DarkSideLeague

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  1. [ QUOTE ]
    I don't know, I think they've put too many eggs in one basket with that power. It's now an emergency power with three separate uses, which I think dilutes it more than anything else. I'm not sure it's possible, but I wonder if they could have put a taunt aura in the stealth power that suppresses when you're hidden. When the stealth suppresses due to being attacked or attacking, it would turn on and act as a normal aura.

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    That wont work, since the stealth doesn't suppress in battle. The only way the stealth suppresses is a -stealth power or clicking a glowie.
  2. [ QUOTE ]
    Agreed, Doggies have perfect slow resitance and take about Mag 10 immobilize to lockdown. You're better off trying hold or stun Warvolves.

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    Same thing with Rularuu Brutes, but I don't think they run normally.
  3. "We need more gimp. Things are too easy."
  4. [ QUOTE ]
    Recently acquired pet peeve:
    Don't
    - ask me to help you form/do a task force
    - leave me to get a load of people together and try and run it - despite the fact that I have never ran a TF before and don't have a 3 month vet badge until tomorrow or so
    - not read one whit about the TF yourself
    - then spend most of the time AFK
    - ignore my advice (who did at least read the Wiki entry) and that of the two people who have done it before to take out mobs in a certain order
    - then wonder why I ask if the team would like to bail at the end rather than 'finish this' despite you were asking how long it was going to take at the start of the last mission

    Yes, I'm new, yes I will try and help, no I'm not all-seeing but you could at least pull your own weight.

    On the upside, I learnt a lot about how (not) to run a team. My apologies to the poor souls I roped into that respec mission and my thanks for your patience.

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    What if we need someone to fill and you can simply quit once we start?

    Especially if we're doing the Cap SF, since we'd ask someone at the Black Market.
  5. [ QUOTE ]
    Villain hami raids cause they take 4 hours. lol

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    Fix't.
  6. [ QUOTE ]
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    IIRC, you just need to be anything that doesn't 'occupy' both hands with a seperate costume bit (ie: No Dual Blades, or Katana). They did mention specifically tweaking a few sets (including Stone Melee) to work with Shields. Not sure if they carried through on that, though.. >>

    I'd like to know, personally.

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    Yes. The only sets that cannot be used with Shields are those with a 'weapon' in or on the left hand. For practical purposes this would be Dual Blades, Katana, Claws, & Spines.

    Sets like Super Strength, Martial Arts, Energy Melee, Dark melee, etc have alternative animations that range from being as simple as adjusting the left arm to completely re-animating the power. Stone Melee's Stone Mallet powers use some of the one handed animations of Battle Axe and War Mace.

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    What about Shadow Maul? That uses both hands.
  7. [ QUOTE ]
    Sentinel or Infiltrator (Hero/Villain) for logging out in a PvP zone in a general area that isn't assigned to some other job.

    [/ QUOTE ]

    Infiltrator is a badge already.

    SPEDIT: Silent Sentinel is one as well.
  8. [ QUOTE ]
    I wonder why nobody have suggested the following:

    E.L.I.T.E Agent

    G.I.F.T Ambassador

    M.A.G.I Investigator

    D.A.T.A Operative

    S.E.R.A.P.H Researcher

    You would get them by logging out in the appropriate office in Galaxy City or Atlas Park.

    Hero For Hire - log out near any of the Hero Corp contacts.

    [/ QUOTE ]

    Logically, each would be a flavour version of the other. You would get whichever would fit your Origin, and only logging out in your specific category would count.
  9. I'd like a lawyer at some point. But I'm not sure there are any Courthouses or Law Offices.

    Villain:
    Tabloid Reporter: Log out in the Crey's Testing Facility in Nerva (the one with all the caged DE and Freakshow).
  10. [ QUOTE ]
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    To those saying the mitigation from /EA beats out /ELA i say no way. the reason being /EA is DEFENSE where as /ELA is RESISTANCE you can't compare apple to oranges people.

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    Hi. You're completely wrong.

    Defense and Damage Resistance allow X amount of damage to affect your health bar over Y amount of time.

    They are completely comparable.

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    Earlier today I was on a Battle for Television farm with a SS/WP. She was getting clobbered, and I was nigh-invincible. And I was spamming taunt the whole time. She mentioned that the stuns were getting to her. My response:

    "Nemesis Have Stuns?"
  11. [ QUOTE ]
    To those saying the mitigation from /EA beats out /ELA i say no way. the reason being /EA is DEFENSE where as /ELA is RESISTANCE you can't compare apple to oranges people. Even comparing the energy dmg mitigation is comparing apples and oranges. Without pools /ELA gets hit (I have a level 50 /ELA, so i can speak from experience) and even with 90% (thats the soft cap) energy defense it still adds up, granted it takes forever to add up and with the end drain i can shut mobs down (outside of pvp). /EA on the other hand being a defensive set doesn't get hit as much ad /ELA and as such is gonna be stronger over all to dmg especially to anything that is has 41% defense to (45% defense is the soft cap for those who didn't know, unless i was misinformed) so thats close enough to the soft cap that even the minimal resistance is gonna lessen the blow enough that /EA will laugh at anything that does energy dmg even while /ELA will be laughing for a different reason.

    To Close, stop comparing a resistance set to a defense set, it's really not a valid comparison.

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    ICE WAS FINE.

    SUPER REFLEXES WAS FINE.

    Heck, DARK WAS FINE.

    See how stupid that was? You HAVE to compare them, because that's how the developers designed them. Not just how they performed, but how they performed with respect to the other sets.
  12. [ QUOTE ]
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    The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.

    For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.

    He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).

    At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.

    If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.

    This IS a problem, and I think it's fairly serious.

    [/ QUOTE ]

    My Crab has no problem, but he forwent a Travel Power in favour of Hurdle (2xJump) + CJ. I can actually outrun the mobs now. But yeah, it's kinda annoying.

    [/ QUOTE ]

    Not when they siphon speed you, I assure you.

    [/ QUOTE ]

    Siphon Speed has no -Jump Speed component.
  13. [ QUOTE ]
    The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.

    For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.

    He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).

    At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.

    If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.

    This IS a problem, and I think it's fairly serious.

    [/ QUOTE ]

    My Crab has no problem, but he forwent a Travel Power in favour of Hurdle (2xJump) + CJ. I can actually outrun the mobs now. But yeah, it's kinda annoying.
  14. [ QUOTE ]
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    I would much much prefer end drain protection over more energy defense.

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    Am I a [censored] for asking for both? Does that make /EA overpowered?

    [/ QUOTE ]

    That depends. Would Electric Armor be overpowered with a cloak?
  15. [ QUOTE ]
    So is this the Villains general gripes and suggestions thread? Kewl. I'll list my top 5:

    1: Grandville: I have spent over 30 minutes trying to find a way to get to a mission door with my no vertical movement characters.
    The elevators really really REALLY need to be marked on the map OR a mission marker must point you to the appropriate elevator first (that would p/o ppl with vertical movement tho so the first one is better.

    [/ QUOTE ]

    /signed. If Faultline can have it, why not Grandville?

    [ QUOTE ]
    2: Grandville (and the rest of the game): I want to get my money's worth when selling quickly between missions.
    There is no reason a Quartermaster who sells all origins should not buy all origins at premium. However the Granville Quartermaster does not. In fact the only one who sells all origings and DOES buy at premium in the entire game is the Vanguard one. If HE can, why can't the others?

    [/ QUOTE ]

    /signed, but please understand - Ghost Falcon has the same problem, and you have to UNLOCK him.

    [ QUOTE ]
    3: Nerva Archepelago: Nerva is very big.
    I would love to see a quick warp system in place for reaching the far and away areas not connected by land. A mini-Ferry or something.
    I mean seriously, how often do you see (non-aquatic) superheroes swimming miles to get somewhere? ...on a regular basis?

    [/ QUOTE ]

    /Signed, This one of the reasons Nerva is one of my least favourite zones. Part of the reason I don't like Treespec trials much.

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    4: Hidden/Unlockable contacts: There are several of these in the game and the are usually more interesting than the regular contacts. They give much needed variety since we don't have "alternative" zones like the heroes do. However they ere often hard to find and never (of course) introduced by other contacts.
    Please implement a "rumor" message board or some other form of hint system in each zone so players at least have the opportunity to figure these guys out on their own without looking online.

    [/ QUOTE ]

    There's always City of Heroes Wiki, but how about having your contact introduce them immediately upon getting the badge (Any Contact, including a Broker).

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    5: Giant Monsters: We need more and we need more incentive to fight them.

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    Being able to spawn two of them is nice (although Deathsurge gets annoying), and the fact that 1 of them is needed for an accolade helps (then again, it's the Immob...).
  16. [ QUOTE ]
    well, what else do you have for end recovery. I can understand saying that if you have stamina and DC but giving up one of the best end recovery powers in the game because you lose 3 points of fury is more than a bit silly to me.

    [/ QUOTE ]

    I have Stamina, End Drain, Dark Consumption, 2 Slotted Hecatomb, Performance Shifter Proc in Stamina, Numina Unique, Thunderstrike, Cleaving Blow, Efficacy Adaptor, Fully IOed Shields (with End Reduction), Both +End Accolades, and I only run with Sprint, CJ, Kinetic Shield, Power Shield, and Entropy Shield. Only Midnight and frequent Siphon Life force me to use DC.

    I've been fine-tuning my Olivia Darque farm since before I11. (Almost a full year)
  17. [ QUOTE ]
    fury killer? really? you dropped ED?

    my dm/ea has both DC and ED and has no problem with fury. loosing a few points of fury for a full bar of endurance is not that big a deal.

    [/ QUOTE ]

    My DM/EA hardly ever needs it. I NEVER use it when I'm grinding Rularuu solo.
  18. [ QUOTE ]
    MrPlayskool stopped Castle from buffing Mace and EA more!

    [/ QUOTE ]

    fix't.
  19. [ QUOTE ]
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    meh. /ea is turning into willpower*. The bright side is that at least brutes aren't expected to hold aggro like a tanker. Get in, take the alpha so that the mastermind doesn't wet himself, and get out.

    *basically a tough set that can't hold aggro without help.

    I think this thread should be un-stickied the second I13 goes live. Can lighthouse do that?

    [/ QUOTE ]

    How does adding a 2-20% unslotted, 4-40% fully Slotted Self Heal to Energy Drain make EA even remotly like WP?

    If anything it makes Energy Drain more unique and further apart from Power Sink of /Elec and alot greater survivability. It fits thematicly, converting the energy into a shield reninforcment or a Dull Painish effect. Adding Toxic Resistance to our Auto Resist power fits in nicely.

    Really im not seeing any resemblance to WP at all Frost...well besides the obvious mixed Defence and Resists

    Im stoked with the change myself, not overpowered and not too little, at least on paper (so to speak). this will make EA brilliant fun for Bruteing and make me consider taking the auto resist for my Stalker

    [/ QUOTE ]

    I already said, a tough set that can't hold aggro.

    [/ QUOTE ]

    My DM/EA: "Hope you took Taunt."
  20. I still think the Defense Debuff resistance in Entropy should be doubled. 54% is laughable in the post 40 game.
  21. [ QUOTE ]
    This thread really shows that it's possible to beat even a great joke into the ground so far that it ceases being funny anymore.

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    The idea is to beat it so far it comes out the other side in China. So CoH Asia can have a good laugh.
  22. [ QUOTE ]
    There's no point in bringing up facts and math to the situation to counter his pointless argument. You could break down shield's endurance cost and attack powers endurance cost and show him the break even point where an endurance reduction is equal in a shield or attack power depending on how frequently you use the attack. He wouldn't listen. I'm his personal scapegoat. When something goes wrong, anything in fact, he blames me.

    "The market is JoJo's fault."
    "Bad Brutes are JoJo's fault."
    "Global warming is JoJo's fault."

    Don't rob him of what little he has.

    [/ QUOTE ]

    Don't rob me of what little I have.

    SPEDIT: I recently leveled up an Elec/WP brute. Being the OCD IO freak that I am, I proceeded to slot his Charged Brawl and Jacob's Ladder thusly:
    Hibernation - Acc/Sleep/Rech
    Hibernation - Acc/End
    Hibernation - Acc/Rech
    Hibernation - End/Sleep

    Why? They were dirt cheap, that's why.
  23. [ QUOTE ]
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    I actually don't really like the idea for a couple of reasons, not the least of which is that it's unlikely. Castle has described power boost type powers as one of the banes of his job... I doubt he'd add more of them.

    I also don't like the way it'll interact so differently with the different primaries. EM and stone get a lot. Fire gets nothing (Fire/EA is NOT the combo we need to be shafting with a change to /EA)

    Finally I'm not sure how those SS types would like the knock component... though there's no need for that to be constant.

    Not saying it couldn't be workable, just that it'd be one of the harder fixes to get right.

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    Power Boost no longer affects Knockback.

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    Since when?

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    since the Acrobatics changes in I12. or was it I11.5? i can't remember.

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    A lot of whining about that. Most were mourning the loss of Hellion Golf.
  24. [ QUOTE ]
    I've played so many brutes..and man this thread makes me so sad. If you really want to gimp damage and recharge and pick up stupid things to slot like air supiriority or actually slotting boxing which does so little damage be my guest. The key to slotting a brute and making him not only a threat on damage but not a horrible end hog you need to slot your shields. Although you should be slotting your attacks with at least some end redux in order to fully keep the end cost to a minimum, your shields are consistantly using x amount of end per second so keeping those to a minimum is a must. All and all if you want to be like jo jo which I had to tank mobs for on a stoner be my guest, but since he purples out all his builds I'd suggest loling at this thread and moving on. Even if you get the end under control you'll spend so little time actually killing things with a bad attack chain and not enough damages slotted that its really not even worth playing a brute. You can not waste any end and slot end redux in brawl but seriously who wants to do no damage. Jo Jo, please don't advise people when you need the advising yourself. Ty!

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    Waahh! No damage enhancements! Waahhh!!!

    Please. Fury adds ~180% damage, Rage gives 80%.

    Lets take Haymaker (68.4 Damage, 8.53 End Reduction):
    (All Enhancements are SOs)

    With 1 Acc, 2 Damage and 90 fury it does:
    237.1 Damage for 8.53 endurance (Rage down)
    291.8 Damage for 8.53 endurance (Rage up)

    With 1 Acc, 2 End Reduction and 90 fury it does:
    191.5 Damage for 5.12 endurance (Rage down)
    246.2 Damage for 5.12 endurance (Rage up)

    So. With rage down, you have:
    81% of the damage with 61% of the end cost (Rage down) and
    84% of the damage with 61% of the end cost with Rage up.

    Really, a 19% damage loss is "gimping" yourself? honestly? I'd rather lower damage for the ability to sustain my attack chain indefinitely, but that's just me.
  25. [ QUOTE ]
    I actually don't really like the idea for a couple of reasons, not the least of which is that it's unlikely. Castle has described power boost type powers as one of the banes of his job... I doubt he'd add more of them.

    I also don't like the way it'll interact so differently with the different primaries. EM and stone get a lot. Fire gets nothing (Fire/EA is NOT the combo we need to be shafting with a change to /EA)

    Finally I'm not sure how those SS types would like the knock component... though there's no need for that to be constant.

    Not saying it couldn't be workable, just that it'd be one of the harder fixes to get right.

    [/ QUOTE ]

    Power Boost no longer affects Knockback.