Cyber_naut

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  1. Quote:
    Originally Posted by Fury Flechette View Post
    I've taken my fire/shield into Cim for the ITF and for timed missions many times. Probably more than 20 ITF runs at least.

    I also have 2 Membranes in Active Defense and no Grant Cover. I have *never* run into the situation you have. I've probably died only a handful of times and most of those during a 4-person run where I was essentially the only "tank" up against the autohit mire at the end. The other deaths were the result of a very unfortunate string of crits, but not defense failure.

    If a group of Romans are packed around me, they're usually dead either by AAO fueled shield charge or by FSC + Fireball and a few finishing attacks. The ranged attacks don't do enough to hurt me. I play very offensively and am not a herder, but kill the Romans where they stand.

    Play style and build may account for the difference. I don't know unless I know more about the details of your situation - which I don't. However, I'm just surprised you've run into defense failures at all, at least against the Romans.
    LOL, I should have been more specific - I was testing my def debuff resistance by just standing there letting cims beat on me. As you're obviously aware, it doesn't take many attacks to drop an 8 man spawn on a fm/sd. I was just interested to see how sd's def debuff resistance worked against cims. I've seen your build and it's not much different from mine, so if you can stand in a group of cims (+1 or +2 on the wall) for a while (8-10 seconds) without seeing the failure, let me know so I can figure out whats up.

    In regards to grant cover, I don't think the def debuff resistance is enhanceable, is that right?
  2. Quote:
    Originally Posted by UberGuy View Post
    Now, I actively dislike how PvP itself works. I hate the feel of movement when I go in a PvP zone. I hate the fact that huge chunks of my powers choices or their slotting for PvE often make no sense in a PvP zone.
    Hey, we can agree on things, lol. To make how powers work in pvp ridiculously different from how they work in pve is pure fail. Especially when one of the main goals was supposedly to make it easier for beginners, lol.

    (Attacks soap box with flurry, since it does more damage than all of my primary set's attack powers...)

    I'll probably lose ubes with this, but...

    And if you want to go the easy route and just lure anybody into pvp zones with carrots, then you can't make the carrots as scarce as the devs had. Maybe if you let critters drop them to get the pve purists in there, and allowed a chance for a drop even if you're beaten to get people who are discouraged by the fact they can't kill anybody.

    I know a lot of people are put off by the bribe technique, but I'm not so sure that the pvp'ers would mind having more targets to go after regardles...
  3. Quote:
    Originally Posted by UberGuy View Post
    I think you do probably know what the results would be.

    If the devs gave us the option to level the old fashioned way or using boss farms in the AE, which do you think people would choose? The old raid was an easy path to reward. Of course more people would choose to attend it. That doesn't mean making it an option is the right course to follow.

    As a completely off topic edit, the tags on this thread are awesome.
    Please explain why you feel offering a hami raid that customers clearly prefer over the new raid is not the 'right course to follow'.

    If your only answer is 'it's too easy', keep in mind that is from your point of view. Secondly, easy compared to what? The new raid that nobody plays? Easier than running some task forces with 4-6 people? Ultimately, rewards in this game are based on the amount of time you sink into it, so claiming something is too easy is silly, imo. I don't think I've ever failed an ITF run, yet I remember many old version hami raids going south after wasting quite a while on them.
  4. Quote:
    Originally Posted by UberGuy View Post
    What they replaced was something that was such a complete failure as functional content that it was replaced by an almost entirely social event for probably 90 of 100 attendees. That was not a success - that was a functional failure that people participated in anyway because it gave what, at the time, was the best-reward in the game.

    This was replaced by something that was actually functional and thus took more active participation to do. As a result the people who were, effectively, leeching a reward while chatting all stopped coming. The new raid appealed to the sort of people who were key to the old raid, and didn't just pseudo-leech it. If this is a failure I hope we keep on failing like this more.

    Really? I guess we should go back to letting everyone power level to 50 in 4 hours (or less). Clearly that was wildly popular.

    I explained this. The only reason this raid is harder is because you have to keep the herd of cats in line much better. Justice has a long-standing successful raid community for no other reason than that the majority of the people who come to the raid aren't some sort of ADD monkeys who can't be trusted to follow simple directions.

    That may sound very harsh, but the fact is that failed raids are the result of people who lack the focus to act as a team or knowledgeable leadership on what to do. It probably sounds very complex to get 35-50 people to act as a team, but it's not, if each person can follow instructions (or already knows what to do). Working strategies are well known. People just have to care enough to pass on the instructions, and the people they are passed on to have to care enough to carry them out.

    I think you are lumping together too many changes that happened at the same time and falsely attributing the end result to one of them.

    Can the raid be improved? Absolutely. I agree very much with people here who have said that the current reward probably doesn't appeal enough to those I branded "ADD monkeys" to get them to overcome those tendencies and carry out a mass raid rather than a simple TF. I would bet you real world money that if Hami gave the best possible rewards in the game again, an awful lot more people would execute raids. In fact, I would predict a need for redsign in short order because, franky, those of us who do run it have it down pretty well.

    To a point. I believe you've crossed that line and carried that perspective to an outrageous extreme.

    That's not a raid. We can do that under the statue of Atlas. If the devs want to give us tools that promote such socializing, that's cool. A raid where you have the time for the degree of pure socializing we had at the old raid is not a raid. It's a farce. Worse, it was socializing on the backs of people actually organizing and doing what paying of attention was required. You actually needed 5-10 people who weren't just using CoH as a chat interface during a raid, and everyone else was essentially having their good time on those people's dime.

    The connection between number of people playing the game and number of people going to raids is tenuous at best. Anyone who would actually leave because of the change in Hamidon was clearly here on the most tenuous of bases already. Frankly, having a few hard to do things keeps people here too, and the people who didn't actually care if it was hard still have plenty of easy things to do. Dragging in the idea that "easier is good for the game" feels like a major smokescreen to me.

    Popular and high volume are not the same thing. I contest that old Hamidon was actually popular. It was simply there, it was easy if you rode on the backs of the core leaders, and people socialized while they did it. I knew big chunks of the raiding attendees at old Hamidon raids who hated the raid intensely, but came because it was easy to get a HO.

    In summary, your conclusions are based on overly simple interpretation of multiple overlapping game changes, I think your views on the effect of easy or hard content are pretty exaggerated, and your link between having people raid and the health of the game are overstated. That's a lot of degrees of wrong. I don't think this just comes down to opinions that can agree to disagree. You're basing your position on several "facts", and I think you have your facts out of whack.
    I see your attitude a lot in this game. You like to play the game your way, and that's fine, but any aspects of the game you don't like, you want removed, even if other players enjoy them, and even if they don't directly affect you. That's bad for the game, because it inevitably hurts subscription numbers, and again, the less people who play this game, the worse off the game becomes. And I guarantee you that the amount of people who enjoy participating in the 'coh event' determines whether or not this game is a 'success' and whether or not it continues or is cancelled.

    I've already conceeded the possibility that the drop in play could be attributed to other reasons outside of difficulty. Which is why I have suggested offering both styles and/or revisions to the new raid to see if interest in raids could be improved and/or rekindled. That would certainly demonstrate a more open mind than simply claiming the old raid was garbage and unusable, and dismissing any argument in support of even testing the two raids against eachother.

    Implying that my facts are 'out of whack' and that I'm exaggerating, while implying anyone who might have preferred the old raid over the new one are 'ADD monkeys' and that the old raid only took 5-10 people to pull it off is pretty ironic at best. It's like saying you only need two people to do a STF - sure it can be done, but not by the majority of coh players, and if this game is going to remain successful, it better cater to the majority, not the top few.

    You clearly prefer the new raid to the old one, and that's fine. I've simply suggested putting the two styles in play against eachother for a month or two to see which is preferred by the majority. If you are correct, the old one would get virtually no play, and the devs could just toss it out. But what if the old one received far more play than the new one and revived interest in hami raids? Should the devs ignore what their customers would clearly prefer? Should the devs cater to the majority or the minority?

    I participated regularly at the old raids, and I know they weren't perfect, but they were fun and got a lot of play. I hated when people griefed them, but at the same time, it really made things intersting. And I didn't like the idea of people just logging in and 'leetching', but why throw out the baby with the bath water?

    Maybe hami raids are just dead and gone for the most part simply because the game has changed. But that doesn't mean we can't talk about how to revive them. And you can claim the new raids are fine for the most part all day long, but the fact remains hami raid play has dropped off significantly the very moment the new raid was introduced. Sure there were other contributing factors, but the design of the raid is clearly one of them, even if a small minority (judging by participation numbers) disagrees. Ultimately, what is the harm in simply testing the two styles against eachother? The only thing I could see being damaged is pride...
  5. Quote:
    Originally Posted by Lord Mayhem View Post
    You know, I really hate the idea of improving rewards to get players to use content. I've spent years in various MMOs following slightly more appetising carrots hanging from long sticks through boring content and it's not the brilliant fix some of you think it is.

    The Mothership Raid has a non-uber reward and plenty of people do that because its a fun little community gathering. It follows that if Hami was fun then people would also be turning up to wade through his jelly and pop his little glowing balls on a regular basis.

    Oo-err, that sounded a bit rude


    How do you know that? Are you the one in the tree with the binoculars? Leave me alone!!!

    Ha, I said 'most'. I would think that 'most' who post on these boards have a higher than average interest in the game. If you don't fit this description, then it's a good thing I didn't use an absolute like 'all' or 'everyone'. And just because I like to hang out in trees with binoculars doesn't mean you have to get all nasty about it. Close your curtains showboater.
  6. Quote:
    Originally Posted by Lemur Lad View Post
    Translation: I'll admit it's silly to look at two things in isolation and make a judgement call, but I'm going to do it anyway because that way I get to be right.

    Better get your translator looked at, lol. I'm suggesting putting the two styles up against eachother in-game to see which is preferred. Obviously I have an opinion on the matter, but the fact I'm suggesting we test them against eachother should clearly show that I'm not claiming to know for a fact what the results would be.
  7. I'm almost to fifty on my fm/sd scrapper. With double stacked membrane'd-up active defense and ba i should be running 75% defense debuff resistance, right? At 47.5% melee defense, I'm still running into cascading defense failures in cim with just a few hits.

    To those of you familiar with this situation - what are the numbers on the def debuffs the cims dish out? I don't have grant cover - if I added that, would I still be vulnerable to the cascading failure? I figured that at 47.5% def and 75% resistance I'd be pretty safe, so apparently I shouldn't have eaten all that lead paint as a kid.
  8. Quote:
    Originally Posted by EvilGeko View Post
    I think your reasoning is sound here, but the reward for Hamidon needs a buff. Personally, I would do so by giving HOs themselves attributes that are different than purples but still very good.

    I would rescind the ancient nerf to HOs that lowered their 1.5x bonus (i.e. 1.5 x what an equivalent SO gives) to 1.0. I would also allow HOs to keep their bonus at all levels. Finally, I would allow some level of choice over HOs. Probably via making the drop from Hami some kind of token that you trade in for the HO you want.

    The reason for the nerf to HOs (that the raid was considered too easy) relates to a raid that no longer exists. And it also doesn't take into account ED or Inventions which would minimize the impact of such a change.
    Create a new, better, unique reward? It would be relatively easy to do and would almost certainly increase participation. Actually, even just allowing players to choose the HO they want (or fixing the drop rate - I'm pretty sure the market is covered for dmg/range...) would accomplish that.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    They became almost non-existent after the change, but the question you should be asking is is this BECAUSE of the change, or does it merely coincide with it. I can tell you for a fact that all the hypocrites who claimed they were into the raiding for the "fun" of it and absolutely, positively not for the rewards would have jumped ship if nothing happened to the raid at all, once equivalent or BETTER rewards became more easily available elsewhere.

    Yeah, yeah, I know some people did indeed enjoy the event for the event's sake. I dare say the BULK of the people arguing against the old reduction to the power of Hamidon enhancements were either fooling themselves or fooling us when they said this, however. Time and again I've heard the argument that something is SO MUCH FUN, yet the second something turns out to give better rewards, and the "fun" becomes a "grind" even though not a lot actually changed.
    I've already acknowledged the possibilities you suggest. The only way to determine for certain which would be perferred overall is to put them next to eachother and see which one gets more play. That's all I suggested.

    Say what you will, the fact remains that the new hami raid gets very little play. I would hope the goal of the devs with their creations is to create things that get a lot of play. If that is the case, then the change was a bad one, for several possible reasons that we've gone over already. I conceed the possibility that reverting to the old style might not alleviate that. I only suggested offering both and looking at the results.

    I keep hearing about this 'evil' situation where players play things based on rewards. I hate to break it to you, but that's just human nature. If the devs want to encourage more hami-raid participation, then they could go the easy route and just increase the rewards. But really, the biggest problem with hami raids is the fail rate compared to other offerings that offer similar rewards, that become ridiculously better when factoring in fail rates.

    I know that most of those who post here on the boards are above average players, but the game is filled with average to poor players. And there is nothing wrong with that, even the worst players contribute money to this game that pays the devs who offer us the goods. But the more players you need to complete something, the more likely the overall skill level of the group will be diminished, which increases the chances of failure. That is why I would argue the devs should save complexity and difficulty for tasks that require smaller teams, and stick to simplicity for tasks that require thirty players or more. Or you end up with things that rarely ever get played...
  10. Quote:
    Originally Posted by UberGuy View Post
    Hold on, I disagree with this intensely.

    The old raid was composed of /follow + autofire. As long as the leaders showed up, no one else had to have more than about 2 brain cells to "contribute". This, and you walked away with one or more of the best enhancers in the game. (Or at least hoped you did, if you had certain powersets.)

    They replaced this with something that actually requires more active participation, and you think it's a failure because less people showed up?

    I hate to tell people this, but Hamidon raiding isn't hard in a mechanical sense. It's not like they replaced a beer drinking contest with a MENSA membership exam. The reason it's "hard" is that it requires people to pay attention and act like members of a team. It required people to learn new strategies, or at least listen to (and follow the instructions of) people who'd already figured it out.

    How hard does it sound for a Tanker to go to a particular mito and taunt it from a distance? Yet people fail this instruction time and again. They go afk. They taunt in the mito's face, meaning its splash damage is all over the other people who come to defeat it in melee. The new Hamidon is "hard" because it requires more than two brain cells, and not eveyone is willing to devote more than that to the activity. Combine that with drama kings and queens who turn leading raids into some sort of social ranking contest (and let that spill into other arenas like forum flamewars) and you have all the pieces for people to throw up their arms and go run some TF instead. At least that only takes 8 people, right?

    The devs did the right thing. They took an activity that was really boring and easy in a really dumb sense, and made it into something that takes a wee bit of attention to detail to do right. Its not on their heads that huge swaths of people don't have that attention to spare, and would rather go do something "easier". I disagree completely that they should always cater to that sort of mindset.

    I rag on the devs for quite a few of their attempts at making things "difficult", but the ones I hate are the ones that either you can't do anything about, or for which the solutions are completely metagame, such as bringing a MM and Stalker to the BSF just because they get temp powers that make the SF so much easier. Hamidon is the right kind of "difficulty" - it mostly just takes paying attention, and I think they did an excellent job of making just every AT have something worth doing.

    "They replaced this with something that actually requires more active participation, and you think it's a failure because less people showed up?"


    Yeah, if they create something in-game that rarely ever gets used, I'd definitely call that a failure. Especially if it replaces something that got used a lot more than the new creation.

    Granted, other factors may be in play in terms of the massive drop off in hami-raids, like merits for example, and obviously there will be some who prefer the new raid style to the old one. And the devs might put the two versions out and they both might get equally low usage.

    But again, if you put the two styles next to eachother, and more people play the old style, then it would benefit the game to provide what more players want, even if you don't prefer the old style. Why? Because the more players that play this game, the better for everyone.

    Now to address your difficulty argument. Nothing in this game is rocket science. But clearly the new raids are more difficult to set up and run. Some people prefer the added difficulty, but judging by the massive drop off in play, I think it's safe to say these people, including yourself, are in the minority. If the devs want to play to the minority, that's up to them, but I don't think that's in the best interests of the game. And it's not some kind of mortal sin to prefer simplicity over complexity in a video game. The old raids weren't about 'leet skillz', they were about socializing, getting some loot and being part of the server 'community'. And yeah, they weren't perfect either, but again, they sure seemed to get a lot more play than the new style.

    If you disagree that's fine. But I would hope we can all agree that the more people who play this game, the better it is for the game, for obvious reasons. And removing popular features and replacing them with less popular ones, will not be good for the game, for obvious reasons. My suggestion was to simply offer both styles and look at the results. If one ends up being massively more popular than the other, it would be flat out foolish to offer the less popular one, and eliminate the popular one.
  11. Quote:
    Originally Posted by Fury Flechette View Post
    I farm with a fire/shield/blaze scrapper and am able to get to the 25-26M/hour benchmark in a hour's worth of casual farming (chatting, taking breaks). I think the build is more flexible than an electric shield largely because it has a better single target attack chain, which is a non-factor while farming, but anything but when taken outside of a farm.
    This. I have a fire/sd/blaze at 46, don't have fireball yet and my recharge is nowhere near what it will be, and it's a wrecking ball with insane survivability. And with the great single target, if you use bosses, they go down quick too.
  12. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Probably a bit of both.

    Here's some of the things that I wrote up that didn't didn't make the cut (good or bad, you decide):
    • Splitting the reward up using the soon to be added invention system, so that you had to be there for the whole raid to get all of the components to make an HO of your choice. Idea here was to discourage people from just showing up at the end for the reward. That got axed long before the details could be hashed out
    • Originally, the raid was designed to instance at 75 and cap at 100 players. That got lowered by programming to 40/50 for server performance reasons (particularly for Masterminds).
    • Originally designed as a co-op raid, with both sides having access to The Hive. That got veto'd in lieu of impending Rikti War Zone/Invasions and stealing some of the co-op thunder from them. That in turn prompted The Abyss being built.
    • Number of GMs needed to spawn Hami was much lower. The basic idea for this was that players could trigger a raid rather than waiting around for Hamidon's spawn timer. It also gave people something to do rather than waiting around for "minimum" number of raiders to show up.
    • I don't believe Essence of the Earth (hambrosia) was my idea. I can't remember if that was added before or during beta. But that in turn prompted Monster Island being built and futzed with the GM/spawn formula even more.
    • More blooms than asked for. Technically, it's the maximum (I wrote down "2-3", they scripted 3 plus the starting bloom...so 4 total). Total time-wise, 4 blooms ended up being about where we wanted it to be but in a much more repetitive way.
    Also, one big thing that never gets enough credit for the change in perception, all of this happened at the same time that Invention Origin enhancements were added to the game. So it's difficult to say how the new raids would be perceived if they were still giving out the end-all, be-all, best enhancements in the game.

    Me personally writing up a re-design aside, Hamidon was going to change and change radically for Issue 9. And if there's one thing I've learned in the time I've been here it's that any change will be perceived by some people as a good change, others as a bad change, and most as the wrong thing to mess with entirely.

    But you can judge the effectiveness of a change by results, and hami raids became almost non-existant after the change. I wish the devs would be less stubborn in some instances and be willing to realize when a change is clearly for the worse and be willing to reverse themselves.

    Why not set up a zone that runs the hami event in the old style, even if it's only temporary to determine if it drums up more interest and gets played more than the new style? And if you only want to go with one style, then why not go with the style that gets more play? Granted, the old version wasn't perfect, but again, if it gets more play, that would certainly indicate a preference in your customer base, and one that would benefit everyone if you catered to it. I would argue for the same thing in regards to pvp, set up a duplicate alternate pvp zone with the old rules, even if it's just to determine which set of rules are preferred.
  13. You 'could' pass on fitness and stamina, just like you 'can' get by with only one arm or leg.

    Consume will not substitute for stamina very effectively. First of all its on a very long recharge. Secondly, you need several targets to fuel it, and you need to hit them. And finally, timing can be a pain in the butt - use it to early and it's a waste, wait till your end is too low and there might not be a lot of targets to use it on. It's a power that seems like it has lots of potential, but in actual use is just a bowl full of frustration.

    IMO, fire is a bit underpowered and underused, so I'd love to see a few buffs to the set. One buff I'd like to see is either improving consumes recharge time dramatically, or just turning it into power sink. Then you realistically could consider skipping fitness and stamina, which would make FA far more interesting and attractive. And as another poster mentioned, burn is a bit underwhelming in most cases and with most combos, due to it's very small area of affect and the fact it makes enemies hit with it simply run out of it and scatter. I'd rework that power to either cover a much larger area, or make it simply deliver all of it's damage to those hit with it as full damage over time.
  14. First, let me say I love the pack. The costume parts are great and the run power looks excellent and is actually a very useful travel power in missions and for the levels you don't have a regular travel power. I wish they would offer this power with the def bonus and non-supression of combat jumping as a second tier travel power next to super jump. This would allow people access to a better power than the purchased one, while still giving people the benefit of the free, less powerful power, to those who paid for the pack.

    Having said that, I can understand the complaints. Ten bucks for a few costume parts and a travel power is a bit steep, especially in a game where you're already paying a monthly fee. If the devs have been flooding out new regular content, that would be a different story, but they really haven't. I know they've been working on GR, but thats gonna be a paid expansion too, and probably won't be out until well into next year from what I've read. I don't mind paying extra for some expansions and packs, but I'd like to see a bit more new content if I'm gonna be paying a montly fee. Even if its just new storylines or task forces. Isn't that why they designed the AE interface in the first place, to make it easier for their designers to make missions?
  15. Quote:
    Originally Posted by Cyber_naut View Post
    Ranged is showing as 41% when I put it into mids, sky.
    Ah, I remember someone saying there's a bug in mids?
  16. Ranged is showing as 41% when I put it into mids, sky.
  17. Can we crash the game with an update for the new breathe inherent power next?
  18. Quote:
    Originally Posted by Nihilii View Post
    I'd rank Spines, Claws, FM, ElM, BS, Katana and DB all above DM/Shield for AoE, it has nothing to do with Elm/SD really (which I'd rank below FM/SD by the way).

    SD (and LR ; same power and all) is great burst damage, however on damage over time by itself it doesn't compare well to standard AoEs/cones, even considering the extra radius. SM is painful to use compared to other similar cones - and I'm not buying the "I can get 5 guys reliably with each SM without wasting even a second" argument.

    I wouldn't say DM/SD has weak AoE either, but for me it's definitely below average, and I can't qualify it as "good" in a comparison topic.
    They nerfed the way SM was working after the range increase - before the 'fix', it was a great aoe power and you could very easily get 5 (maybe not in one second, but pretty damn quickly) once you knew how to use it. Now, it's pretty mediocre, and DM is back to primarily single target, and I'd agree with your aoe rankings.
  19. Quote:
    Originally Posted by Werner View Post
    Sure. This one's more of a survivability beast and general-purpose build than my AV killers. DPS is pretty ho-hum at 146, or 162 with Death Shroud on, but it has passable AoE and a travel power to make it more practical for normal missioning. Endurance isn't sustainable with all 11 combat toggles running, but should be sustainable with either Cloak of Fear or Death Shroud off. I expect the main weakness to be defense debuffs.

    ClawsandEffect made an inexpensive Katana/Dark build that still soft caps, so you don't have to spend six billion influence to get there.

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    |-------------------------------------------------------------------|
    Wow, no SD or GD? What's your attack chain on this toon?
  20. Quote:
    Originally Posted by Werner View Post
    I think Scrapper damage from Oppressive Gloom vs. damage from minions is mostly a matter of how much other damage mitigation you have. I took both powers on my Katana/Dark while I was leveling to see which I preferred. And which I preferred varied. At a medium level, before I had my endurance under control, and before I had a lot of mitigation, Oppressive Gloom worked better for me. It definitely prevented more damage than it caused, and I could afford to give up a few hit points more than I could afford to give up a lot of endurance. But at a higher level, as everything else in the build was coming together, Cloak of Fear became the power of choice for me.

    At this point, my defense is soft-capped to melee and about 40% to AoE and Ranged, and I'm farming +0x8 for drops to finish up my build. I've dropped Oppressive Gloom so I can't experiment, but I'm almost certain it would do a lot more damage to me than I would otherwise take from the minions it stunned.
    Sounds like you're building another beast. Mind showing off your build, I'm interested to see what you came up with to cap ranged/aoe. But in regards to OG and CoF, that's pretty much how it went for me on my kat/da, leveling up I used OG, but on the top end I switched to CoF.
  21. Quote:
    Originally Posted by Deus_Otiosus View Post
    Thought I'd give a bit of an update.

    Adding STA back into the build, with a single L50 End Mod IO, alleviated nearly all of the issues I was having running Darkest Night.

    Dropping a Resistance/Rech out of both sets of Reactive Armor and going with Reactive Armor: End Rdx also helped.

    I still have a bit of worry when I rage/hasten crash, but it's manageable.


    I took the build out against +1x8 Cims.

    Darkest Night often provided solid mitigation, but it's not fool proof and death is but a single slip up away. Footstomp and Dark Obliteration need to be kept on a constant cycle to make the whole thing work - even then it's not enough.

    Rage Crash:

    I'm considering foregoing rage against cims when I'm running about on my own with no support (speed run ITFs or should I feel masochistic and farm cim mishes for drops). The rage crash got me killed almost every time. I'm not sure why, as I have it on 103s rech and it should give me just enough double stack to avoid the def drop.

    Am I expecting too much from WP? I want this build to have no fear facing entire rooms of cims, but it just isn't happening. I died at least 3 times in my handful of test runs.

    I'm kind of disappointed that even with 2500+ HP, nearly 50% resistances to SM/L, and something like 130-150 hp per second regen, with Darkest Night running + the To Hit Debuffs from RttC & Dark Oblit that I still have trouble when my defenses crash.

    I suppose I'll just have to suck it up, as I'm not prepared to make dramatic offensive sacrifices to push closer to softcap.

    Thoughts?
    You could have 50% def to sm/l and it wouldn't be much better than the 30% you have now due to the def debuffs. WP just doesn't have enough def debuff resistance, and once a large mob of cims start wailing on you, it's not long before all of your defense is gone, and even with a lot of res and regen, a large mob of cims will put you down relatively quickly. Too bad there's no way to build up def debuff resistance.
  22. The anal people who inherently ***** all the time because their teamates won't play the game exactly how they want them to play, will continue to *****. The good teamates who adapt to what their teamates are doing and just play the game to the best of their ability without worrying too much about how others play their toons, and realize this is just a video game, will continue to do that. Ultimately the same deal, with a few minor twists in that you'll be mixing at's more and mixing roles/playstyles, but then we already see that in cim and rwz.
  23. The way this badge records damage needs to be fixed. Why punish builds that have bonus health? And the way its set up now, it encourages (actually it necessitates - if you want the badge in any reasonable amount of time) gaming the system in many cases just to get the badge, rather than just playing the game the way it's supposed to be played. I did an entire barracuda task force without getting any progress at all towards this badge, and I can assure you, I took a lot of damage.
  24. I'd be too busy staring at the hole in the guys face to push the button.
  25. Quote:
    Originally Posted by EvilGeko View Post
    I'm a great fan of Sword and Board myself (either Fire/Shield or BS/Shield)
    I'm running a fire sword and board atm and it's been great right from the start. Fire gets a solid 3 attack chain pretty quickly. And if you're going to io up at all, you don't really need the added melee def mitigation from regular swords (BS) if you're using SD, so why not take the extra damage from fire?