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Posts
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Joined
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Bought the 8k points pack for my main account to get celestial armour. Going to spend at least half of the points on inventory increases and powersets, stockpiling the rest (+ the reward tokens) for future purchases.
Going to drop the subscription on my second account so it's not that bad of a situation money wise... -
Quote:I guess I should clarify this a bit.That is a contradiction in terms.
You say your enemies doing insane damage and nullifying the player's defenses is "cheating".
We can do those things to the enemies quite easily. So by your own definition, anytime an enemy cannot do those things to us, but we can do them to the enemy, it is not a fair fight.
A Rad Defender being able to floor an enemy's to-hit and defense, while debuffing their damage output and regeneration is not a fair fight, unless the enemy you are fighting can do all those things to you in return.
A "fair fight" is one where the two combatants are evenly matched. It's pretty safe to say that there are very few fights in this game that can be considered "fair". And the ones that can be considered fair are usually screamed about because the enemy is "cheating".
Insane damage, as in being able to kill the player character in less than 10 seconds consistently. Nullifying the player's defenses as in having autohit attacks or high enough debuffs to effectively bypass the player character's protections (nearly) completely. Usually it's a combination of these two which makes things annoying. Evidently I'm only speaking about high-end targets such as AVs. Most things lower than that I consider cannon fodder.
The difference between player characters and high-end NPCs is that PCs need their defenses to increase their effective health pool to withstand the average AV damage whereas AVs, even when under debuffs, have enough health to last quite a while.
Maybe there is some level of contradiction to it, but I like to think of it as leveling the playing field to a point that if I prepare well enough (build and correct insps) and stay focused (use heals when needed, refresh debuffs and buffs, etc.) I'll beat the computer character who would otherwise wipe the floor with me. -
To me challenge is a combination of the following:
- Thought involved in building your character.
- Thought involved in fights, so that you win most of the time when you actually think about what you're doing.
- A bit of reflexes. Not that much that you have to respond to every single action your enemy takes, but rather clicking that one heal when it's needed.
I find cheating enemies annoying. Whether that's cheating by doing insane damage or otherwise nullifying the player's defenses I don't mind. I just want a fair fight. -
Just going by personal experience, my vote goes to Illu/Cold Controller with Fly for some of those pesky explorations.
Stealth to speed through story arcs you missed while leveling? Check.
Ability to solo GMs, AVs and such when a team isn't available? Check.
Easy to get in teams for Master of badges and the like? Check.
The only badges you might have a harder time getting than some builds are damage taken and healing done, but those aren't exactly easy badges with any AT/powerset setup.
Still, just liking a certain character trumps any other "criteria". There isn't any point in badging other than enjoyment, and if you don't enjoy the character you're badging with I'd call it a waste of time. -
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Heh, I thought it had to be for the very rare enhancement but was confused by this
Quote:I question the sanity of anyone who thinks grinding for 400 hours for ONE Notice isn't tedious. -
I think the bigger problem is damage. My build is ranged soft capped so she has a bit over 10% chance of hitting me. By breaking line of sight every time before resummoning PA I have room for some error to do it without insps. I just can't stand the tedium of whacking one enemy for over an hour. Oh, and if I do make an error I'd have to start over. No thanks.
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Is it just me or does someone else find these "hi never posted before gimme build any budget bye" threads funny?
Search is that way ^ -
I'd like to know where this 88 shards = 400 hours of solo play figure comes from. It's not even remotely close to my experience.
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You still got very far so nothing to be embarrassed about, quite the opposite, actually, so congrats!
Quote:This is what I meant when I talked about GW earlier in the thread. I went to fight her in AE as a level 54 and it took me, I don't remember exactly, about half an hour to get her to somewhere between 1/2 and 2/3 HP. She just resists every single type of damage I deal, procs included, so I'm cut to 65% just because she's +3, and after that to around 49% because she has ~25% Resistance to every type of damage that matters.
On to Ghost Widow. Ghost Widow is different than the others because all pets apart from Decoys are useless on her. So I was limited to only using Decoys. To make a long story short I just didn't have the DPS to kill her. I tried using shivans but they died relatively fast and she just healed off of them anyway.
Add to that me not being hit capped against +3s without Sleet in full effect (I'm at around 90%) and it cuts me again down a further 10% so we're at around 39% of total damage which still isn't the truth because I can only use three pets instead of five. Oh yeah, add to that Benumb missing double to usual.
I'd really have a hard time trying to muster up the motivation to actually solo her as a level 54. That's an hour or more of full tilt illucolding with no room for error. Most of her attacks are DoT so if she hits you once it's game over. -
They aren't exceptionally good powers, but I'd still pick them. They double your exotic Resistances and grant useful bonuses on top of that in the form of -End and Slow Resistance. You can easily put them in late into the build.
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Kidding me?
What kind of character are you playing that gets less than one shard every four hours solo?
I might somehow be able to be convinced to see that figure being true if time spent not whacking anything was also included and you really liked not to whack anything. -
We might have that but it only concerns a minority of the items where the price change makes a difference. Seriously, who would really care if common salvage cost 10k instead of 100 inf?
Let's see about the things people actually care about:
Rare salvage? Been around two million a piece for as long as I can remember.
Luck of the Gambler +Rechs? 100-150mil a piece for a very long time.
Your usual rare recipe? 10-20 million still.
Uncommons? Yep, still a couple of million a piece.
Only purples and PvP IOs have really gone through big inflation, and I think that's fine. They're intended to be super rare. -
There aren't really any overpowered powersets, but certain powerset combinations are so synergistic you could call them overpowered. Good thing is, it's very hard to nerf powerset combinations without affecting either of the powerset on their own, so we're likely to keep those combinations!
Rule of the thumb is, though, that you get good results by pairing just about anything with just about anything. Any character will be powerful, some will just be even more than that. -
Quote:I'd claim that Stalkers are supposed to be taking the damage for the team if there is no one else with better mitigation around. Why? Well, isn't that just how Tankers work? They are the ones with the best mitigation around so they should be taking the damage.Scrappers have defenses it simply because their melee-focused playstyle requires them to have some form of mitigation to be any kind of effective at it. Would you also claim that Stalkers are also supposed to be taking damage for the team because they also have a defense secondary?
Quote:That's like saying a Federal Air Marshal should shoot at least one person on every flight he goes on, because why else would he have a gun?
That's just like Scrappers, in my opinion. If their tanking is not needed in a team, that's fine, but if there is nothing more tanky around, they should be able to pull that off. That's why I want taunt auras on each of my Scrappers, just to make it less of a hassle.
I know this won't convince you, but I'll let you know: you won't convince me otherwise either. Ha! Yep, I'm out of this "debate".
*Whether that's by shooting or threatening with it. -
Quote:Maybe I should've worded it to be more, you know, obvious. Of course I meant mostly "passive" mitigation through toggles and passives. Regeneration is another kettle of fish, though.Every AT has ways of mitigating incoming damage. Scrappers happen to do it by increasing their own defenses.
Quote:Tankers are the ones that are primarily supposed to absorb damage, Scrappers do it as a secondary thing.
Quote:You'd think that would be obvious from the way the actual defense powers are the Primary set for Tankers and the Secondary set for Scrappers. -
I really don't see the logic in claiming that anything that has considerable personal damage mitigation is not supposed to be the target of (most) incoming damage. If that wasn't the design intent, why give them mitigation?
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Here's a teaming build.
I went for decent defense so that modest buffs (or one luck) will get you to S/L/Ranged soft cap but concentrated mainly on getting recharge.
It's a quick build so it could probably be improved.
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That is very much possible on at least support ATs where defensive set bonuses aren't necessarily a priority. My Cold/Sonic Defender and Illu/Cold Controller both have a perma PPP pet as a by-product of wanting Scorpion Shield and aiming for a load of +Rech.
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Perma pet will require 275% Rech enhancement in it. You can get around 70% global while sensibly slotting Invuln to get the most out of your Defense bonuses and another 70% from Hasten. Add 95% from enhancements and 32.5% from very rare alpha and you're almost there (267.5%). I don't think pushing those last few percents of +Rech is worth losing a lot of Defense for.
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Quote:Never knew this, then again, I've never ever been on a team where Reichs wasn't shot with the ray gun at least once every 15 seconds. I just assumed they gave everyone the gun with multiple charges because those were needed. Learn something new every day, it seemsTime is not a factor really.
I've said this many times to many people, but now I've pretty much proven it: 1 person needs 1 charge on that temp power.
If more than one person has the temp that's cool... if someone crashes or disconnects.
If people have more than 1 charge that's cool too... if they want to tease some Atlas Park hellions with it between the 4th and 5th mish to sort of unwind before starting the final chapter.
I've dualboxed 2 Khan runs start two finish now the past 2 days (on the first attempt MO failed 'cause I got mapservered on 4th mish when the ambush spawned), on both I spent forever and ever from the moment of attacking Reichs till all his buddies and he himself were dead at last and on both I also fired the temp once at the very beginning and never again.
Teams just tend to never allow you to witness for yourself that that one shot is all you need since no matter what you say there's always a few people spamming it.
Anyway, bottom line: the question we should be asking ourselves is does one toon have what it takes to begin with to consistently keep Reichs' health dropping even in the Unstoppabble stage? It's not so much a question of if said toon could do it at speed as well, 'cause you have all the time in the world when doing this. -
I'd say it would be possible from a DPS standpoint. Reichs only has normal AV regen as far as I know (~90 HP/s), but about ten times the HP. The thing I'm not sure on is how many times you might need the ray gun, if more than 10, it would be impossible.
Quote:His Unstoppable should put him at the Resistance cap which for NPCs is not 90%. For them it's 100%.Originally Posted by Necrotech_Masterreichsmans stats if you look at them show he has 90% res to everything off the bat, so his unstoppable does little to nothing -
I'd pick whichever asked me first, but I do prefer Scrappers. They have better AoE, are more survivable and generally the players are more aggressive, which is a good thing for most things. From my experience, Stalkers often like to hang back and then approach the boss, melt him and then placate and retreat. Scrappers on the other hand, well, they often just charge into a spawn before anyone else and start beating stuff up. I don't find that problematic if I know the Scrapper can do it.
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I think the only thing that needs fixing is the temp power that stops him from going unaffected. It's stupid that only one archetype can get that making a MM pretty much a must have in any team that wants to complete it.
Heroes side it's all good where everyone gets the ray gun.