actually have to connect to suppress you, just shooting AT you is enough to trigger it.
I guess I'll just have to deal with it like everyone else, but I don't have to like it. And that's really the only PvP change I have an issue with. -
Meh. It doesn't bother me at all really. Then again I played guitar in a heavy metal band for years, so I suppose I'm accustomed to loud, annoying noises. When the other guitarist in the band spends an hour at practice trying to get the squeal in his solo JUST right you tend to tune out stuff like that.
That said, sure, go ahead and modify it. It doesn't bother me as it is, but I wouldn't complain if it was changed either. -
What about my BS/DA build here?
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Not necessarily Besser. In the other thread where it was brought up it was mentioned that claws/regen has a hard time scoring above 1000, while the tougher PvE builds are in the neigborhood of 2000.
I'd like to see the burst damage numbers myself. But at least now I know what that number MEANS. I was just curious as to how my build stacked up against the other two in the thread.
And for the record, I never post my EXACT build, the one here is a very close approximation of it, but some slots are ever so slightly different. Much like Shred_Monkey and Bill Z's refusal to post their builds at all, I don't show exactly what I'm running. The differences shouldn't change the score of the build by more than a point or two in either direction though. -
Thanks Werner! Nice to know that the numbers agree that I'm not a COMPLETE idiot when it comes to building scrappers
Also, I'm pretty good with Focus. Shockwave hasn't been in my build for a long time, so I'm getting used to using it again, once I get it back down my performance should improve a little bit.
From what I understand it's the combined effect of all the mitigation a given build has on your survivability. It came up in the claws/regen poorman's leveling guide thread. I asked Werner to run my build through his spreadsheet to see how it compared to the two other builds he ran through it in that thread. For any further details you'd have to ask Werner, as that is about all I know about it. -
I have Body Armor, Surveillance, and LRM on my Sonic/Devices/Munitions.
LRM is fun, I used it to pull the AVs in a STF recently, they are far enough apart that it only hits one at a time.
Surveillance is used to add even more -res, which my primary already does.
Body Armor.....is a place for a Steadfast Res/Def IO