ClawsandEffect

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  1. Not necessarily bad, just people are busy with either A) Beta testing i21 or B) Double XP weekend.

    You need more defense bonuses. There are numerous spots in your build you could have gotten them, but you slotted something else instead.

    Invuln isn't actually all that great if you try and rely completely on resistance, especially for a scrapper, which gets lower resistance values out of the gate.

    It also looks like you're trying to get Psionic resistance in your build. In a word: Don't. The amount of psionic resistance you can achieve through IOs is pretty pathetic, less than 20% or so if I remember correctly. You would be FAR better off focusing on getting your defenses solidified and just leaving the Psi hole.

    Ideally, an Invuln scrapper wants to be softcapped to as many damage types as possible with only one enemy in range of Invincibility.

    You really want Energy and Negative Energy defense in your build. You barely resist it at all, and there isn't much stopping it from hitting you. Additionally, any electricity based attacks will drain your endurance, and they are PURE energy damage.

    You have the right idea with the Kinetic Combats. Use them in ALL your single target attacks. For your PBAoEs, use 3 Eradication and 3 Cleaving Blow. The Force Feedback isn't helping as much as you'd probably like it to, I'd skip them.

    Ditch the Impervium Armors and replace them with 4 Reactive Armor (1.25% defense to S/L/E/N)

    Put 2 Rectified Reticle in Tactics and Invincibility for 1.88% S/L defense for each pair.

    Put your Steadfast Res/Def in a passive to save slots in Tough. Give Tough 4 Reactive Armor.

    If you follow my advice here, you'll find that you won't need Shadow Meld anymore, and can pick a different APP/PPP if you want.
  2. Quote:
    Originally Posted by UberGuy View Post
    So what it comes down to IMO is that Regen's surivability is called "gimp" compared to Willpower almost solely because its powerset contains no +defense to build on with pool powers and IOs.
    Basically.

    Willpower's ace in the hole is Heightened Senses. With just SOs and no set bonuses, the survivability difference between a well played Willpower and a well played Regen is negligible.
  3. Quote:
    Originally Posted by Werner View Post
    I suppose I could be missing something if you like Revive. How are you taking advantage of it?
    I had a concept build that used Revive in combination with Self Destruction.

    I blew myself up and rezzed while everything was still on it's butt from the KB. It was fun, but ultimately pointless because Self Destruction really doesn't kill anything anymore by the time you get Revive, so I still had to kill the spawn anyway.

    Edit:

    Not sure where all the /Regen hate is coming from. I still love mine, and he's not nearly as tough as he could be if I were inclined to drop more money into his build.

    The biggest thing about the debuff resistance it's getting is the fact big regen debuffs floor your regen through Instant Healing currently. Add 50% debuff resistance to the equation, and now those debuffs won't be able to completely halt your regeneration anymore. Get hit with a big debuff, pop IH and you should be good.

    The damage resistance is nice for extending your survivability too. The less damage you take, the less you have to heal back. The less damage you have to heal back, the more time you get to spend dealing damage instead. Especially if you're playing a set that has redraw. Less healing means your attack chain won't be interrupted as frequently. Fewer interruptions = higher practical DPS.

    They have to be careful with any buffs they give /Regen. It would not be hard at all to buff it too much and catapult it right back into being overpowered. With as much healing as a /Regen has at it's disposal, any buffs to other forms of mitigation have to be done carefully.
  4. Quote:
    Originally Posted by Tife_the_Gilded View Post
    True. But It would take at least 2 of the other concealment powers to have. and I assume most of the pvpers would rather go for something that helped their build against more AT's rather than dipping 3 powers into a set that helps their build only against 1. Cant guarantee it, and I def don't think it should negate Stalkers Hide. the fine details would have to be worked out of course. But it should help a little.
    You're talking about the same people that consider both Super Jump and Super Speed MANDATORY on a PvP build.

    If a power would negate Stalkers' ability to even be competitive, you can bet a lot of people will take it. Especially since Concealment is a fairly popular pool already anyway. A lot of people take stealth powers so they can more easily disengage from combat, it's not just a stalker thing. A power that negates that would be considered invaluable.
  5. Quote:
    Concealment
    -See Invisibility = Toggle: With this power active you can see through almost all forms of stealth. (Was thinking of Excluding Superior Invisibility and the Maelstrom Stealth.)
    Can you imagine what this power would do to Stalkers in PvP? It would make them completely pointless to play. Without the ability to be invisible they are just a really squishy scrapper.
  6. Quote:
    Originally Posted by Elegost View Post
    I just checked in game: 11.25% is at level 1. it goes up to 25.35% at lvl 50. Also it's freakin enhanceable! So we're gonna be sitting at ~50% regen resist at 50. If you can actually slot FH. which most of us don't.
    I've ALWAYS slotted Fast Healing. I play a Claws/Regen, and I'm not really hurting for slots so badly that I have to gimp FH. SO, when this goes live I'll have 50% regen debuff resistance. (Which I suspect is enough to allow Instant Healing to overcome those ridiculous regen debuffs things like Longbow throw around)

    My reason for slotting Fast Healing is simple: I like a lot of passive regen on my regen characters. My main is sitting at close to 700% with just Integration running. I do that so I can heal back the piddly minion damage quickly and won't have to waste a Reconstruction on it. That's how I keep my DPS up, I try to hit my click heals as seldom as possible.

    Also: Spiritual Alpha will enhance it as well, probably to the tune of an additional 5% resistance or so at tier 4.

    Quote:
    Resilience is a base of 9.38% res(all), nearly double what it is now.
    So, it'll be around 13-14% after it's slotted? Nice, might have a reason to put a couple slots in Resilience now. Between that and Tough it looks like I should be getting around 30% or so S/L resistance. That will definitely help my survivability.
  7. I'd use 4 Thunderstrike instead. It gives you 2.5% defense to E/N damage, 2% recovery, and a 7% accuracy bonus. The 2.5% defense bonus is the useful one there. It is possible to softcap a blaster to Smashing, Lethal, AND Energy attacks (the 3 most common damage types in the game by a wide margin). And if you use Acc/Dam, Acc/Dam/Rech, Acc/Dam/End, and Dam/Rech you still get pretty good enhancement in the powers.

    Kinetic Combat in your single target melee attacks will help get closer with S/L defense.
  8. It only becomes a problem if every single player in the game is trivializing everything that is thrown at them.

    Good thing what people report on the forums isn't representative of the game as a whole.

    Sure, an Empath soloed a pylon using pets. Throw that Empath in a trial and ask it to solo Marauder or Siege. Not gonna happen.

    Incarnate powers exist because there is content in existence that makes them not only useful, but almost necessary. Using those powers in content that we trivialized without them years ago is going to make that content even more trivial.

    What do you suggest? We make the game harder so Incarnates don't feel overpowered? That'll be REAL fair to the people who don't have or want Incarnate powers (yes, they do exist).

    Some players will game the system and get incredibly powerful within it's confines. Then they share what they learned with others and it becomes more widespread. It's a 7 year old game, and as such it's perfectly reasonable that by now there are people who make it look as easy as falling off a log.
  9. Quote:
    Originally Posted by Amy_Amp View Post
    Regeneration - Fast Healing: This power now provides regeneration debuff protection.

    Regeneration - Resilience: This power now grants Scale 1.25 resistance to all damage types.
    WOOHOO!!!

    The devs finally listened!!

    No -recharge resistance, but I'm exceptionally happy that they gave regen at least one of the things it's needed for a LONG time now.

    I've been campaigning for the regeneration debuff protection on and off for at least a couple years, and I threw out the idea of having Resilience affect all damage types a while back as well.

    I have no idea if any of my posts had anything to do with it, and don't especially care if they did or not. I'm just happy it finally got some love.
  10. Quote:
    Originally Posted by pomo View Post
    Asking if blasters are superfluous is not the same as saying they are useless. I think that might be confusing some people. They are just rarely in a situation where you wouldnt be better served with a different AT. But the overall ease of content doesnt result in that decision being a pass or fail. So why does it matter that they are a bit weak then? It doesnt to a lot of people, but neither did some of the things i listed above. They do matter to some though.
    So, if blasters were adjusted so they were no longer the "worst" choice for a particular task, it logically follows that something else would take their place as the "worst" choice.

    Would you rather play AT leapfrog, where in any given issue a particular AT is the "worst"? Makes more sense to me to leave it as it is and let people play what they enjoy playing.

    There are many reasons why someone might shelve their blaster in favor of something else. I'm not going to go into all the possible reasons, but I'd be willing to bet "Some guy on the forums said they were numerically inferior and AT X was better" was not the reason for very many of them at all. In fact, I'd go so far as to say the number of people that was the reason for is pretty close to zero.

    And at any rate, EVERY AT is superfluous. You don't NEED any given AT or power set to succeed in the game. This month it's blasters getting the hate, next month it will be defenders, or tanks, or scrappers, or controllers, etc.

    If these forum debates had ANY truth to them at all, no one would play anything but whatever was deemed to be the best brute this month. Since people DO play other things, quite extensively, the whole argument is a bunch of hot air.
  11. Quote:
    Originally Posted by Tramontane View Post
    That makes no sense. "People still play/invite blasters because they don't care about what's better or worse. Therefore, blasters are no better or worse."
    If you're going to respond, please respond to what I actually said.

    I said people still play and invite blasters because they don't particularly care what people are playing. Whether they are better or worse never even came into what I said until the end.

    Blasters in fact ARE no better or worse than other ATs. They are designed to do one thing: Deal lots of damage in a short amount of time. And they do it well.

    Whether you like it or not, there are hordes of people in this game who couldn't give a chrome plated crap less what the numbers or people posting on the forums say. They are going to play what they like playing. And this may surprise you, but I see blasters all over the place in the game. I see them quite frequently above level 40. I see a lot of them in trials.

    So, the fact that a few forum posters are trying to make the point that blasters are useless doesn't seem to be having much of an effect on the blaster population.

    Unless you have concrete, inarguable PROOF that players are abandoning blasters in favor of other things in large numbers, well, your point is completely moot.

    It's kind of funny how people try to make a video game such damn serious business. Why the hell do you even CARE if people are playing blasters or not? Are YOU playing blasters? If you are, why do you care that someone else isn't? If you're not, what difference does it make if someone else is?

    That's what has me confused more than anything else. Why the hell is it so important to you to know and/or approve of what other people are choosing to play?
  12. This thread has been ridiculous for a while now.

    Sinple fact: People still play Blasters becuase people still ENJOY playing Blasters.

    These are the same people who don't give a damn when you tell them they should delete their favorite character because it's gimped and serves no purpose in the game anymore.

    You'd probably be surprised how many teams welcome Blasters for the simple reason that they don't particularly care who is playing what. The game is not rocket surgery, and if you let go of some of the anal-retentive "The team MUST have this exact make-up" attitude, you might find that you can have fun playing it with any mix of characters imaginable.

    Blasters are NOT superfluous. They are just characters like everyone else, no better and no worse.
  13. ClawsandEffect

    Feeling lost

    Quote:
    Originally Posted by seebs View Post
    You can tell me that DP/dev is not an exceptionally powerful build. You'd be right, it's not.

    But that's my highest-level character by at least 6 levels. Because it's FUN. And INTERESTING.
    And that's all that matters.

    If YOU like the character, it doesn't matter in the slightest what anyone else thinks of it.

    I used to get laughed at for liking my Sonic/Devices, but I didn't care. Then I showed some people what it can do when played right.....and suddenly they weren't laughing anymore.
  14. Soul Transfer, Rise of the Phoenix, and the corpse-targeting Warshade powers are auto-hit as well.

    The reason for the rezzes being auto-hit is when you are dead your enhancements have no effect, so any accuracy slotting would be pointless.

    And the corps-targeting Warshade powers are auto-hit because normally you can't target a corpse, so a to-hit roll on something you aren't allowed to target makes no sense.
  15. Quote:
    Originally Posted by Madadh View Post

    1) Do these powers need a to hit check of any sort for their efficacy to improve?
    Invincibility, Rise to the Challenge, Against All Odds, and the (coming soon) Entropy Aura are all autohit. (I'm pretty sure Entropy Aura will be autohit, I see no reason why it would not follow the pattern of the first 3)

    I'm pretty sure Chilling Embrace is as well, but I'm not 100% on that one.

    Any damage aura in the game, however, does require a to-hit check.
  16. Quote:
    Originally Posted by Effigy View Post
    Just to add to this, instead of starting a new topic:

    If you already had characters above 20th level, are the epic archetypes unlocked? Or does one have to do it with a brand new character?

    This is all news to me, as I've come back after a long hiatus. I recall having to get to 50th to unlock these...
    It should unlock for you, but I believe you'll have to at least log in with a side appropriate character above level 20 to trigger it.

    I don't think the game automatically knows you have a character above 20, so you have to remind it by logging one in.
  17. ClawsandEffect

    Restricted AT's?

    Quote:
    Originally Posted by Lxndr View Post
    But still.. what extra CPU cycles would a Controller take, that any other non-Mastermind wouldn't? Is it Containment?
    I think it has to do with the fact that a Controller is more likely to be spamming their AoE immobilize than a Dominator is.

    A Dominator has other options to deal damage, where a Controller is pretty reliant on it's primary for damage dealing. And most of the AoE powers in Controller primaries are pretty heavy on CPU usage.

    I suspect there is actually a similar problem with Dominators, but the devs felt it wouldn't be fair to lock 2 Villain ATs and only 1 Hero AT, so they just locked the worse Villain offender. (masterminds)
  18. Quote:
    Originally Posted by FredrikSvanberg View Post
    My point was actually that the Willpower and Regeneration self-rezzes should have the untouchable period added to them
    I've been saying this for quite a while now.

    I've written off the self rez in Regen and Willpower as useless, simply because every time I'd actually want to use a self rez it's in the middle of combat, and I get killed again during the standing up animation (during which you can't even use an inspiration)
  19. Quote:
    Originally Posted by Horusaurus View Post
    I never said give them full blaster capability, having a few useful ranged attacks is what I'm asking. Not attacks like shuriken that feels as if they're doing nothing or controls that feel like wasted time.
    Please show me the rule that states you are REQUIRED to take powers you don't like.

    If you don't like the powers available in scrapper APPs, there is nothing anywhere that says you HAVE to take them.

    If I get to level 41 and nothing fits my theme or I don't like the options available, I just go with Conserve Power/Focused Accuracy/Physical Perfection from Body Mastery. None of them need much slotting, and there is nothing that breaks my theme.

    And those controls that feel like wasted time.....those are the only place you ever get to slot some good IO sets like Basilisk's Gaze, or Unbreakable Constraint. No scrapper can slot either one of those sets outside of their APPs.

    Maybe some numbers could be tweaked, but we don't really need the whole thing overhauled. Remember what happened LAST time they were going to take away powers and replace them? Yeah.....that's why we have FIVE powers in the pools now.
  20. Looks like a cool set.

    And a support set that I will probably actually play.
  21. Quote:
    Originally Posted by ScottyB View Post
    In the "Brawling with the Big Boys" arc from Crimson Revenant, the overview/first mission briefing reads:The Longbow in the base talk about being excited to meet BAB, so he must be the visiting Phalanx member, right? There's no mention of any other signature characters in the arc.

    Then again, the souvenir for the arc is Back Alley Brawler's mask. I see shades. But I don't see a mask as part of his costume... unless the final mission has him in an alternate costume.
    Quote:
    Originally Posted by Positron View Post
    Man, even Arachnos is confused!
    To be fair, Posi, that WOULD be an answer to the question of "where in CoH do we imply that he's a member of the Freedom Phalanx?"

    It's implied in that arc right there.

    It's also implied in the missions of the Recluse Strike Force where you fight the Phalanx (both future and current). BaB is included in both of those missions, and it is never made clear that he isn't a member. It would be easy to assume, by his inclusion in the missions where you fight the Phalanx, that he is indeed a member.

    BaB is also included as a signature Hero in Recluse's Victory. While not as strong of an implication as the other 2 instances, that could lead to confusion as well.

    I've actually often wondered why he shows up in missions where you're supposed to fight the Phalanx, because I knew he wasn't a member. I just kind of figured he works with the Phalanx from time to time, but I can see how it would be confusing.
  22. Quote:
    Originally Posted by Premonitions View Post
    making the Face-plate helmet go back a bit more over the head, just enough to look like it's staying on with something other than fishing line, magic, or spirit gum
    I think the faceplate is actually attached to his mask. It serves no protective purpose, it's just there to evoke a Greek soldier because of where his powers came from.
  23. Sister Psyche needs an update. Badly.

    Her costume is comprised of nothing but player accessible costume pieces (not always a bad thing), and she looks a little dated.

    Out of all the signature characters, she is most in need of a visual upgrade.
  24. ClawsandEffect

    Change Origin?

    Quote:
    Originally Posted by kviri View Post
    You misread the suggestion, and are in violent agreement with Cap. He was suggesting the ability to specify a separate origin for each powerset (rather than just one for both), not that specific powersets get linked permanently to a specific origin.
    The origin, as it is, is the answer to the question "How did you get the powers that made you a hero?"

    His Captain Photon would probably not be a hero if he did not have energy blasts. If those energy blasts came from a mutation, then that mutation is what made him a hero.

    I have a Sonic/Devices blaster, who is mutation origin. The devices were an add on to his already present mutant ability, and his mutant ability is what makes him a hero. The Devices part of it is pretty much irrelevant in terms of what his origin is. He also flies via a pair of rocket boots. And he has a techy device that allows him to use electricity (Mu Mastery in this case). None of those things change the fact that he is a hero because he has the mutant ability to project powerful sound waves.
  25. Quote:
    Originally Posted by Horusaurus View Post
    Let me know how that works out for you on a Apex during the Battle Maiden fight or a Keyes trial at the end with Oblit beams.
    Simple solution to your dilemma there.

    If you don't want your scrapper to be in melee range for some reason.....don't use Lightning Rod or Shield Charge.

    Scrappers are not intended to have a large number of ranged attacks. If they were, they probably wouldn't be scrappers.

    Ancillary pools are meant to give a character a little bit of something they don't have in their primary or secondary power set. They are NOT intended to completely change the way that character plays.

    Scrappers get a little bit of control, some ranged ability, and maybe some utility powers in their APPs. They aren't supposed to turn your scrapper into a blaster or controller.

    Look at the other side of it: Is your controller as tough as a scrapper because they get a shield in their APP? Is your defender suddenly a fierce melee combatant because they can get Total Focus or Thunder Strike in their APP? Is a brute suddenly stepping on the toes of the controllers because they get an AoE immobilize? Last I checked, the answer to all of those questions was "No".

    Scrapper ancillaries are fine, they are doing exactly what they are supposed to be doing: giving you a couple more options in what you can do.