ClawsandEffect

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  1. Quote:
    Originally Posted by houtex View Post
    If that's your only reason, then you might as well stop the game. I mean, Superman *flies*. Wolverine *uses claws*. And Spawn? *glowy eyes and a cape*.
    The problem with that is that none of those things are specifically trademarked to that character and that character alone.

    If flying were trademarked as being Superman-exclusive, well, DC would be suing both themselves and any other comic company for hundreds of trademark violations every couple weeks. Because there are literally hundreds, possibly thousands of different characters in existence that fly.

    If "claws" were trademarked as being Wolverine specific, the same thing would happen any time someone created a character using any kind of claws at all. Werewolves, vampires and any kind of bestial character created by any other comic company would be subject to litigation if there were a trademark stating that ONLY Wolverine was allowed to use claws.

    Glowy eyes and a cape? Dracula did it first, so Spawn doesn't have a leg to stand on there.

    None of those things can be trademarked as being specific to one character, because they are too generic to possibly be the domain of one character and one character alone.

    A lot of the things mentioned in this thread ARE trademarked to one specific person or entity. No one else did it or wore it, and they trademarked it so it was THEIRS.
  2. More to the point:

    A guy who can throw a tank, and survive a direct hit from a Stinger missile.....has no reason to put on some headband to be a little tougher.

    It's the genre of the game. When's the last time you saw Spider-Man pick up a defeated gang member's pistol and use it? When's the last time you saw The Hulk put on a kimono because it would make him jump farther?

    Collecting items to use from defeated enemies just doesn't make sense in this genre of game. You're a superhero, you don't need to collect crap to get stronger, you are already as strong as you need to be.
  3. Quote:
    Originally Posted by Vanden View Post
    I'm pretty sure this guy has no idea what he's talking about.
    I concur. The bit about SR getting it's defense stripped away by a single LT confirmed it for me.

    I kind of figured as much when he said Regen was "godmode". If he had said "Regen was godmode 6 years ago" I would have agreed. Now? Not even close. It's still a good set, but every other set has more going for it.

    I'm not talking crap about Regen, it's my main's secondary, and I love the set. I just want to see it get some much needed buffs. As of right now, it is the scrapper/stalker secondary most in need of them.

    Quote:
    Revive should not get the same buffs as Resurgence, because it's Revive, not Resurgence. Yes, add the 15-sec untouchable, but otherwise leave it its own power. I think Revive should play more into the "can't keep them down" idea.
    It doesn't need to be exactly the same as Resurgence. But it SHOULD be more than a glorified wakie.



    Quote:
    I would reduce the recharge to 60 seconds, extend the debt protection to 60 seconds, and give it a regeneration and +HP buff.
    I don't know about reducing the recharge to 60 seconds. I don't want the devs buffing a set by lowering the recharge on it's rez. I'd rather they buff the set by actually buffing the set. Lowering the recharge on Revive basically says: "Yeah, we know Regen is squishy in more situations than other sets. Tell ya what, now you can rez more often! Does that solve your problem?"

    To me, a rez is nice to have if you need it, but giving you the ability to rez every 30 seconds is NOT a substitute for not NEEDING to rez every 30 seconds.

    I like the regen and +HP idea though. That would be a very acceptable alternative to making it a clone of Resurgence.
  4. Quote:
    Originally Posted by MondoCool View Post

    And a single LT class PPD Sergeant can cause your SR's defense bonus to fail spectacularly with his full auto attack.
    Really? I would LOVE to see a defense debuffing attack that can overcome 95% defense debuff resistance. 17 Cimeroran Traitors attacking you at once can't even do that.

    SR got it's DDR at such a high level precisely because it relies pretty much 100% on it's defense. If that defense is debuffed away, it's entire secondary disappears with it.

    Quote:
    A single LT class Fortunata can wipe out an Invuln tanker.
    Psionics are a legitimate hole in Invuln. They hurt /Regen even worse though. Regen is no more resistant to it than Invuln is, and the secondary effect of recharge slows means you can't heal the damage back either, because your click heals won't be available.

    Quote:
    Like I said, every set has a hole, and Regen's is regen debuff.
    Show me ONE other set that has ZERO resistance to it's primary form of mitigation being debuffed to nothing. Just one other set that has that glaring hole in it.

    I already addressed SR. It's primary form of mitigation is defense, and it gets so much resistance to defense debuffs that it's virtually impossible to make a dent in it. It also gets 20% slow resistance in Quickness.

    Willpower has layered mitigation: Defense, Resistance, and Regeneration. Guess what? It resists debuffs to ALL of those things.

    Invuln gets DDR, end drain, and slow resistance.

    Stone Armor gets DDR, and the most mez protection available to any mitigation set. It also gets a tier 9 power that makes it virtually immune to any damage type other than Psi.

    Electric Armor is virtually immune to end drain, and it gets some of the best overall resistances in the game due to it's higher base values.

    Shield Defense gets DDR, which can reach SR levels with proper slotting. It also gets resistance and a +HP power.

    Ice gets DDR as well, and it's pretty much completely unaffected by slows.

    Energy Aura gets DDR, and I'm sure it has other stuff going for it as well. I know it doesn't have end problems.

    Dark Armor has more Psionic Resistance than anything else in the game. It also has fear protection, and is almost as immune to end drain as Electric.

    Fiery Aura is pretty much immune to Fire damage, and it has slow resistance in Temperature Protection. It doesn't get as much debuff resistance as other sets, but it adds to your damage output to make up for it.

    And any resistance power will resist debuffs to resistance. If you have 70% S/L resistance, you also have 70% resistance debuff resistance.

    The things that hurt Regen the most are regeneration debuffs and recharge debuffs. You know how much it resists those? ZERO PERCENT.

    Regeneration is the ONLY set in the game that has zero resistance whatsoever to debuffs of it's primary form of mitigation: regeneration and healing.

    So why is it fair that every other set resists debuffs to the primary abilities of the set, but Regeneration doesn't get any resistance at all?

    Quote:
    If you honestly want to be invincible to everything, go play Doom and turn on God Mode.
    Giving Regen debuff resistance isn't going to make it invincible. Not by a long shot.

    And I don't WANT to be invincible to everything. I just don't want Regen to continue to be the one and only set in the game that can have the entire POINT of the set debuffed into uselessness.

    As it stands now, if a Regen gets hit with a regen debuff and a recharge debuff at the same time, you might as well hit Self Destruction and take some of them with you, because you're going to die anyway.

    No regen + click heals not recharging + attacks not recharging = DEAD REGEN. No other set in the game is THAT susceptible to being completely neutered by debuffs.
  5. Quote:
    Originally Posted by MondoCool View Post
    Regeneration debuff is the only way to stop regens in the first place. Otherwise, they're godmode. They need a nerf, not a buff. /unsigned
    Have you PLAYED a regen lately? Regen is BY FAR the squishiest powerset available to a stalker or scrapper (especially stalkers, since they don't get high enough HP to really benefit from Dull Pain)

    Regen is good in PvP, that's about it. In PvE, every single mitigation set will outperform it when similar effort is put into it's build.

    If you put 5 billion influence into both a Regen and a Willpower, the Willpower will blow the /Regens performance out of the water.

    /Regen is the ONLY set that both A) has to seek defense and resistance from outside sources, via power pools and set bonuses and B) can have their primary means of mitigation completely stripped away by a LT class enemy. A SINGLE LT class enemy.
  6. I'm in nominal agreement with MondoCool.

    I play CoH because it is NOT a "corpse-looting" game. Yes, we get recipe drops off of defeated foes that will enhance our character, but those drops can come from any enemy of the appropriate level.

    Also, with corpse-looting will come "Bring me X number of Y item that only drops 1% of the time from a very specific enemy that only spawns a certain time of day" missions. I would wager that 99% of the players of CoH do NOT want missions like that to start cropping up. If we DID want missions like that, we'd be playing a game that has them already. (Interestingly enough, most of the players of games like that I've talked to don't like those missions either)
  7. Quote:
    Originally Posted by MondoCool View Post
    You expect clowns to follow the rules? :S

    It's not like anyone's going to take the attack powers anyway, because 90% of MMs pretend that all they have to do is order their pets to attack and AFK with their AoE heal on autopower.
    I like to actually have the ability to attack alongside my pets. Especially if I'm playing a fire and forget secondary like Force Field. I'd rather not have to go into melee to do that, since melee range is about the LAST place I want a mastermind to be.
  8. Benumb + Clarity Destiny would probably work for most tanks, not just Stone.
  9. Quote:
    Originally Posted by doyler_ View Post
    Was wondering which would be the better choice for my DM/Elec...power sink brings -end to the enemies and would give me 2x as much end/use, but DC gives me another AoE attack which never hurts...
    Well, if your secondary were different, I would suggest taking Dark Consumption to use as a mule for 4 Eradication for the E/N defense and +HP. Since your secondary is Electric you have nothing to fear from Energy damage, so I'd go with Power Sink. It will give you more end back per use, and it's available roughly 4x more often.

    Also, between Power Sink and slotting a couple End Mods into Lightning Field, you can drain an enemy and keep them drained, which will hep your mitigation. It won't stop enemies from attacking completely, but it will slow them down some.
  10. I like the name of the level 32 power.

    Also, Masterminds don't get melee attacks as a general rule. How about replacing Joy Buzzer with a squirting lapel flower?

    Edit: Also, with the name of the level 18 power, I presume someone is an ICP fan?
  11. As it currently stands, /Regeneration is the only mitigation set in the game that has no native debuff resistance of any kind.

    I propose it receive several buffs that will even it out with Willpower (which many people feel is what /Regen should have been in the first place)

    I propose minor changes to 3 powers in Regeneration: Fast Healing, Resilience, and Revive.

    Fast Healing: Willpower's version of Fast Healing has Regen Debuff Resistance built into it, while Regen's version does not, in spite of being exactly the same power in every other way. I suggest adding 40% regen debuff resistance to Regen's version of Fast Healing.

    Resilience: I suggest adding an additional 20% regen debuff resistance and 20% slow resistance to Resilience. I also suggest spreading the damage resistance to all types except Psionic.

    Revive: As it stands, Revive is the worst self-rez in the game. It has a long standing up animation, during which you can do nothing. All too often I find myself being defeated again as I am standing up. I eventually respecced out of the power, because in it's current form it is effectively useless. Any time I would like to use a self-rez, the enemy that killed me is still near me and agros on me as soon as I click the power.

    I propose Revive and Resurgence both receive a 15 second untouchable status. Additionally, I propose that Revive receive the same buffs Resurgence has. Resurgence gives you a Recovery, ToHit, Damage, and Recharge buff upon rezzing. Revive should get the same buffs.

    Another thing I would like to see is either increasing the duration of Moment of Glory by 5 seconds (from 15 to 20 seconds) -OR- decreasing the cast time of the power. I'd like to see both, but if I can only have one or the other, that would be fine.

    Currently, Regeneration is the most susceptible to, and most hindered by debuffs, because any and all debuffs will affect it at full strength and duration. Regeneration debuffs will completely shut down part of Regen's mitigation, and -recharge debuffs effectively neuter the other part.

    Since Regen gets no native defense other than MoG, and very little resistance, it is absolutely dependent on it's ability to heal back damage. If it's regeneration gets be debuffed down to nothing and it's recharge reduced to glacial speeds more than 70% of it's mitigation has been completely nullified.

    No other set in the game is susceptible to having it's primary means of mitigation removed to the degree that Regeneration is. Defense based sets have defense debuff resistance built into them, and the more reliant the set is on defense, the more debuff resistance it gets. Resistance debuffs are resisted by resistance, so any resistance based set will automatically resist debuffs to it's primary mitigation. Regen alone out of all mitigation powersets gets no resistance to the two debuffs that are most crippling to it, and I believe that needs to be changed.
  12. Quote:
    Originally Posted by Sailboat View Post
    Eh. If you're going to leave a prerequisite one-slotted, Melt Armor seems more useful to me than Ring of Fire or Fire Blast.
    Except it's NOT a prerequisite. Melt Armor is Blaze Mastery's second level 44 power.
  13. Quote:
    Originally Posted by CoolhandLocke View Post
    I started a character on trial and gave him the dual-gun power set; unfortunately not knowing much about the game I didn't know you had to get the big game pack to keep the power once you subscribed lol. I assume there isn't a way around this unless I buy the full going rouge pack?
    Nope. Dual Pistols is a Going Rogue exclusive set. Kinetic Melee, Electric Control, and Demon Summoning are as well. You have to buy the expansion before you can play those sets on a full account.

    Quote:
    I tried to get onto the forums before I bought the standard 9.99 game pack, as I had questions about the others, but I couldn't log onto the forums because my trial had expired which sucked. I will get the Going Rogue expansion next month; I'm guessing I should wait until my current 30 days is close to up, buy the expansion and use the code given to "upgrade" my account?Also, I'm guessing the 30 days of game time coming with the new pack will apply as well?
    You don't have to wait if you have the money for it now. The 30 days will be applied to your account whether you still have free time left or not.

    Quote:
    Are some of the servers better to play villains on? I noticed on my server, the server itself is always crowded but the villains city is usually dead. I'm just in the main zone there, so I guess once I venture out further (take the ferry?) I'll see some more folks.
    Villain side is less populated than hero side. There are a few reasons for it. While a lot of the content is better written, villain side feels more linear than hero side. A lot of people don't like how the villain side storyline basically forces them to be an Arachnos flunky.

    City of Heroes also came out before City of Villains by a significant amount, so a lot of the veteran players stuck with their group of friends and didn't venture villain side much at all.

    There is also a lot more content in general on hero side. Once you get into your 40s on villain side, there is a good chance you won't have much left to do other than paper missions (or tips if you have Going Rogue)

    Also, I'm sure you've noticed the game is very instance based, which means most of the stories take place on mission maps and not out in the world. What that means is there could be hundreds of people in the zone you are in, but if they are running missions you won't be able to see them. The same is true when you are in a mission as well, when you are no one can see you either.

    Try joining one or more of the global channels for your server (you can find them in the Servers section of the forums). Global channels are generally used for finding teams, among other things. They are cross zone and cross server, so you could be standing in Mercy Island on Freedom and be talking to someone who is in Independence Port on Infinity. Since the game's population is so spread out, that is really the best way to find other people to run with.

    Hope that helps.
  14. Quote:
    Originally Posted by MondoCool View Post

    26/35: Repulsor Field - Toggle: PBAoE, Foe Special DMG, Self +DEF(All), -Endurance
    Your Power Armor is equipped with a powerful Repulsor Field that slightly increases your defense to all attacks. Any enemy whose attack deflects off this shield will have it repulsed back towards him, effectively striking himself. Each attack you successfully repulse will cost you additional Endurance.
    This won't be happening.

    I brought up a similar idea a while back and PMed Castle with it. He said it wasn't going to happen because it takes up too many CPU cycles to function properly. He did say it was possible though.

    It depends, do you think you can convince the devs that making anyone around your character lag is a good idea? The sheer amount of calculations the game needs to make every time you are attacked will slow down how fast the CPU can proces everything else that's going on. If you are in a large group being attacked, well, it will probably become a slideshow rather quickly.

    Not to mention the fact that each attack costing you additional endurance will drain your end bar in seconds flat if you have this on at AT such as a tank, whose JOB is to be attacked as much as possible.

    17 opponents attacking you every couple seconds? If the cost is 2 end per attack reflected, you will run out of end in 6 seconds. 8 if you have every +Max End accolade and set bonus in the game. If it is 1 end per attack you will be out in 12-16 seconds. And that doesn't even take into account your end drain from running toggles, or end drained from attacking. This power ALONE will run you out of end in less than 20 seconds, pretty much no matter what you do about it.
  15. ClawsandEffect

    Musings on SR

    Quote:
    Originally Posted by Kinetoa View Post

    So, the best primary would be something that a) buffs resistance/healing and b) benefits from quickness through attack chain cycle or squeezing some kind of long recharge buff in.

    From what I can see, the only thing I find for (a) at all would be DM's Siphon Life; (b) on the other hand is every set, it just depends on the degree.
    Kinetic Melee's secondary effect of -damage in practice works very similarly to +resistance.

    Both result in taking less damage when a hit sneaks through, so for all practical purposes they might as well be the same thing. They're not though.
  16. Quote:
    Originally Posted by Thirty-Seven View Post
    I don't know about that... I think it would more depend on the Dmg and various protective Mods that are given to this new AT. I don't think most would argue that an Assault set stands up to a Scrapper's Melee set in terms of Dmg... and part of what seperates them is the Scrapper's higher Dmg Mod.
    I doubt we'll see a high damage/good armor AT that has assault and armor sets.

    You'll either have lower damage or less effective mitigation. Perhaps both.

    I would expect somewhat less than scrapper level mitigation, with Stalker/Blaster HP, and maybe somewhere between Defender and Corruptor damage if we were to get an AT like that.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    And no, its NOT tank maging. HEATs and VEATs have Assault/Armour, and they are not tank mages. End.

    HEATs and VEATs aren't tank mages because they are very limited in what specific powers they are allowed to take.

    You start giving an AT access to Dominator Assault sets paired with Scrapper armor sets and you'd quickly get into the overpowered realm, unless you gutted both sides of it.
  18. ClawsandEffect

    Open PVP Server

    Quote:
    Originally Posted by Samuel_Tow View Post
    Something else we seem to be forgetting: our powers behave drastically differently in PvP zones. Not just against other players, against ANYTHING in PvP zones, because the powers themselves are altered when you enter into a PvP zone. If you want a PvP server, you have to content with using those messed-up, horrible power rules for the ENTIRE game's PvE, as well. Do you honestly want that?
    This.

    Your mez protection on melee ATs doesn't work the same in PvP as it does in PvE.

    Do you really want your tank getting chain-held and killed by a couple CoT mages that are conning gray to you? Because that's what will end up happening. You'd end up having a bunch of timid melee characters trying to avoid any and all mezzing foes in the open zones because melee characters lack the ability to mez them first at range. A group of mezzing PvE enemies is instant death to a melee character who is playing with PvP rules.
  19. Quote:
    Originally Posted by Purus View Post
    Is it possible, other than trying to get your defense as high as possible to build in defense debuff resistance.
    Nope. Defense Debuffs are Dark Armor's achille's heel.

    Think about it. If Dark Armor resisted defense debuffs, after softcapping it, it would have just about everything going for it, with no real downside. Every set has a weakness, Dark Armor's is lack of defense debuff resistance.
  20. Quote:
    Originally Posted by Calvin- View Post
    Four could maybe take fire ball and melt armor for another aoe and melt armor as a starting attack???
    Yes to Fireball. Avoid Melt Armor like the PLAGUE.

    It has an insanely long recharge, and you will barely even notice any effect from it. It is the most commonly skipped power in Blaze Mastery. More people take Ring of Fire than Melt Armor.

    And just out of curiosity, why do you "NEED" a farming toon?
  21. Quote:
    Originally Posted by Lemur Lad View Post
    They've stated on numerous occasions that they won't be going back and making old enemies/missions/foes harder to compensate for new things they add.
    This.

    If they made old content harder in general, it would be really unfair to those people who don't have Incarnate stuff yet.

    If they did that, if would be the same as saying "Yeah, you know how we were saying Incarnate abilities aren't mandatory? Well, we lied."

    That's the LAST thing the devs want to have happen. People are mad enough about it. If they make old content harder to make up for Incarnate abilities, people will go from being a little disgruntled to screaming for their heads on a stick.
  22. Quote:
    Originally Posted by Level View Post
    Re: ClawsandEffect, thank you! Your post was exactly what I needed. Now I can do a little homework to procure the sets I need.
    No worries man. When I first started posting on the forums, I had all kinds of silly notions about building scrappers. Thanks to some of the denizens of the scrapper forums I'm much better with them, so I try to pay it forward.

    I didn't even notice your location. I grew up about an hour south of you in Toledo.

    Quote:
    On a slightly different note: what do you guys & gals think of Blaze Mastery vs. Darkness Mastery? Initially I was all giddy for Blaze, but now I'm thinking that Darkness (much like the rock band) rocks!
    Well, Darkness has 2 AoE powers, BUT, they are both cones, which would require you to jump out of the mob you're in and line the cones up.

    Blaze gets Fireball, which can be fired from 70 feet away, or right in their face, and have the same affect either way.
  23. Quote:
    Originally Posted by Werner View Post
    Oh, something else you may have not realized - you don't need knockback protection IOs. Integration comes with all the knockback protection and resistance you will ever need.
    I think he was slotting them for the defense bonus.

    In answer to your question, Level:

    You can get more recharge out of set bonuses. Like the ones you were using to get more defense? There are a bunch of sets with recharge in them, in fact you used a couple. Obliteration has a 5% recharge set bonus in it.

    Now, the way recharge set bonuses work is: If you have a 5% recharge bonus, that makes ALL your powers recharge 5% faster, not just the power the set is in.

    You only need 55% global recharge, ED capped recharge in Dull Pain, and 3 slotted Hasten in order to achieve perma-Dull Pain. If you use 5 Doctored Wounds in your click heals (Reconstruction, Dull Pain, and Instant Healing) you are 15% closer. Obliteration will get you to 20%. Now, there is an IO called Luck of the Gambler: 7.5% Recharge, those will go in any defense power you may have (Like Combat Jumping, Weave, Moment of Glory, Maneuvers, and Shadow Meld if you take it) 5 of those will get you 37.5% recharge, which adds to the 20% you already got from other bonuses. Voila, you have achieved Perma-Dull Pain.

    (Note: The Luck of the Gambler IOs are some of the most expensive non-purple, non-PvP IOs in the game. You will probably be better off getting them with merits unless you have a lot of high dollar Hami-Os to sell. If you have any, level 51, 52, or 53 Hami-Os, they will rake in a nice chunk of money, as they are impossible to get now)

    Now, once you get to Perma-Dull Pain, you don't really NEED more recharge, per se. More is always nice to have, but yuo don't have to keep adding more recharge bonuses once you get to that point.

    I would focus on defense after you hit 55% or more global recharge. Kinetic Combat will give you 3.75% S/L defense for slotting 4 of them. But....the actual enhancement of the power isn't that great. If you have any Nucleolus Hami-Os, you might want to hang on to a few of them to round out the enhancement of your attacks.

    Also worth picking up is the Steadfast Protectiom Resistance/Defense IO. It adds 3% to all your defenses, and goes in any resistance power (Regen players frequently put it in Resilience)

    Hope that helps clear up some confusion, and hopefully didn't cause too much more.
  24. Quote:
    Originally Posted by Socorro View Post
    Gahhhh... I going crazy. Where are those hip thingies in the costume creator???
    I think someone mentioned they were under Belts.
  25. I take it even if I don't need the end recovery. It will accept PBAoE IO sets, which is something Dark Melee doesn't get much of if you skip Shadow Maul and Dark Consumption. I usually slot 4 Eradication in it and just leave it at that.