Desmodos

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  1. Desmodos

    Tin Mage.

    Quote:
    Originally Posted by je_saist View Post
    After the devs pulled the stunt with making the door one-way... I'm half-expecting an Anti-TP field.

    Anyways, I ran with a team that DID try this method, but the mine-layers came up to the door and blew us up anyways.

    Also ran with a team that tried to do the fight with group fly in the rafters. The mine-layers hopped up to the rafters.

    Tried to do it with a team that staggered TAOE's to try and keep the mine-layers in a defeated state: ill / storm controller with freezing / ice storm; ice blast / storm corr with ice storm / freezing rain; fire blast / cold dom corr with rain of fire / sleet; and an archery something. Somebody else had a rain, I think the main tank was packing Ice storm as well. That method failed as well.

    Even tried with a team loaded down with blasters and controllers with auto on the immobilize powers in an attempt to fight D11 from range. Mine layers just where-ever they pleased.
    Been on Tin Mage TFs that attempted all of these methods...I still don't have the damned badge.

    Quote:
    Like Penny, I just don't see, or just can't think of, a way to get the Midnight Dodger badge without relying on temp pets to generate the sustained damage needed to topple D11 in under 30 seconds.
    Meh, haven't tried this yet. Why not...
  2. Per our previous discussion, I do believe typed defense is better option for resistance based sets. IMHO, you can obtain greater defense coverage with out sacrificing base values and game play for resistance sets.

    That stated, the changes I've recommended here are based on the idea you want to keep all these powers. I'm tempted to suggest you drop a power pool and swap in Hasten for additional recharge, but that will require more changes to the build. something to think about for later as you'll have to decide what to drop. I also don't like RotP, but that's a personal preference and I did not want to change you're power selections.

    Unfortunately, this will require the movement of several slots. I get where you made several choices in the pursuit of Melee defense. Again, you really can't mix typed and positional defense. It's either one or the either.

    Obviously, this build could use further tweaking, but it does obtain 44% S/L defense and 41.2% E/Ne defense. Now remember, you still will not have defense debuff resistance, so some tactical adjustments will be required when fighting mobs that dispense defense debuffs like it was candy.

    You'll have some defense to Toxic and Psionic as those are usually ranged attacks, but at 30% ranged defense, it's still a weakness to keep in mind...but then we can't all play Dark Armor


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Knitefire: Level 50 Natural Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Knock%(5), Hectmb-Acc/Rchg(5), Hectmb-Acc/Dmg/Rchg(21)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), GA-3defTpProc(50)
    Level 2: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Rchg(13)
    Level 4: Healing Flames -- H'zdH-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(15), Numna-Heal/EndRdx/Rchg(15), Mrcl-Heal/EndRdx/Rchg(17)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Acc-I(21)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), Nictus-Acc/EndRdx/Rchg(25), Nictus-Heal/HP/Regen/Rchg(27)
    Level 10: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(27), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-%ToHit(48)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Hover -- LkGmblr-Rchg+(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Super Jump -- Winter-ResSlow(A)
    Level 22: Maneuvers -- Krma-ResKB(A), HO:Enzym(29), LkGmblr-Rchg+(31)
    Level 24: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
    Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Rchg(33), Rec'dRet-ToHit(33), Rec'dRet-ToHit/Rchg(33), C'ngBlow-Acc/Rchg(34)
    Level 28: Consume -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(34), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Rchg(36)
    Level 30: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Rchg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 35: Burn -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(42), Erad-Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Acc/Dmg(43), C'ngBlow-Acc/Rchg(43)
    Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Weave -- Krma-ResKB(A), HO:Enzym(45), LkGmblr-Rchg+(46)
    Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg(A)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)



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  3. Quote:
    Originally Posted by Syntax42 View Post
    Going back to the first page, my original point was that building up to 45% defense is the easiest way to make a Scrapper "awesome". Most people don't need to know about the intricacies of the to-hit code. They just need to know that 45% is the magic number and going past it doesn't help in most situations. Do you really think a player who is new to the game will take the time to learn all the math behind everything? That is for min/maxers to do, not brand new players or people who have been gone a while.
    Precisely.

    Quote:
    At 45% defense, most enemies will only hit you about 5% of the time because their base chance to hit is 50%.
    This is the statement that Uberguy took issue with. It's the sort of thing that can be damaging to a new player. It's one thing not to go into the intricacies of why 45% is sought after, but that statement is misleading.

    The OP is trying to make a higher performing scrapper. That likely means the OP will not be facing even con mobs. Telling them that 45% means +3 mobs will only have a 5% chance to hit them is incorrect.

    The intent and advice of your comments are not in question.
  4. Quote:
    Originally Posted by Syntax42 View Post
    I'm not missing anything. I was (over?) simplifying it to illustrate that the only defense amount to worry about is 45% defense.
    Which is the problem. Many player do not understand the mechanics behind the golden number of 45% defense. Your statements make it appear as 45% defense means you only get hit 5% of the time against any mob. It's the sort of thing that gets repeated over and over but folks who've never taken the time to read the actual explanations as to how players came to the 45% defense values. Not the sort of statement you wanna make to a player seeking advice.
  5. Quote:
    Originally Posted by Scirion View Post
    Then I realized that that's more or less pointless, I'd be gimping everything else so much, and still be around 10% short of the softcap.
    In most instances, soft capping Dark Armor isn't worth the effort. That doesn't mean you give up on Defense. Even with 20% defense, Dark Armor's performance goes up remarkably. Obtaining over 30% defense isn't too difficult and generally does not require too many sacrifices. Personally I prefer to focus on typed defense.


    Had to drop Soul Transfer and Air Superiority. Honestly, you won't need them.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 2: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 4: Murky Cloud -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(39)
    Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 12: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(13)
    Level 14: Fly -- Zephyr-ResKB(A), Winter-ResSlow(15)
    Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(17), Mrcl-Heal/EndRdx/Rchg(17), Theft-+End%(19), Theft-Acc/EndRdx/Heal(40), Theft-Acc/EndRdx/Rchg(40)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 20: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(21)
    Level 22: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Acc/Dmg/Rchg(31), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40)
    Level 24: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
    Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Dmg/Rchg(46)
    Level 28: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(29)
    Level 30: Boxing -- Empty(A)
    Level 32: Eagles Claw -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(33), P'ngFist-Acc/Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(37), P'ngS'Fest-Dmg/EndRdx(45)
    Level 35: Oppressive Gloom -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(48)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46)
    Level 41: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(42)
    Level 44: Spirit Shark -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Spirit Shark Jaws -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7)
    Level 4: Ninja Run



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  6. The secret to roleing an amazing scrapper is to find a set the best suits your play style. Once you have a set that works for you, study what makes that set effective. What are the weaknesses? What are the strengths? Then you can find IOs, (even cheap ones) that close the weaknesses and maximize it's strengths.

    Regeneration is a great set. I've seen amazing things done with Regeneration scrappers. None of my Regeneration scrappers are capable of doing these things. Simply put, Regeneration doesn't suit my play style.

    Dark Armor is a great set. Most people give up on it early on. I routinely do things on my Dark Armor scrappers that leave other players baffled. Simply put, I like Dark Armor. Studied how it worked, and designed an IO builds to make bad *** scrappers.

    Once you've found a set that works for you, then seek build advice here on the forums. There really isn't any one 'superior' scrapper combo.
  7. Oh...I've spent a great deal of time laughing at my keyboard. The disparity in skill level of level 50s in CoX is astounding. While I can appreciate casual players who don't have the time or inclination to really max out their builds, this does not excuse the ability to follow simple directions.

    I've been a many PUGs with a few veterans, and sympathized with their frustrations, but I never got annoyed. The whole thing was just too damned funny.

    Quote:
    Me: My team recall isn't up, anyone else have it?
    Tanker: I have Assemble Team.
    Me: Can you tanker stealth to the end?
    Tanker: I don't have tanker stealth.
    Me:...can you run to the end of the mission.
    Tanker: I don't know the way.
    Me: Never mind, I have recall friend. When I teleport you, then you use team recall.
    Tanker: You mean Assemble Team?
    Me: Yeah, that works too.
    I teleport tanker to final room. Tanker then makes a b-line for Hro'Dtohz
    Me: WTF are you doing?
    Tanker: Tanking the AV
  8. Quote:
    Originally Posted by horatus View Post
    hrm, i need to figure out what to make.
    he lives!!!!
  9. Desmodos

    The Defence Myth

    Quote:
    Originally Posted by Roderick View Post
    I'm working on a DA/DM brute that will be S/L softcapped, but only 20-30% to the other types. Will either of these benefit me (I only really have room for one), and if so, which will be better?



    Why is that?

    At base values, CoF and OG are functionally the same though by drastically differing mechanics. As you build up defense values two things change dramatically.
    • Oppressive Gloom stuns mobs at the expense of your hit points. At base values, this is considered negligible when compare to amount of incoming damage that has been reduced by OG. At high levels of defense, OG contribution to your survivability is diminished, making it harder to justify the hit points lost. If you have a primary that can stack stuns with OG, and argument can be made for OG>CoF, but this would not be the case with DM/DA.
    • In addition to fearing mobs, CoF also applies a 5% to hit debuff to all mobs in range. Due to defense/to hit mechanics, these values stack directly the defense values you've amassed. For a DM/DA this is of particular advantage as it essentially guarantees you have a 10-15% to hit debuff applied to your main target (before factoring resistances).

    For a DM/DA with high defense, CoF is vastly superior to OG.
  10. Ok, haven't read this entire thread yet, so forgive me if this has been brought up before.

    Seems to me Beast Run power should also have some sort of wing animation. Considering CoH wings don't fold up neatly, seems to me winged 'beastial' characters would still move their wings about as they ran on all fours.
  11. Quote:
    Originally Posted by MajorDecoy View Post
    But yes, I'm sure that scrapper damage mitigation is equal to the task of any team not attempting multiple arch-villains.
    I routinely take the alpha when fighting AVs. Depending on the AVs, and team make up, we actually do herd up 2-4 AVs with only my scrapper to tank. Quite frankly, I'd be thrilled if they added taunt to Death Shroud (or all scrapper damage auras.)

    I am occasionally annoyed when a tanker steals my aggro, more so when a taunt aura scrapper steals it.
  12. Build looks pretty good to me, though I'd suggest moving the slots out of boxing and into CoF. You could slot CoF with Siphon Insight and get the same 3.75% Smash/Lethal defense bonus.

    You may consider switching Burst to a Eradication/Cleaving blow franken slot to add a bit more Energy/N Energy defense.
  13. I'm probably missing something here, but wouldn't it just be easier to run scanner missions set for 8?
  14. Do you use /suppressclosefx ?

    While I haven't stopped the crashes entirely, I have noticed they occurred less frequently when I stopped using /suppressclosefx. I noticed the feature kept getting turned off after crashes, which I kept turning back on. Now instead of crashing 2-3 times per mission, I can usually get through a TF with only a single crash.

    Not a fix, but might help a few folks. Still not sure why it works. You'd expect suppressing the graphics would be easier on your system, not worst.
  15. Quote:
    Originally Posted by newchemicals View Post
    My GTX 260 runs the game just fine with no crashes. Now the GTX 295 has complaints about it and I don't recall anyone saying they had the card working with no issues.

    I think the problem may be limited to GTX 295 cards.
    Fair enough. I'd concede to that. I've derailed this thread enough.
  16. Quote:
    Originally Posted by Gangrel_EU View Post
    Well i can confirm that the GTS250 card is compatible with CoX... and has been for at least the past year. I know this because it was the card i had for the past year or so fueling my "current" PC (its now sitting in my back up machine).
    When did you switch? When Ultra Mode was introduced, with Issue 18, I had no problems whatsoever. The 'compatablity' fell apart with Issue 19.
  17. Quote:
    Originally Posted by je_saist View Post
    Don't really know what to tell you then. You may just be stuck with what you have.
    Again, I ask, what are you basing compatibly on? How long did you play with each card? Did you team? Run a SF/TF?

    The cards can run the game, and run it well for hours at a time. Still what I consider 'compatible.'


    Quote:
    ...

    Windows NT6 IS Windows Vista and Windows 7

    Windows Vista and Windows 7 are the same damn operating system. There is no kernel difference. There is no DirectX difference. Even the Dirver Model API has been updated to be the same on both.
    Apologies. My error. Hadn't seen them referred to Windows NT 6. Some when I knew this, but never use those terms.
  18. Quote:
    Originally Posted by je_saist View Post
    If you can disable SLI, that should keep the game from crashing, but as noted, you'll be back to the performance of older drivers before SLI was enabled.
    The problem actually began before I enabled SLI. I was using older drivers that did not use SLI for COX. I upgraded to those drivers in an effort to correct the problem. Performance improved considerably, crashes continued. The only thing that stops the crashes is rolling back to 197 drivers, which are not good for the GTX 295.

    Additionally, many that reported the problem were not using GTX 295 cards.

    There have been numerous threads in the CoH forums about this. The only two solutions I have seen have been rolling back to 197 drivers or the purchase of new card 400 series or newer. 197 drivers pose many problems for GTX 295, so I'm stuck with purchasing a new card (ok I would have done that anyways).

    EDIT:

    Quote:
    Originally Posted by je_saist View Post
    Good question.

    My compatibility is:
    This may be a contributing factor, not sure. Not sure how many players would be running those OSs. My problems started while I was running Vista. I upgraded to Win7, hoping to address the issue, but no luck.
  19. Curious as to what you're are basing compatablility on?

    I have a GTX 295 and I am plagued with crashes since Issue 19. At this point, I've tried everything and simply consider the card incompatible with CoX. It runs the game well with all settings turned on, but randomly experiences Open GL errors that crash the game. The only solution presented thus far is a major driver rollback that runs CoH poorly, not the mention the other games I play.

    I've essentially given up on CoX teaming until I get around to purchasing a new card. IMHO, 200 series cards are simply not compatible with changes to CoX graphics.
  20. Quote:
    Originally Posted by Werner View Post
    Heh. I didn't even think of that. They're just bad mojo for Super Reflexes. If it's any consolation, anyone with substantial defense debuffs rips up my Katana/Dark, who is otherwise my most survivable toon, Tankers included.
    MY DM/DA scrapper is red side ATM has a very difficult time against PPDs with their -defense attacks and Longbows with their -resistance attacks. Since both groups are heavy with energy attacks, if I'm even slightly off my game, frequent face plants ensue on mission set for +8.

    Yet Carnies, she can rip through with relative ease. Stacked holds are a serious threat, but only thing that really annoys me about Carnies is that damned Mask of Vitiation...that's just too evil.
  21. Quote:
    Originally Posted by Shutter2 View Post
    The accuracy concern you raise is worrisome. Could you elaborate on that? I haven't sunk my teeth into that part of mids and planning yet apparently.
    In normal game play, the accuracy you have now is fine. As we move into more challenging content, I suspect the accuracy will start to suffer, particularly CoF. You could test it though. Just find some of lvl 54 Rikti in RWZ, preferably with a guardian or two. If you can hit them consistently, I wouldn't worry about it too much. Pay close attention to minions, if you're not fearing them, then running CoF is simply wasting endurance.

    On my DM/DA has 78% accuracy in CoF with 54% Global accuracy bonuses. She can reliably fear minions. With ToF + CoF I can fear most anything, but it requires that CoF hit.

    Maybe a number cruncher can compare more precisely, I'm just not convinced 10% To Hit will make up that difference.
  22. Your build does not have enough endurance management to sustain itself. You might make it work with a tier 2 Cardiac, but that's kind of locks you in. Oddly enough, you could substantially increase your recovery simply by slotting Stamina and Physical Perfection with generic end mod IOs. +end mod proc is very nice, but only after you've capped out endurance modification enhancement. The +regeneration proc does very little for Dark Armor unless you focus on +HP bonuses, which I don't recommend.

    Personally, I would swap the slotting you have in Tough with Obsidian Shield, but otherwise I find nothing else wrong your with your build. I would have a slight concern with accuracy. I'm not entirely convinced Tactics will be enough to overcome it.
  23. 1) I'd suggest skimming over my guide. A tad dated, but you really need to know is there. (waiting on more Incarnate info before updating)
    2) Focus more on typed defense, IMHO this works better for DM/DA. S/L and E/Ne defense is fairly easy to stack up to high levels without gimping your build. Try Kinetic Combat for ST melee, Reactive Armor for resistance, and Eradication for PbAoEs.
    3) I strongly recommend you drop Acrobatics and moving towards IOs for KB protection. Look at things like Blessing of the Zephyr or Steadfast for KB protection.
  24. Quote:
    Originally Posted by Lohenien View Post
    Consider that I can stand in a mob from the Cathedral of Pain (high psi damage) and live indefinitely with CoF up, but die pretty quick when I turn it off.
    Just a guess, but I'm thinking Psi Damage wasn't what killed you when you turned off CoF.
  25. Quote:
    Originally Posted by GavinRuneblade View Post
    Damage does allow a cowering enemy 1 attack per 5 seconds, but the fear continues for it's duration after that 1 attack.
    I am very curious as to how or where you got this number?


    Quote:
    Originally Posted by Cambios View Post
    Do you use Cloak of Fear? Does the fear actually do much? Is the -tohit noticeable?
    Unless you're fighting an AV, the -ToHit of CoF is extremely noticeable when you build your character for defense. The more defense you character has, the more noticeable CoF will become. This assumes you've obtained sufficient accuracy to make the power effective, which really isn't that hard on IO builds.

    Yes, it is true that mobs can resists -ToHit, but only AVs can do so to a sufficient degree to make CoF questionable. CoF has a base -ToHit value of 5%. Even when fighting +4 that resist 52%, you're still applying a base 2.6% -ToHit. Consider how much effort place into adding 2-3% defense to their build.

    3% Defense isn't really noticeable, but stack up enough defenses and it become quite significant. 2.6% -ToHit translates into the same equation.

    With the right builds (especially when using Cardiac Boost Alpha), CoF can be effective with only 4 slots. Obviously you need to have the necessary endurance management to run it and the accuracy sufficient to hit your targets.