ClawsandEffect

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  1. Also, if my overpaying for things helps new players and the more casual players build up some funds so they can actually afford stuff, then all the better.
  2. ClawsandEffect

    Rage Defense

    Your tier 9 should be called "Kill Me Now".

    Your HP drops to 100, but your resistance is capped and you are soft-capped to everything. Why does that sound so familiar?

    Oh yeah, it's almost identical to the old Moment of Glory, which most people skipped because it SUCKED.

    Imagine fighting an enemy group that has a large to-hit buff available to it. Like, oh, Nemesis or Devouring Earth. Pop your tier 9 while fighting DE, hit the floor 0.652 seconds later.

    Actually, I'd like for the devs to make this set for you, just so you can see how horrible it would be for yourself.

    And on the flip side of things, if you were to give this set to a tank it has the potential to be incredibly overpowered. Capped S/L resistance, and 60-80% resistance to everything else? Sounds like Granite without the movement or recharge penalties.

    Add in the fact that a tank can soft-cap defense with IOs even if they have no defense to begin with, and you have a broken set.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    You're right, I hate the very concept of aggro and how it's used to feed the Trinity concept.

    One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off.

    That's not how a fight works.

    Not in comics. Not in a movie. Not in reality.
    You're absolutely right about this.

    If it worked how a fight would REALLY work, your tank would be useless or dead in any given battle. We can discard how fights work in comic books and movies too, because those happen however the writer wants them to happen, which is almost always just as illogical as you think the game's AI is.

    Let's look at how an Invuln/SS, the "classic" tank, would fare in a battle in which your opponents behaved like real people with working brains. You know, like in real life.

    - No one is going to get within arms reach of someone who shrugs of multiple people shooting him with machine guns. Your AK-47 can't hurt him and you're going to PUNCH him?! Darwin Award waiting to happen right there.

    - If your enemy has someone just as tough as you, they will assign that person to keep you occupied. The two of you will be locked in a fight neither will ever win, effectively removed from the equation.

    - Sooner or later, someone will figure out that you're vulnerable to psionic attacks, and they will bring a telepath to shut your brain off, rendering you brain dead and no longer a threat to anyone ever again. And if you manage to survive, you'll find that there's a telepath with any group of people who even thinks you MIGHT show up.

    - Anyone with a brain is going to ignore the guy yelling insults at them and avoid him for the aforementioned reason that it's idiotic to get within range of your arms. Instead, they're going to go after the guy who just vaporized 30 of their buddies.

    - There is no way one group of guys is going to run up and attack you while another group standing 50 feet away is going to stand around with their thumbs up their butts. If there are 75 guys in that room, you'll be fighting 75 guys, not 17.

    Comic books, movies, and video games are one thing. Real life is another thing entirely. In real life, Lex Luthor would have shot Superman with a kryptonite bullet a long time ago. He's so used to being invulnerable he wouldn't even try to avoid it. Pretty sure a kryptonite bullet in the brainpan would take Supes out.

    Other tanks would face similar problems:

    - How well would an Ice tank fare against a dozen guys with flamethrowers? Because that's what they'd bring with them.

    - Fire tanks would find that a lot more people have access to liquid nitrogen than they ever thought possible.

    - Shield tanks would find that their little piece of metal isn't much good against an air strike.

    - SR tanks would discover that napalm is difficult to dodge. Filling an entire room with sticky, difficult to extinguish fire will ruin the day of even the most agile person.

    - Stone tanks would be mired in so much movement hindering materials that they would be effectively neutralized in a combat situation. Then there is the sniper waiting to put a bullet in your head the second you shut Granite Armor off so you could move again.

    - Electric tanks would have great fun being doused in liquid rubber.

    - Willpower tanks would find that a lot of people have rocket launchers, and they've gotten very good at hitting the same target with them all at once.

    You don't want the game to be more realistic. Tanks would be completely useless in real life because people aren't stupid enough to let them dictate how the fight is going to go. They can and will bring your weakness to the fight, it wouldn't be like a video game where you can just avoid the groups you don't do well against. They would seek you out and remove your ability to stop them in the future, probably with lethal results. A real life superhero's career would be very short and end very messily.
  4. Quote:
    Originally Posted by Motley_Cruel View Post
    Two sets in particular, Invuln and Fire, have huge gaping holes to psi damage, and personally, I don't like that, so my question is this:

    Should I build for psi defense, resistance, both, or just suck it up?

    I figure defensively I'll start off with 3 (steadfast) + 3(glad) + 5.9 (weave) + 2.8 (combat jump) + 3.6 (maneuvers) = 18.3 psi defense. 3 slotting Impervium armor 5 times takes that to 27.7, meaning that a 6 slotted Apocalypse, OR a couple 6 slotted Scirocco's would be enough to take me to 32.5, which seems like plenty.

    Resistance wise, 3 (shield wall) + 3 (aegis unique) +15 (5xImpervium) is 21 resistance. 6 slotting DP with Doctored Wounds (vs. 5-slotting) and 3 6 slotted LoTGs (instead of 4 slotting, in Maneuvers, Weave, Invuln) puts me at 31.65 Resistance.

    Is trying to pull off one or both of these considered excessive?
    Well, look at what else about your build is being gimped and ask yourself if it's worth it.

    If I'm reading this right you will have:

    5 resistance powers 5 slotted with Impervium Armor. That's 24 slots you spent chasing 15% resistance, when slotting fewer Reactive Armor will give you defense to 4 types you will be facing MUCH more frequently than Psi.

    3 defense powers 6 slotted with LotG. So, that's another 15 slots.

    You've spent a total of 39 slots chasing Psi defense and resistance. What are your other defenses looking like?

    And more importantly, if you spent that many slots on protection from Psi, how well are your attacks slotted?

    I wouldn't waste that many of your available slots chasing Psi defense, when they could be put to much better use.
  5. I seldom tell people things like this, but if you don't already have this character leveled, go with Regen instead.

    Defense is laughably useless in PvP. Everyone slots for so much accuracy that they punch through defense based characters like tissue paper.

    KM/Regen is actually a solid combo for a melee character, while the things that make the new Energy Aura so nice are useless in PvP. No one is going to stay in melee range of you long enough to fuel your recharge or get drained to add to your defense.

    Now, if you're planning on fight clubbing with this character, you may be alright. That would be melee vs melee fights. In zone or arena PvP with mixed opponents, you're likley to get shredded pretty quickly. Especially when you consider the number of people that have Aim in their builds, and the ease of adding Tactics and accuracy bonuses to a build.

    And at first glance, though I'm not a PvP build expert, your build isn't that great.

    You'd be much better off going to the PvP forum and ask there instead. I'll warn you though, your first response is probably going to be along the lines of "reroll as Regen" or "lolmelee"
  6. Quote:
    Originally Posted by FourSpeed View Post
    Now, *this* I can agree with.

    Categorically claiming people are "stupid" if they willingly overpay for an item,
    is rude and narrowminded.

    Willingly overpaying and then publicly complaining about the prices is pretty
    hypocritical.
    The way I see it, how much I choose to pay for something and why is none of anyone else's damn business.

    I overpay all the time, as mentioned before, mostly because I like to finish what I'm doing before I log off a given character. I have numerous characters, and it could be weeks before I log that one in again. There is a decent chance I will have forgotten what I was doing before I logged off in the intervening time.

    If overpaying for a piece of salvage means I can be done with what I was doing now, rather than later, I can live with that. 50,000 influence one way or the other isn't going to make a huge difference in anything, especially when I can earn it back in the course of fighting a single spawn at level 50.

    I think that little fact is commonly forgotten. How ridiculously easy it is to earn influence just by playing the game. My level 50 characters can earn 50,000 influence literally in less than a minute. Why should spending that much bother me when I can make the same amount back so quickly?

    Like I said, it's play money, and the amount of it you have is completely irrelevant in terms of things that really matter. Now, if a car dealership would accept influence as a valid means of payment for a new Mercedes, maybe my opinion would differ.
  7. ClawsandEffect

    Regen vs Max HP

    Quote:
    Originally Posted by Father Xmas View Post
    Actually no.

    You still regen the same percentage per tick. The value per tick has increased due to your extra HP but your regen rate, the time between healing ticks, hasn't changed.

    Regen simply reduces the time between healing ticks. It doesn't care how much HP you have.
    But wouldn't increasing the amount you get back per tick be an improvement to regen? That's what I meant, I'm well aware of how it works.
  8. Quote:
    Originally Posted by Schismatrix View Post
    The newer system seems to have actually reduced viability of most ATs to the point that it seems most of the time the advice is either Blasters or Stalkers if you want to be effective solo and possibly a Corruptor if you plan to team. Although it's been a while since i did much venturing into PvP zones, so i may be out of date in regards to what ATs are considered worthwhile.
    From what I understand, you can make any AT work, it's just specific power sets that are more desirable.

    But definitely in a 1v1 situation, pretty much any melee AT is at a disadvantage against a ranged one. It's much easier to kite than it is to close with someone who's kiting. The kiting person can keep attacking, while the melee AT is only going to get one or two attacks off before they have to chase them down again.
  9. Quote:
    Originally Posted by UberGuy View Post

    Tanks have a completely different AT role. Some folks simply refuse to accept that. Anyone who thinks a Tanker's vastly higher survival compared to either a Brute or a Scrapper doesn't matter in terms of fulfilling that role simply isn't paying attention. The debate there really comes down to whether people value that role. Some don't. That's fine - they shouldn't play Tankers.
    I like Tankers for the simple fact that I am required to put MUCH less effort into survival, and can slot for other things instead. A combination like Super Reflexes/Street Justice for example, can be softcapped by level 24 using just power choices and SOs. That leaves me room to do things like slot a silly number of procs in my attacks to up my damage output. With lots of recharge, a Street Justice character with proced out powers will deal a significant amount of damage over time.

    I can't do that with a Street Justice/Super Reflexes Scrapper or Brute, because I have to spend a good chunk of my slotting chasing the soft-cap that the Tank got to on SOs.

    Yes, Scrappers and Brutes can be built to be survivable, but how much of your IO slotting was spent getting there?
  10. Quote:
    Originally Posted by FloatingFatMan View Post
    As irritating as that is, I'd much rather they fixed the damned cookies so I can actually stay logged in for more than 1 post at a time!
    THIS.

    See my current location for emphasis.

    <--------
  11. Quote:
    Originally Posted by Bosstone View Post
    If your CoH budget is $15 or more, you're most likely going to be a VIP because it's more value for the money.
    That assumes that you know enough about the differences to be aware of the value you're getting.

    Most brand new free players don't have that understanding. There are probably quite a few people who have spent more than $15 a month on the game for things a VIP would have gotten for free, like powersets and unlocking ATs.
  12. Quote:
    Originally Posted by Jaso View Post
    zone or team two different areas to concentrate on - zone you want the aura thingy to protect against as - team you want to build like a rad psi - debuff and dmg with an emphasis on accuracy the rest you got - ss/sj kb and hp.
    Cool, thanks for the info.

    Also, I'm willing to put a few hundred million in it. By "not-ridiculous" I was referring to the 20 billion+ builds I've seen on occasion. I just don't PvP frequently enough to justify that kind of expense.
  13. ClawsandEffect

    New Character

    Quote:
    Originally Posted by gameboy1234 View Post
    I think the shoes would be the hardest, as there's nothing like the knee-pants and buckle shoes in game. I'm guessing: Pilgrim hat, vampire ruff/cravat, wedding tux with the tails. The rest you'll have to do out of standard parts.
    Maybe the Baron boots from the Magic pack could work.
  14. Quote:
    Originally Posted by Father Xmas View Post
    Balance is overrated. Someone with a Defender will always have a tough time versus a Scrapper or a Brute.
    That's actually not true.

    Granted it will depend on specific sets, but a Rad Emission Defender will make short work of any Scrapper or Brute that lacks a ranged mez.

    The Defender will never close to melee range and will debuff the Scrapper or Brute into a kitten, because without a ranged mez the melee toon has no way of shutting off the Rad toggles. If the Defender's secondary happens to be Psychic Blast it gets even uglier, because any heal powers the melee toon has will never recharge fast enough to keep them alive.

    Basically, if you're playing a Scrapper with no ranged mez and a Rad Defender drops it's toggles on you, you have 2 choices: Run away or die. It's pretty rare for the melee toon to win in that situation.
  15. Quote:
    Originally Posted by UberGuy View Post
    Yes, though you probably shouldn't think of it as level 55.

    It becomes and IO that gives you +25% more enhancement on each of its stats. (Every booster increases the enhancement by +5%.)

    So a level 50 Recharge IO, which normally gives +42.5% recharge boost, becomes a 50+5, and grants +53.0% recharge.
    So a level 50 damage IO boosted 5 times would be equivalent to the straight Damage enhancement from a purple set?

    Interesting.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Bill is still playing, but currently premium so no forums. Leveling Street Justice I believe, and having a ball apparently.
    I'll be surprised if Bill subscribes again. He didn't seem especially impressed with the Incarnate stuff, and he's been around forever, so he has pretty much everything permanently unlocked as a premium player. He really doesn't have a compelling reason to pay them.
  17. I always thought it sounded kind of fun to roll an AR/EM blaster and hover really high aiding in spikes with Sniper Rifle, since AR gives no indication where the shot came from.

    Not fun enough to actually roll one, because it'd be kind of a one trick pony, but it sounded like it could be amusing.
  18. Okay, I know I'm not the most popular person in the PvP forum, mostly because I tend to piss people off on my rare visits.

    But I'm asking an honest question this time.

    I rolled up a Psychic/Poison Corruptor for general game play, and I'm wondering about the combo in PvP. I've found some new players on Pinnacle interested in PvP, so I've been sharing what I know with them (I'm not as good or knowledgeable as most of you, but I'm not a complete noob either)

    I already know the basics of putting together a PvP build: as much HP as possible, as much KB protection as possible, don't bother with AoE attacks, use procs when you can, have SS/SJ, etc., so I don't really need advice in that regard.

    What I am looking for is specific advice for this combination. Last I checked, Psychic Blast was still considered pretty decent for Defenders, so I figured it was safe to assume it would be at least decent when you add a little more damage and Scourge.

    I'm hoping someone who has tried this combo will be willing to share their knowledge regarding it.

    As of right now, I'm assuming that I will want to have Envenom and Weaken from Poison, and maybe take the hold and slap some procs into it. Anything else worthwhile in Poison, or is that about it?

    Also, I'm guessing I want at least Mental Blast, Will Domination, and TK Blast from Psychic. Do I want to skip the rest of it, or are there other things I'll want from it as well? Or would I want to replace Mental Blast with Subdue?

    My skill level is average to slightly above, and I'm unlikely to sink a lot of money into a build unless I end up getting a drop that sells for a lot. Will this combo work out decently for me for the occasional PvPing I do on a not-ridiculous budget, or would I need to spend a lot to make it worth it?

    Thanks in advance for any answers I get
  19. I agree that not all the female costume options should look so....whorish.

    The downside to the most frequently proposed solution: "Just make the male pieces usable on females as well" is that if you did so, female characters would end up with nearly 3 times the costume options as males. They already have nearly twice as many in the default costume pieces.

    You can bet your bottom dollar they aren't going to make the female costume pieces usable on males, and any new male exclusive pieces will be immediately demanded for female characters, making the problem worse.

    Yeah, it kind of sucks that female characters are forced into a certain appearance if you use entire costume sets at once, but isn't that why we have such a great costume creator, so you don't have to use entire costume sets at once? Many games would just give us the costumes, and the only control we'd have over it is what color it is.

    I've seen female characters that are decidedly NOT sexy, and are actually downright intimidating. Exercise your creativity a little bit and I'm sure you can find a place for some of the costume pieces in your own creations without having to make your character so stereotypical.
  20. Quote:
    Originally Posted by Xanatos View Post
    Don't confuse message board presence with receptiveness to ideas.
    They decided not to make us pay 15 Astral Merits to unlock the new Incarnate slots, based on our reaction to it.

    How many other dev teams would do the same? I'd say it's a safe bet the answer you're looking for there is "none".

    That means they DO listen to us, it just doesn't always end up how we'd (as a whole) prefer.
  21. I plugged my BS/DA build into Mids' as a brute, exactly as it is in-game, and discovered that anything you do with your scrapper build will translate perfectly to a brute.

    The only difference I noted was the higher HP. It was more like 2,200 instead of the 1,900 my scrapper is rocking.

    I have yet to level him as a brute, he's sitting on Exalted waiting for me to have enough time to focus on a character for a while.
  22. Quote:
    Originally Posted by Botzo View Post
    I've heard strange things about the way -resist stacks such as it doesn't.
    You heard incorrectly.

    -resist will indeed stack, but it depends on the source.

    For example, the Achille's Heel proc will not stack with itself, but it WILL stack with other sources of -resist, such as that found in Reactive.

    If you have the cash for it, you can also slot a Gladiator's Fury -resist proc, that will, again, not stack with itself, but it will stack with other -resist abilities.

    You can potentially have -40% resistance from the two procs, and whatever Reactive maxes out at.
  23. Ummm......

    <-------My forum handle should tell you all you need to know

    I have 4 characters with Claws at the moment, 2 scrappers and 2 brutes.
  24. Complaining that your tanker doesn't deal enough damage is akin to complaining that your stalker doesn't have enough control.

    Sorry, but it's true. Tankers are not, and were never meant to be a primarily damage-dealing AT. They have always been intended to fill the TANK role on a team.

    How do I know this? Look at the layout of the power sets available to tanks. Their Primary power sets are mitigation sets. Their damage powers are their Secondary power set.

    Do you invite a Defender to your team because you want a direct damage dealer? No, you invite a Defender to your team when you want buffs and debuffs. Tanks are the same. You don't invite them when you want damage, you invite them when you want agro control.

    It's not really you that I have a problem with Johnny. There have been occasions on other topics where we have been in agreement.

    My problem is with your insistence that tanks be shoehorned into a role they were never designed to fill. If they were meant to be the main damage dealers on teams, their damage dealing powers would be their Primary sets, not their Secondary.

    And I'm sorry, but clinging to how things are in comic books as justification for insisting that tanks deal more damage is ridiculous. Comic books have writers that can adjust powers to do as much or as little damage as they need to to move the story along.

    Video game designers have to balance things like mitigation versus damage output so no one AT is clearly better than another. The comic book notion of a super tough, high damage character is one of the first things that MUST be tossed out the window, because it is not balanced in a video game where no character type is supposed to be superior to another in all situations.

    It's been explained to you countless times, and you keep refusing to accept that there is a valid balance reason for tanker damage to be lower than other melee ATs.

    I'm sure I'm wasting my time explaining it again, but I have to try in the hopes that you'll get it one of these days.
  25. There's a few goofs in your build.

    The first one that jumps out at me is this:

    I assume you were actively slotting for recharge bonuses? Well, there's a problem with what you did. You know about the rule of 5? I'm guessing not based on your slotting.

    Well, the rule of 5 is a limit of 5 bonuses with the same name that you are allowed to have on your character. All of the 5% recharge bonuses you have slotted here have the same name. You have 10 of them. So that's a full 25% recharge that you are not getting because you exceeded the cap of 5.

    Another thing I noticed: You have Divine Avalanche slotted with 5 Red Fortune and a LotG. Divine Avalanche needs to hit to have any effect on your defense, and you have zero accuracy slotted in it. If you fight uplevel at all, you are going to find yourself whiffing with the one power you DON'T want missing. A lot.

    You don't need the Steadfast KB Protection if you have Grounded.

    With Katana as your primary, I would slot for positional defense instead of typed. That's just personal preference, but positional defense will protect you from things that typed won't. For example, a lot of Psi attacks are flagged as ranged as well, and there is no such thing as Toxic defense, so having positional defense will prevent pure toxic attacks from landing (pure toxic attacks are rare, but they suck when you find them)

    I would slot Mako's Bite in all 3 of your single target attacks for the ranged defense. This serves 2 purposes: 1) the obvious benefit of increasing your defense, and 2) it eliminates 3 of those completely wasted 5% recharge bonuses.

    I would also consider 6 slotting Eradication in your PBAoEs. You get 1.8% more max endurance, 1.56% ranged defense, 2.25% max HP, and 3.13% AoE defense. Your overall damage enhancement will be a little lower, because the set caps at 30, but I've been running the saem set up on my BS/DA scrapper for a while now and he still kills stuff fine with his AoEs.

    You said you don't have an unlimited budget. You're not going to be getting the Gladiator's Armor +3% defense without an unlimited budget or a LOT of work. (It costs a minimum of 2 billion influence, 30 Alignment Merits, or 60 (?) Empyrean merits.)

    There's a few other little things, but those are the major ones.