ClawsandEffect

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  1. Quote:
    Originally Posted by Blackleviathan View Post
    BUT if in freedom some one DOESN'T have going rogue your stuck as a hero / villain anyways it would be a minor maybe no 60 merits but like 20-30 ish? Or the choice of rogue / vigilante merit? So it would be slightly fair?
    If you don't have access to Going Rogue you don't have access to alignment merits in the first place.
  2. I've been wondering something for a bit now.

    With the advent of Freedom, I may let my subscription lapse if I run into a money crunch.

    I know I'll still be a Premium player and I'll still have access to the vast majority of my stuff due to my vet status, but I was wondering about the IOs I have slotted on most of my higher level characters.

    I know IOs are listed as "limited" access to Premium players. Now, does that mean I will have to pay extra to keep them, or will the ones I already have slotted continue to work if I drop to Premium for a while? Or is it another thing that is based on vet status? (X months played and you get to keep them)

    I did a quick search and couldn't find an answer to that particular question. Either my search fu sucks or the answer just isn't there.

    It seems like it would be fair if they did it like legacy powers have been done in the past. If you leave your character alone you get to keep all your IOs, but you aren't allowed to slot any new ones (meaning if you respec your character you lose them all)

    Any clarification on this would be nice. I also turned a couple friends on to the game and they took advantage of the $1.99 sale (making them VIPs for now). I gave one of them a KB protection IO to slot on his Dark Armor scrapper. Will he get to keep that or will it go away when they drop to Premium status? (they are not planning on remaining subscribed due to money issues)

    Any clarification on this would be appreciated. If no one knows I'll probably PM Zwillinger and ask him directly, but I'd rather not pester him with it if I can find the answer somewhere else first.
  3. Quote:
    Originally Posted by Nine_Claws View Post
    Not many people (if any at all) can take a GM down solo...
    It's much more common than you think.

    I've done it myself with a Rad/Sonic Defender. (Granted, it was only Kraken, but a GM is a GM)

    Bots MMs can most definitely solo one, but not at level 29. At 50 with the appropriate IOs it gets much easier.

    The most common GM soloers are various forms of Illusion controller. Usually Rad or Cold.

    I've seen video of it being done with a blaster, and I think someone pulled it off with a Dark Melee/Shield Defense scrapper as well.

    With the advent of Incarnate powers, the variety of ATs and builds that can do it has dramatically increased. Even under the "no temp powers" rule, Incarnate abilities still count because they are not temp powers.

    Edit: D'OH!

    Didn't notice the necro, so I posted and said almost the exact same thing I said the first time I posted in the thread 3 months ago.
  4. Quote:
    Originally Posted by MaestroMavius View Post
    I was sending him /Tells reminding him of why he created the violation to begin with when one of the ITF crew chimes in local with a snort.
    Something along the lines of: "Yes!!bbq!! It worked, I pwned you fool, was quick too I just reported you a few minutes ago!!!!"
    If I were the team leader I would have booted that guy for being a dick.

    It's one thing to report someone, it's another thing entirely to report someone and then brag about it and say you "pwned" them by reporting them.

    It's like the kid who'd get people in trouble in school and then get in their face like "HAHA I told on you and you got in trouble! I'm better than you!"

    If you're going to report someone for something, just do it and keep it to yourself. There is no reason whatsoever to report someone and then brag about how it was YOU who did it.
  5. Quote:
    Originally Posted by Frostburnt View Post
    I'm sitting on 18mil atm, and have mostly generic IO/SO enhancements in my slots. I'm leaning away from Ice as my epic and considering retaking fire.
    Go redside and get Mu Mastery. Electric Fences and Ball Lightning will pump up your AoE damage output a bit.

    You can fit several procs into Electric Fences and it will turn into a decent damage power.
  6. Quote:
    Originally Posted by B_Nix View Post
    So combine the best parts of EM and Devices? I don't see how that makes a better "natural" blaster as I don't see devices as a natural set but rather a tech set. If you want a pure natural set do martial arts, and you don't get a cloaking device because that's tech.
    Batman uses devices, and he's natural.

    I look at it a little differently.

    If the devices in question are beyond the scope of current technology in the world you live in, then they are Tech origin. If you could buy them off the shelf at an Army surplus store, they are Natural origin.

    In a world where we have medical teleporting technology and the police force has regular access to power armor, the doodads in Devices are most definitely NOT beyond the scope of readily available technology for that world.
  7. Quote:
    Originally Posted by HighRoller View Post
    Energy Manipulation is very glowy. Also, it has huge knockback effects.
    Really? Where? It IS very glowy, but the "huge knockback" just isn't true.

    Energy Manipulation has exactly ONE power that has knockback. Power Thrust. There is not a single knockback effect anywhere else in the set.

    I've been telling my wife the same thing for years. She hates Energy Manipulation because of knockback, and it has as much knockback as Martial Arts, and LESS knockback than Electricity Manipulation (Havoc Punch, Thunder Strike, and Lightning Clap all have KB)
  8. It's not the worst I've seen.

    I concur on 6 slotting LotG being a waste of slots. 3 is plenty, maybe 4 if you want the accuracy bonus and can spare the slots.

    A little confused as to why you'd slot the purple stun set in an attack. Especially one in which the chance to stun is so relatively low. If you really want to slot Absolute Amazement for the bonuses, pick up Stun instead so the thing the set enhances is actually the reason for taking the power. Slotting Energy Punch for stun is akin to slotting Charged Brawl for end drain: yes, it does do that, butyou'd be better off slotting it for damage. Personally, I'd drop Energy Punch from the build altogether and replace it with Flares.

    I would also take Apocalypse (and it's very nice damage proc) and put it in an attack you will use more often, like Fire Blast or Blaze. (I'd slot it in Flares so you can spam it for more chances for the proc to go off). I mean, how often are you really going to use Blazing Bolt?

    I concur with plainguy on ranged defense. The vast majority of mezzes that will be aimed at you are ranged, and those that aren't won't be a problem if you're out of range of them.

    Quote:
    I know the purples are the best though and I dont want to downgrade to much just because of "money."
    This is a common misconception. Just because something is expensive does not always mean it is the best choice for your build. If your goal is extremely high recharge, then they probably are the best choice. But if your goal is soft-capping defense on an AT not meant to have high defense, then they are probably actually the WORST choice, because they are extremely expensive and don't give you any kind of defense bonuses at all. Whether or not purples are actually the best depends entirely on what your build goals are. Personally, I never use them, simply because they are so expensive and almost never have set bonuses I'm interested in.
  9. Quote:
    Originally Posted by Werner View Post
    You can softcap everthing but Psionic, and I bet you could get pretty close on Psionic. Check further up the thread. Hover or Stealth gets you there, though there's probably a better way. In any case, the point is that it's possible on Scrappers. Whether it's worth it or not is another issue, but it's certainly possible.
    Let me amend that:

    I've never come up with a scrapper or brute build that soft-caps all types WITHOUT severely gimping other aspects of the build.

    Willpower doesn't have an overabundance of defense debuff resistance. If you focus all your slotting chasing the soft cap and either run into something that bypasses your defense or debuffs it into the dirt, you're going to be in a world of hurt because the rest of your build won't be up to snuff to handle those enemies.

    I like defense on a Willpower build, but not so much that I'm willing to ignore the other things Willpower is good at to get it.
  10. Quote:
    Originally Posted by Kazz View Post
    I did slot both Mind Over Body and Tough so the Resistance value is at the ED cap. So you would recommend focusing on the E/N softcap over the S/L? I don't want to get ripped to shreds by mobs outside of the iTrials because I'm not S/L softcapped.
    In my experience, the last 5-10% to the soft cap is the toughest to get. If you're already sitting at 39% to S/L with a build, I would call that good enough and move on to E/N defense. (I focus on E/N first, but that's just personal preference)

    Eradication is an AWESOME set if you're slotting a Willpower character. It gives you more max end, 3.13% E/N defense, and 2.25% Max HP (the largest HP bonus found outside a purple set). I actually like Eradication better than Obliteration for most applications, but again, that's personal preference.

    My reason for shooting for E/N defense first is because of the end drain associated with electricity attacks. The first 3 TFs feature a LOT of electricity attacks (Clocks, tons of Clocks, and Freakshow respectively), and it really sucks getting tagged with a bunch of them and having your toggles drop because you've been spamming attacks. You'll continue to fight Freashow on and off for your entire career, and if you decide to switch sides....well, then you have Mu to deal with.

    So, I consider Energy defense slightly more important than S/L for a Willpower. Don't ignore S/L completely, but I've found that 35% or so to S/L is enough for a large percentage of the game (can always pop a Luck if you run into a bad situation).

    Also, aside from the end drain, pure electricity attacks will stand a good chance of outright killing you as well if enough of them are getting through. You resist probably 50% of Smashing and Lethal attacks, but it is doubtful your Energy resistance is above 10%. There's also the added (and annoying) fact that a significant percentage of Electricity wielders are reluctant to close to melee and fuel RttC for you (Mu Strikers, I'm looking at YOU!). Mu, some Freakshow, and Cabal will all hover outside melee range and continually nail you with pure energy attacks, so if your defense to them isn't very high, it's gonna suck.

    For the record, I'm not saying you HAVE to build anything the way I'm suggesting. I'm just explaining my reasons for why *I* build my Willpower characters this way.

    Oh, one more reason: E/N defense is usually cheaper than S/L if you're looking to buy it on the market.

    And on the whole soft-capping to S/L thing. It's not as absolutely necessary as some are convinced it is. If all you have going for you is defense then it most certainly IS necessary, but if you have more than that it gets less important. The way I look at it is: The more layers of mitigation you have, the less crucial any one layer is.

    Example: SR has ONE layer of mitigation; defense. That means soft-capping an SR is virtually mandatory. If you defense fails, nothing but a few seconds time is between you and a dirt nap.

    Shield Defense is ALSO a defense based set, but it has some resistance and higher max HP as well. That makes defense slightly less crucial for it. A Shield defense character that is not soft-capped will perform much better than an SR that is not.

    Then you get to Willpower. Willpower has: Defense, resistance, high max HP, and a metric buttload of regeneration. That's 4 layers of mitigation. Will a soft-capped Willpower character be a beast? Absolutely. But the additional layers of mitigation Willpower possesses means that defense is much less important for it than for SR or Shield.

    If you focus so much of your slotting on defense that you gimp max HP, resistance and regeneration, your character will not perform as well as one who took a more balanced approach. If you can soft-cap while still building those things up as well, by all means do it. But if you start taking away from the other things that make Willpower such a good set chasing the soft-cap, it's probably not going to be worth it in the long run.
  11. Quote:
    Originally Posted by Kractis_Sky View Post
    The two main things I see are for health (to max regen) or defense to at least get e/n and possibly f/i
    Don't worry about Fire/COld defense unless you've got your E/N and S/L needs met. Pure Fire or Cold damage is pretty rare, especially cold. The only pure cold damage attacks I can think of are Frost Breath and the rains. (and the rains you can just move out of )

    Energy damage is the third most common damage type in the game and a significant amount of it is pure energy.

    If your toon were a tank it would be possible to softcap all types. I've unfortunately never come up with a scrapper or brute build that achieves that feat. I can get 2/3rds of it, or I can get them all in the 30s. Jury's still out on whether its better to softcap a few types or get solid defenses to all.

    I concur on the health side of it though (assuming Kractis is talking about Max HP here). A WP scrapper can achieve HP totals in the neighborhood of 2200 without compromising anything else in the build (scrapper HP cap is 2409, so 2200 is damn close)

    I don't have a build on hand, but if I find some spare time I can slap something together for you.
  12. Quote:
    Originally Posted by Kazz View Post
    I've never played a /Willpower this high, so I don't know which powers from the secondary I should/shouldn't take.
    You want everything except Resurgence. Strength of Will can be skipped, but I like to take it for a place to slot a Steadfast Protection Res/Def without having to add a slot to something else.

    Willpower is a set that gets stronger the more of it's powers you add. Very much a case of the whole being greater than the sum of it's parts.

    Also, yiou should be just fine at 39% S/L defense. If you slotted Mind Over Body and Tough you resist S/L damage pretty well, so the defense isn't as important as the E/N defense (which you get almost no resistance to at all)
  13. Quote:
    Originally Posted by JusticeisServed View Post
    is all based on my current build.
    But I'm trying to figure out how the +heal factors in. Obviously the +heal makes all my healing better but it appears to also affect my +regen is this true?
    Quote:
    Originally Posted by Elegost View Post
    Unfortunately, no.
    They will make the healing component of Dull Pain heal for more, but that's already high enough that you won't notice the set bonuses. Heal powers like healing flames and reconstruction that have a resistance component ignore heal set bonuses (for mechanical reasons, not intentional reasons). And they also do not boost regen-powers either (so no boost to FH, Integration, health, or IH from those bonuses. You would literally only see a change in Dull Pain - the one power where you really don't need it).
    So definitely do *not* build for heal set bonuses (4 piece numina set = no. Don't even go for a 3 piece, that hp set bonus is worthless, too).
    Actually Elegost, the answer to the question he was asking is "Yes".

    He was asking if Spiritual Alpha's heal enhancement affects his +regen powers, and it most definitely DOES. He wasn't asking about set bonuses.

    The Alpha powers will enhance anything that will accept an SO of the correct type. So, Spiritual Alpha will indeed enhance any power that will accept a Heal IO.

    It will boost Fast Healing, Health, Reconstruction, Dull Pain, and Instant Healing. It will also enhance Physical Perfection if you have it. It will also boost the +Max HP effect in High Pain Tolerance and True Grit.

    I've confirmed this in game. My Claws/Regen's enhancement in Fast Healing is sitting at around 120%, which would be impossible if the portion of Spiritual that ignores ED were not working in it.

    I think what tripped you up is the fact that +heal set bonuses are pretty useless for regen, which is true. But....Alpha enhancements are not set bonuses.
  14. Quote:
    Originally Posted by ultrawatt View Post
    jumping (hulk, that all i can think of)
    Hulk is one of few characters that actively USES Super Jump.

    But, since all it is is a function of his leg strength, it is logical to assume that any character with super strength should be capable of it (assuming their super strength is not a side effect of them being particularly dense, which means they will be very heavy as well).
  15. ClawsandEffect

    Older Powers

    Quote:
    Originally Posted by joebartender View Post
    I tend to look at this as semantics. Yes the power is going from a repel aura to a stun aura but when you get down to it the power was changed from one form of mitigation aura to another form of mitigation aura.

    The basic function of the power, to be a mitigation toggle didn't change just the manner in which the mitigation is provided.
    I look at it like this:

    Does a change to a power change which enhancements you can put in that power?

    If it adds an enhancement type without taking one away or doesn't change at all: No Cottage Rule violation. Energize would be a good example of this. It added the ability to slot Heal enhancements, but didn't take anything away from it.

    If it changes an enhancement type while making the original type no longer valid: Yes, the Cottage Rule has been violated.

    BUT......like I said earlier, the Cottage Rule isn't set in stone. If the devs feel such a significant change is called for, they will violate it.
  16. ClawsandEffect

    Older Powers

    Quote:
    Originally Posted by Draeth Darkstar View Post
    The only other mechanic of any use in FF is the small mez protection on Dispersion, and now everyone can provide better mez protection by going Clarion Destiny.
    So, since we have post-50 content, nothing else in the game exists anymore?

    You seem to be forgetting that there is an entire freaking game between you and the ability to have Clarion Destiny.

    Also, as noted, new players and returning players will not have access to IOs right away unless they choose to buy access. How exactly do you get significant defense on a Blaster, Defender, or Controller, while not using any IOs whatsoever? (Answer: you team with someone who can provide it)

    Saying an entire powerset is useless because we have Incarnate powers (which we can't get until we are level 50), and because we have IOs (which not everyone uses, and free players won't be able to use at all) is pretty foolish.

    Maybe Force Field is useless to you and your crew of IOed out Incarnates, but it is still plenty useful to the people who don't have or don't want those things.

    I got a couple people interested in the game while they had the $1.99 sale going. They are going to be Premium players who will not be buying access to IOs for quite a while, if ever. I rolled a FF/Sonic Defender to run with them because defense is the most useful thing I can provide them that they can't do for themselves.
  17. Quote:
    Originally Posted by Justaris View Post

    As has already been mentioned upthread, you can continue to do Rogue Tips as a Rogue - these are missions which have story elements specifically tailored to the Rogue alignment.
    And there are Tip missions which are unique to Rogues. No other alignment will get those missions.

    There are unique Vigilante tips as well.

    I think there will probably be Rogue and Vigilante contacts eventually, but there's only so much the devs can release at a time.
  18. Quote:
    Originally Posted by BattleWraith View Post
    This is one of the worst customer experiences I've had with any company, probably only exceeded by Comcast.
    *shrug*

    When I have a bad customer experience, I take my business elsewhere.

    As far as I can tell, the PvPers in CoH are gluttons for punishment. Any other group of people in this game, upon having the part of it they enjoy the most gutted, would have moved on to a game that gives them the experience they want. But PvPers here hang on in the (probably vain) hope that, someday, the devs might make it all better.

    They will probably look at PvP again, and make changes. But, if the past is any indication, what they end up doing isn't going to be what PvPers want.

    I'm not a hardcore PvPer, and I never claimed to be. What I am is a "casual" PvPer. I mess around with it on occasion just for fun, and I don't take it too seriously. I don't think I've ever made a dedicated PvP build (mostly because I don't want to farm my buttocks off to afford all the stuff I'd need for it), and I'm happy with where my PvP skill level is (honestly somewhere in the neighborhood of "mediocre")

    So I guess since I'm not "invested" in PvP or "dedicated" to it, I'm not allowed to say anything about it?

    And PvPers wonder why they're the red-headed stepchildren of this game. If you didn't come into a conversation with people outside your little circle throwing insults and derision at them, maybe you wouldn't be huddled your little corner and the REST of the game might actually care that you exist. I don't personally have anything against PvPers, but I gotta say, the attitude some of you have toward anyone who isn't one of you isn't helping your case any.

    (The last part was directed at the guy who made his first post to tell me how I have no right to talk about PvP because I'm not invested in it)
  19. Quote:
    Originally Posted by DeathHarvester View Post
    what do you think could defeat my buddies brute with fight club rules?
    After i21 I'd give a DM/Regen brute good odds. It will be damn hard to kill, and it has a damage type and secondary effect that Invuln is not especially strong against.

    Street Justice might end up being a good PvP set. I don't know if anyone got around to testing it when it was still on beta, or what they determined if they did.

    Basically, after i21 hits an Anything/Regen brute will be a fight clubbing monster.
  20. Quote:
    Originally Posted by Malkore View Post
    Mark my words if pvp isn't fixed the game will die just as soon as the i21s get sick of running our content.
    Just like the game died when the majority of the PvPers left?

    Oh....wait....it's still here.

    Sorry, this game does not live or die by the PvP population. That has been conclusively PROVEN already. Every single PvPer could up and leave right now and the game would not even notice.

    You know what else? The free players aren't going to like PvP either, because they won't be able to build the ridiculously expensive characters that dominate PvP in this game. Unless you think the free players are going to have fun being farmed by PvPers they don't stand a snowball's chance of being competitive against, let alone actually beating.

    Edit: After reading some more of the thread ( I didn't read past what I responded to), I have to add: I really DO hope they give PvP some love. I enjoy doing it on occasion and I'd like it to be more fun.

    I just think people frequently overestimate how important PvP is to the survival of the game in the big picture. Honestly, if the devs removed PvP entirely with no prior warning...a good 85-90% of the playerbase wouldn't even realize it was gone for quite a while. If PvP were particularly important to the game's continued survival, it's a safe bet the devs would have been trying to make it right this entire time. Since they haven't been, one can safely assume they've determined (via information we don't have access to) that the disappearance of the PvP population won't do a whole lot of damage to the game as a whole.

    Balancing PvP seems to be an especially problematic dilemma. Ranged ATs will ALWAYS have the advantage over melee ATs, and there's nothing that can really be done about that. Getting rid of Travel Suppression and Heal Decay will help, but it's not going to fix everything by itself.

    The devs attempted to make it so any build is viable in PvP. A respectable goal, but one that they will probably never achieve. The only thing that attempt really did is it changed which builds are the overpowered go-to combos. Remember how good Ice/EM blasters used to be? Well, now they kind of suck and have been replaced by Psi/EM blasters. Defense based builds went from gimped to overpowered and back to gimped.

    Everything the devs change just causes a shift in which builds are the FOTM builds, and not much else. And honestly, we're not helping much with that. People interested in PvP tend to gravitate toward the "best" builds and never really try that hard to figure out how to make the oddball combos viable.

    I don't envy the devs on this one. Their work is cut out for them and anything they do will be met with scorn and anger. Especially if it doesn't fix things to peoples' satisfaction.
  21. Quote:
    Originally Posted by quickfire View Post
    I don't see how changing the powersets you choose at character creation, at least once in the life of the character, would present balance issues.
    I'll give you an example.

    As we all know, Shield Defense is a very powerful set in the late game, once you get Shield Charge and have enough slots to get to the soft cap easily.

    The balance for that late game power is the fact that in the early levels of the game, Shield Defense is pretty squishy, because you don't have a whole lot of defense early on, and you lack some of the powers that makes Shield Defense so good.

    Enter powerset respecs. Now you can level a Regeneration scrapper, which is powerful in the early game. Few things level through the first 25 levels or so faster than a regen.

    Suddenly, you can level your character as a Regen and switch to Shield Defense at a level where Shield Defense starts getting good, completely bypassing the early level squishiness that is the price Shield pays for being so good later.

    Or leveling a Fire/Rad controller. Fire Rad is a good set early, because Radiation Emission gets most of it's good powers before level 20. Level it to 38 and switch to Fire/Kin when you can get Fulcrum Shift. Or you could switch to Cold Domination when you reach the level you can get it's powerful debuffs.

    If you look at it, it is like that across every AT. Powersets that get extremely powerful in the late game don't have much going for them early on. That is the balance point for them being so powerful later. Conversely, power sets like Regen that are strong in the early game don't really get a whole lot better in the late game. Basically, once you hit level 28 with a Regen, you are not going to get much better than you are right then.

    If you could level as one of the sets that are good early and switch to a late-blooming set when it starts getting it's good powers, you would be destroying part of the balance between those sets.
  22. ClawsandEffect

    Older Powers

    Quote:
    Originally Posted by MaestroMavius View Post
    Fun little fact - The Cottage Rule derives it's name from an off hand comment from Castle(iirc) along the lines of;

    "We won't alter a power in anyway that changes it entirely. Like taking Build Up and making it build a cottage instead of buff damage."

    Thus, the phrase 'Cottage rule' started getting used whenever changes to a power are suggested.
    A lot of people also get confused about when something is breaking the Cottage Rule and when it is not.

    I've heard many people say that changing Conserve Power to Energize is breaking the Cottage Rule. It is not. Energize gives you an endurance discount, just like Conserve Power does, they just added a heal to it as well.

    Technically, one of the changes to Stalker Energy Aura IS breaking it though. Changing Repel to a stun aura is completely changing the basic purpose of the power.

    The Cottage Rule isn't set in stone though. The devs WILL completely change a power if they determine that the power is broken enough to warrant the change. They won't change it just because the players ask them to though.
  23. Quote:
    Originally Posted by Forbin_Project View Post
    Positron's post had nothing to do with content. You don't earn Incarnate Trials, you earn the rewards. And it's the rewards you keep if your account drops to Premium.
    I think this is the key point.

    If you drop to Premium you won't be able to run the trials, but you'll keep any of the things you earned in trials you ran previously.

    At least if I'm understanding it correctly. You'll keep what you already earned, you'll just lose the ability to earn more.
  24. Quote:
    Originally Posted by Shadowe View Post
    Heh. Sorry, was short-handing my statement. Where I refer to "100%" in that post, I mean "100% of all power sets that have been added for free". And since, if you discount the distinct and unique power sets that were added with CoV, the number of power sets added per year drops to about 2, it makes it even easier for the devs to give us the quantity of "free" power sets we have historically been given in the same absolute quantities.
    I dunno about you, but I'll be getting every one of the new powersets without spending a dime extra.
  25. Quote:
    Originally Posted by Electric-Knight View Post

    I've heard of a Blaster AR/Dev going for it, mostly just using the devices, hehe.
    I'd do it with a Traps Defender instead.

    More survivability, and you don't get as many questionable powers (Smoke Grenade, I'm looking at YOU!)